Shader, text, asset manager events and generic data desc sets
- Made shader for shiniy effect (half done) - Text objects in scene now use a UI component for better scaling - Asset manager now creates an event for compilation of assets - Descriptor for generic data is implemented
This commit is contained in:
parent
49692e5c37
commit
f7bb8606be
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@ -0,0 +1,8 @@
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- VertexShader: 37048829
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FragmentShader: 45685219
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SubPass: G-Buffer Write
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Properties:
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data.color: {x: 1, y: 1, z: 1, w: 1}
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data.textureIndex: 57342922
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data.alpha: 0
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data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,3 @@
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Name: ShinyHightlight
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ID: 122370915
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Type: 7
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@ -8599,7 +8599,7 @@
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IsActive: true
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Renderable Component:
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Mesh: 136892700
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Material: 131956078
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Material: 122370915
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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@ -9571,7 +9571,11 @@
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Name: =====Text====
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IsActive: true
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NumberOfChildren: 3
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Components: ~
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Components:
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Canvas Component:
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Canvas Width: 1920
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Canvas Height: 1080
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IsActive: true
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Scripts: ~
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- EID: 237
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Name: Score
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@ -9587,6 +9591,9 @@
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Text: My name is Brandon.
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Font: 176667660
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IsActive: true
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UI Component:
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Canvas ID: 199
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IsActive: true
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Scripts: ~
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- EID: 206
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Name: Timer
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@ -9602,6 +9609,9 @@
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Text: My name is Brandon.
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Font: 176667660
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IsActive: true
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UI Component:
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Canvas ID: 199
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IsActive: true
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Scripts: ~
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- EID: 139
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Name: Multiplier
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@ -9617,6 +9627,9 @@
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Text: TEST
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Font: 176667660
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IsActive: true
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UI Component:
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Canvas ID: 199
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IsActive: true
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Scripts: ~
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- EID: 198
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Name: ====Raccoon====
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@ -9687,6 +9700,7 @@
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aimingLength: 1
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throwItem: false
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rayDistance: 0.75
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rayHeight: 0.100000001
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- EID: 3
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Name: HoldingPoint
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IsActive: true
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@ -9713,11 +9727,12 @@
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Pitch: 0
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Yaw: 360
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Roll: 1.28065994e-06
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Width: 1920
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Height: 1080
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Width: 1728
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Height: 832
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Near: 0.00999999978
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Far: 10000
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Perspective: true
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FOV: 90
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IsActive: true
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Camera Arm Component:
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Arm Pitch: 0
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@ -26,6 +26,7 @@ layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
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layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
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layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
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layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
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layout(set = 3, binding = 7, rgba8) uniform image2D objectVFXImage;
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layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
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@ -141,6 +142,9 @@ void main()
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float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
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fragColor *= ssaoVal;
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vec4 objectVFXColor = imageLoad (objectVFXImage, globalThread);
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fragColor += objectVFXColor.rgb * objectVFXColor.a;
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// store result into result image
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
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Binary file not shown.
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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struct MatPropData
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{
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int textureIndex;
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float highlightPosition;
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};
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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layout(location = 0) in struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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} In;
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// material stuff
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layout(location = 4) flat in struct
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{
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int materialIndex;
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uint eid;
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uint lightLayerIndex;
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vec3 screenSpacePos;
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} In2;
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
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{
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MatPropData data[];
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} MatProp;
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layout(location = 0) out vec4 position;
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layout(location = 1) out uint outEntityID;
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layout(location = 2) out uint lightLayerIndices;
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layout(location = 3) out vec4 normals;
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layout(location = 4) out vec4 albedo;
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layout(location = 5) out vec4 worldSpacePosition;
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layout(location = 6) out vec4 objectVFX;
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void main()
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{
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position = In.vertPos;
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normals = In.normal;
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albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
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worldSpacePosition = In.worldPos;
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outEntityID = In2.eid;
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lightLayerIndices = In2.lightLayerIndex;
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float vpHeight = float (In2.screenSpacePos.y);
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float scanlineScale = 300.0f * (1.0f - In2.screenSpacePos.z);
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float lowerLimit = vpHeight - scanlineScale;
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float upperLimit = vpHeight + scanlineScale;
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if (gl_FragCoord.y > lowerLimit && gl_FragCoord.y < upperLimit)
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objectVFX = vec4(1.0f);
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else
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objectVFX = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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Name: ShinyHighlight_FS
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ID: 45685219
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Type: 2
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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layout(location = 0) in vec3 aVertexPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec3 aNormal;
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layout(location = 3) in vec3 aTangent;
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layout(location = 4) in mat4 worldTransform;
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layout(location = 8) in uvec2 integerData;
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layout(location = 9) in uvec4 aBoneIndices;
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layout(location = 10) in vec4 aBoneWeights;
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layout(location = 11) in uint firstBoneIndex;
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layout(location = 0) out struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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} Out;
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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// material stuff
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layout(location = 4) out struct
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{
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int materialIndex;
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uint eid;
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uint lightLayerIndex;
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vec3 screenSpacePos;
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} Out2;
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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void main()
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{
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Out2.materialIndex = gl_InstanceIndex;
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Out2.eid = integerData[0];
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Out2.lightLayerIndex = integerData[1];
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// for transforming gBuffer position and normal data
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mat4 modelViewMat = cameraData.viewMat * worldTransform;
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// gBuffer position will be in view space
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Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
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Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
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// uvs for texturing in fragment shader
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Out.uv = aUV;
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mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
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// normals are also in view space
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Out.normal.rgb = transposeInv * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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// Get center of object in world position
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vec4 worldPos = vec4(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2], 1.0f);
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// transform to clip space
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worldPos = cameraData.vpMat * worldPos;
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worldPos.xyz /= worldPos.w;
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// transform to screen space
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worldPos.xy = ((worldPos.xy + vec2(1.0f)) * vec2 (0.5f)) * vec2 (genericDataBuffer.data.viewportWidth, genericDataBuffer.data.viewportHeight);
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Out2.screenSpacePos = worldPos.xyz;
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// clip space for rendering
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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}
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Binary file not shown.
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Name: ShinyHighlight_VS
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ID: 37048829
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Type: 2
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@ -0,0 +1,20 @@
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#pragma once
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#include <string>
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#include <vector>
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namespace SHADE
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{
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struct SHCompileAssetEvent
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{
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//! Name of the shader. Should just contain stem from file path.
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std::string shaderName;
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//! NEw binary data for shader module to use
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std::vector<uint32_t> newBinaryData;
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//! Extension to check for type
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std::string ext;
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};
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}
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@ -11,6 +11,8 @@
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#include "SHpch.h"
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#include "SHShaderSourceCompiler.h"
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#include "shaderc/shaderc.hpp"
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#include "Assets/Events/SHAssetManagerEvents.h"
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#include "Events/SHEventManager.hpp"
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#include <fstream>
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#include <sstream>
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return{};
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}
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SHCompileAssetEvent compileShaderEvent
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{
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.shaderName = std::filesystem::path (data->name).stem().string(),
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.newBinaryData = data->spirvBinary,
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.ext = GLSL_EXTENSION.data(),
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};
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SHEventManager::BroadcastEvent<SHCompileAssetEvent>(compileShaderEvent, SH_ASSET_COMPILE_EVENT);
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return CompileShaderSourceToBinary(path, *data);
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}
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@ -26,4 +26,5 @@ constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
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constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };
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constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 };
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constexpr SHEventIdentifier SH_WINDOW_RESIZE_EVENT { 20 };
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constexpr SHEventIdentifier SH_ASSET_COMPILE_EVENT { 21 };
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#include "SHpch.h"
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#include "SHGraphicsGenericData.h"
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#include "Graphics/Devices/SHVkLogicalDevice.h"
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#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
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#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
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#include "Graphics/Buffers/SHVkBuffer.h"
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namespace SHADE
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{
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void SHGraphicsGenericData::Init(Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept
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{
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alignedGpuStructSize = logicalDevice->PadUBOSize(sizeof (GpuStruct));
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gpuBuffer = logicalDevice->CreateBuffer(alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT, "Generic Data");
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std::array gpuBufferArray{ gpuBuffer };
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// We use index 0 because the descriptor set is standalone created from a single desc set layout. What the driver sees is that this set is at index 0 during updating.
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static constexpr uint8_t SET_0 = 0;
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descSet->ModifyWriteDescBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA, std::span<Handle<SHVkBuffer>>{ gpuBufferArray.data(), gpuBufferArray.size()}, 0, sizeof(GpuStruct));
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descSet->UpdateDescriptorSetBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA);
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}
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void SHGraphicsGenericData::UpdateBuffer(uint32_t frameIndex) noexcept
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{
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gpuBuffer->WriteToMemory(&data, sizeof(GpuStruct), 0, alignedGpuStructSize * frameIndex);
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}
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void SHGraphicsGenericData::SetDt(float dt) noexcept
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{
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data.dt = dt;
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}
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void SHGraphicsGenericData::UpdateElapsedTime(float dt) noexcept
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{
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data.elapsedTime += dt;
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}
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void SHGraphicsGenericData::SetViewportWidth(uint32_t width) noexcept
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{
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data.viewportWidth = width;
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}
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void SHGraphicsGenericData::SetViewportHeight(uint32_t height) noexcept
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{
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data.viewportHeight = height;
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}
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}
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#pragma once
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#include <cstdint>
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#include "Resource/SHHandle.h"
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namespace SHADE
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{
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class SHVkDescriptorSetGroup;
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class SHVkBuffer;
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class SHVkLogicalDevice;
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class SHGraphicsGenericData
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{
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public:
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struct GpuStruct
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{
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//! Delta time
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float dt{ 0.0f };
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//! Elapsed time of the application
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float elapsedTime{ 0.0f };
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint32_t viewportWidth{ 0 };
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//! Ditto but for height
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uint32_t viewportHeight{ 0 };
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};
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private:
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//! This will be access
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GpuStruct data;
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//! Buffer to hold the generic data
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Handle<SHVkBuffer> gpuBuffer;
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//! gpu struct size for GPU to use
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uint32_t alignedGpuStructSize;
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public:
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void Init (Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept;
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void UpdateBuffer(uint32_t frameIndex) noexcept;
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void SetDt (float dt) noexcept;
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void UpdateElapsedTime (float dt) noexcept;
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void SetViewportWidth(uint32_t width) noexcept;
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void SetViewportHeight(uint32_t height) noexcept;
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};
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}
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#include "SHGlobalDescriptorSets.h"
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#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
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#include "Graphics/Commands/SHVkCommandBuffer.h"
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#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
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#include "Graphics/Devices/SHVkLogicalDevice.h"
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namespace SHADE
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{
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Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::staticGlobalDataDescriptorSet;
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Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::genericAndTextureDataDescSet;
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Handle<SHLightingSubSystem> SHGlobalDescriptorSets::lightingSubSystem;
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//void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t firstSet) noexcept
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lightingSubSystem->BindDescSet(cmdBuffer, setIndex, frameIndex);
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}
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void SHGlobalDescriptorSets::BindStaticGlobalData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept
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void SHGlobalDescriptorSets::BindGenericAndTextureData(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept
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{
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uint32_t alignedGenericStructSize = device->PadUBOSize(sizeof(SHGraphicsGenericData::GpuStruct));
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// Bind descriptor set for static global data
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static std::array<uint32_t, 1> TEX_DYNAMIC_OFFSET{ 0 };
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cmdBuffer->BindDescriptorSet(staticGlobalDataDescriptorSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
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static std::array TEX_DYNAMIC_OFFSET = { alignedGenericStructSize, };
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cmdBuffer->BindDescriptorSet(genericAndTextureDataDescSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
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}
|
||||
|
||||
/***************************************************************************/
|
||||
|
@ -43,9 +47,9 @@ namespace SHADE
|
|||
lightingSubSystem = system;
|
||||
}
|
||||
|
||||
void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> staticGlobalDescSet) noexcept
|
||||
void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> descSet) noexcept
|
||||
{
|
||||
staticGlobalDataDescriptorSet = staticGlobalDescSet;
|
||||
genericAndTextureDataDescSet = descSet;
|
||||
}
|
||||
|
||||
}
|
|
@ -15,7 +15,7 @@ namespace SHADE
|
|||
private:
|
||||
|
||||
//! Static global descriptor sets for miscellaneous data and textures
|
||||
static Handle<SHVkDescriptorSetGroup> staticGlobalDataDescriptorSet;
|
||||
static Handle<SHVkDescriptorSetGroup> genericAndTextureDataDescSet;
|
||||
|
||||
//! Lighting sub system required to get information to bind descriptor sets for light data
|
||||
static Handle<SHLightingSubSystem> lightingSubSystem;
|
||||
|
@ -25,7 +25,7 @@ namespace SHADE
|
|||
/* PUBLIC MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
static void BindLightingData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
|
||||
static void BindStaticGlobalData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept;
|
||||
static void BindGenericAndTextureData (Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* SETTERS AND GETTERS */
|
||||
|
|
|
@ -47,6 +47,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Events/SHEvent.h"
|
||||
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
|
||||
#include "Input/SHInputManager.h"
|
||||
#include "Assets/Events/SHAssetManagerEvents.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -210,6 +211,7 @@ namespace SHADE
|
|||
renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools);
|
||||
renderGraph->AddResource("Position", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
|
||||
renderGraph->AddResource("Position World Space", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
|
||||
renderGraph->AddResource("Object VFX", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
|
||||
renderGraph->AddResource("Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
|
||||
//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
|
||||
renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second);
|
||||
|
@ -235,7 +237,8 @@ namespace SHADE
|
|||
"Depth Buffer",
|
||||
"SSAO",
|
||||
"SSAO Blur",
|
||||
"Position World Space"
|
||||
"Position World Space",
|
||||
"Object VFX"
|
||||
},
|
||||
{}); // no predecessors
|
||||
|
||||
|
@ -249,6 +252,7 @@ namespace SHADE
|
|||
gBufferSubpass->AddColorOutput("Normals");
|
||||
gBufferSubpass->AddColorOutput("Albedo");
|
||||
gBufferSubpass->AddColorOutput("Position World Space");
|
||||
gBufferSubpass->AddColorOutput("Object VFX");
|
||||
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
|
||||
|
||||
usableSubpassesMapping.emplace (std::string (SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
|
||||
|
@ -297,15 +301,15 @@ namespace SHADE
|
|||
"Albedo",
|
||||
"Scene",
|
||||
"SSAO Blur",
|
||||
"Position World Space"
|
||||
"Position World Space",
|
||||
"Object VFX"
|
||||
},
|
||||
{ SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()});
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* DEFERRED COMPOSITE SUBPASS INIT */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
||||
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene", "Object VFX"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
||||
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
|
||||
{
|
||||
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
|
||||
|
@ -409,7 +413,6 @@ namespace SHADE
|
|||
|
||||
InitRenderGraph();
|
||||
|
||||
|
||||
// Create Semaphore
|
||||
for (auto& semaHandle : graphSemaphores)
|
||||
{
|
||||
|
@ -491,12 +494,34 @@ namespace SHADE
|
|||
|
||||
void SHGraphicsSystem::InitEvents(void) noexcept
|
||||
{
|
||||
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> thisReceiver
|
||||
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> lightEnableShadowReceiver
|
||||
{
|
||||
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveLightEnableShadowEvent)
|
||||
};
|
||||
ReceiverPtr receiver = std::dynamic_pointer_cast<SHEventReceiver>(thisReceiver);
|
||||
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, receiver);
|
||||
ReceiverPtr lightEnableShadowReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(lightEnableShadowReceiver);
|
||||
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, lightEnableShadowReceivePtr);
|
||||
|
||||
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> compileAssetReceiever
|
||||
{
|
||||
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveCompileAssetEvent)
|
||||
};
|
||||
ReceiverPtr compileAssetReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(compileAssetReceiever);
|
||||
SHEventManager::SubscribeTo(SH_ASSET_COMPILE_EVENT, compileAssetReceivePtr);
|
||||
}
|
||||
|
||||
void SHGraphicsSystem::InitGenericDataAndTexturesDescSet(void) noexcept
|
||||
{
|
||||
// descriptor set for generic data and textures
|
||||
genericAndTextureDescSet = descPool->Allocate(SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA), { SHTextureLibrary::DEFAULT_MAX_TEXTURES });
|
||||
|
||||
for (auto set : genericAndTextureDescSet->GetVkHandle())
|
||||
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
|
||||
|
||||
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(genericAndTextureDescSet);
|
||||
|
||||
// Create buffer for generic data and attach to descriptor set
|
||||
graphicsGenericData.Init(device, genericAndTextureDescSet);
|
||||
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -507,6 +532,7 @@ namespace SHADE
|
|||
InitBoilerplate();
|
||||
InitMiddleEnd();
|
||||
InitSubsystems();
|
||||
InitGenericDataAndTexturesDescSet();
|
||||
InitBuiltInResources();
|
||||
InitEvents();
|
||||
}
|
||||
|
@ -536,7 +562,7 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHGraphicsSystem::Run(double) noexcept
|
||||
void SHGraphicsSystem::Run(double dt) noexcept
|
||||
{
|
||||
if (window->IsMinimized() || renderContext.GetWindowIsDead())
|
||||
{
|
||||
|
@ -572,6 +598,9 @@ namespace SHADE
|
|||
|
||||
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
|
||||
|
||||
graphicsGenericData.SetDt(dt);
|
||||
graphicsGenericData.UpdateElapsedTime(dt);
|
||||
graphicsGenericData.UpdateBuffer(frameIndex);
|
||||
|
||||
{
|
||||
#ifdef SHEDITOR
|
||||
|
@ -860,6 +889,23 @@ namespace SHADE
|
|||
return eventPtr->handle;
|
||||
}
|
||||
|
||||
SHEventHandle SHGraphicsSystem::ReceiveCompileAssetEvent(SHEventPtr eventPtr) noexcept
|
||||
{
|
||||
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHCompileAssetEvent>*>(eventPtr.get())->data;
|
||||
|
||||
auto denseIterators = SHVkInstance::GetResourceManager().GetDenseAccess<SHVkShaderModule>();
|
||||
for (auto it = denseIterators.first; it != denseIterators.second; ++it)
|
||||
{
|
||||
if (it->GetName() == EVENT_DATA->shaderName)
|
||||
{
|
||||
it->OnChange();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return eventPtr->handle;
|
||||
}
|
||||
|
||||
Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass)
|
||||
{
|
||||
// Retrieve pipeline from pipeline storage or create if unavailable
|
||||
|
@ -980,12 +1026,11 @@ namespace SHADE
|
|||
device->WaitIdle();
|
||||
texLibrary.BuildTextures
|
||||
(
|
||||
device, graphicsTexCmdBuffer, graphicsQueue, descPool
|
||||
device, graphicsTexCmdBuffer, graphicsQueue, genericAndTextureDescSet
|
||||
);
|
||||
device->WaitIdle();
|
||||
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
|
||||
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
|
||||
|
||||
//SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
|
||||
}
|
||||
|
||||
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
|
||||
|
@ -1134,6 +1179,10 @@ namespace SHADE
|
|||
resizeWidth = newWidth;
|
||||
resizeHeight = newHeight;
|
||||
|
||||
graphicsGenericData.SetViewportWidth(resizeWidth);
|
||||
graphicsGenericData.SetViewportHeight(resizeHeight);
|
||||
|
||||
|
||||
renderContext.SetIsResized(true);
|
||||
}
|
||||
|
||||
|
@ -1186,6 +1235,7 @@ namespace SHADE
|
|||
|
||||
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
|
||||
|
||||
|
||||
#else
|
||||
|
||||
#endif
|
||||
|
|
|
@ -37,6 +37,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
||||
#include "Graphics/Events/SHGraphicsEvents.h"
|
||||
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h"
|
||||
#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -106,6 +107,7 @@ namespace SHADE
|
|||
void InitSubsystems (void) noexcept;
|
||||
void InitBuiltInResources (void);
|
||||
void InitEvents (void) noexcept;
|
||||
void InitGenericDataAndTexturesDescSet (void) noexcept;
|
||||
|
||||
public:
|
||||
class SH_API BeginRoutine final : public SHSystemRoutine
|
||||
|
@ -181,6 +183,11 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------*/
|
||||
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* Asset Events */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
SHEventHandle ReceiveCompileAssetEvent (SHEventPtr eventPtr) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Material Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -433,6 +440,7 @@ namespace SHADE
|
|||
SHResourceHub resourceManager;
|
||||
SHMeshLibrary meshLibrary;
|
||||
SHTextureLibrary texLibrary;
|
||||
SHGraphicsGenericData graphicsGenericData;
|
||||
SHFontLibrary fontLibrary;
|
||||
SHSamplerCache samplerCache;
|
||||
SHMaterialInstanceCache materialInstanceCache;
|
||||
|
@ -490,6 +498,8 @@ namespace SHADE
|
|||
Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
|
||||
Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
|
||||
|
||||
Handle<SHVkDescriptorSetGroup> genericAndTextureDescSet;
|
||||
|
||||
// Built-In Textures
|
||||
Handle<SHTexture> defaultTexture;
|
||||
|
||||
|
|
|
@ -194,7 +194,7 @@ namespace SHADE
|
|||
cmdBuffer->BindPipeline(pipeline);
|
||||
|
||||
// Bind global data
|
||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
|
||||
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
|
||||
|
||||
// Bind camera data
|
||||
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
||||
|
|
|
@ -63,7 +63,7 @@ namespace SHADE
|
|||
isDirty = true;
|
||||
}
|
||||
|
||||
void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool)
|
||||
void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/)
|
||||
{
|
||||
// Don't do anything if there are no updates
|
||||
if (!isDirty)
|
||||
|
@ -162,27 +162,28 @@ namespace SHADE
|
|||
/* Build Descriptor Set with all the Textures only if there are textures */
|
||||
if (!texOrder.empty())
|
||||
{
|
||||
if (texDescriptors)
|
||||
{
|
||||
texDescriptors.Free();
|
||||
}
|
||||
texDescriptors = descPool->Allocate
|
||||
(
|
||||
{ SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) },
|
||||
{ static_cast<uint32_t>(texOrder.size()) }
|
||||
);
|
||||
#ifdef _DEBUG
|
||||
for (auto set : texDescriptors->GetVkHandle())
|
||||
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
|
||||
#endif
|
||||
|
||||
// if (descSet)
|
||||
// {
|
||||
// descSet.Free();
|
||||
// }
|
||||
// descSet = descPool->Allocate
|
||||
// (
|
||||
// { SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) },
|
||||
// { static_cast<uint32_t>(texOrder.size()) }
|
||||
// );
|
||||
//#ifdef _DEBUG
|
||||
// for (auto set : descSet->GetVkHandle())
|
||||
// SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
|
||||
//#endif
|
||||
static constexpr uint32_t TEX_DESCRIPTOR_SET_INDEX = 0;
|
||||
texDescriptors->ModifyWriteDescImage
|
||||
descSet->ModifyWriteDescImage
|
||||
(
|
||||
TEX_DESCRIPTOR_SET_INDEX,
|
||||
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
|
||||
combinedImageSamplers
|
||||
);
|
||||
texDescriptors->UpdateDescriptorSetImages
|
||||
descSet->UpdateDescriptorSetImages
|
||||
(
|
||||
TEX_DESCRIPTOR_SET_INDEX,
|
||||
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA
|
||||
|
|
|
@ -66,6 +66,13 @@ namespace SHADE
|
|||
class SHTextureLibrary
|
||||
{
|
||||
public:
|
||||
//! This exists because a poor decision was made to place the textures and
|
||||
//! generic data as 2 bindings in a single layout. Because of this, the recreation
|
||||
//! of the texture library would mean the recreation of the desc set that also
|
||||
//! involves the generic data, which is bad bad bad. Solution is to separate the
|
||||
//! 2 desc sets.
|
||||
static constexpr uint32_t DEFAULT_MAX_TEXTURES = 2000;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Usage Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -112,7 +119,7 @@ namespace SHADE
|
|||
/*!
|
||||
|
||||
\brief
|
||||
Finalises all changes to the Texture Library into the GPU buffers.
|
||||
Finalizes all changes to the Texture Library into the GPU buffers.
|
||||
|
||||
\param device
|
||||
Device used to create and update the buffers.
|
||||
|
@ -123,12 +130,12 @@ namespace SHADE
|
|||
queue.
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool);
|
||||
void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/);
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return texDescriptors; }
|
||||
//Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return descSet; }
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
*
|
||||
|
@ -173,8 +180,8 @@ namespace SHADE
|
|||
std::vector<Handle<SHTexture>> texOrder;
|
||||
// CPU Storage
|
||||
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> combinedImageSamplers;
|
||||
// GPU Storage
|
||||
Handle<SHVkDescriptorSetGroup> texDescriptors;
|
||||
//// GPU Storage
|
||||
//Handle<SHVkDescriptorSetGroup> descSet;
|
||||
// Flags
|
||||
bool isDirty = true;
|
||||
|
||||
|
|
|
@ -164,7 +164,7 @@ namespace SHADE
|
|||
cmdBuffer->BindPipeline(pipeline);
|
||||
|
||||
// Bind global data
|
||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
|
||||
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
|
||||
|
||||
// Bind camera data
|
||||
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
||||
|
|
|
@ -584,7 +584,7 @@ namespace SHADE
|
|||
if (node->renderpass)
|
||||
{
|
||||
// bind static global data
|
||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
|
||||
SHGlobalDescriptorSets::BindGenericAndTextureData(renderGraphStorage->logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
|
||||
|
||||
// Bind all the buffers required for meshes
|
||||
for (auto& [buffer, bindingPoint] : MESH_DATA)
|
||||
|
|
|
@ -664,7 +664,7 @@ namespace SHADE
|
|||
commandBuffer->ForceSetPipelineLayout(SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
|
||||
|
||||
// bind static global data
|
||||
SHGlobalDescriptorSets::BindStaticGlobalData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
|
||||
SHGlobalDescriptorSets::BindGenericAndTextureData(graphStorage->logicalDevice, commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
|
||||
|
||||
// bind lighting data
|
||||
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::LIGHTS), frameIndex);
|
||||
|
|
|
@ -112,4 +112,9 @@ namespace SHADE
|
|||
return reflectedData;
|
||||
}
|
||||
|
||||
std::string SHVkShaderModule::GetName(void) const noexcept
|
||||
{
|
||||
return shaderName;
|
||||
}
|
||||
|
||||
}
|
|
@ -77,6 +77,7 @@ namespace SHADE
|
|||
vk::ShaderStageFlagBits GetShaderStageFlagBits (void) const noexcept;
|
||||
vk::ShaderModule GetVkShaderModule (void) const noexcept;
|
||||
SHShaderReflected const& GetReflectedData (void) const noexcept;
|
||||
std::string GetName (void) const noexcept;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue