Added UI functionality to the Graphics System #232
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@ -0,0 +1,50 @@
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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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vec4 color;
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int textureIndex;
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float alpha;
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vec3 beta;
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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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} In;
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// material stuff
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layout(location = 3) 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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} In2;
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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layout (std430, set = 3, 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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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) * MatProp.data[In2.materialIndex].color;
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outEntityID = In2.eid;
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lightLayerIndices = In2.lightLayerIndex;
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}
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@ -0,0 +1,39 @@
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec4 positionalOffset;
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layout(location = 1) in unsigned int glyphIndex;
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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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} Out;
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// material stuff
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layout(location = 3) out struct
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{
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uint eid;
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} Out2;
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layout(set = 2, 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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void main()
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{
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Out2.eid = integerData[0];
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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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@ -89,6 +89,8 @@ namespace SHADE
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void SHTextRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool) noexcept
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{
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logicalDevice = device;
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}
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void SHTextRenderingSubSystem::Run(uint32_t frameIndex) noexcept
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@ -114,6 +116,13 @@ namespace SHADE
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{
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// draw the component
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// bind the pipeline
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// bind the pipeline layout
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// bind VBO (position and indices)
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// bind descriptors for font (matrices)
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// call draw call
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}
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}
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@ -12,6 +12,8 @@ namespace SHADE
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class SHLightComponent;
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class SHVkCommandBuffer;
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class SHTextRendererComponent;
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class SHVkPipeline;
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class SHVkPipelineLayout;
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class SHTextRenderingSubSystem
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{
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@ -20,6 +22,12 @@ namespace SHADE
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//! Logical device for creation and destruction
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Handle<SHVkLogicalDevice> logicalDevice;
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//! Pipeline for rendering the text
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Handle<SHVkPipeline> pipeline;
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//! Pipeline layout for the pipeline
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Handle<SHVkPipelineLayout> pipelineLayout;
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private:
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void RecomputePositions(SHTextRendererComponent& textComp) noexcept;
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|
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Reference in New Issue