Fixed UI Rendering #326

Merged
Xenosas1337 merged 13 commits from SP3-1-Rendering into main 2023-01-31 22:53:04 +08:00
18 changed files with 112 additions and 56 deletions

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@ -1,4 +1,4 @@
Start in Fullscreen: false Start in Fullscreen: false
Starting Scene ID: 87244611 Starting Scene ID: 97158628
Window Size: {x: 1920, y: 1080} Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine Window Title: SHADE Engine

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@ -1,6 +1,6 @@
- VertexShader: 46580970 - VertexShader: 46580970
FragmentShader: 35983630 FragmentShader: 35983630
SubPass: G-Buffer Write SubPass: UI
Properties: Properties:
data.color: {x: 1, y: 1, z: 1, w: 1} data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 54324293 data.textureIndex: 54324293

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@ -1,6 +1,6 @@
- VertexShader: 46580970 - VertexShader: 46580970
FragmentShader: 35983630 FragmentShader: 35983630
SubPass: G-Buffer Write SubPass: UI
Properties: Properties:
data.color: {x: 1, y: 1, z: 1, w: 1} data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 54429632 data.textureIndex: 54429632

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@ -1,6 +1,6 @@
- VertexShader: 46580970 - VertexShader: 46580970
FragmentShader: 35983630 FragmentShader: 35983630
SubPass: G-Buffer Write SubPass: UI
Properties: Properties:
data.color: {x: 1, y: 1, z: 1, w: 1} data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 57302694 data.textureIndex: 57302694

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@ -33,18 +33,11 @@ layout (std430, set = 2, binding = 0) buffer MaterialProperties // For mater
MatPropData data[]; MatPropData data[];
} MatProp; } MatProp;
layout(location = 0) out vec4 position; layout(location = 0) out vec4 fragColor;
layout(location = 1) out uint outEntityID; layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
void main() void main()
{ {
position = In.vertPos; fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
normals = In.normal;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
outEntityID = In2.eid; outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
} }

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@ -314,7 +314,7 @@ namespace SHADE
camera.orthoProjMatrix(3, 3) = 1.0f; camera.orthoProjMatrix(3, 3) = 1.0f;
//camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f); //camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f);
camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar()); //camera.orthoProjMatrix = SHMatrix::OrthographicLH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f); //camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f);
//camera.projMatrix.Transpose(); //camera.projMatrix.Transpose();

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@ -1,8 +1,11 @@
#include "SHpch.h" #include "SHpch.h"
#include <memory>
#include <imgui.h>
#include "Serialization/SHSerializationHelper.hpp" #include "Serialization/SHSerializationHelper.hpp"
#include "SHMaterialInspector.h" #include "SHMaterialInspector.h"
#include "Editor/SHImGuiHelpers.hpp" #include "Editor/SHImGuiHelpers.hpp"
#include <imgui.h>
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Editor/IconsMaterialDesign.h" #include "Editor/IconsMaterialDesign.h"
@ -89,12 +92,18 @@ namespace SHADE
if (vertShader && fragShader && gfxSystem) if (vertShader && fragShader && gfxSystem)
{ {
// - Retrieve pipeline from pipeline library // - Retrieve pipeline from pipeline library
auto renderPass = gfxSystem->GetPrimaryRenderpass(); auto subPass = gfxSystem->GetUsableSubpass(currentMatSpec->subpassName);
auto subPass = renderPass->GetSubpass(currentMatSpec->subpassName); if (subPass)
auto pipeline = renderPass->GetOrCreatePipeline({ vertShader, fragShader }, subPass); {
// - Set Pipeline // Set Pipeline if valid
auto pipeline = subPass->GetParentNode()->GetOrCreatePipeline({vertShader, fragShader}, subPass);
matHandle->SetPipeline(pipeline); matHandle->SetPipeline(pipeline);
} }
else
{
SHLOG_ERROR("[SHMaterialInspector] Failed to find material subpass of type \"{}\"", currentMatSpec->subpassName);
}
}
} }
// Save Properties // Save Properties
@ -176,7 +185,7 @@ namespace SHADE
const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader"; const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID> isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
( (
"Fragment Shader", VERT_SHADER_NAME.data(), "Vertex Shader", VERT_SHADER_NAME.data(),
[this]() { return currentMatSpec->vertexShader; }, [this]() { return currentMatSpec->vertexShader; },
[this](const AssetID& id) { currentMatSpec->vertexShader = id; }, [this](const AssetID& id) { currentMatSpec->vertexShader = id; },
SHDragDrop::DRAG_RESOURCE SHDragDrop::DRAG_RESOURCE
@ -191,6 +200,37 @@ namespace SHADE
SHDragDrop::DRAG_RESOURCE SHDragDrop::DRAG_RESOURCE
); );
// Subpass
const auto& SP_NAMES = SHGraphicsConstants::RenderGraphEntityNames::USABLE_SUBPASSES;
ImGui::Text("Subpass");
ImGui::SameLine();
if (ImGui::BeginCombo("##", currentMatSpec->subpassName.data(), ImGuiComboFlags_None))
{
for (const auto& NAME : SP_NAMES)
{
const bool IS_SELECTED = currentMatSpec->subpassName == NAME;
if (ImGui::Selectable(NAME.data(), IS_SELECTED))
{
isDirty = true;
SHCommandManager::PerformCommand
(
std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<std::string>>
(
currentMatSpec->subpassName,
std::string(NAME),
[&](const std::string& newName){ currentMatSpec->subpassName = newName; }
)),
false
);
}
if (IS_SELECTED)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
// Load the shader to access it's data // Load the shader to access it's data
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader); auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
if (!fragShader) if (!fragShader)

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@ -13,6 +13,7 @@ of DigiPen Institute of Technology is prohibited.
// STL Includes // STL Includes
#include <cstdint> #include <cstdint>
#include <string>
namespace SHADE namespace SHADE
{ {
@ -114,7 +115,14 @@ namespace SHADE
static constexpr std::string_view DEFERRED_COMPOSITE_COMPUTE = "Deferred Composite"; static constexpr std::string_view DEFERRED_COMPOSITE_COMPUTE = "Deferred Composite";
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
static constexpr std::string_view UI_SUBPASS = "UI";
static constexpr std::array USABLE_SUBPASSES =
{
GBUFFER_WRITE_SUBPASS,
UI_SUBPASS
};
}; };
struct DescriptorSetBindings struct DescriptorSetBindings

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@ -133,6 +133,9 @@ namespace SHADE
//SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
// Load Built In Shaders // Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT); static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -232,7 +235,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* G-BUFFER SUBPASS INIT */ /* G-BUFFER SUBPASS INIT */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write", worldViewport, worldRenderer); auto gBufferSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data(), worldViewport, worldRenderer);
gBufferSubpass->AddColorOutput("Position"); gBufferSubpass->AddColorOutput("Position");
gBufferSubpass->AddColorOutput("Entity ID"); gBufferSubpass->AddColorOutput("Entity ID");
gBufferSubpass->AddColorOutput("Light Layer Indices"); gBufferSubpass->AddColorOutput("Light Layer Indices");
@ -241,6 +244,7 @@ namespace SHADE
gBufferSubpass->AddColorOutput("Position World Space"); gBufferSubpass->AddColorOutput("Position World Space");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL); gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
usableSubpassesMapping.emplace (std::string (SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* SSAO PASS AND DATA INIT */ /* SSAO PASS AND DATA INIT */
@ -319,7 +323,7 @@ namespace SHADE
/* SCREEN SPACE PASS */ /* SCREEN SPACE PASS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
auto screenSpaceNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data(), {"Scene", "Entity ID"}, {SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW.data()}); auto screenSpaceNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data(), {"Scene", "Entity ID"}, {SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW.data()});
auto uiSubpass = screenSpaceNode->AddSubpass("UI", worldViewport, screenRenderer); auto uiSubpass = screenSpaceNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS.data(), worldViewport, screenRenderer);
uiSubpass->AddColorOutput("Scene"); uiSubpass->AddColorOutput("Scene");
uiSubpass->AddColorOutput("Entity ID"); uiSubpass->AddColorOutput("Entity ID");
uiSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) uiSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
@ -327,6 +331,8 @@ namespace SHADE
textRenderingSubSystem->Render(cmdBuffer, renderer, frameIndex); textRenderingSubSystem->Render(cmdBuffer, renderer, frameIndex);
}); });
usableSubpassesMapping.emplace(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS.data(), uiSubpass);
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* RENDER TO SWAPCHAIN IMAGE FOR PRESENT PASS */ /* RENDER TO SWAPCHAIN IMAGE FOR PRESENT PASS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
@ -421,7 +427,7 @@ namespace SHADE
// initialize the text renderer // initialize the text renderer
auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data()); auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass("UI"), descPool, textVS, textFS); textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), descPool, textVS, textFS);
SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem); SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
@ -448,7 +454,7 @@ namespace SHADE
defaultMaterial = AddMaterial defaultMaterial = AddMaterial
( (
defaultVertShader, defaultFragShader, defaultVertShader, defaultFragShader,
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write") renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS)
); );
defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex); defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
defaultAnimMaterial = AddMaterial defaultAnimMaterial = AddMaterial
@ -573,7 +579,7 @@ namespace SHADE
else else
renderer->UpdateData(frameIndex); renderer->UpdateData(frameIndex);
#else #else
renderers[renIndex]->UpdateDataAndBind(frameIndex); renderer->UpdateData(frameIndex);
#endif #endif
} }
@ -589,16 +595,8 @@ namespace SHADE
renderGraph->Begin(frameIndex); renderGraph->Begin(frameIndex);
auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex); auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)
{
if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
cmdBuffer->BindIndexBuffer(buffer, 0);
}
renderGraph->Execute(frameIndex, descPool); renderGraph->Execute(frameIndex, descPool, MESH_DATA);
renderGraph->End(frameIndex); renderGraph->End(frameIndex);
graphicsQueue->SubmitCommandBuffer graphicsQueue->SubmitCommandBuffer
@ -774,7 +772,7 @@ namespace SHADE
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data; auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity); auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
std::string resourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity); std::string resourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write"); Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
if (EVENT_DATA->generateRenderer) if (EVENT_DATA->generateRenderer)
{ {
@ -1196,6 +1194,16 @@ namespace SHADE
return fontLibrary; return fontLibrary;
} }
Handle <SHSubpass> SHGraphicsSystem::GetUsableSubpass(std::string const& subpassName) const noexcept
{
if (usableSubpassesMapping.contains(subpassName))
{
return usableSubpassesMapping.at (subpassName);
}
else
return {};
}
Handle<SHVkPipeline> SHGraphicsSystem::createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass, bool filled, bool triMesh, bool instanced) Handle<SHVkPipeline> SHGraphicsSystem::createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass, bool filled, bool triMesh, bool instanced)
{ {
auto pipelineLayout = resourceManager.Create<SHVkPipelineLayout> auto pipelineLayout = resourceManager.Create<SHVkPipelineLayout>

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@ -399,6 +399,7 @@ namespace SHADE
uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); } uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); }
SHFontLibrary const& GetFontLibrary (void) const noexcept; SHFontLibrary const& GetFontLibrary (void) const noexcept;
const SHMeshLibrary& GetMeshLibrary() const noexcept { return meshLibrary; }; const SHMeshLibrary& GetMeshLibrary() const noexcept { return meshLibrary; };
Handle <SHSubpass> GetUsableSubpass(std::string const& subpassName) const noexcept;
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Getters */ /* Getters */
@ -509,6 +510,8 @@ namespace SHADE
uint32_t resizeHeight = 1; uint32_t resizeHeight = 1;
bool restoredFromMinimize = false; bool restoredFromMinimize = false;
std::unordered_map<std::string, Handle<SHSubpass>> usableSubpassesMapping{};
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Helper Functions */ /* Helper Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

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@ -565,7 +565,7 @@ namespace SHADE
// TODO: The graph scope buffers were meant to bind vertex buffers and index buffers for meshes. Find a // TODO: The graph scope buffers were meant to bind vertex buffers and index buffers for meshes. Find a
// better way to manage these // better way to manage these
void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool, const std::initializer_list<std::pair<Handle<SHVkBuffer>, uint32_t>> MESH_DATA) noexcept
{ {
auto cmdBuffer = commandBuffers[frameIndex]; auto cmdBuffer = commandBuffers[frameIndex];
cmdBuffer->BeginLabeledSegment(name); cmdBuffer->BeginLabeledSegment(name);
@ -578,6 +578,7 @@ namespace SHADE
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING); auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
for (auto& node : nodes) for (auto& node : nodes)
{ {
if (node->renderpass) if (node->renderpass)
@ -585,6 +586,15 @@ namespace SHADE
// bind static global data // bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA)); SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)
{
if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
cmdBuffer->BindIndexBuffer(buffer, 0);
}
node->Execute(cmdBuffer, descPool, frameIndex); node->Execute(cmdBuffer, descPool, frameIndex);
} }
} }

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@ -143,7 +143,7 @@ namespace SHADE
void Generate (void) noexcept; void Generate (void) noexcept;
void CheckForNodeComputes (void) noexcept; void CheckForNodeComputes (void) noexcept;
void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept; void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool, const std::initializer_list<std::pair<Handle<SHVkBuffer>, uint32_t>> MESH_DATA) noexcept;
void Begin (uint32_t frameIndex) noexcept; void Begin (uint32_t frameIndex) noexcept;
void End (uint32_t frameIndex) noexcept; void End (uint32_t frameIndex) noexcept;
void FinaliseBatch (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool); void FinaliseBatch (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);

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@ -474,7 +474,7 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
Handle<SHRenderGraphNode> const& SHSubpass::GetParentNode(void) const noexcept Handle<SHRenderGraphNode> SHSubpass::GetParentNode(void) const noexcept
{ {
return parentNode; return parentNode;
} }

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@ -159,7 +159,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
void SetCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept; void SetCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
Handle<SHRenderGraphNode> const& GetParentNode(void) const noexcept; Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
SHSubPassIndex GetIndex() const noexcept; SHSubPassIndex GetIndex() const noexcept;
Handle<SHSuperBatch> GetSuperBatch(void) const noexcept; Handle<SHSuperBatch> GetSuperBatch(void) const noexcept;
std::vector<vk::AttachmentReference> const& GetColorAttachmentReferences (void) const noexcept; std::vector<vk::AttachmentReference> const& GetColorAttachmentReferences (void) const noexcept;

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@ -280,14 +280,8 @@ namespace SHADE
return {}; return {};
} }
// Grab subpass from worldRenderer // Grab subpass
auto renderPass = gfxSystem->GetPrimaryRenderpass(); auto subPass = gfxSystem->GetUsableSubpass(assetData.subpassName);
if (!renderPass)
{
SHLOG_ERROR("[SHResourceManager] Failed to load material as RenderPass could not be found.");
return {};
}
auto subPass = renderPass->GetSubpass(assetData.subpassName);
if (!subPass) if (!subPass)
{ {
SHLOG_ERROR("[SHResourceManager] Failed to load material as SubPass could not be found."); SHLOG_ERROR("[SHResourceManager] Failed to load material as SubPass could not be found.");

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@ -182,7 +182,7 @@ namespace SHADE
mousePos.x = x; mousePos.x = x;
mousePos.y = y; mousePos.y = y;
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize(); auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
windowSize = { ws.first,ws.second }; windowSize = { static_cast<float>(ws.first), static_cast<float>(ws.second) };
mousePos /= windowSize; mousePos /= windowSize;
#endif #endif
@ -300,7 +300,7 @@ namespace SHADE
mousePos.x = x; mousePos.x = x;
mousePos.y = y; mousePos.y = y;
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize(); auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
windowSize = { ws.first,ws.second }; windowSize = { static_cast<float>(ws.first), static_cast<float>(ws.second) };
mousePos /= windowSize; mousePos /= windowSize;
#endif #endif