Pregenerates default meshes and provides a function to retrieve them #176

Merged
Pycorax merged 1 commits from SP3-1-BuiltInMesh into main 2022-11-05 00:13:45 +08:00
2 changed files with 119 additions and 49 deletions

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@ -41,6 +41,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Resource/SHResourceManager.h" #include "Resource/SHResourceManager.h"
#include "Graphics/SHVkUtil.h" #include "Graphics/SHVkUtil.h"
#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h" #include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
#include "../Meshes/SHPrimitiveGenerator.h"
namespace SHADE namespace SHADE
{ {
@ -259,7 +260,6 @@ namespace SHADE
// Generate world render graph // Generate world render graph
worldRenderGraph->Generate(); worldRenderGraph->Generate();
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* BIND RENDER GRAPH TO RENDERER */ /* BIND RENDER GRAPH TO RENDERER */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
@ -269,17 +269,6 @@ namespace SHADE
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector()); worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
// Create default materials
std::array<SHTexture::PixelChannel, 4> defaultTexture = { 255, 255, 255, 255 };
std::vector<uint32_t> mipOffsets{};
mipOffsets.push_back(0);
auto tex = AddTexture(4, defaultTexture.data(), 1, 1, SHTexture::TextureFormat::eR8G8B8A8Unorm, mipOffsets);
BuildTextures();
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
defaultMaterial->SetProperty("data.textureIndex", tex->TextureArrayIndex);
// Create debug draw pipeline // Create debug draw pipeline
debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass); debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);
debugDrawDepthPipeline = createDebugDrawPipeline(debugDrawNodeDepth->GetRenderpass(), debugDrawDepthSubpass); debugDrawDepthPipeline = createDebugDrawPipeline(debugDrawNodeDepth->GetRenderpass(), debugDrawDepthSubpass);
@ -321,7 +310,29 @@ namespace SHADE
lightingSubSystem = resourceManager.Create<SHLightingSubSystem>(); lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
lightingSubSystem->Init(device, descPool); lightingSubSystem->Init(device, descPool);
}
void SHGraphicsSystem::InitBuiltInResources(void)
{
// Create default texture
std::array<SHTexture::PixelChannel, 4> defaultTextureData = { 255, 255, 255, 255 };
std::vector<uint32_t> mipOffsets{};
mipOffsets.push_back(0);
defaultTexture = AddTexture(4, defaultTextureData.data(), 1, 1, SHTexture::TextureFormat::eR8G8B8A8Unorm, mipOffsets);
BuildTextures();
// Create default meshes
primitiveMeshes[static_cast<int>(PrimitiveType::Cube)] = SHPrimitiveGenerator::Cube(meshLibrary);
primitiveMeshes[static_cast<int>(PrimitiveType::Sphere)] = SHPrimitiveGenerator::Sphere(meshLibrary);
BuildMeshBuffers();
// Create default materials
defaultMaterial = AddMaterial
(
defaultVertShader, defaultFragShader,
worldRenderGraph->GetNode("G-Buffer")->GetSubpass("G-Buffer Write")
);
defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
} }
#ifdef SHEDITOR #ifdef SHEDITOR
@ -364,8 +375,7 @@ namespace SHADE
InitBoilerplate(); InitBoilerplate();
InitMiddleEnd(); InitMiddleEnd();
InitSubsystems(); InitSubsystems();
InitBuiltInResources();
} }
void SHGraphicsSystem::Exit(void) void SHGraphicsSystem::Exit(void)
@ -723,6 +733,18 @@ namespace SHADE
transferCmdBuffer.Free(); transferCmdBuffer = {}; transferCmdBuffer.Free(); transferCmdBuffer = {};
} }
Handle<SHMesh> SHGraphicsSystem::GetMeshPrimitive(PrimitiveType type) const noexcept
{
switch (type)
{
case PrimitiveType::Cube:
case PrimitiveType::Sphere:
return primitiveMeshes[static_cast<int>(type)];
default:
return {};
}
}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Texture Registration Functions */ /* Texture Registration Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

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@ -58,6 +58,19 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/***********************************************************************************/
/*!
\brief
Type of built-in primitive meshes that are available.
*/
/***********************************************************************************/
enum class PrimitiveType
{
Cube,
Sphere
};
static constexpr int MAX_PRIMITIVE_TYPES = 2;
/***********************************************************************************/ /***********************************************************************************/
/*! /*!
\brief \brief
@ -72,6 +85,7 @@ namespace SHADE
void InitSceneRenderGraph (void) noexcept; void InitSceneRenderGraph (void) noexcept;
void InitMiddleEnd (void) noexcept; void InitMiddleEnd (void) noexcept;
void InitSubsystems (void) noexcept; void InitSubsystems (void) noexcept;
void InitBuiltInResources (void);
#ifdef SHEDITOR #ifdef SHEDITOR
void InitEditorRenderGraph (void) noexcept; void InitEditorRenderGraph (void) noexcept;
@ -207,6 +221,21 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
void BuildMeshBuffers(); void BuildMeshBuffers();
/*******************************************************************************/
/*!
\brief
Retrieves the built-in mesh specified.
\param type
Type of built-in mesh to retrieve.
\returns
Handle to the mesh that was specfied. However, if an invalid type is specified,
a null Handle will be returned.
*/
/*******************************************************************************/
Handle<SHMesh> GetMeshPrimitive(PrimitiveType type) const noexcept;
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Texture Registration Functions */ /* Texture Registration Functions */
@ -278,6 +307,18 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const; Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const;
/***************************************************************************/
/*!
*
\brief
Retrieves the handle to the default texture. A white 1x1 texture.
\returns
Handle to the default texture.
*/
/***************************************************************************/
Handle<SHTexture> GetDefaultTexture() const noexcept { return defaultTexture; }
void PrepareResize(uint32_t newWidth, uint32_t newHeight) noexcept; void PrepareResize(uint32_t newWidth, uint32_t newHeight) noexcept;
void HandleResize(void) noexcept; void HandleResize(void) noexcept;
@ -378,6 +419,13 @@ namespace SHADE
Handle<SHVkPipeline> debugDrawPipeline; Handle<SHVkPipeline> debugDrawPipeline;
Handle<SHVkPipeline> debugDrawDepthPipeline; Handle<SHVkPipeline> debugDrawDepthPipeline;
// Built-In Textures
Handle<SHTexture> defaultTexture;
// Built-In Meshes
std::array<Handle<SHMesh>, MAX_PRIMITIVE_TYPES> primitiveMeshes;
// Render Graphs
Handle<SHRenderGraph> worldRenderGraph; Handle<SHRenderGraph> worldRenderGraph;
// Sub systems // Sub systems