Added functionality for graphics system to render to swapchain image when SHEDITOR is disabled. #241
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@ -3,17 +3,12 @@
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#extension GL_ARB_shading_language_420pack : 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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#extension GL_EXT_nonuniform_qualifier : require
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layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput vec4 sceneTexture;
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layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput sceneTexture;
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layout(location = 0) in struct
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{
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vec2 uv; // location = 0
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} In;
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main()
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void main()
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{
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{
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fragColor = vec4 (texture (sceneTexture, In.uv).rgb, 1.0f);
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fragColor = vec4 (subpassLoad(sceneTexture).rgb, 1.0f);
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}
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}
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@ -0,0 +1,3 @@
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Name: ToSwapchain_FS
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ID: 36869006
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Type: 2
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@ -1,11 +1,6 @@
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#version 450
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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#extension GL_KHR_vulkan_glsl : enable
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layout(location = 0) out struct
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{
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vec2 uv; // location = 0
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} Out;
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vec2 CreateQuad(in uint vertexID)
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vec2 CreateQuad(in uint vertexID)
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{
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{
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@ -15,7 +10,6 @@ vec2 CreateQuad(in uint vertexID)
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void main()
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void main()
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{
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{
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vec2 texCoord = CreateQuad (gl_VertexIndex);
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vec2 vertexPos = CreateQuad(gl_VertexIndex) - vec2(0.5f);
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vec2 vertexPos = texCoord - vec2(0.5f);
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gl_Position = vec4 (vertexPos, 0.0f, 1.0f);
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gl_Position = vec4 (vertexPos, 0.0f, 1.0f);
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}
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}
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@ -0,0 +1,3 @@
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Name: ToSwapchain_VS
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ID: 48082949
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Type: 2
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@ -125,7 +125,8 @@ namespace SHADE
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Models/Quad.gltf", false);
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//SHAssetManager::CompileAsset("../../Assets/Models/Quad.gltf", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_FS.glsl", false);
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// Load Built In Shaders
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// Load Built In Shaders
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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@ -137,6 +138,8 @@ namespace SHADE
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static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(SSAO_BLUR);
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static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(SSAO_BLUR);
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static constexpr AssetID TEXT_VS = 39816727; textVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_VS);
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static constexpr AssetID TEXT_VS = 39816727; textVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_VS);
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static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_FS);
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static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_FS);
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static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
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static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
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}
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}
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void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
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void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
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@ -300,6 +303,7 @@ namespace SHADE
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textRenderingSubSystem->Render(cmdBuffer, frameIndex);
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textRenderingSubSystem->Render(cmdBuffer, frameIndex);
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});
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});
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#ifdef SHEDITOR
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{
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{
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// Dummy Node to transition scene render graph resource
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// Dummy Node to transition scene render graph resource
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auto dummyNode = screenRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Screen Space Pass" }); // no predecessors
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auto dummyNode = screenRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Screen Space Pass" }); // no predecessors
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@ -307,7 +311,9 @@ namespace SHADE
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dummySubpass->AddInput("Scene");
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dummySubpass->AddInput("Scene");
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}
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}
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//screenRenderGraph->AddRenderToSwapchainNode ("Scene", "Present", )
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#else
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screenRenderGraph->AddRenderToSwapchainNode("Scene", "Present", {"Screen Space Pass"}, {renderToSwapchainVS, renderToSwapchainFS});
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#endif
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screenRenderGraph->Generate();
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screenRenderGraph->Generate();
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@ -444,6 +444,8 @@ namespace SHADE
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Handle<SHVkShaderModule> ssaoBlurShader;
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Handle<SHVkShaderModule> ssaoBlurShader;
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Handle<SHVkShaderModule> textVS;
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Handle<SHVkShaderModule> textVS;
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Handle<SHVkShaderModule> textFS;
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Handle<SHVkShaderModule> textFS;
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Handle<SHVkShaderModule> renderToSwapchainVS;
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Handle<SHVkShaderModule> renderToSwapchainFS;
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// Fonts
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// Fonts
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Handle<SHFont> testFont;
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Handle<SHFont> testFont;
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@ -3,6 +3,8 @@
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#include "Graphics/Devices/SHVkLogicalDevice.h"
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#include "Graphics/Devices/SHVkLogicalDevice.h"
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#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
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#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
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#include "Graphics/RenderGraph/SHRenderGraphNode.h"
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#include "Graphics/RenderGraph/SHRenderGraphNode.h"
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#include "Graphics/RenderGraph/SHSubpass.h"
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#include "Graphics/SHVkUtil.h"
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namespace SHADE
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namespace SHADE
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{
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{
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@ -25,14 +27,34 @@ namespace SHADE
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.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts(),
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.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts(),
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});
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});
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auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass);
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pipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass);
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SHInputAssemblyState inputAssembly{};
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SHInputAssemblyState inputAssembly{};
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inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan;
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inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan;
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newPipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
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pipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
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newPipeline->ConstructPipeline();
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SHColorBlendState colorBlendState{};
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colorBlendState.logic_op_enable = VK_FALSE;
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colorBlendState.logic_op = vk::LogicOp::eCopy;
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auto const& subpassColorReference = subpass->GetColorAttachmentReferences()[0];
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colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
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{
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.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(subpassColorReference.attachment)),
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.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
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.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
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.colorBlendOp = vk::BlendOp::eAdd,
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.srcAlphaBlendFactor = vk::BlendFactor::eOne,
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.dstAlphaBlendFactor = vk::BlendFactor::eZero,
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.alphaBlendOp = vk::BlendOp::eAdd,
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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}
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);
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pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
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pipeline->ConstructPipeline();
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}
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}
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@ -281,7 +281,7 @@ namespace SHADE
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}
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}
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//// maybe do this in handle resize?
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//// maybe do this in handle resize?
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//UpdateWriteDescriptors();
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UpdateWriteDescriptors();
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}
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}
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void SHSubpass::UpdateWriteDescriptors(void) noexcept
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void SHSubpass::UpdateWriteDescriptors(void) noexcept
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