Animation WIP merge #321

Merged
XiaoQiDigipen merged 76 commits from SP3-17-animation-system into main 2023-01-30 17:35:57 +08:00
78 changed files with 4358 additions and 3640 deletions

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@ -0,0 +1,8 @@
- VertexShader: 47911992
FragmentShader: 46377769
SubPass: G-Buffer Write
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 58303057
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

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@ -0,0 +1,3 @@
Name: AnimatedBag
ID: 117923942
Type: 7

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@ -0,0 +1,8 @@
- VertexShader: 47911992
FragmentShader: 46377769
SubPass: G-Buffer Write
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 64651793
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

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@ -0,0 +1,3 @@
Name: AnimatedRaccoon
ID: 128805346
Type: 7

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@ -0,0 +1,7 @@
Name: BoneIKTest4
ID: 81814706
Type: 4
Sub Assets:
Name: Cube
ID: 137599708
Type: 8

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@ -0,0 +1,78 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} Out;
// material stuff
layout(location = 4) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} Out2;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices
{
mat4 data[];
} BoneMatrices;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
// normals are also in view space
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// Compute bone matrix
mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
}

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Name: Anim_VS
ID: 47911992
Type: 2

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@ -17,7 +17,6 @@ layout(location = 0) in struct
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} In;
// material stuff

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@ -10,7 +10,9 @@ layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
layout(location = 0) out struct
{

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@ -34,6 +34,7 @@
#include "Physics/System/SHPhysicsDebugDrawSystem.h"
#include "Scripting/SHScriptEngine.h"
#include "UI/SHUISystem.h"
#include "Animation/SHAnimationSystem.h"
// Components
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
@ -47,6 +48,7 @@
#include "Tools/Logger/SHLogger.h"
#include "Tools/SHDebugDraw.h"
#include "Resource/SHResourceManager.h"
using namespace SHADE;
@ -95,6 +97,7 @@ namespace Sandbox
// Link up SHDebugDraw
SHSystemManager::CreateSystem<SHDebugDrawSystem>();
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
SHSystemManager::CreateSystem<SHAnimationSystem>();
#ifdef SHEDITOR
SDL_Init(SDL_INIT_VIDEO);
@ -141,7 +144,7 @@ namespace Sandbox
#ifdef SHEDITOR
SHSystemManager::RegisterRoutine<SHEditor, SHEditor::EditorRoutine>();
#endif
SHSystemManager::RegisterRoutine<SHAnimationSystem, SHAnimationSystem::UpdateRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::RenderRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::EndRoutine>();
@ -149,6 +152,7 @@ namespace Sandbox
SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
SHComponentManager::CreateComponentSparseSet<SHRenderable>();
SHComponentManager::CreateComponentSparseSet<SHAnimatorComponent>();
//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
SHAssetManager::Load();
@ -170,6 +174,10 @@ namespace Sandbox
// Link up SHDebugDraw
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
auto clip = SHResourceManager::LoadOrGet<SHAnimationClip>(77816045);
auto rig = SHResourceManager::LoadOrGet<SHRig>(77816045);
int i = 0;
}
void SBApplication::Update(void)
@ -232,7 +240,13 @@ namespace Sandbox
SDL_Quit();
#endif
// Unload scenes
SHSceneManager::Exit();
// Free all remaining resources
SHResourceManager::UnloadAll();
// Shut down engine
SHSystemManager::Exit();
SHAssetManager::Exit();
}

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/************************************************************************************//*!
\file SHAnimationClip.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 20, 2022
\brief Contains the function definitions of the SHAnimationClip class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Pre-compiled Header
#include "SHpch.h"
// Primary Header
#include "SHAnimationClip.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------------*/
SHAnimationClip::SHAnimationClip(const SHAnimAsset& asset)
: ticksPerSecond { static_cast<int>(asset.ticksPerSecond) }
, totalTime { static_cast<float>(asset.duration) / static_cast<int>(asset.ticksPerSecond) }
{
// Populate keyframes
for (const auto& channel : asset.nodeChannels)
{
// Create a channel
Channel newChannel;
newChannel.Name = std::string(channel.name);
newChannel.PositionKeyFrames.reserve(channel.positionKeys.size());
newChannel.RotationKeyFrames.reserve(channel.rotationKeys.size());
newChannel.ScaleKeyFrames.reserve(channel.scaleKeys.size());
// Populate Keyframes
for (const auto& posKey : channel.positionKeys)
{
newChannel.PositionKeyFrames.emplace_back(SHAnimationKeyFrame<SHVec3>{ static_cast<int>(posKey.time), posKey.value});
}
for (const auto& rotKey : channel.rotationKeys)
{
newChannel.RotationKeyFrames.emplace_back(SHAnimationKeyFrame<SHQuaternion>{ static_cast<int>(rotKey.time), rotKey.value});
}
for (const auto& scaleKey : channel.scaleKeys)
{
newChannel.ScaleKeyFrames.emplace_back(SHAnimationKeyFrame<SHVec3>{ static_cast<int>(scaleKey.time), scaleKey.value});
}
newChannel.MaxFrames = std::max({ newChannel.PositionKeyFrames.size(), newChannel.RotationKeyFrames.size(), newChannel.ScaleKeyFrames.size() });
// Insert the channel
channels.emplace_back(std::move(newChannel));
}
}
/*-----------------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------------*/
}

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/************************************************************************************//*!
\file SHAnimationClip.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Dec 12, 2022
\brief Contains the definition of the SHAnimationClip struct and related types.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "SH_API.h"
#include "Math/SHMatrix.h"
#include "Assets/Asset Types/Models/SHAnimationAsset.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Defines a single key frame in an animation for a specific type of data.
/// </summary>
template<typename T>
struct SHAnimationKeyFrame
{
int FrameIndex;
T Data;
};
/// <summary>
/// Represents a animation clip of a 3D animation that is made for a specific model
/// rig.
/// </summary>
class SH_API SHAnimationClip
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Defines the animations of a single bone in a rig.
/// </summary>
struct Channel
{
std::string Name;
std::vector<SHAnimationKeyFrame<SHVec3>> PositionKeyFrames;
std::vector<SHAnimationKeyFrame<SHQuaternion>> RotationKeyFrames;
std::vector<SHAnimationKeyFrame<SHVec3>> ScaleKeyFrames;
int MaxFrames;
};
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Constructs an SHAnimation Clip from a specified SHAnimAsset.
/// </summary>
/// <param name="asset">Animation asset to load.</param>
explicit SHAnimationClip(const SHAnimAsset& asset);
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
const std::vector<Channel>& GetChannels() const noexcept { return channels; }
int GetTicksPerSecond() const noexcept { return ticksPerSecond; }
float GetTotalTime() const noexcept { return totalTime; }
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
std::vector<Channel> channels;
int ticksPerSecond;
float totalTime;
/*---------------------------------------------------------------------------------*/
/* Helper Functions */
/*---------------------------------------------------------------------------------*/
};
}

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@ -0,0 +1,54 @@
/************************************************************************************//*!
\file SHAnimationSystem.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 20, 2022
\brief Contains the function definitions of the SHAnimationSystem class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Header
#include "SHpch.h"
// Primary Include
#include "SHAnimationSystem.h"
// Project Includes
#include "ECS_Base/Managers/SHComponentManager.h"
#include "SHAnimatorComponent.h"
#include "ECS_Base/General/SHFamily.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* System Routine Functions - UpdateRoutine */
/*-----------------------------------------------------------------------------------*/
SHAnimationSystem::UpdateRoutine::UpdateRoutine()
: SHSystemRoutine("Animation System Update", true)
{
SHFamilyID<SHSystem>::GetID<SHAnimationSystem>();
}
void SHAnimationSystem::UpdateRoutine::Execute(double dt) noexcept
{
auto& animators = SHComponentManager::GetDense<SHAnimatorComponent>();
for (auto& animator : animators)
{
animator.Update(dt);
}
}
/*---------------------------------------------------------------------------------*/
/* SHSystem Overrides */
/*---------------------------------------------------------------------------------*/
void SHAnimationSystem::Init(void)
{
}
void SHAnimationSystem::Exit(void)
{
}
}

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@ -0,0 +1,55 @@
/************************************************************************************//*!
\file SHAnimationSystem.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 20, 2022
\brief Contains the definition of the SHAnimationSystem class and related types.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "SH_API.h"
#include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// System that is responsible for updating all animations.
/// </summary>
class SH_API SHAnimationSystem : public SHSystem
{
public:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Responsible for updating the playback of all animator components and computing
/// the required bone matrices.
/// </summary>
class SH_API UpdateRoutine final : public SHSystemRoutine
{
public:
UpdateRoutine();
void Execute(double dt) noexcept override final;
};
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
SHAnimationSystem() = default;
/*---------------------------------------------------------------------------------*/
/* SHSystem Overrides */
/*---------------------------------------------------------------------------------*/
virtual void Init(void) override final;
virtual void Exit(void) override final;
};
}

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@ -0,0 +1,187 @@
/************************************************************************************//*!
\file SHAnimatorComponent.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 20, 2022
\brief Contains the definition of functions of the SHAnimatorComponent Component
class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Header
#include "SHpch.h"
// Primary Include
#include "SHAnimatorComponent.h"
// STL Includes
#include <queue>
// Project Includes
#include "SHRig.h"
#include "Math/SHMatrix.h"
#include "SHAnimationClip.h"
#include "Graphics/SHVkUtil.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Tools/SHDebugDraw.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------------*/
void SHAnimatorComponent::Play()
{
isPlaying = false;
}
void SHAnimatorComponent::Play(Handle<SHAnimationClip> clip)
{
currClip = clip;
currPlaybackTime = 0.0f;
Play();
}
void SHAnimatorComponent::PlayFromStart()
{
isPlaying = true;
currPlaybackTime = 0.0f;
}
void SHAnimatorComponent::Pause()
{
isPlaying = false;
}
void SHAnimatorComponent::Stop()
{
isPlaying = false;
currPlaybackTime = 0.0f;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Functions */
/*-----------------------------------------------------------------------------------*/
void SHAnimatorComponent::SetRig(Handle<SHRig> newRig)
{
// Same rig, don't bother
if (rig == newRig)
return;
rig = newRig;
// Populate bone matrices based on new rig's default pose
boneMatrices.clear();
if (rig)
{
std::fill_n(std::back_inserter(boneMatrices), rig->GetNodeCount(), SHMatrix::Identity);
}
}
void SHAnimatorComponent::SetClip(Handle<SHAnimationClip> newClip)
{
// No change
if (currClip == newClip)
return;
// Set parameters
currClip = newClip;
secsPerTick = 1.0f / currClip->GetTicksPerSecond();
// Build channel map
channelMap.clear();
if (currClip)
{
for (const auto& channel : currClip->GetChannels())
{
channelMap.emplace(channel.Name, &channel);
}
}
if (rig && currClip)
{
updatePoseWithClip(0.0f);
}
}
/*-----------------------------------------------------------------------------------*/
/* Update Functions */
/*-----------------------------------------------------------------------------------*/
void SHAnimatorComponent::Update(float dt)
{
// Nothing to animate
if (!currClip || !isPlaying || !rig)
return;
// Update time on the playback
currPlaybackTime += dt;
if (currPlaybackTime > currClip->GetTotalTime())
{
currPlaybackTime = currPlaybackTime - currClip->GetTotalTime();
}
// Reset all matrices
for (auto& mat : boneMatrices)
{
mat = SHMatrix::Identity;
}
// Play the clip
updatePoseWithClip(currPlaybackTime);
}
/*-----------------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------------*/
void SHAnimatorComponent::updatePoseWithClip(float poseTime)
{
// Get closest frame index
const int CLOSEST_FRAME_IDX = static_cast<int>(std::floorf(poseTime * currClip->GetTicksPerSecond()));
updatePoseWithClip(CLOSEST_FRAME_IDX, poseTime, rig->GetRootNode(), SHMatrix::Identity);
}
void SHAnimatorComponent::updatePoseWithClip(int closestFrameIndex, float poseTime, Handle<SHRigNode> node, const SHMatrix& parentMatrix)
{
// Check if there is a channel for this node
const std::string& BONE_NAME = rig->GetName(node);
SHMatrix transformMatrix = node->TransformMatrix;
if (channelMap.contains(BONE_NAME))
{
const auto CHANNEL = channelMap[BONE_NAME];
transformMatrix = SHMatrix::Transform
(
getInterpolatedValue(CHANNEL->PositionKeyFrames, closestFrameIndex, poseTime),
getInterpolatedValue(CHANNEL->RotationKeyFrames, closestFrameIndex, poseTime),
getInterpolatedValue(CHANNEL->ScaleKeyFrames, closestFrameIndex, poseTime)
);
}
// Apply parent's transformation
transformMatrix = transformMatrix * parentMatrix;
// Apply transformations to this node
const int BONE_MTX_IDX = rig->GetNodeIndex(node);
std::optional<SHVec3> position;
if (BONE_MTX_IDX >= 0)
{
boneMatrices[BONE_MTX_IDX] = node->OffsetMatrix * transformMatrix;
}
// Apply pose to children
for (auto& child : node->Children)
{
updatePoseWithClip(closestFrameIndex, poseTime, child, transformMatrix);
}
}
}
/*-------------------------------------------------------------------------------------*/
/* RTTR Registration */
/*-------------------------------------------------------------------------------------*/
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::class_<SHAnimatorComponent>("Animator Component");
}

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/************************************************************************************//*!
\file SHAnimatorComponent.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 20, 2022
\brief Contains the definition of the SHAnimatorComponent class and related
types.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// STL Includes
#include <vector>
// External Dependencies
#include <rttr/registration>
// Project Includes
#include "ECS_Base/Components/SHComponent.h"
#include "Resource/SHHandle.h"
#include "Math/SHMatrix.h"
#include "Math/Vector/SHVec3.h"
#include "Math/SHQuaternion.h"
#include "SHAnimationClip.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHRig;
struct SHRigNode;
class SHAnimationClip;
class SHVkBuffer;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Component that holds and controls the animation related properties of a skinned
/// mesh.
/// </summary>
class SH_API SHAnimatorComponent final : public SHComponent
{
public:
/*---------------------------------------------------------------------------------*/
/* Usage Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Plays the currently loaded animation from the last time.
/// </summary>
void Play();
/// <summary>
/// Plays the specified animation clip from the start.
/// </summary>
/// <param name="clip"></param>
void Play(Handle<SHAnimationClip> clip);
/// <summary>
/// Plays the currently loaded animation clip from the start.
/// </summary>
void PlayFromStart();
/// <summary>
/// Pauses the animation at the current time.
/// </summary>
void Pause();
/// <summary>
/// Stops the animation and resets the play time back to 0.
/// </summary>
void Stop();
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Sets the animation rig for this animator.
/// </summary>
/// <param name="newRig">Rig to use.</param>
void SetRig(Handle<SHRig> newRig);
/// <summary>
/// Sets the animation clip of this animator without playing it.
/// This will set the pose of the model to it's initial pose.
/// If the clip is the same as the current clip, nothing happens.
/// </summary>
/// <param name="newClip">Clip to use.</param>
void SetClip(Handle<SHAnimationClip> newClip);
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Retrieves all the bone matrices of this animator.
/// </summary>
/// <returns>Reference to a vector of the bone matrices.</returns>
const std::vector<SHMatrix>& GetBoneMatrices() const noexcept { return boneMatrices; }
/// <summary>
/// Retrieve the currently set model rig.
/// </summary>
/// <returns>Handle to the currently set rig.</returns>
Handle<SHRig> GetRig() const noexcept { return rig; }
/// <summary>
/// <summary>
/// Retrieve the currently set animation clip.
/// </summary>
/// <returns>Handle to the currently set animation clip.</returns>
Handle<SHAnimationClip> GetCurrentClip() const noexcept { return currClip; }
/// <summary>
/// Checks if an animation is currently playing.
/// </summary>
/// <returns>True if an animation clip is currently playing.</returns>
bool IsPlaying() const { return isPlaying; }
/*---------------------------------------------------------------------------------*/
/* Update Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Updates the current state of the animation if one is specified based on the
/// current animation clip and frames. This will update the bone matrices.
/// </summary>
/// <param name="dt">Time passed since the last frame.</param>
void Update(float dt);
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
// Resources
Handle<SHRig> rig;
Handle<SHAnimationClip> currClip;
// Playback Tracking
float currPlaybackTime = 0.0f;
bool isPlaying = true;
// Useful Cached Data
float secsPerTick = 0.0f;
// Buffer
std::vector<SHMatrix> boneMatrices;
// Caches
std::unordered_map<std::string, const SHAnimationClip::Channel*> channelMap;
/*---------------------------------------------------------------------------------*/
/* Helper Functions */
/*---------------------------------------------------------------------------------*/
void updatePoseWithClip(float poseTime);
void updatePoseWithClip(int closestFrameIndex, float poseTime, Handle<SHRigNode> node, const SHMatrix& parentMatrix);
template<typename T>
T getInterpolatedValue(const std::vector<SHAnimationKeyFrame<T>>& keyframes, int closestFrameIndex, float poseTime);
/*---------------------------------------------------------------------------------*/
/* RTTR */
/*---------------------------------------------------------------------------------*/
RTTR_ENABLE()
};
}
#include "SHAnimatorComponent.hpp"

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@ -0,0 +1,82 @@
/************************************************************************************//*!
\file SHAnimatorComponent.hpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 10, 2023
\brief Contains the definition of function templates of the SHAnimatorComponent
Component class.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Primary Include
#include "SHAnimatorComponent.h"
// Project Includes
#include "SHRig.h"
#include "Math/SHMatrix.h"
#include "SHAnimationClip.h"
#include "Graphics/SHVkUtil.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------------*/
template<typename T>
T SHAnimatorComponent::getInterpolatedValue(const std::vector<SHAnimationKeyFrame<T>>& keyframes, int closestFrameIndex, float poseTime)
{
// Only allow SHVec3 and SHQuaternion
static_assert(std::is_same_v<T, SHVec3> || std::is_same_v<T, SHQuaternion>, "Only interpolation for SHVec3 and SHQuaternion is allowed.");
// Find the key frames that surround the current frame index
auto firstKeyFrame = keyframes.end();
auto nextKeyFrame = keyframes.end();
for (auto iter = keyframes.begin(); iter != keyframes.end(); ++iter)
{
const auto& KEYFRAME = *iter;
if (KEYFRAME.FrameIndex <= closestFrameIndex)
{
firstKeyFrame = iter;
}
else // KEYFRAME.FrameIndex > closestFrameIndex
{
nextKeyFrame = iter;
break;
}
}
// Edge Cases
if (firstKeyFrame == keyframes.end())
{
// No keyframes at all, means no changes
if (nextKeyFrame == keyframes.end())
return T();
// Out of range, clamp to the back
else
return nextKeyFrame->Data;
}
// At the back, so no keyframes will follow
else if (nextKeyFrame == keyframes.end())
{
return firstKeyFrame->Data;
}
// Get interpolated vector
const float PREV_FRAME_TIME = firstKeyFrame->FrameIndex * secsPerTick;
const float NEXT_FRAME_TIME = nextKeyFrame->FrameIndex * secsPerTick;
const float NORMALISED_TIME = (poseTime - PREV_FRAME_TIME) / (NEXT_FRAME_TIME - PREV_FRAME_TIME);
if constexpr (std::is_same_v<T, SHQuaternion>)
{
return SHQuaternion::Slerp(firstKeyFrame->Data, nextKeyFrame->Data, NORMALISED_TIME);
}
else if constexpr (std::is_same_v<T, SHVec3>)
{
return SHVec3::Lerp(firstKeyFrame->Data, nextKeyFrame->Data, NORMALISED_TIME);
}
}
}

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/************************************************************************************//*!
\file SHRig.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 20, 2022
\brief Contains the function definitions of the SHRig class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Pre-compiled Header
#include "SHpch.h"
// Primary Header
#include "SHRig.h"
// STL Includes
#include <stack>
// Project Headers
#include "Assets/Asset Types/Models/SHRigAsset.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------------*/
SHRig::SHRig(const SHRigAsset& asset, SHResourceLibrary<SHRigNode>& nodeStore)
{
// Don't bother if empty
if (asset.root == nullptr)
{
SHLOG_ERROR("[SHRig] Attempted to load an invalid rig with no root.");
return;
}
// Do a recursive depth first traversal to populate the rig
rootNode = recurseCreateNode(asset, asset.root, nodeStore);
if (rootNode)
{
globalInverseMatrix = SHMatrix::Inverse(rootNode->TransformMatrix);
}
}
SHRig::SHRig(SHRig&& rhs)
: rootNode { rhs.rootNode }
, nodeNames { std::move(rhs.nodeNames) }
, nodesByName { std::move(rhs.nodesByName) }
, nodes { std::move(rhs.nodes) }
, nodeIndexMap { std::move(rhs.nodeIndexMap) }
, globalInverseMatrix { std::move(rhs.globalInverseMatrix) }
{
rhs.rootNode = {};
}
SHRig::~SHRig()
{
// Unload all nodes
for (auto node : nodes)
{
if (node)
node.Free();
}
nodes.clear();
}
SHRig& SHRig::operator=(SHRig&& rhs)
{
rootNode = rhs.rootNode;
nodeNames = std::move(rhs.nodeNames);
nodesByName = std::move(rhs.nodesByName);
nodes = std::move(rhs.nodes);
nodeIndexMap = std::move(rhs.nodeIndexMap);
globalInverseMatrix = std::move(rhs.globalInverseMatrix);
rhs.rootNode = {};
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------------*/
const std::string& SHRig::GetName(Handle<SHRigNode> node) const noexcept
{
static const std::string EMPTY_STRING = "";
if (nodeNames.contains(node))
return nodeNames.at(node);
return EMPTY_STRING;
}
Handle<SHRigNode> SHRig::GetNode(const std::string& name) const noexcept
{
if (nodesByName.contains(name))
return nodesByName.at(name);
return {};
}
int SHRig::GetNodeCount() const noexcept
{
return static_cast<int>(nodes.size());
}
int SHRig::GetNodeIndex(Handle<SHRigNode> node) const noexcept
{
if (nodeIndexMap.contains(node))
{
return nodeIndexMap.at(node);
}
return -1;
}
/*-----------------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------------*/
Handle<SHRigNode> SHRig::recurseCreateNode(const SHRigAsset& asset, const SHRigNodeAsset* sourceNode, SHResourceLibrary<SHRigNode>& nodeStore)
{
// Construct the node
auto newNode = nodeStore.Create();
// Fill the node with data
const auto& NODE_DATA = asset.nodeDataCollection.at(sourceNode->idRef);
newNode->OffsetMatrix = SHMatrix::Transpose(NODE_DATA.offset);
newNode->TransformMatrix = SHMatrix::Transpose(NODE_DATA.transform);
// Populate maps
if (!NODE_DATA.name.empty())
{
nodeNames.emplace(newNode, NODE_DATA.name);
nodesByName.emplace(NODE_DATA.name, newNode);
}
nodeIndexMap.emplace(newNode, sourceNode->idRef);
nodes.emplace_back(newNode);
// Fill child nodes
for (const auto& child : sourceNode->children)
{
// Ignore nulls
if (child == nullptr)
continue;
// Recursively create children
auto childNode = recurseCreateNode(asset, child, nodeStore); // Not sure why this works but it is required for
newNode->Children.emplace_back(childNode); // the emplace_back operation to not crash
}
return newNode;
}
}

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/************************************************************************************//*!
\file SHRig.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 20, 2022
\brief Contains the definition of the SHRig struct and related types.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// STL Includes
#include <string>
#include <vector>
#include <unordered_map>
// Project Includes
#include "SH_API.h"
#include "Math/SHMatrix.h"
#include "Resource/SHHandle.h"
#include "Resource/SHResourceLibrary.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
struct SHRigAsset;
struct SHRigNodeAsset;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
///
/// </summary>
struct SHRigNode
{
/// <summary>
/// Matrix that performs a transformation from local space to bone (node) space.
/// </summary>
SHMatrix OffsetMatrix;
/// <summary>
/// Matrix that performs a transformation from bone (node) space to local space.
/// </summary>
SHMatrix TransformMatrix;
/// <summary>
/// Child nodes of this node.
/// </summary>
std::vector<Handle<SHRigNode>> Children;
};
/// <summary>
/// Represents an animation skeletal rig for a model.
/// </summary>
class SH_API SHRig
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructors */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Constructs a rig from a SHRigAsset.
/// </summary>
/// <param name="asset">
/// SHRigAsset to load.
/// </param>
/// <param name="nodeStore">
/// Reference to a ResourceLibrary to use to create the rig's nodes.
/// </param>
explicit SHRig(const SHRigAsset& asset, SHResourceLibrary<SHRigNode>& nodeStore);
/// <summary>
/// Move Constructor
/// </summary>
/// <param name="rhs>SHRig to move from.</param>
SHRig(SHRig&& rhs);
/// <summary>
/// Default destructor.
/// </summary>
~SHRig();
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Move assignment operator.
/// </summary>
/// <param name="rhs>SHRig to move from.</param>
/// <returns>Reference to this object.</returns>
SHRig& operator=(SHRig&& rhs);
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Retrieves the name of a node.
/// </summary>
/// <param name="node">Node to get the name of.</param>
/// <returns>
/// Name of the node. If it does not have a name or is invalid, an empty string will
/// be provided.
/// </returns>
const std::string& GetName(Handle<SHRigNode> node) const noexcept;
/// <summary>
/// Retrieves the root node of the rig.
/// </summary>
/// <returns>Handle to the root node of the rig.</returns>
Handle<SHRigNode> GetRootNode() const noexcept { return rootNode; }
const SHMatrix& GetGlobalInverseMatrix() const noexcept { return globalInverseMatrix; }
/// <summary>
/// Retrieves a node via name.
/// </summary>
/// <param name="name">Name of the node to retrieve.</param>
/// <returns>
/// Node with the specified name. If it does not have a name or is invalid, an empty
/// handle will be provided.
/// </returns>
Handle<SHRigNode> GetNode(const std::string& name) const noexcept;
/// <summary>
/// Returns the number of nodes in the rig. This matches the number of bone matrices
/// needed.
/// </summary>
int GetNodeCount() const noexcept;
/// <summary>
/// Retrieves the index in the node storage.
/// </summary>
int GetNodeIndex(Handle<SHRigNode> node) const noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
Handle<SHRigNode> rootNode;
std::unordered_map<Handle<SHRigNode>, std::string> nodeNames;
std::unordered_map<std::string, Handle<SHRigNode>> nodesByName;
std::vector<Handle<SHRigNode>> nodes;
std::unordered_map<Handle<SHRigNode>, int> nodeIndexMap;
SHMatrix globalInverseMatrix;
/*---------------------------------------------------------------------------------*/
/* Helper Functions */
/*---------------------------------------------------------------------------------*/
Handle<SHRigNode> recurseCreateNode(const SHRigAsset& asset, const SHRigNodeAsset* sourceNode, SHResourceLibrary<SHRigNode>& nodeStore);
};
}

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/*************************************************************************//**
* \file SHAnimationAsset.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "Math/SHMath.h"
#include "Assets/Asset Types/SHAssetData.h"
#include <vector>
namespace SHADE
{
enum class SHAnimationBehaviour : uint8_t
{
DEFAULT = 0x0,
CONSTANT = 0x1,
LINEAR = 0x2,
REPEAT = 0x3
};
// Smallest data containers
struct PositionKey
{
float time;
SHVec3 value;
};
struct RotationKey
{
float time;
SHVec4 value;
};
struct ScaleKey
{
float time;
SHVec3 value;
};
// Headers for read/write
struct SHAnimNodeInfo
{
uint32_t charCount;
uint32_t posKeyCount;
uint32_t rotKeyCount;
uint32_t scaKeyCount;
};
struct SHAnimDataHeader
{
uint32_t charCount;
uint32_t animNodeCount;
std::vector<SHAnimNodeInfo> nodeHeaders;
};
// Main data containers
struct SHAnimData
{
std::string name;
SHAnimationBehaviour pre;
SHAnimationBehaviour post;
std::vector<PositionKey> positionKeys;
std::vector<RotationKey> rotationKeys;
std::vector<ScaleKey> scaleKeys;
};
struct SH_API SHAnimAsset : SHAssetData
{
std::string name;
double duration;
double ticksPerSecond;
std::vector<SHAnimData> nodeChannels;
//std::vector<aiMeshAnim*> meshChannels;
//std::vector<aiMeshMorphAnim*> morphMeshChannels;
};
}

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/******************************************************************************
* \file SHMeshAsset.h
* \author Loh Xiao Qi
* \date 19 November 2022
* \brief
*
* \copyright Copyright (c) 2021 Digipen Institute of Technology. Reproduction
* or disclosure of this file or its contents without the prior
* written consent of Digipen Institute of Technology is prohibited.
******************************************************************************/
#pragma once
#include "Math/SHMath.h"
#include "Assets/Asset Types/SHAssetData.h"
#include "Math/Vector/SHVec4U.h"
#include <vector>
#include <string>
namespace SHADE
{
constexpr int BONE_INDEX_ALIGHTMENT = 4;
struct SHMeshDataHeader
{
uint32_t vertexCount;
uint32_t indexCount;
uint32_t charCount;
uint32_t boneCount;
};
struct MeshBoneInfo
{
uint32_t charCount;
uint32_t weightCount; // Size should be same as boneCount
};
struct BoneWeight
{
uint32_t index;
float weight;
};
struct MeshBone
{
std::string name;
SHMatrix offset;
std::vector<BoneWeight> weights;
};
struct SH_API SHMeshAsset : SHAssetData
{
std::string name;
std::vector<SHVec3> VertexPositions;
std::vector<SHVec3> VertexTangents;
std::vector<SHVec3> VertexNormals;
std::vector<SHVec2> VertexTexCoords;
std::vector<uint32_t> Indices;
std::vector<SHVec4U> VertexBoneIndices;
std::vector<SHVec4> VertexBoneWeights;
uint32_t BoneCount;
};
}

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@ -13,36 +13,28 @@
#pragma once
#include <vector>
#include "Math/SHMath.h"
#include "SHAssetData.h"
#include "Assets/Asset Types/Models/SHAnimationAsset.h"
#include "Assets/Asset Types/Models/SHMeshAsset.h"
#include "Assets/Asset Types/Models/SHRigAsset.h"
namespace SHADE
{
struct SHMeshAssetHeader
{
uint32_t vertexCount;
uint32_t indexCount;
std::string name;
};
struct SHModelAssetHeader
{
size_t meshCount;
};
struct SH_API SHMeshData : SHAssetData
{
SHMeshAssetHeader header;
std::vector<SHVec3> VertexPositions;
std::vector<SHVec3> VertexTangents;
std::vector<SHVec3> VertexNormals;
std::vector<SHVec2> VertexTexCoords;
std::vector<uint32_t> Indices;
size_t animCount;
};
struct SH_API SHModelAsset : SHAssetData
{
SHModelAssetHeader header;
std::vector<SHMeshData*> subMeshes;
SHRigAsset rig;
std::vector<SHMeshDataHeader> meshHeaders;
std::vector<SHAnimDataHeader> animHeaders;
std::vector<SHMeshAsset*> meshes;
std::vector<SHAnimAsset*> anims;
};
}

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#include "SHpch.h"
#include "SHRigAsset.h"
#include <queue>
namespace SHADE
{
SHRigAsset::~SHRigAsset()
{
if (root != nullptr)
delete[] root;
}
}

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/******************************************************************************
* \file SHRigAsset.h
* \author Loh Xiao Qi
* \date 19 November 2022
* \brief
*
* \copyright Copyright (c) 2021 Digipen Institute of Technology. Reproduction
* or disclosure of this file or its contents without the prior
* written consent of Digipen Institute of Technology is prohibited.
******************************************************************************/
#pragma once
#include "Math/SHMath.h"
#include "Assets/Asset Types/SHAssetData.h"
#include <map>
namespace SHADE
{
struct SHRigDataHeader
{
uint32_t nodeCount;
std::vector<uint32_t> charCounts;
};
struct SHRigNodeData
{
std::string name;
SHMatrix transform;
SHMatrix offset;
};
struct SHRigNodeAsset
{
uint32_t idRef;
std::vector<SHRigNodeAsset*> children;
};
struct SH_API SHRigAsset : SHAssetData
{
~SHRigAsset();
SHRigDataHeader header;
std::vector<SHRigNodeData> nodeDataCollection;
SHRigNodeAsset* root;
};
}

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@ -1,30 +0,0 @@
/*************************************************************************//**
* \file SHAnimationAsset.h
* \author Loh Xiao Qi
* \date October 2022
* \brief
*
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include <vector>
#include <assimp/anim.h>
#include "SHAssetData.h"
namespace SHADE
{
struct SH_API SHAnimationAsset : SHAssetData
{
std::string name;
std::vector<aiNodeAnim*> nodeChannels;
std::vector<aiMeshAnim*> meshChannels;
std::vector<aiMeshMorphAnim*> morphMeshChannels;
double duration;
double ticksPerSecond;
};
}

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@ -1,4 +1,4 @@
#pragma once
#include "SHModelAsset.h"
#include "Models/SHModelAsset.h"
#include "SHTextureAsset.h"

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@ -13,73 +13,321 @@
#include "SHpch.h"
#include "SHModelLoader.h"
#include <fstream>
#include <queue>
namespace SHADE
{
void SHModelLoader::ReadHeader(std::ifstream& file, SHMeshLoaderHeader& header) noexcept
void SHModelLoader::ReadHeaders(FileReference file, SHModelAsset& asset)
{
file.read(
reinterpret_cast<char*>(&header),
sizeof(SHMeshLoaderHeader)
reinterpret_cast<char*>(&asset.header),
sizeof(asset.header)
);
if (asset.header.meshCount > 0)
{
asset.meshHeaders.resize(asset.header.meshCount);
file.read(
reinterpret_cast<char*>(asset.meshHeaders.data()),
asset.header.meshCount * sizeof(SHMeshDataHeader)
);
}
void SHModelLoader::ReadData(std::ifstream& file, SHMeshLoaderHeader const& header, SHMeshData& data) noexcept
if (asset.header.animCount > 0)
{
asset.animHeaders.resize(asset.header.animCount);
for (auto i {0}; i < asset.header.animCount; ++i)
{
auto& animHeader = asset.animHeaders[i];
file.read(
reinterpret_cast<char*>(&animHeader.charCount),
sizeof(uint32_t)
);
file.read(
reinterpret_cast<char*>(&animHeader.animNodeCount),
sizeof(uint32_t)
);
animHeader.nodeHeaders.resize(animHeader.animNodeCount);
for (auto j {0}; j < animHeader.animNodeCount; ++j)
{
auto& nodeHeader = animHeader.nodeHeaders[j];
file.read(
reinterpret_cast<char*>(&nodeHeader),
sizeof(SHAnimNodeInfo)
);
}
}
}
}
void SHModelLoader::ReadData(FileReference file, SHModelAsset& asset)
{
ReadMeshData(file, asset.meshHeaders, asset.meshes);
ReadAnimData(file, asset.animHeaders, asset.anims);
// Not eof yet, animation exists
if (file.peek() != EOF)
{
ReadRigHeader(file, asset.rig.header);
ReadRigData(file, asset.rig.header, asset.rig.nodeDataCollection);
ReadRigTree(file, asset.rig.header, asset.rig.root);
}
}
void SHModelLoader::ReadAnimNode(FileReference file, SHAnimNodeInfo const& info, SHAnimData& data)
{
data.name.resize(info.charCount);
file.read(
data.name.data(),
info.charCount
);
file.read(
reinterpret_cast<char*>(&data.pre),
sizeof(SHAnimationBehaviour)
);
file.read(
reinterpret_cast<char*>(&data.post),
sizeof(SHAnimationBehaviour)
);
uint32_t keySize {0};
file.read(
reinterpret_cast<char*>(&keySize),
sizeof(uint32_t)
);
data.positionKeys.resize(keySize);
data.rotationKeys.resize(keySize);
data.scaleKeys.resize(keySize);
file.read(
reinterpret_cast<char*>(data.positionKeys.data()),
sizeof(PositionKey) * keySize
);
file.read(
reinterpret_cast<char*>(data.rotationKeys.data()),
sizeof(RotationKey) * keySize
);
file.read(
reinterpret_cast<char*>(data.scaleKeys.data()),
sizeof(ScaleKey) * keySize
);
}
void SHModelLoader::ReadRigHeader(FileReference file, SHRigDataHeader& header)
{
file.read(
reinterpret_cast<char*>(&header.nodeCount),
sizeof(uint32_t)
);
header.charCounts.resize(header.nodeCount);
file.read(
reinterpret_cast<char*>(header.charCounts.data()),
sizeof(uint32_t) * header.nodeCount
);
}
void SHModelLoader::ReadRigData(FileReference file, SHRigDataHeader const& header, std::vector<SHRigNodeData>& data)
{
data.resize(header.nodeCount);
for (auto i {0}; i < header.nodeCount; ++i)
{
data[i].name.resize(header.charCounts[i]);
file.read(
data[i].name.data(),
header.charCounts[i]
);
file.read(
reinterpret_cast<char*>(&data[i].transform),
sizeof(SHMatrix)
);
file.read(
reinterpret_cast<char*>(&data[i].offset),
sizeof(SHMatrix)
);
}
}
void SHModelLoader::ReadRigTree(FileReference file, SHRigDataHeader const& header, SHRigNodeAsset*& root)
{
// Read All nodes into one contiguous data block
struct NodeTemp
{
uint32_t id, numChild;
};
NodeTemp* dst = new NodeTemp[header.nodeCount];
file.read(
reinterpret_cast<char*>(dst),
sizeof(NodeTemp) * header.nodeCount
);
// Build and populate tree
SHRigNodeAsset* nodePool = new SHRigNodeAsset[header.nodeCount];
root = nodePool;
std::queue<std::pair<SHRigNodeAsset*, NodeTemp*>> nodeQueue;
nodeQueue.emplace(std::make_pair(nodePool, dst));
SHRigNodeAsset* depthPtr = nodePool + 1;
NodeTemp* depthTempPtr = dst + 1;
while(!nodeQueue.empty())
{
auto currPair = nodeQueue.front();
nodeQueue.pop();
auto currNode = currPair.first;
auto currTemp = currPair.second;
currNode->idRef = currTemp->id;
for (auto i{0}; i < currTemp->numChild; ++i)
{
currNode->children.push_back(depthPtr);
nodeQueue.emplace(depthPtr++, depthTempPtr++);
}
}
delete[] dst;
}
void SHModelLoader::ReadMeshData(FileReference file, std::vector<SHMeshDataHeader> const& headers,
std::vector<SHMeshAsset*>& meshes)
{
meshes.resize(headers.size());
for (auto i {0}; i < headers.size(); ++i)
{
auto const& header = headers[i];
auto& data = *new SHMeshAsset;
auto const vertexVec3Byte{ sizeof(SHVec3) * header.vertexCount };
auto const vertexVec2Byte{ sizeof(SHVec2) * header.vertexCount };
data.name.resize(header.charCount);
data.VertexPositions.resize(header.vertexCount);
data.VertexTangents.resize(header.vertexCount);
data.VertexNormals.resize(header.vertexCount);
data.VertexTexCoords.resize(header.vertexCount);
data.Indices.resize(header.indexCount);
data.header.name.resize(header.charCount);
data.BoneCount = header.boneCount;
file.read(data.header.name.data(), header.charCount);
file.read(data.name.data(), header.charCount);
file.read(reinterpret_cast<char*>(data.VertexPositions.data()), vertexVec3Byte);
file.read(reinterpret_cast<char*>(data.VertexTangents.data()), vertexVec3Byte);
file.read(reinterpret_cast<char*>(data.VertexNormals.data()), vertexVec3Byte);
file.read(reinterpret_cast<char*>(data.VertexTexCoords.data()), vertexVec2Byte);
file.read(reinterpret_cast<char*>(data.Indices.data()), sizeof(uint32_t) * header.indexCount);
data.header.vertexCount = header.vertexCount;
data.header.indexCount = header.indexCount;
if (header.boneCount)
{
std::vector<MeshBoneInfo> boneInfos(header.boneCount);
std::vector<MeshBone> bones(header.boneCount);
file.read(reinterpret_cast<char*>(boneInfos.data()), sizeof(MeshBoneInfo) * header.boneCount);
for (auto i{ 0 }; i < header.boneCount; ++i)
{
auto& bone = bones[i];
auto const& info = boneInfos[i];
bone.name.resize(info.charCount);
file.read(bone.name.data(), info.charCount);
file.read(reinterpret_cast<char*>(&bone.offset), sizeof(SHMatrix));
bone.weights.resize(info.weightCount);
file.read(reinterpret_cast<char*>(bone.weights.data()), sizeof(BoneWeight) * info.weightCount);
}
void SHModelLoader::LoadSHMesh(AssetPath path, SHModelAsset& model) noexcept
data.VertexBoneIndices.resize(header.vertexCount);
data.VertexBoneWeights.resize(header.vertexCount);
for (uint32_t boneIndex{0}; boneIndex < bones.size(); ++boneIndex)
{
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
if (!file.is_open())
auto const& bone = bones[boneIndex];
for (auto const& weight : bone.weights)
{
SHLOG_ERROR("[Model Loader] Unable to open SHModel File: {}", path.string());
return;
auto& boneIndices = data.VertexBoneIndices[weight.index];
auto& boneWeight = data.VertexBoneWeights[weight.index];
for (auto j{0}; j < BONE_INDEX_ALIGHTMENT; ++j)
{
if (boneWeight[j] == 0.f)
{
boneIndices[j] = boneIndex;
boneWeight[j] = weight.weight;
break;
}
}
}
}
}
file.seekg(0);
meshes[i] = &data;
}
}
void SHModelLoader::ReadAnimData(FileReference file, std::vector<SHAnimDataHeader> const& headers,
std::vector<SHAnimAsset*>& anims)
{
anims.resize(headers.size());
for (auto i {0}; i < headers.size(); ++i)
{
auto const& header = headers[i];
auto& animAsset = *new SHAnimAsset;
animAsset.name.resize(header.charCount);
file.read(
reinterpret_cast<char*>(&model.header),
sizeof(SHModelAssetHeader)
animAsset.name.data(),
header.charCount
);
std::vector<SHMeshLoaderHeader> headers(model.header.meshCount);
model.subMeshes.resize(model.header.meshCount);
file.read(
reinterpret_cast<char*>(&animAsset.duration),
sizeof(double)
);
for (auto i{ 0 }; i < model.header.meshCount; ++i)
file.read(
reinterpret_cast<char*>(&animAsset.ticksPerSecond),
sizeof(double)
);
animAsset.nodeChannels.resize(header.animNodeCount);
for (auto i {0}; i < header.animNodeCount; ++i)
{
model.subMeshes[i] = new SHMeshData();
ReadHeader(file, headers[i]);
ReadData(file, headers[i], *model.subMeshes[i]);
ReadAnimNode(file, header.nodeHeaders[i], animAsset.nodeChannels[i]);
}
anims[i] = &animAsset;
}
file.close();
}
SHAssetData* SHModelLoader::Load(AssetPath path)
{
auto result = new SHModelAsset();
LoadSHMesh(path, *result);
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
if (!file.is_open())
{
SHLOG_ERROR("[Model Loader] Unable to open SHModel File: {}", path.string());
return nullptr;
}
ReadHeaders(file, *result);
ReadData(file, *result);
file.close();
return result;
}

View File

@ -10,7 +10,7 @@
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "Assets/Asset Types/SHModelAsset.h"
#include "Assets/Asset Types/Models/SHModelAsset.h"
#include "SHAssetLoader.h"
#include <fstream>
@ -18,19 +18,20 @@ namespace SHADE
{
class SHModelLoader : public SHAssetLoader
{
struct SHMeshLoaderHeader
{
uint32_t vertexCount;
uint32_t indexCount;
uint32_t charCount;
};
using FileReference = std::ifstream&;
void ReadAnimNode(FileReference file, SHAnimNodeInfo const& info, SHAnimData& data);
void ReadHeader(std::ifstream& file, SHMeshLoaderHeader& header) noexcept;
void ReadData(std::ifstream& file, SHMeshLoaderHeader const& header, SHMeshData& data) noexcept;
void ReadRigHeader(FileReference file, SHRigDataHeader& header);
void ReadRigData(FileReference file, SHRigDataHeader const& header, std::vector<SHRigNodeData>& data);
void ReadRigTree(FileReference file, SHRigDataHeader const& header, SHRigNodeAsset*& root);
void ReadMeshData(FileReference file, std::vector<SHMeshDataHeader> const& headers, std::vector<SHMeshAsset*>& meshes);
void ReadAnimData(FileReference file, std::vector<SHAnimDataHeader> const& headers, std::vector<SHAnimAsset*>& anims);
void ReadHeaders(FileReference file, SHModelAsset& asset);
void ReadData(FileReference file, SHModelAsset& asset);
public:
void LoadSHMesh(AssetPath path, SHModelAsset& model) noexcept;
SHAssetData* Load(AssetPath path) override;
void Write(SHAssetData const* data, AssetPath path) override;
};

View File

@ -492,8 +492,8 @@ namespace SHADE
****************************************************************************/
void SHAssetManager::Load() noexcept
{
BuildAssetCollection();
InitLoaders();
BuildAssetCollection();
//CompileAll();
//LoadAllData();
}
@ -549,7 +549,7 @@ namespace SHADE
{
assetData.emplace(
parent.subAssets[i]->id,
parentModel->subMeshes[i]
parentModel->meshes[i]
);
}
}
@ -607,10 +607,10 @@ namespace SHADE
SHModelAsset* const data = reinterpret_cast<SHModelAsset*>(LoadData(newAsset));
assetData.emplace(newAsset.id, data);
for(auto const& subMesh : data->subMeshes)
for(auto const& subMesh : data->meshes)
{
SHAsset subAsset{
.name = subMesh->header.name,
.name = subMesh->name,
.id = GenerateAssetID(AssetType::MESH),
.type = AssetType::MESH,
.isSubAsset = true,

View File

@ -6,6 +6,11 @@ namespace SHADE
template<typename T>
std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T* const> SHAssetManager::GetData(AssetID id) noexcept
{
if (id == 0)
{
return nullptr;
}
if (!assetData.contains(id))
{
for (auto const& asset : std::ranges::views::values(assetCollection))

View File

@ -22,6 +22,8 @@
#include "Serialization/SHSerializationHelper.hpp"
#include "Tools/Utilities/SHClipboardUtilities.h"
#include "SHInspectorCommands.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
#include "Animation/SHAnimatorComponent.h"
namespace SHADE
{
template<typename T>
@ -574,4 +576,60 @@ namespace SHADE
}
ImGui::PopID();
}
template<>
static void DrawComponent(SHAnimatorComponent* component)
{
if (!component)
return;
ImGui::PushID(SHFamilyID<SHComponent>::GetID<SHAnimatorComponent>());
const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
{
DrawContextMenu(component);
Handle<SHRig> const& rig = component->GetRig();
const auto RIG_NAME = rig ? SHResourceManager::GetAssetName<SHRig>(rig).value_or("") : "";
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Rig", RIG_NAME, [component]()
{
Handle<SHRig> const& rig = component->GetRig();
return SHResourceManager::GetAssetID<SHRig>(rig).value_or(0);
},
[component](AssetID const& id)
{
if (SHAssetManager::GetType(id) != AssetType::MODEL)
{
SHLOG_WARNING("Attempted to assign non mesh asset to Renderable Mesh property!")
return;
}
component->SetRig(SHResourceManager::LoadOrGet<SHRig>(id));
SHResourceManager::FinaliseChanges();
}, SHDragDrop::DRAG_RESOURCE);
Handle<SHAnimationClip> const& clip = component->GetCurrentClip();
const auto CLIP_NAME = clip ? SHResourceManager::GetAssetName<SHAnimationClip>(clip).value_or("") : "";
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Clip", CLIP_NAME,
[component]()
{
Handle<SHAnimationClip> const& clip = component->GetCurrentClip();
return SHResourceManager::GetAssetID<SHAnimationClip>(clip).value_or(0);
},
[component](AssetID const& id)
{
if (SHAssetManager::GetType(id) != AssetType::MODEL)
{
SHLOG_WARNING("Attempted to assign non mesh asset to Renderable Mesh property!")
return;
}
component->SetClip(SHResourceManager::LoadOrGet<SHAnimationClip>(id));
}, SHDragDrop::DRAG_RESOURCE);
}
else
{
DrawContextMenu(component);
}
ImGui::PopID();
}
}

View File

@ -28,6 +28,13 @@
namespace SHADE
{
template<typename Component>
void EnsureComponent(EntityID eid)
{
if(SHComponentManager::GetComponent_s<Component>(eid) == nullptr)
SHComponentManager::AddComponent<Component>(eid);
}
template<typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
bool DrawAddComponentButton(EntityID const& eid)
{
@ -49,9 +56,13 @@ namespace SHADE
return selected;
}
template <typename ComponentType, typename EnforcedComponent, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true, std::enable_if_t<std::is_base_of_v<SHComponent, EnforcedComponent>, bool> = true>
template <typename ComponentType, typename ... EnforcedComponents>
bool DrawAddComponentWithEnforcedComponentButton(EntityID const& eid)
{
// Only make sure components are passed here
static_assert(std::is_base_of_v<SHComponent, ComponentType>, "");
//(static_assert(std::is_base_of_v<SHComponent, EnforcedComponents>, ""), ...);
bool selected = false;
if (!SHComponentManager::HasComponent<ComponentType>(eid))
{
@ -59,9 +70,8 @@ namespace SHADE
if(selected = ImGui::Selectable(std::format("Add {}", componentName).data()); selected)
{
if(SHComponentManager::GetComponent_s<EnforcedComponent>(eid) == nullptr)
SHComponentManager::AddComponent<EnforcedComponent>(eid);
// Ensure that all required components are present
(EnsureComponent<EnforcedComponents>(eid), ...);
SHComponentManager::AddComponent<ComponentType>(eid);
}
if(ImGui::IsItemHovered())
@ -70,9 +80,8 @@ namespace SHADE
ImGui::Text("Adds", componentName); ImGui::SameLine();
ImGui::TextColored(ImGuiColors::green, "%s", componentName); ImGui::SameLine();
ImGui::Text("to this entity", componentName);
ImGui::Text("Adds"); ImGui::SameLine();
ImGui::TextColored(ImGuiColors::red, "%s", rttr::type::get<EnforcedComponent>().get_name().data()); ImGui::SameLine();
ImGui::Text("if the entity does not already have it");
ImGui::Text("Adds the following components if the entity does not already have it: ");
(ImGui::TextColored(ImGuiColors::red, "%s", rttr::type::get<EnforcedComponents>().get_name().data()), ...);
ImGui::EndTooltip();
}
}
@ -118,6 +127,10 @@ namespace SHADE
{
DrawComponent(renderableComponent);
}
if (auto animatorComponent = SHComponentManager::GetComponent_s<SHAnimatorComponent>(eid))
{
DrawComponent(animatorComponent);
}
if(auto colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(eid))
{
DrawComponent(colliderComponent);
@ -179,6 +192,7 @@ namespace SHADE
DrawAddComponentWithEnforcedComponentButton<SHRigidBodyComponent, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHColliderComponent, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHTextRenderableComponent, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHAnimatorComponent, SHTransformComponent, SHRenderable>(eid);
ImGui::EndMenu();

View File

@ -201,8 +201,8 @@ namespace SHADE
// Get interface for the shader combination
auto interface = fragShader->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface
(
mappings.at(SHPredefinedDescriptorTypes::MATERIALS),
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA
mappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH),
SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA
);
if (!interface)
return;

View File

@ -29,24 +29,29 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
#include "Scene/SHSceneManager.h"
#include "UI/SHUIComponent.h"
#include "Animation/SHAnimatorComponent.h"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* SHBatch - Usage Functions */
/*---------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
/* SHBatch - Constructors/Destructors */
/*-----------------------------------------------------------------------------------*/
SHBatch::SHBatch(Handle<SHVkPipeline> pipeline)
: pipeline{ pipeline }
{
if (!pipeline)
throw std::invalid_argument("Attempted to create a SHBatch with an invalid SHPipeline!");
// Check the pipeline and flag it depending on whether or not it is animated
isAnimated = checkIfIsAnimatedPipeline(pipeline);
// Mark all as dirty
setAllDirtyFlags();
}
SHBatch::SHBatch(SHBatch&& rhs)
: device { rhs.device }
, isAnimated { rhs.isAnimated }
, pipeline { rhs.pipeline }
, referencedMatInstances { std::move(rhs.referencedMatInstances) }
, matBufferDirty { std::move(rhs.matBufferDirty) }
@ -59,18 +64,24 @@ namespace SHADE
, matPropsDataSize { rhs.matPropsDataSize }
, singleMatPropAlignedSize { rhs.singleMatPropAlignedSize }
, singleMatPropSize { rhs.singleMatPropSize }
, boneMatrixData { std::move(rhs.boneMatrixData) }
, boneMatrixIndices { std::move(rhs.boneMatrixIndices) }
, isCPUBuffersDirty { rhs.isCPUBuffersDirty }
, drawDataBuffer { rhs.drawDataBuffer }
, transformDataBuffer { rhs.transformDataBuffer }
, instancedIntegerBuffer { rhs.instancedIntegerBuffer }
, matPropsBuffer { rhs.matPropsBuffer }
, matPropsDescSet { rhs.matPropsDescSet }
, boneMatrixBuffer { rhs.boneMatrixBuffer }
, boneMatrixFirstIndexBuffer { rhs.boneMatrixFirstIndexBuffer }
, instanceDataDescSet { rhs.instanceDataDescSet }
{
rhs.drawDataBuffer = {};
rhs.transformDataBuffer = {};
rhs.instancedIntegerBuffer = {};
rhs.matPropsBuffer = {};
rhs.matPropsDescSet = {};
rhs.boneMatrixBuffer = {};
rhs.boneMatrixFirstIndexBuffer = {};
rhs.instanceDataDescSet = {};
}
SHBatch& SHBatch::operator=(SHBatch&& rhs)
@ -79,6 +90,7 @@ namespace SHADE
return *this;
device = rhs.device ;
isAnimated = rhs.isAnimated ;
pipeline = rhs.pipeline ;
referencedMatInstances = std::move(rhs.referencedMatInstances);
matBufferDirty = std::move(rhs.matBufferDirty) ;
@ -91,19 +103,25 @@ namespace SHADE
matPropsDataSize = rhs.matPropsDataSize ;
singleMatPropAlignedSize = rhs.singleMatPropAlignedSize ;
singleMatPropSize = rhs.singleMatPropSize ;
boneMatrixData = std::move(rhs.boneMatrixData) ;
boneMatrixIndices = std::move(rhs.boneMatrixIndices) ;
isCPUBuffersDirty = rhs.isCPUBuffersDirty ;
drawDataBuffer = rhs.drawDataBuffer ;
transformDataBuffer = rhs.transformDataBuffer ;
instancedIntegerBuffer = rhs.instancedIntegerBuffer ;
matPropsBuffer = rhs.matPropsBuffer ;
matPropsDescSet = rhs.matPropsDescSet ;
boneMatrixBuffer = rhs.boneMatrixBuffer ;
boneMatrixFirstIndexBuffer = rhs.boneMatrixFirstIndexBuffer ;
instanceDataDescSet = rhs.instanceDataDescSet ;
// Unset values
rhs.drawDataBuffer = {};
rhs.transformDataBuffer = {};
rhs.instancedIntegerBuffer = {};
rhs.matPropsBuffer = {};
rhs.matPropsDescSet = {};
rhs.boneMatrixBuffer = {};
rhs.boneMatrixFirstIndexBuffer = {};
rhs.instanceDataDescSet = {};
return *this;
}
@ -121,11 +139,14 @@ namespace SHADE
instancedIntegerBuffer[i].Free();
if (matPropsBuffer[i])
matPropsBuffer[i].Free();
if (matPropsDescSet[i])
matPropsDescSet[i].Free();
if (instanceDataDescSet[i])
instanceDataDescSet[i].Free();
}
}
/*-----------------------------------------------------------------------------------*/
/* SHBatch - Usage Functions */
/*-----------------------------------------------------------------------------------*/
void SHBatch::Add(const SHRenderable* renderable)
{
// Ignore if null
@ -285,7 +306,7 @@ namespace SHADE
}
// Transfer to GPU
rebuildMaterialBuffers(frameIndex, descPool);
rebuildDescriptorSetBuffers(frameIndex, descPool);
// This frame is updated
matBufferDirty[frameIndex] = false;
@ -366,14 +387,79 @@ namespace SHADE
{
rendId,
renderable->GetLightLayer()
}
);
});
}
// Transfer to GPU
if (instancedIntegerBuffer[frameIndex] && !drawData.empty())
instancedIntegerBuffer[frameIndex]->WriteToMemory(instancedIntegerData.data(), static_cast<uint32_t>(instancedIntegerData.size() * sizeof(SHInstancedIntegerData)), 0, 0);
}
void SHBatch::UpdateAnimationBuffer(uint32_t frameIndex)
{
// Ignore if not animated batch
if (!isAnimated)
return;
// Frame Index check
if (frameIndex >= SHGraphicsConstants::NUM_FRAME_BUFFERS)
{
SHLOG_WARNING("[SHBatch] Attempted to update animation buffers with an invalid frame index.");
return;
}
// Reset Animation Matrix Data
boneMatrixData.clear();
boneMatrixIndices.clear();
// Add the first identity matrix into the bone matrix data
boneMatrixData.emplace_back(SHMatrix::Identity); // This kills the GPU
// Populate on the CPU
for (auto& subBatch : subBatches)
for (auto rendId : subBatch.Renderables)
{
// Get resources
auto animator = SHComponentManager::GetComponent_s<SHAnimatorComponent>(rendId);
auto renderable = SHComponentManager::GetComponent<SHRenderable>(rendId);
auto mesh = renderable->GetMesh();
// Mark start
boneMatrixIndices.emplace_back(static_cast<uint32_t>(boneMatrixData.size()));
// Add matrices
const int BONE_COUNT = static_cast<int>(mesh->BoneCount);
int extraMatricesToAdd = BONE_COUNT;
if (animator)
{
// Add matrices
const auto& MATRICES = animator->GetBoneMatrices();
if (MATRICES.size() <= BONE_COUNT)
{
boneMatrixData.insert(boneMatrixData.end(), MATRICES.cbegin(), MATRICES.cend());
extraMatricesToAdd = std::max({0, BONE_COUNT - static_cast<int>(MATRICES.size())});
}
}
// If we need to patch up with more matrices, add it
if (extraMatricesToAdd > 0)
{
boneMatrixData.insert(boneMatrixData.end(), extraMatricesToAdd, SHMatrix::Identity);
}
}
// Update GPU Buffers
if (!boneMatrixIndices.empty())
{
const uint32_t BMI_DATA_BYTES = static_cast<uint32_t>(boneMatrixIndices.size() * sizeof(uint32_t));
SHVkUtil::EnsureBufferAndCopyHostVisibleData
(
device, boneMatrixFirstIndexBuffer[frameIndex], boneMatrixIndices.data(), BMI_DATA_BYTES,
vk::BufferUsageFlagBits::eVertexBuffer,
"Batch Instance Bone Matrix First Index Buffer"
);
}
rebuildBoneMatrixDescSetBuffer(frameIndex);
}
void SHBatch::Build(Handle<SHVkLogicalDevice> _device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex)
@ -410,14 +496,23 @@ namespace SHADE
// - EID data
instancedIntegerData.reserve(numTotalElements);
instancedIntegerData.clear();
// - Bone Data
if (isAnimated)
{
boneMatrixData.clear();
boneMatrixIndices.clear();
boneMatrixIndices.reserve(numTotalElements);
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
// Add the first identity matrix into the bone matrix data
boneMatrixData.emplace_back(SHMatrix::Identity);
}
// - Material Properties Data
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
const Handle<SHShaderBlockInterface> SHADER_INFO = pipeline->GetPipelineLayout()->GetShaderBlockInterface
(
descMappings.at(SHPredefinedDescriptorTypes::MATERIALS),
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
descMappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH),
SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA,
vk::ShaderStageFlagBits::eFragment
);
const bool EMPTY_MAT_PROPS = !SHADER_INFO;
@ -503,9 +598,36 @@ namespace SHADE
{
SHLOG_WARNING("[SHBatch] Entity with a missing SHRenderable found!");
}
//propsCurrPtr += singleMatPropAlignedSize;
propsCurrPtr += singleMatPropSize;
}
// Bone Data
if (isAnimated)
{
// Mark start
boneMatrixIndices.emplace_back(static_cast<uint32_t>(boneMatrixData.size()));
auto animator = SHComponentManager::GetComponent_s<SHAnimatorComponent>(rendId);
auto mesh = renderable->GetMesh();
const int BONE_COUNT = static_cast<int>(mesh->BoneCount);
int extraMatricesToAdd = BONE_COUNT;
if (animator)
{
// Add matrices
const auto& MATRICES = animator->GetBoneMatrices();
if (MATRICES.size() <= BONE_COUNT)
{
boneMatrixData.insert(boneMatrixData.end(), MATRICES.cbegin(), MATRICES.cend());
extraMatricesToAdd = std::max({0, BONE_COUNT - static_cast<int>(MATRICES.size())});
}
}
// If we need to patch up with more matrices, add it
if (extraMatricesToAdd > 0)
{
boneMatrixData.insert(boneMatrixData.end(), extraMatricesToAdd, SHMatrix::Identity);
}
}
}
}
@ -540,8 +662,19 @@ namespace SHADE
BuffUsage::eVertexBuffer,
"Batch Instance Data Buffer"
);
// - Material Properties Buffer
rebuildMaterialBuffers(frameIndex, descPool);
// - Bone Matrix Indices
if (isAnimated && !boneMatrixIndices.empty())
{
const uint32_t BMI_DATA_BYTES = static_cast<uint32_t>(boneMatrixIndices.size() * sizeof(uint32_t));
SHVkUtil::EnsureBufferAndCopyHostVisibleData
(
device, boneMatrixFirstIndexBuffer[frameIndex], boneMatrixIndices.data(), BMI_DATA_BYTES,
BuffUsage::eVertexBuffer,
"Batch Instance Bone Matrix First Index Buffer"
);
}
// - Material and bone buffers/descriptor sets
rebuildDescriptorSetBuffers(frameIndex, descPool);
}
// Mark this frame as no longer dirty
@ -551,7 +684,7 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* SHBatch - Usage Functions */
/*---------------------------------------------------------------------------------*/
void SHBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline/* = true*/)
void SHBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline)
{
if (frameIndex >= SHGraphicsConstants::NUM_FRAME_BUFFERS)
{
@ -564,7 +697,11 @@ namespace SHADE
return;
// Bind all required objects before drawing
static std::array<uint32_t, 1> dynamicOffset{ 0 };
std::vector<uint32_t> dynamicOffset{ 0 };
if (isAnimated && !boneMatrixData.empty())
{
dynamicOffset.emplace_back(0);
}
cmdBuffer->BeginLabeledSegment("SHBatch for Pipeline #" + std::to_string(pipeline.GetId().Data.Index));
if (bindBatchPipeline)
@ -572,16 +709,24 @@ namespace SHADE
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRANSFORM, transformDataBuffer[frameIndex], 0);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::INTEGER_DATA, instancedIntegerBuffer[frameIndex], 0);
if (matPropsDescSet[frameIndex])
if (isAnimated && boneMatrixFirstIndexBuffer[frameIndex])
{
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::BONE_MATRIX_FIRST_INDEX, boneMatrixFirstIndexBuffer[frameIndex], 0);
}
else
{
// HACK: Bind the transform buffer instead since we won't use it anyways, but we must bind something
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::BONE_MATRIX_FIRST_INDEX, transformDataBuffer[frameIndex], 0);
}
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
if (instanceDataDescSet[frameIndex])
{
cmdBuffer->BindDescriptorSet
(
matPropsDescSet[frameIndex],
instanceDataDescSet[frameIndex],
SH_PIPELINE_TYPE::GRAPHICS,
//SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
descMappings.at(SHPredefinedDescriptorTypes::MATERIALS),
descMappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH),
dynamicOffset
);
}
@ -624,49 +769,128 @@ namespace SHADE
isCPUBuffersDirty = true;
}
void SHBatch::rebuildMaterialBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool)
void SHBatch::rebuildDescriptorSetBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool)
{
if (matPropsData && !drawData.empty())
{
SHVkUtil::EnsureBufferAndCopyHostVisibleData
(
device, matPropsBuffer[frameIndex], matPropsData.get(), static_cast<uint32_t>(matPropsDataSize),
vk::BufferUsageFlagBits::eStorageBuffer,
"Batch Material Data"
);
// Using Declarations and constants
using BuffUsage = vk::BufferUsageFlagBits;
using PreDefDescLayoutType = SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes;
if (!matPropsDescSet[frameIndex])
/* Create Descriptor Sets if Needed */
PreDefDescLayoutType layoutTypes = {};
if (matPropsData)
{
matPropsDescSet[frameIndex] = descPool->Allocate
layoutTypes = PreDefDescLayoutType::MATERIALS;
}
if (!boneMatrixData.empty())
{
layoutTypes = PreDefDescLayoutType::MATERIAL_AND_BONES;
}
const bool MUST_BUILD_BONE_DESC = isAnimated && !boneMatrixData.empty();
if (matPropsData || MUST_BUILD_BONE_DESC)
{
// Make sure that we have a descriptor set if we don't already have one
if (!instanceDataDescSet[frameIndex])
{
instanceDataDescSet[frameIndex] = descPool->Allocate
(
SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::MATERIALS),
SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(layoutTypes),
{ 0 }
);
#ifdef _DEBUG
const auto& DESC_SETS = matPropsDescSet[frameIndex]->GetVkHandle();
const auto& DESC_SETS = instanceDataDescSet[frameIndex]->GetVkHandle();
for (auto descSet : DESC_SETS)
{
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, descSet, "[Descriptor Set] Batch Material Data");
}
#endif
}
}
static constexpr uint32_t MATERIAL_DESC_SET_INDEX = 0;
/* Material Data */
if (matPropsData && !drawData.empty())
{
// Update GPU buffer
SHVkUtil::EnsureBufferAndCopyHostVisibleData
(
device, matPropsBuffer[frameIndex], matPropsData.get(), static_cast<uint32_t>(matPropsDataSize),
BuffUsage::eStorageBuffer,
"Batch Material Data"
);
// Update descriptor set buffer
std::array<Handle<SHVkBuffer>, 1> bufferList = { matPropsBuffer[frameIndex] };
matPropsDescSet[frameIndex]->ModifyWriteDescBuffer
instanceDataDescSet[frameIndex]->ModifyWriteDescBuffer
(
MATERIAL_DESC_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA,
bufferList,
0, static_cast<uint32_t>(matPropsDataSize)
);
matPropsDescSet[frameIndex]->UpdateDescriptorSetBuffer
// Update the descriptor set buffer
instanceDataDescSet[frameIndex]->UpdateDescriptorSetBuffer
(
MATERIAL_DESC_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA
SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA
);
}
/* Animation Bone Data */
if (MUST_BUILD_BONE_DESC)
{
rebuildBoneMatrixDescSetBuffer(frameIndex);
}
}
void SHBatch::rebuildBoneMatrixDescSetBuffer(uint32_t frameIndex)
{
using BuffUsage = vk::BufferUsageFlagBits;
// Update GPU Buffers
const uint32_t BONE_MTX_DATA_BYTES = static_cast<uint32_t>(boneMatrixData.size() * sizeof(SHMatrix));
SHVkUtil::EnsureBufferAndCopyHostVisibleData
(
device, boneMatrixBuffer[frameIndex], boneMatrixData.data(), BONE_MTX_DATA_BYTES,
BuffUsage::eStorageBuffer,
"Batch Bone Matrix Buffer"
);
// Update descriptor set buffer
std::array<Handle<SHVkBuffer>, 1> bufferList = { boneMatrixBuffer[frameIndex] };
instanceDataDescSet[frameIndex]->ModifyWriteDescBuffer
(
MATERIAL_DESC_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::PER_INST_BONE_DATA,
bufferList,
0,
static_cast<uint32_t>(boneMatrixData.size() * sizeof(SHMatrix))
);
// Update the descriptor set buffer
instanceDataDescSet[frameIndex]->UpdateDescriptorSetBuffer
(
MATERIAL_DESC_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::PER_INST_BONE_DATA
);
}
bool SHBatch::checkIfIsAnimatedPipeline(Handle<SHVkPipeline> pipeline)
{
if (!pipeline || !pipeline->GetPipelineLayout())
return false;
// Grab the pipeline descriptor set layouts
auto pipelineDescLayouts = pipeline->GetPipelineLayout()->GetDescriptorSetLayoutsPipeline();
// Check if they contain the material and bones layout, that indicates it is
using GfxPreDef = SHGraphicsPredefinedData;
using GfxPreDefType = GfxPreDef::PredefinedDescSetLayoutTypes;
const Handle<SHVkDescriptorSetLayout> BONE_DESC_SET_LAYOUT = GfxPreDef::GetPredefinedDescSetLayouts(GfxPreDefType::MATERIAL_AND_BONES)[0];
return std::find_if(pipelineDescLayouts.begin(), pipelineDescLayouts.end(), [BONE_DESC_SET_LAYOUT](Handle<SHVkDescriptorSetLayout> layout)
{
return BONE_DESC_SET_LAYOUT == layout;
}) != pipelineDescLayouts.end();
}
}

View File

@ -27,9 +27,9 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*---------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
class SHVkBuffer;
class SHVkCommandBuffer;
class SHVkPipeline;
@ -40,36 +40,36 @@ namespace SHADE
class SHVkDescriptorSetGroup;
class SHVkDescriptorPool;
/*---------------------------------------------------------------------------------*/
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
/***********************************************************************************/
/*-----------------------------------------------------------------------------------*/
/*************************************************************************************/
/*!
\brief
Describes a segment of the sub batch operation.
*/
/***********************************************************************************/
/*************************************************************************************/
struct SHSubBatch
{
public:
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
Handle<SHMesh> Mesh;
std::unordered_set<EntityID> Renderables;
};
/***********************************************************************************/
/*************************************************************************************/
/*!
\brief
Describes a segment of the sub batch operation.
*/
/***********************************************************************************/
/*************************************************************************************/
class SHBatch
{
public:
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/* Constructor/Destructors */
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
SHBatch(Handle<SHVkPipeline> pipeline);
SHBatch(const SHBatch&) = delete;
SHBatch(SHBatch&& rhs);
@ -77,39 +77,48 @@ namespace SHADE
SHBatch& operator=(SHBatch&& rhs);
~SHBatch();
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
void Add(const SHRenderable* renderable);
void Remove(const SHRenderable* renderable);
void Clear();
void UpdateMaterialBuffer(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
void UpdateTransformBuffer(uint32_t frameIndex);
void UpdateInstancedIntegerBuffer(uint32_t frameIndex);
void Build(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) ;
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true);
void UpdateAnimationBuffer(uint32_t frameIndex);
void Build(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex);
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline);
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
Handle<SHVkPipeline> GetPipeline() const noexcept { return pipeline; };
bool IsEmpty() const noexcept { return subBatches.empty(); }
Handle<SHVkBuffer> GetTransformBuffer(uint32_t frameIndex) const noexcept;
Handle<SHVkBuffer> GetMDIBuffer(uint32_t frameIndex) const noexcept;
bool IsAnimated() const noexcept { return isAnimated; }
private:
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/* Type Definition */
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
using TripleBool = std::array<bool, SHGraphicsConstants::NUM_FRAME_BUFFERS>;
using TripleBuffer = std::array<Handle<SHVkBuffer>, SHGraphicsConstants::NUM_FRAME_BUFFERS>;
using TripleDescSet = std::array<Handle<SHVkDescriptorSetGroup>, SHGraphicsConstants::NUM_FRAME_BUFFERS>;
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/* Constants */
/*---------------------------------------------------------------------------------*/
static constexpr uint32_t MATERIAL_DESC_SET_INDEX = 0;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
// Resources
Handle<SHVkLogicalDevice> device;
// Config
bool isAnimated; // Whether the material supports animation
// Batch Properties
Handle<SHVkPipeline> pipeline;
std::unordered_set<Handle<SHMaterialInstance>> referencedMatInstances;
@ -125,18 +134,25 @@ namespace SHADE
Byte matPropsDataSize = 0;
Byte singleMatPropAlignedSize = 0;
Byte singleMatPropSize = 0;
std::vector<SHMatrix> boneMatrixData; // 0th element is always an identity matrix
std::vector<uint32_t> boneMatrixIndices;
bool isCPUBuffersDirty = true;
// GPU Buffers
TripleBuffer drawDataBuffer;
TripleBuffer transformDataBuffer;
TripleBuffer instancedIntegerBuffer;
TripleBuffer matPropsBuffer;
TripleDescSet matPropsDescSet;
TripleBuffer boneMatrixBuffer;
TripleBuffer boneMatrixFirstIndexBuffer; // Instanced buffer, indicates where the first bone matrix is
TripleDescSet instanceDataDescSet;
/*-----------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------*/
void setAllDirtyFlags();
void rebuildMaterialBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
void rebuildDescriptorSetBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
void rebuildBoneMatrixDescSetBuffer(uint32_t frameIndex);
static bool checkIfIsAnimatedPipeline(Handle<SHVkPipeline> pipeline);
};
}

View File

@ -94,6 +94,7 @@ namespace SHADE
{
batch.UpdateMaterialBuffer(frameIndex, descPool);
batch.UpdateTransformBuffer(frameIndex);
batch.UpdateAnimationBuffer(frameIndex);
batch.UpdateInstancedIntegerBuffer(frameIndex);
}
}

View File

@ -23,12 +23,18 @@ namespace SHADE
void SHGraphicsPredefinedData::InitDescMappings(void) noexcept
{
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descMappings.AddMappings
({
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::MATERIALS, 2},
{SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH, 2},
});
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING_ANIM)].descMappings.AddMappings
({
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::PER_INSTANCE_ANIM_BATCH, 2},
});
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descMappings.AddMappings
@ -50,9 +56,13 @@ namespace SHADE
void SHGraphicsPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descSetLayouts });
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descSetLayouts });
perSystemData[SHUtilities::ConvertEnum(SystemType::RENDER_GRAPH_NODE_COMPUTE)].dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ perSystemData[SHUtilities::ConvertEnum(SystemType::RENDER_GRAPH_NODE_COMPUTE)].descSetLayouts });
for (int i = 0; i < SYSTEM_TYPE_COUNT; ++i)
{
perSystemData[i].dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy
(
SHPipelineLayoutParamsDummy { perSystemData[i].descSetLayouts }
);
}
}
/*-----------------------------------------------------------------------------------*/
@ -124,8 +134,8 @@ namespace SHADE
SHVkDescriptorSetLayout::Binding materialDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eVertex,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
.Stage = vk::ShaderStageFlagBits::eFragment,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA,
.DescriptorCount = 1,
};
Handle<SHVkDescriptorSetLayout> materialDataPerInstanceLayout = logicalDevice->CreateDescriptorSetLayout({ materialDataBinding });
@ -166,12 +176,24 @@ namespace SHADE
Handle<SHVkDescriptorSetLayout> shadowMapDescLayout = logicalDevice->CreateDescriptorSetLayout({ shadowMapBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, shadowMapDescLayout->GetVkHandle(), "[Descriptor Set Layout] Shadow Maps");
// For per instance data (transforms, materials, etc.)
SHVkDescriptorSetLayout::Binding boneDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eVertex,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PER_INST_BONE_DATA,
.DescriptorCount = 1,
};
Handle<SHVkDescriptorSetLayout> materialBoneDataPerInstanceLayout = logicalDevice->CreateDescriptorSetLayout({ materialDataBinding, boneDataBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, materialBoneDataPerInstanceLayout->GetVkHandle(), "[Descriptor Set Layout] Material and Bone Globals");
predefinedLayouts.push_back(staticGlobalLayout);
predefinedLayouts.push_back(lightDataDescSetLayout);
predefinedLayouts.push_back(cameraDataGlobalLayout);
predefinedLayouts.push_back(materialDataPerInstanceLayout);
predefinedLayouts.push_back(fontDataDescSetLayout);
predefinedLayouts.push_back(shadowMapDescLayout);
predefinedLayouts.push_back(materialBoneDataPerInstanceLayout);
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descSetLayouts = GetPredefinedDescSetLayouts
(
@ -180,6 +202,13 @@ namespace SHADE
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::MATERIALS
);
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING_ANIM)].descSetLayouts = GetPredefinedDescSetLayouts
(
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::MATERIAL_AND_BONES
);
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descSetLayouts = GetPredefinedDescSetLayouts
(
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
@ -197,12 +226,15 @@ namespace SHADE
void SHGraphicsPredefinedData::InitPredefinedVertexInputState(void) noexcept
{
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // positions at binding 0
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // UVs at binding 1
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Normals at binding 2
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Tangents at binding 3
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots)
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute positions at binding 0
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // Attribute UVs at binding 1
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute Normals at binding 2
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute Tangents at binding 3
defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Instanced Transform at binding 4 - 7 (4 slots)
defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Attribute bone indices at index 9
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Attribute bone weights at index 10
defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::UINT32_1D) }); // Instance bone matrix first index at index 11
shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)});
shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
@ -256,12 +288,24 @@ namespace SHADE
return static_cast<SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes>(static_cast<uint64_t>(lhs) | static_cast<uint64_t>(rhs));
}
SHADE::SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& operator|=(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& lhs, SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes rhs) noexcept
{
lhs = lhs | rhs;
return lhs;
}
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes operator&(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes lhs, SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes rhs) noexcept
{
return static_cast<SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes>(static_cast<uint64_t>(lhs) & static_cast<uint64_t>(rhs));
}
SHADE::SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& operator&=(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& lhs, SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes rhs) noexcept
{
lhs = lhs & rhs;
return lhs;
}
//SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetBatchingSystemData(void) noexcept
//{
// return batchingSystemData;

View File

@ -23,21 +23,24 @@ namespace SHADE
// This enum is mainly to initialize a bit field to retrieve bit fields from SHPRedefinedData
enum class PredefinedDescSetLayoutTypes : uint64_t
{
STATIC_DATA = 0x01,
LIGHTS = 0x02,
CAMERA = 0x04,
MATERIALS = 0x08,
FONT = 0x10,
SHADOW = 0x20,
STATIC_DATA = 0b00000001,
LIGHTS = 0b00000010,
CAMERA = 0b00000100,
MATERIALS = 0b00001000,
FONT = 0b00010000,
SHADOW = 0b00100000,
MATERIAL_AND_BONES = 0b01000000
};
enum class SystemType
{
BATCHING = 0,
BATCHING_ANIM,
TEXT_RENDERING,
RENDER_GRAPH_NODE_COMPUTE,
NUM_TYPES
};
static constexpr int SYSTEM_TYPE_COUNT = static_cast<int>(SystemType::NUM_TYPES);
struct PerSystem
{
@ -103,5 +106,7 @@ namespace SHADE
};
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes operator| (SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes lhs, SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes rhs) noexcept;
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& operator|=(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& lhs, SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes rhs) noexcept;
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes operator& (SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes lhs, SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes rhs) noexcept;
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& operator&=(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes& lhs, SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes rhs) noexcept;
}

View File

@ -11,7 +11,8 @@ namespace SHADE
STATIC_DATA,
LIGHTS,
CAMERA,
MATERIALS,
PER_INSTANCE_BATCH,
PER_INSTANCE_ANIM_BATCH,
FONT,
RENDER_GRAPH_NODE_COMPUTE_RESOURCE,
RENDER_GRAPH_RESOURCE,

View File

@ -14,7 +14,7 @@ of DigiPen Institute of Technology is prohibited.
// STL Includes
#include <algorithm>
// Project Includes
#include "Assets/Asset Types/SHModelAsset.h"
#include "Assets/Asset Types/Models/SHModelAsset.h"
#include "../Meshes/SHPrimitiveGenerator.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "SHGraphicsSystem.h"

View File

@ -161,7 +161,15 @@ namespace SHADE
DescriptorSet binding for per instance material values.
*/
/***************************************************************************/
static constexpr uint32_t BATCHED_PER_INST_DATA = 0;
static constexpr uint32_t PER_INST_MATERIAL_DATA = 0;
/***************************************************************************/
/*!
\brief
DescriptorSet binding for per instance bone values.
*/
/***************************************************************************/
static constexpr uint32_t PER_INST_BONE_DATA = 1;
/***************************************************************************/
/*!
@ -191,6 +199,14 @@ namespace SHADE
static constexpr uint32_t SHADOW_MAP_IMAGE_SAMPLER_DATA = 0;
/***************************************************************************/
/*!
\brief
Descriptor set binding for bone matrix data.
*/
/***************************************************************************/
static constexpr uint32_t BONE_MATRIX_DATA = 1;
};
struct VertexBufferBindings
@ -237,6 +253,27 @@ namespace SHADE
*/
/***************************************************************************/
static constexpr uint32_t INTEGER_DATA = 5;
/***************************************************************************/
/*!
\brief
Vertex buffer bindings for the bone indices buffer.
*/
/***************************************************************************/
static constexpr uint32_t BONE_INDICES = 6;
/***************************************************************************/
/*!
\brief
Vertex buffer bindings for the bone weights buffer.
*/
/***************************************************************************/
static constexpr uint32_t BONE_WEIGHTS = 7;
/***************************************************************************/
/*!
\brief
Vertex buffer bindings for the bone matrix first index buffer.
*/
/***************************************************************************/
static constexpr uint32_t BONE_MATRIX_FIRST_INDEX = 8;
static constexpr uint32_t CALCULATED_GLYPH_POSITION = 0;
static constexpr uint32_t GLYPH_INDEX = 1;

View File

@ -136,6 +136,7 @@ namespace SHADE
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
static constexpr AssetID VS_ANIM = 47911992; animtVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_ANIM);
static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEFAULT);
static constexpr AssetID VS_DEBUG = 48002439; debugVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEBUG);
static constexpr AssetID FS_DEBUG = 36671027; debugFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEBUG);
@ -450,6 +451,12 @@ namespace SHADE
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write")
);
defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
defaultAnimMaterial = AddMaterial
(
animtVertShader, defaultFragShader,
renderGraph->GetNode("G-Buffer")->GetSubpass("G-Buffer Write")
);
defaultAnimMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
}
@ -525,6 +532,8 @@ namespace SHADE
std::make_pair(meshLibrary.GetVertexTexCoordsBuffer(), SHGraphicsConstants::VertexBufferBindings::TEX_COORD),
std::make_pair(meshLibrary.GetVertexNormalsBuffer(), SHGraphicsConstants::VertexBufferBindings::NORMAL),
std::make_pair(meshLibrary.GetVertexTangentsBuffer(), SHGraphicsConstants::VertexBufferBindings::TANGENT),
std::make_pair(meshLibrary.GetVertexBoneIndicesBuffer(), SHGraphicsConstants::VertexBufferBindings::BONE_INDICES),
std::make_pair(meshLibrary.GetVertexBoneWeightsBuffer(), SHGraphicsConstants::VertexBufferBindings::BONE_WEIGHTS),
std::make_pair(meshLibrary.GetIndexBuffer(), 0),
};
@ -800,7 +809,12 @@ namespace SHADE
rasterState.cull_mode = vk::CullModeFlagBits::eBack;
tempLibrary.Init(device);
tempLibrary.CreateGraphicsPipelines({ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass, SHGraphicsPredefinedData::GetShadowMapViState(), rasterState);
tempLibrary.CreateGraphicsPipelines
(
{ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass,
SHGraphicsPredefinedData::SystemType::BATCHING,
SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
);
shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, {} });
}
newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
@ -865,9 +879,9 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Mesh Registration Functions */
/*---------------------------------------------------------------------------------*/
SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices, const SHMesh::VertexBoneIndices* const boneIndices, const SHMesh::VertexWeights* const boneWeights, uint32_t boneCount)
{
return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, indexCount, indices);
return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, boneIndices, boneWeights, indexCount, indices, boneCount);
}
void SHGraphicsSystem::RemoveMesh(Handle<SHMesh> mesh)

View File

@ -230,7 +230,7 @@ namespace SHADE
*/
/*******************************************************************************/
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices);
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices, const SHMesh::VertexBoneIndices* const boneIndices = nullptr, const SHMesh::VertexWeights* const boneWeights = nullptr, uint32_t boneCount = 0);
/*******************************************************************************/
/*!
@ -455,6 +455,7 @@ namespace SHADE
// Built-In Shaders
Handle<SHVkShaderModule> defaultVertShader;
Handle<SHVkShaderModule> animtVertShader;
Handle<SHVkShaderModule> defaultFragShader;
Handle<SHVkShaderModule> debugVertShader;
Handle<SHVkShaderModule> debugFragShader;
@ -473,6 +474,7 @@ namespace SHADE
// Built-In Materials
Handle<SHMaterial> defaultMaterial;
Handle<SHMaterial> defaultAnimMaterial;
Handle<SHVkPipeline> debugDrawPipeline;
Handle<SHVkPipeline> debugDrawDepthPipeline;
Handle<SHVkPipeline> debugDrawLineMeshPipeline;

View File

@ -100,9 +100,9 @@ namespace SHADE
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
return pipeline->GetPipelineLayout()->GetShaderBlockInterface
(
mappings.at (SHPredefinedDescriptorTypes::MATERIALS),
mappings.at (SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH),
//SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA,
vk::ShaderStageFlagBits::eFragment
);
}

View File

@ -81,9 +81,9 @@ namespace SHADE
{
return baseMaterial->GetPipeline()->GetPipelineLayout()->GetShaderBlockInterface
(
SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING).at(SHPredefinedDescriptorTypes::MATERIALS),
SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING).at(SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH),
//SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA,
vk::ShaderStageFlagBits::eFragment
);
}

View File

@ -20,20 +20,32 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE
{
SHADE::Handle<SHADE::SHMesh> SHMeshLibrary::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
SHADE::Handle<SHADE::SHMesh> SHMeshLibrary::AddMesh
(
uint32_t vertexCount, const SHMesh::VertexPosition* const positions,
const SHMesh::VertexTexCoord* const texCoords,
const SHMesh::VertexTangent* const tangents,
const SHMesh::VertexNormal* const normals,
const SHMesh::VertexBoneIndices* const boneIndices,
const SHMesh::VertexWeights* const boneWeights,
uint32_t indexCount, const SHMesh::Index* const indices,
uint32_t boneCount)
{
isDirty = true;
auto handle = meshes.Create();
meshAddJobs.emplace_back( MeshAddJob
meshAddJobs.emplace_back(MeshAddJob
{
vertexCount,
positions,
texCoords,
tangents,
normals,
boneIndices,
boneWeights,
indexCount,
indices,
boneCount,
handle
});
return handle;
@ -83,6 +95,8 @@ namespace SHADE
vertTexCoordStorage.erase(vertTexCoordStorage.begin() + nextVertInsertPoint, vertTexCoordStorage.begin() + mesh->FirstVertex);
vertTangentStorage.erase(vertTangentStorage.begin() + nextVertInsertPoint, vertTangentStorage.begin() + mesh->FirstVertex);
vertNormalStorage.erase(vertNormalStorage.begin() + nextVertInsertPoint, vertNormalStorage.begin() + mesh->FirstVertex);
vertBoneIdxStorage.erase(vertBoneIdxStorage.begin() + nextVertInsertPoint, vertBoneIdxStorage.begin() + mesh->FirstVertex);
vertBoneWeightStorage.erase(vertBoneWeightStorage.begin() + nextVertInsertPoint, vertBoneWeightStorage.begin() + mesh->FirstVertex);
// - Update mesh data
mesh->FirstVertex = nextVertInsertPoint;
@ -110,11 +124,13 @@ namespace SHADE
newIdxElems += addJob.IndexCount;
}
// - Reserve new memory
vertPosStorage .reserve(newVertElems);
vertPosStorage.reserve(newVertElems);
vertTexCoordStorage.reserve(newVertElems);
vertTangentStorage .reserve(newVertElems);
vertNormalStorage .reserve(newVertElems);
indexStorage .reserve(newIdxElems);
vertTangentStorage.reserve(newVertElems);
vertNormalStorage.reserve(newVertElems);
vertBoneIdxStorage.reserve(newVertElems);
vertBoneWeightStorage.reserve(newVertElems);
indexStorage.reserve(newIdxElems);
// - Append new data
for (auto& addJob : meshAddJobs)
{
@ -126,6 +142,7 @@ namespace SHADE
.VertexCount = static_cast<uint32_t>(addJob.VertexCount),
.FirstIndex = static_cast<uint32_t>(indexStorage.size()),
.IndexCount = static_cast<uint32_t>(addJob.IndexCount),
.BoneCount = addJob.BoneCount
};
// Copy into storage
@ -149,6 +166,32 @@ namespace SHADE
vertNormalStorage.end(),
addJob.VertexNormals, addJob.VertexNormals + addJob.VertexCount
);
if (addJob.VertexBoneIndices)
{
vertBoneIdxStorage.insert
(
vertBoneIdxStorage.end(),
addJob.VertexBoneIndices, addJob.VertexBoneIndices + addJob.VertexCount
);
}
else
{
vertBoneIdxStorage.resize(vertBoneIdxStorage.size() + addJob.VertexCount);
}
if (addJob.VertexBoneWeights)
{
vertBoneWeightStorage.insert
(
vertBoneWeightStorage.end(),
addJob.VertexBoneWeights, addJob.VertexBoneWeights + addJob.VertexCount
);
}
else
{
const auto OG_SIZE = vertBoneWeightStorage.size();
vertBoneWeightStorage.resize(vertBoneWeightStorage.size() + addJob.VertexCount);
std::fill_n(vertBoneWeightStorage.begin() + OG_SIZE, addJob.VertexCount, SHVec4(1.0f, 0.0f, 0.0f, 0.0f));
}
indexStorage.insert
(
indexStorage.end(),
@ -192,6 +235,28 @@ namespace SHADE
BuffUsage::eVertexBuffer,
"Mesh Library Vertex Normals"
);
if (!vertBoneIdxStorage.empty())
{
SHVkUtil::EnsureBufferAndCopyData
(
device, cmdBuffer, vertBoneIdxBuffer,
vertBoneIdxStorage.data(),
static_cast<uint32_t>(vertBoneIdxStorage.size()) * sizeof(SHMesh::VertexBoneIndices),
BuffUsage::eVertexBuffer,
"Mesh Library Vertex Bone Indices"
);
}
if (!vertBoneWeightStorage.empty())
{
SHVkUtil::EnsureBufferAndCopyData
(
device, cmdBuffer, vertBoneWeightBuffer,
vertBoneWeightStorage.data(),
static_cast<uint32_t>(vertBoneWeightStorage.size()) * sizeof(SHMesh::VertexWeights),
BuffUsage::eVertexBuffer,
"Mesh Library Vertex Bone Weights"
);
}
SHVkUtil::EnsureBufferAndCopyData
(
device, cmdBuffer, indexBuffer,

View File

@ -19,6 +19,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Resource/SHResourceLibrary.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
#include "Math/Vector/SHVec4U.h"
namespace SHADE
{
@ -49,6 +51,8 @@ namespace SHADE
using VertexTexCoord = SHVec2;
using VertexTangent = SHVec3;
using VertexNormal = SHVec3;
using VertexBoneIndices = SHVec4U;
using VertexWeights = SHVec4;
/*-----------------------------------------------------------------------------*/
/* Data Members */
@ -57,6 +61,7 @@ namespace SHADE
uint32_t VertexCount;
uint32_t FirstIndex;
uint32_t IndexCount;
uint32_t BoneCount;
};
/***********************************************************************************/
/*!
@ -105,7 +110,14 @@ namespace SHADE
*/
/*******************************************************************************/
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices);
Handle<SHMesh> AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions,
const SHMesh::VertexTexCoord* const texCoords,
const SHMesh::VertexTangent* const tangents,
const SHMesh::VertexNormal* const normals,
const SHMesh::VertexBoneIndices* const boneIndices,
const SHMesh::VertexWeights* const boneWeights,
uint32_t indexCount, const SHMesh::Index* const indices,
uint32_t boneCount);
/*******************************************************************************/
/*!
@ -144,7 +156,9 @@ namespace SHADE
Handle<SHVkBuffer> GetVertexTexCoordsBuffer() const noexcept { return vertTexCoordBuffer; }
Handle<SHVkBuffer> GetVertexTangentsBuffer() const noexcept { return vertTangentBuffer; }
Handle<SHVkBuffer> GetVertexNormalsBuffer() const noexcept { return vertNormalBuffer; }
Handle<SHVkBuffer> GetIndexBuffer() const { return indexBuffer; }
Handle<SHVkBuffer> GetVertexBoneIndicesBuffer() const noexcept { return vertBoneIdxBuffer; }
Handle<SHVkBuffer> GetVertexBoneWeightsBuffer() const noexcept { return vertBoneWeightBuffer; }
Handle<SHVkBuffer> GetIndexBuffer() const noexcept { return indexBuffer; }
private:
/*-----------------------------------------------------------------------------*/
@ -155,10 +169,13 @@ namespace SHADE
uint32_t VertexCount = 0;
const SHMesh::VertexPosition* VertexPositions = nullptr;
const SHMesh::VertexTexCoord* VertexTexCoords = nullptr;
const SHMesh::VertexTangent * VertexTangents = nullptr;
const SHMesh::VertexNormal * VertexNormals = nullptr;
const SHMesh::VertexTangent* VertexTangents = nullptr;
const SHMesh::VertexNormal* VertexNormals = nullptr;
const SHMesh::VertexBoneIndices* VertexBoneIndices = nullptr;
const SHMesh::VertexWeights* VertexBoneWeights = nullptr;
uint32_t IndexCount = 0;
const SHMesh::Index * Indices = nullptr;
const SHMesh::Index* Indices = nullptr;
uint32_t BoneCount = 0;
Handle<SHMesh> Handle;
};
/*-----------------------------------------------------------------------------*/
@ -168,20 +185,24 @@ namespace SHADE
std::vector<MeshAddJob> meshAddJobs;
std::vector<Handle<SHMesh>> meshRemoveJobs;
// Tracking
SHResourceLibrary<SHMesh> meshes{};
SHResourceLibrary<SHMesh> meshes;
std::vector<Handle<SHMesh>> meshOrder;
// CPU Storage
std::vector<SHMesh::VertexPosition> vertPosStorage;
std::vector<SHMesh::VertexTexCoord> vertTexCoordStorage;
std::vector<SHMesh::VertexTangent> vertTangentStorage;
std::vector<SHMesh::VertexNormal> vertNormalStorage;
std::vector<SHMesh::VertexBoneIndices> vertBoneIdxStorage; // Must be in multiples of 4
std::vector<SHMesh::VertexWeights> vertBoneWeightStorage;
std::vector<SHMesh::Index> indexStorage;
// GPU Storage
Handle<SHVkBuffer> vertPosBuffer{};
Handle<SHVkBuffer> vertTexCoordBuffer{};
Handle<SHVkBuffer> vertTangentBuffer{};
Handle<SHVkBuffer> vertNormalBuffer{};
Handle<SHVkBuffer> indexBuffer {};
Handle<SHVkBuffer> vertBoneIdxBuffer{};
Handle<SHVkBuffer> vertBoneWeightBuffer{};
Handle<SHVkBuffer> indexBuffer{};
// Flags
bool isDirty = true;
};

View File

@ -25,18 +25,18 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
/* Static Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHMeshData SHPrimitiveGenerator::cubeMesh;
SHMeshData SHPrimitiveGenerator::sphereMesh;
SHMeshData SHPrimitiveGenerator::lineCubeMesh;
SHMeshData SHPrimitiveGenerator::lineCircleMesh;
SHMeshData SHPrimitiveGenerator::lineCapsuleCapMesh;
SHMeshAsset SHPrimitiveGenerator::cubeMesh;
SHMeshAsset SHPrimitiveGenerator::sphereMesh;
SHMeshAsset SHPrimitiveGenerator::lineCubeMesh;
SHMeshAsset SHPrimitiveGenerator::lineCircleMesh;
SHMeshAsset SHPrimitiveGenerator::lineCapsuleCapMesh;
/*-----------------------------------------------------------------------------------*/
/* Primitive Generation Functions */
/*-----------------------------------------------------------------------------------*/
SHMeshData SHPrimitiveGenerator::Cube() noexcept
SHMeshAsset SHPrimitiveGenerator::Cube() noexcept
{
SHMeshData mesh;
SHMeshAsset mesh;
mesh.VertexPositions =
{
@ -221,9 +221,9 @@ namespace SHADE
return addMeshDataTo(cubeMesh, gfxSystem);
}
SHMeshData SHPrimitiveGenerator::Sphere() noexcept
SHMeshAsset SHPrimitiveGenerator::Sphere() noexcept
{
SHMeshData meshData;
SHMeshAsset meshData;
const int LAT_SLICES = 12;
const int LONG_SLICES = 12;
@ -288,9 +288,9 @@ namespace SHADE
return addMeshDataTo(sphereMesh, gfxSystem);
}
SHMeshData SHPrimitiveGenerator::LineCube() noexcept
SHMeshAsset SHPrimitiveGenerator::LineCube() noexcept
{
SHMeshData mesh;
SHMeshAsset mesh;
mesh.VertexPositions =
{
@ -347,9 +347,9 @@ namespace SHADE
return addMeshDataTo(lineCubeMesh, gfxSystem);
}
SHMeshData SHPrimitiveGenerator::LineCircle() noexcept
SHMeshAsset SHPrimitiveGenerator::LineCircle() noexcept
{
SHMeshData mesh;
SHMeshAsset mesh;
// Generate points of the circle
static constexpr int SPLITS = 36;
@ -393,9 +393,9 @@ namespace SHADE
return addMeshDataTo(lineCircleMesh, gfxSystem);
}
SHADE::SHMeshData SHPrimitiveGenerator::LineCapsuleCap() noexcept
SHMeshAsset SHPrimitiveGenerator::LineCapsuleCap() noexcept
{
SHMeshData mesh;
SHMeshAsset mesh;
// Have multiple semi-circles for the cap
static constexpr int SPLITS = 36;
@ -454,7 +454,7 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------------*/
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshData& meshData, SHMeshLibrary& meshLibrary) noexcept
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshAsset& meshData, SHMeshLibrary& meshLibrary) noexcept
{
return meshLibrary.AddMesh
(
@ -463,12 +463,15 @@ namespace SHADE
meshData.VertexTexCoords.data(),
meshData.VertexTangents.data(),
meshData.VertexNormals.data(),
nullptr,
nullptr,
static_cast<uint32_t>(meshData.Indices.size()),
meshData.Indices.data()
meshData.Indices.data(),
0
);
}
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshData& meshData, SHGraphicsSystem& gfxSystem) noexcept
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshAsset& meshData, SHGraphicsSystem& gfxSystem) noexcept
{
return gfxSystem.AddMesh
(

View File

@ -12,10 +12,11 @@ of DigiPen Institute of Technology is prohibited.
#pragma once
// Project Includes
#include "Math/SHMath.h"
#include "Assets/Asset Types/SHModelAsset.h"
#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
#include "SH_API.h"
#include "Math/SHMath.h"
#include "Assets/Asset Types/Models/SHModelAsset.h"
#include "Assets/Asset Types/Models/SHMeshAsset.h"
#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
namespace SHADE
{
@ -47,13 +48,13 @@ namespace SHADE
/***********************************************************************************/
/*!
\brief
Produces a cube and stores the data in a SHMeshData object.
Produces a cube and stores the data in a SHMeshAsset object.
\return
SHMeshData object containing vertex data for the cube.
SHMeshAsset object containing vertex data for the cube.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshData Cube() noexcept;
[[nodiscard]] static SHMeshAsset Cube() noexcept;
/***********************************************************************************/
/*!
\brief
@ -83,13 +84,13 @@ namespace SHADE
/***********************************************************************************/
/*!
\brief
Produces a sphere and stores the data in a SHMeshData object.
Produces a sphere and stores the data in a SHMeshAsset object.
\return
SHMeshData object containing vertex data for the sphere.
SHMeshAsset object containing vertex data for the sphere.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshData Sphere() noexcept;
[[nodiscard]] static SHMeshAsset Sphere() noexcept;
/***********************************************************************************/
/*!
\brief
@ -120,13 +121,13 @@ namespace SHADE
/*!
\brief
Produces a cube that is comprised only of lines with no diagonal lines and store
the data in a SHMeshData object.
the data in a SHMeshAsset object.
\return
SHMeshData object containing vertex data for the line cube.
SHMeshAsset object containing vertex data for the line cube.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshData LineCube() noexcept;
[[nodiscard]] static SHMeshAsset LineCube() noexcept;
/***********************************************************************************/
/*!
\brief
@ -158,13 +159,13 @@ namespace SHADE
/*!
\brief
Produces a circle that is comprised only of lines with no diagonal lines and
store the data in a SHMeshData object.
store the data in a SHMeshAsset object.
\return
SHMeshData object containing vertex data for the line circle.
SHMeshAsset object containing vertex data for the line circle.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshData LineCircle() noexcept;
[[nodiscard]] static SHMeshAsset LineCircle() noexcept;
/***********************************************************************************/
/*!
\brief
@ -204,7 +205,7 @@ namespace SHADE
SHMeshData object containing vertex data for the line circle.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshData LineCapsuleCap() noexcept;
[[nodiscard]] static SHMeshAsset LineCapsuleCap() noexcept;
/***********************************************************************************/
/*!
\brief
@ -239,16 +240,16 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Helper Functions */
/*---------------------------------------------------------------------------------*/
static Handle<SHMesh> addMeshDataTo(const SHMeshData& meshData, SHMeshLibrary& meshLibrary) noexcept;
static Handle<SHMesh> addMeshDataTo(const SHMeshData& meshData, SHGraphicsSystem& gfxSystem) noexcept;
static Handle<SHMesh> addMeshDataTo(const SHMeshAsset& meshData, SHMeshLibrary& meshLibrary) noexcept;
static Handle<SHMesh> addMeshDataTo(const SHMeshAsset& meshData, SHGraphicsSystem& gfxSystem) noexcept;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static SHMeshData cubeMesh;
static SHMeshData sphereMesh;
static SHMeshData lineCubeMesh;
static SHMeshData lineCircleMesh;
static SHMeshData lineCapsuleCapMesh;
static SHMeshAsset cubeMesh;
static SHMeshAsset sphereMesh;
static SHMeshAsset lineCubeMesh;
static SHMeshAsset lineCircleMesh;
static SHMeshAsset lineCapsuleCapMesh;
};
}

View File

@ -7,7 +7,7 @@
namespace SHADE
{
Handle<SHVkPipeline> SHPipelineLibrary::CreateGraphicsPipelines(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHVkRenderpass> renderpass, Handle<SHSubpass> subpass, SHVertexInputState const& viState/* = SHGraphicsPredefinedData::GetDefaultViState()*/, SHRasterizationState const& rasterState) noexcept
Handle<SHVkPipeline> SHPipelineLibrary::CreateGraphicsPipelines(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHVkRenderpass> renderpass, Handle<SHSubpass> subpass, SHGraphicsPredefinedData::SystemType systemType, SHVertexInputState const& viState, SHRasterizationState const& rasterState) noexcept
{
std::vector<Handle<SHVkShaderModule>> modules{};
if (vsFsPair.first)
@ -17,8 +17,8 @@ namespace SHADE
SHPipelineLayoutParams params
{
.shaderModules = std::move(modules),
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING).descSetLayouts
.shaderModules = {vsFsPair.first, vsFsPair.second},
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(systemType).descSetLayouts
};
// Create the pipeline layout

View File

@ -34,6 +34,7 @@ namespace SHADE
std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair,
Handle<SHVkRenderpass> renderpass,
Handle<SHSubpass> subpass,
SHGraphicsPredefinedData::SystemType systemType,
SHVertexInputState const& viState = SHGraphicsPredefinedData::GetDefaultViState(),
SHRasterizationState const& rasterState = SHRasterizationState{}
) noexcept;

View File

@ -689,11 +689,37 @@ namespace SHADE
Handle<SHVkPipeline> pipeline = pipelineLibrary.GetGraphicsPipeline(vsFsPair);
if (!pipeline)
{
// default to batching system type
SHGraphicsPredefinedData::SystemType systemType{ SHGraphicsPredefinedData::SystemType::BATCHING };
auto const& REFLECTED_SETS = vsFsPair.first->GetReflectedData().GetDescriptorBindingInfo().GetReflectedSets();
// look for animation set binding in the shader (set 2 binding 1)
for (auto const& set : REFLECTED_SETS)
{
auto const mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING_ANIM);
// Look for set 2
if (set->set == mappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_ANIM_BATCH))
{
for (int i = 0; i < set->binding_count; i++)
{
// look for binding 1. if found use BATCHING_ANIM system type
if (set->bindings[i]->binding == SHGraphicsConstants::DescriptorSetBindings::BONE_MATRIX_DATA)
{
systemType = SHGraphicsPredefinedData::SystemType::BATCHING_ANIM;
break;
}
}
break;
}
}
pipeline = pipelineLibrary.CreateGraphicsPipelines
(
vsFsPair,
renderpass,
subpass
subpass,
systemType
);
}

View File

@ -0,0 +1,23 @@
/************************************************************************************//*!
\file SHVec4U.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Jan 16, 2023
\brief Contains type alias for SHVec4U.
Copyright (C) 2023 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Simple type alias for a array of uint32_t of 4 uint32_ts.
/// </summary>
using SHVec4U = std::array<uint32_t, 4>;
}

View File

@ -176,12 +176,14 @@ namespace SHADE
/* Type Definition */
/*-----------------------------------------------------------------------------*/
using LibraryDeleter = std::function<void()>;
using LibraryClearer = std::function<void()>;
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
std::unordered_map<std::type_index, void*> resourceLibs; // TODO: Replace with compile time map
std::vector<LibraryDeleter> deleters;
std::unordered_map<std::type_index, LibraryClearer> clearers;
/*-----------------------------------------------------------------------------*/
/* Helper Functions */

View File

@ -20,9 +20,11 @@ namespace SHADE
/* Static Data Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHResourceHub SHResourceManager::resourceHub;
SHResourceLibrary<SHRigNode> SHResourceManager::rigNodeStore;
std::unordered_map<std::type_index, std::unordered_map<AssetID, Handle<void>>> SHResourceManager::handlesMap;
std::unordered_map<std::type_index, SHResourceManager::HandleAssetMap> SHResourceManager::assetIdMap;
std::unordered_map<std::type_index, std::function<void(AssetID)>> SHResourceManager::typedFreeFuncMap;
std::unordered_map<std::type_index, SHResourceManager::AssetFreeFunc> SHResourceManager::typedFreeFuncMap;
std::unordered_map<std::type_index, SHResourceManager::LibraryClearer> SHResourceManager::typedFreeAllFuncMap;
std::vector<AssetID> SHResourceManager::loadedAssetData;
bool SHResourceManager::textureChanged = false;
bool SHResourceManager::meshChanged = false;
@ -91,6 +93,14 @@ namespace SHADE
loadedAssetData.clear();
}
void SHResourceManager::UnloadAll()
{
for (auto func : typedFreeAllFuncMap)
{
func.second();
}
}
/*-----------------------------------------------------------------------------------*/
/* Query Functions */
/*-----------------------------------------------------------------------------------*/

View File

@ -13,11 +13,12 @@ of DigiPen Institute of Technology is prohibited.
// STL Includes
#include <unordered_map>
// Project Includes
#include "SH_API.h"
#include "SHResourceLibrary.h"
#include "Assets/SHAssetMacros.h"
#include "Assets/Asset Types/SHModelAsset.h"
#include "Assets/Asset Types/Models/SHModelAsset.h"
#include "Assets/Asset Types/SHTextureAsset.h"
#include "Assets/Asset Types/SHShaderAsset.h"
#include "Graphics/Shaders/SHVkShaderModule.h"
@ -27,6 +28,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Assets/Asset Types/SHMaterialAsset.h"
#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
#include "Animation/SHAnimationClip.h"
#include "Animation/SHRig.h"
namespace SHADE
{
@ -34,6 +37,7 @@ namespace SHADE
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHMaterial;
struct SHRigNode;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
@ -43,12 +47,14 @@ namespace SHADE
/// </summary>
template<typename T = void>
struct SHResourceLoader { using AssetType = void; };
template<> struct SHResourceLoader<SHMesh> { using AssetType = SHMeshData; };
template<> struct SHResourceLoader<SHMesh> { using AssetType = SHMeshAsset; };
template<> struct SHResourceLoader<SHTexture> { using AssetType = SHTextureAsset; };
template<> struct SHResourceLoader<SHVkShaderModule> { using AssetType = SHShaderAsset; };
template<> struct SHResourceLoader<SHMaterialSpec> { using AssetType = SHMaterialAsset; };
template<> struct SHResourceLoader<SHMaterial> { using AssetType = SHMaterialSpec; };
template<> struct SHResourceLoader<SHFont> { using AssetType = SHFontAsset; };
template<> struct SHResourceLoader<SHAnimationClip> { using AssetType = SHModelAsset; };
template<> struct SHResourceLoader<SHRig> { using AssetType = SHModelAsset; };
/// <summary>
/// Static class responsible for loading and caching runtime resources from their
@ -105,6 +111,10 @@ namespace SHADE
/// Needs to be called to finalise all changes to loads, unless at runtime.
/// </summary>
static void FinaliseChanges();
/// <summary>
/// Unloads all loaded resources.
/// </summary>
static void UnloadAll();
/*---------------------------------------------------------------------------------*/
/* Query Functions */
@ -166,15 +176,19 @@ namespace SHADE
using HandleAssetMap = std::unordered_map<Handle<void>, AssetID>;
using AssetHandleMapRef = std::reference_wrapper<AssetHandleMap>;
using HandleAssetMapRef = std::reference_wrapper<HandleAssetMap>;
using AssetFreeFunc = std::function<void(AssetID)>;
using LibraryClearer = std::function<void()>;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
// Handles
static SHResourceHub resourceHub;
static SHResourceLibrary<SHRigNode> rigNodeStore;
static std::unordered_map<std::type_index, AssetHandleMap> handlesMap;
static std::unordered_map<std::type_index, HandleAssetMap> assetIdMap;
static std::unordered_map<std::type_index, std::function<void(AssetID)>> typedFreeFuncMap;
static std::unordered_map<std::type_index, AssetFreeFunc> typedFreeFuncMap;
static std::unordered_map<std::type_index, LibraryClearer> typedFreeAllFuncMap;
// Pointers to temp CPU resources
static std::vector<AssetID> loadedAssetData;
// Dirty Flags

View File

@ -40,7 +40,9 @@ namespace SHADE
!std::is_same_v<ResourceType, SHVkShaderModule> &&
!std::is_same_v<ResourceType, SHMaterialSpec> &&
!std::is_same_v<ResourceType, SHFont> &&
!std::is_same_v<ResourceType, SHMaterial>
!std::is_same_v<ResourceType, SHMaterial> &&
!std::is_same_v<ResourceType, SHAnimationClip> &&
!std::is_same_v<ResourceType, SHRig>
)
{
static_assert(true, "Unsupported Resource Type specified for SHResourceManager.");
@ -175,14 +177,19 @@ namespace SHADE
{
handlesMap.emplace(TYPE, AssetHandleMap{});
assetIdMap.emplace(TYPE, HandleAssetMap{});
typedFreeFuncMap.emplace
(
TYPE,
[TYPE](AssetID assetId)
typedFreeFuncMap[TYPE] = [TYPE](AssetID assetId)
{
static_cast<Handle<ResourceType>>(SHResourceManager::handlesMap[TYPE][assetId]).Free();
};
typedFreeAllFuncMap[TYPE] = [TYPE]()
{
auto& handlesMap = SHResourceManager::handlesMap[TYPE];
for (auto handle : handlesMap)
{
static_cast<Handle<ResourceType>>(handle.second).Free();
}
);
handlesMap.clear();
};
}
return std::make_pair(std::ref(handlesMap[TYPE]), std::ref(assetIdMap[TYPE]));
}
@ -209,7 +216,10 @@ namespace SHADE
assetData.VertexTangents.data(),
assetData.VertexNormals.data(),
assetData.Indices.size(),
assetData.Indices.data()
assetData.Indices.data(),
assetData.VertexBoneIndices.empty() ? nullptr : assetData.VertexBoneIndices.data(),
assetData.VertexBoneWeights.empty() ? nullptr : assetData.VertexBoneWeights.data(),
assetData.BoneCount
);
}
// Textures
@ -345,5 +355,16 @@ namespace SHADE
return gfxSystem->AddFont(assetData);
}
// Animation Clip and Rig
else if constexpr (std::is_same_v<ResourceType, SHRig>)
{
loadedAssetData.emplace_back(assetId);
return resourceHub.Create<ResourceType>(assetData.rig, rigNodeStore);
}
else if constexpr (std::is_same_v<ResourceType, SHAnimationClip>)
{
loadedAssetData.emplace_back(assetId);
return resourceHub.Create<ResourceType>(*assetData.anims[0]);
}
}
}

View File

@ -204,6 +204,7 @@ namespace SHADE
AddComponentToComponentNode<SHToggleButtonComponent>(components, eid);
AddComponentToComponentNode<SHTextRenderableComponent>(components, eid);
AddComponentToComponentNode<SHAnimatorComponent>(components, eid);
node[ComponentsNode] = components;
@ -261,6 +262,7 @@ namespace SHADE
AddComponentID<SHButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHToggleButtonComponent>(componentIDList, componentsNode);
AddComponentID<SHTextRenderableComponent>(componentIDList, componentsNode);
AddComponentID<SHAnimatorComponent>(componentIDList, componentsNode);
return componentIDList;
}
@ -344,5 +346,6 @@ namespace SHADE
SHSerializationHelper::InitializeComponentFromNode<SHToggleButtonComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHTextRenderableComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);
}
}

View File

@ -325,7 +325,7 @@ namespace SHADE
{
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(spec.fragShader);
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
auto interface = fragShader->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(mappings.at(SHPredefinedDescriptorTypes::MATERIALS), SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA);
auto interface = fragShader->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(mappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH), SHGraphicsConstants::DescriptorSetBindings::PER_INST_MATERIAL_DATA);
int const varCount = static_cast<int>(interface->GetVariableCount());
for (int i = 0; i < varCount; ++i)

View File

@ -14,6 +14,7 @@
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
#include "SHSerializationTools.h"
#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
#include "Animation/SHAnimatorComponent.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
namespace YAML
@ -29,6 +30,8 @@ namespace YAML
struct HasYAMLConv<SHRenderable> : std::true_type {};
template<>
struct HasYAMLConv<SHTextRenderableComponent> : std::true_type {};
template<>
struct HasYAMLConv<SHAnimatorComponent> : std::true_type {};
template<>
struct convert<SHVec4>
@ -386,4 +389,33 @@ namespace YAML
return true;
}
};
template<>
struct convert<SHAnimatorComponent>
{
static constexpr std::string_view RIG_YAML_TAG = "Rig";
static constexpr std::string_view CLIP_YAML_TAG = "Clip";
static YAML::Node encode(SHAnimatorComponent const& rhs)
{
YAML::Node node;
node[RIG_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHRig>(rhs.GetRig()).value_or(0);
node[CLIP_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHAnimationClip>(rhs.GetCurrentClip()).value_or(0);
return node;
}
static bool decode(YAML::Node const& node, SHAnimatorComponent& rhs)
{
if (node[RIG_YAML_TAG.data()].IsDefined())
{
rhs.SetRig(SHResourceManager::LoadOrGet<SHRig>(node[RIG_YAML_TAG.data()].as<AssetID>()));
}
if (node[CLIP_YAML_TAG.data()].IsDefined())
{
rhs.SetClip(SHResourceManager::LoadOrGet<SHAnimationClip>(node[CLIP_YAML_TAG.data()].as<AssetID>()));
}
return true;
}
};
}