Added UI functionality to the Graphics System #232

Merged
Xenosas1337 merged 40 commits from UI_Integration into main 2022-11-20 15:43:34 +08:00
8 changed files with 182 additions and 2 deletions
Showing only changes of commit 223276dd87 - Show all commits

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@ -0,0 +1,19 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput vec4 sceneTexture;
layout(location = 0) in struct
{
vec2 uv; // location = 0
} In;
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = vec4 (texture (sceneTexture, In.uv).rgb, 1.0f);
}

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@ -0,0 +1,21 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
layout(location = 0) out struct
{
vec2 uv; // location = 0
} Out;
vec2 CreateQuad(in uint vertexID)
{
uint b = 1 << vertexID;
return vec2 ((0x3 & b) != 0, (0x9 & b) != 0);
}
void main()
{
vec2 texCoord = CreateQuad (gl_VertexIndex);
vec2 vertexPos = texCoord - vec2(0.5f);
gl_Position = vec4 (vertexPos, 0.0f, 1.0f);
}

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@ -161,19 +161,24 @@ namespace Sandbox
void SBApplication::Update(void)
{
SHGraphicsSystem* graphicsSystem = SHADE::SHSystemManager::GetSystem<SHGraphicsSystem>();
#ifdef SHEDITOR
SHEditor* editor = SHADE::SHSystemManager::GetSystem<SHEditor>();
#endif
//TODO: Change true to window is open
while (!window.WindowShouldClose())
{
SHFrameRateController::UpdateFRC();
SHInputManager::UpdateInput(SHFrameRateController::GetRawDeltaTime());
SHSceneManager::UpdateSceneManager();
#ifdef SHEDITOR
if(editor->editorState == SHEditor::State::PLAY)
SHSceneManager::SceneUpdate(0.016f);
#endif
SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, 0.016f);
editor->PollPicking();
#endif
static bool drawColliders = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))

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@ -283,6 +283,7 @@ namespace SHADE
screenRenderGraph->Init("Scene Render Graph", device, swapchain, &resourceManager);
screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Scene");
screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Entity ID");
screenRenderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second);
auto screenSpaceNode = screenRenderGraph->AddNode("Screen Space Pass", { "Scene", "Entity ID"}, {});
auto uiSubpass = screenSpaceNode->AddSubpass("UI");
@ -300,6 +301,7 @@ namespace SHADE
dummySubpass->AddInput("Scene");
}
//screenRenderGraph->AddRenderToSwapchainNode ("Scene", "Present", )
screenRenderGraph->Generate();
@ -1011,7 +1013,11 @@ namespace SHADE
renderContext.HandleResize();
worldRenderGraph->HandleResize(resizeWidth, resizeHeight);
#ifdef SHEDITOR
editorRenderGraph->HandleResize(windowDims.first, windowDims.second);
#endif
screenRenderGraph->HandleResize(resizeWidth, resizeHeight);
mousePickSystem->HandleResize();

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@ -12,6 +12,8 @@
#include "SHRenderGraphStorage.h"
#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
#include "Tools/Utilities/SHUtilities.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
#include "Graphics/RenderGraph/SHRenderToSwapchainImageSystem.h"
namespace SHADE
{
@ -385,6 +387,12 @@ namespace SHADE
}
}
void SHRenderGraph::ConfigureSubSystems(void) noexcept
{
if (renderToSwapchainImageSystem)
renderToSwapchainImageSystem->ConstructPipelines(renderGraphStorage->logicalDevice);
}
/***************************************************************************/
/*!
@ -536,6 +544,33 @@ namespace SHADE
return node;
}
void SHRenderGraph::AddRenderToSwapchainNode(std::string toSwapchainResource, std::string swapchainResource, std::initializer_list<std::string> predecessorNodes, std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> shaderModules) noexcept
{
for (auto& node : predecessorNodes)
{
if (!nodeIndexing.contains(node))
return;
}
if (renderGraphStorage->graphResources->contains(toSwapchainResource) && renderGraphStorage->graphResources->contains(swapchainResource))
{
auto newNode = AddNode("Render To Present", { ResourceInstruction (toSwapchainResource.c_str()), ResourceInstruction(swapchainResource.c_str()) }, predecessorNodes);
auto newSubpass = newNode->AddSubpass("Render");
newSubpass->AddColorOutput(swapchainResource);
newSubpass->AddInput(toSwapchainResource);
renderToSwapchainImageSystem = renderGraphStorage->resourceHub->Create<SHRenderToSwapchainImageSystem> (newNode, newSubpass, shaderModules);
newSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer>& cmdBuffer, uint32_t frameIndex)
{
cmdBuffer->BindPipeline(renderToSwapchainImageSystem->GetPipeline());
// draw a quad.
cmdBuffer->DrawIndexed(4, 0, 0);
});
}
}
/***************************************************************************/
/*!
@ -556,6 +591,7 @@ namespace SHADE
ConfigureSubpasses();
ConfigureRenderpasses();
ConfigureFramebuffers();
ConfigureSubSystems();
}
/***************************************************************************/

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@ -32,6 +32,7 @@ namespace SHADE
class SHGraphicsGlobalData;
class SHVkDescriptorPool;
class SHRenderGraphStorage;
class SHRenderToSwapchainImageSystem;
class SH_API SHRenderGraph
{
@ -41,7 +42,7 @@ namespace SHADE
std::string resourceName;
bool dontClearOnLoad;
ResourceInstruction (char const* resourceName, bool dontClearOnLoad = false) noexcept;
ResourceInstruction(char const* resourceName, bool dontClearOnLoad = false) noexcept;
};
private:
@ -52,6 +53,7 @@ namespace SHADE
void ConfigureAttachmentDescriptions (void) noexcept;
void ConfigureSubpasses (void) noexcept;
void ConfigureRenderpasses (void) noexcept;
void ConfigureSubSystems (void) noexcept;
void ConfigureFramebuffers (void) noexcept;
/*-----------------------------------------------------------------------*/
@ -69,6 +71,9 @@ namespace SHADE
//! Name of the RenderGraph
std::string name;
//! For rendering onto the swapchain
Handle<SHRenderToSwapchainImageSystem> renderToSwapchainImageSystem;
public:
/*-----------------------------------------------------------------------*/
/* CTORS AND DTORS */
@ -85,6 +90,7 @@ namespace SHADE
void AddResource(std::string resourceName, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, uint32_t w = static_cast<uint32_t>(-1), uint32_t h = static_cast<uint32_t>(-1), vk::Format format = vk::Format::eB8G8R8A8Unorm, uint8_t levels = 1, vk::ImageUsageFlagBits usageFlags = {}, vk::ImageCreateFlagBits createFlags = {});
void LinkNonOwningResource (Handle<SHRenderGraph> resourceOrigin, std::string resourceName) noexcept;
Handle<SHRenderGraphNode> AddNode (std::string nodeName, std::initializer_list<ResourceInstruction> resourceInstruction, std::initializer_list<std::string> predecessorNodes) noexcept;
void AddRenderToSwapchainNode (std::string toSwapchainResource, std::string swapchainResource, std::initializer_list<std::string> predecessorNodes, std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> shaderModules) noexcept;
void Generate (void) noexcept;
void CheckForNodeComputes (void) noexcept;

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@ -0,0 +1,44 @@
#include "SHpch.h"
#include "SHRenderToSwapchainImageSystem.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
#include "Graphics/RenderGraph/SHRenderGraphNode.h"
namespace SHADE
{
SHRenderToSwapchainImageSystem::SHRenderToSwapchainImageSystem(Handle<SHRenderGraphNode> node, Handle<SHSubpass> subpass, std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> shaders) noexcept
: renderGraphNode {node}
, subpass{subpass}
, shaderModules{shaders}
, pipeline{}
, pipelineLayout{}
{
}
void SHRenderToSwapchainImageSystem::ConstructPipelines(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
auto pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
{
.shaderModules = {shaderModules.first, shaderModules.second},
.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts(),
});
auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass);
SHInputAssemblyState inputAssembly{};
inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan;
newPipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
newPipeline->ConstructPipeline();
}
Handle<SHVkPipeline> SHRenderToSwapchainImageSystem::GetPipeline(void) const noexcept
{
return pipeline;
}
}

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@ -0,0 +1,43 @@
#pragma once
#include "Resource/SHHandle.h"
#include <utility>
namespace SHADE
{
class SHVkPipeline;
class SHVkPipelineLayout;
class SHVkShaderModule;
class SHRenderGraphNode;
class SHSubpass;
class SHVkLogicalDevice;
class SHSubpass;
class SHRenderToSwapchainImageSystem
{
private:
//! Render Graph node to get the renderpass from to initialize the pipeline
Handle<SHRenderGraphNode> renderGraphNode;
//! Subpass to initialize the pipeline with
Handle<SHSubpass> subpass;
//! Shader module required to render the quad on screen
std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> shaderModules;
//! pipeline required to draw the image
Handle<SHVkPipeline> pipeline;
//! Pipeline layout of the pipeline
Handle<SHVkPipelineLayout> pipelineLayout;
public:
SHRenderToSwapchainImageSystem (Handle<SHRenderGraphNode> node, Handle<SHSubpass> subpass, std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> shaders) noexcept;
void ConstructPipelines (Handle<SHVkLogicalDevice> logicalDevice) noexcept;
Handle<SHVkPipeline> GetPipeline (void) const noexcept;
};
}