Adjust AR for game camera. Expose FOV to inspector #353
|
@ -8440,6 +8440,11 @@
|
|||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Light Component:
|
||||
Position: {x: 0, y: 0, z: 0}
|
||||
Type: Directional
|
||||
|
@ -8469,14 +8474,14 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 2, y: 1.5, z: -5.5999999}
|
||||
Translate: {x: 0.242245644, y: 1.56757355, z: -6.07086945}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Light Component:
|
||||
Position: {x: 2, y: 1.5, z: -5.5999999}
|
||||
Type: Directional
|
||||
Direction: {x: -0.245000005, y: 0, z: 0}
|
||||
Direction: {x: 0, y: 0, z: -1}
|
||||
Color: {x: 0, y: 0, z: 0, w: 1}
|
||||
Layer: 4294967295
|
||||
Strength: 1
|
||||
|
|
|
@ -48,19 +48,34 @@ layout(std430, set = 1, binding = 4) buffer AmbientLightData
|
|||
AmbientLightStruct aLightData[];
|
||||
} AmbLightData;
|
||||
|
||||
float LinStep (float val, float low, float high)
|
||||
{
|
||||
return clamp ((val - low)/(high - low), 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV)
|
||||
{
|
||||
// clip space for fragment from light view space
|
||||
vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
|
||||
|
||||
// Perform perspective division and convert to 0 to 1 range
|
||||
vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
|
||||
|
||||
float sampledDepth = texture(shadowMap, converted.xy).r;
|
||||
// float sampledDepth = texture(shadowMap, converted.xy).r;
|
||||
// float sampledDepth = texture(shadowMap, converted.xy).z;
|
||||
vec2 moments = texture(shadowMap, converted.xy).xy;
|
||||
|
||||
if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
|
||||
return 1.0f;
|
||||
|
||||
if (fragPosLightPOV.z > sampledDepth && fragPosLightPOV.w > 0.0f)
|
||||
if (fragPosLightPOV.z > moments.x && fragPosLightPOV.w > 0.0f)
|
||||
{
|
||||
return 0.7f;
|
||||
float p = step (fragPosLightPOV.z, moments.x);
|
||||
float variance = max (moments.y - (moments.x * moments.x), 0.00002f);
|
||||
|
||||
float d = fragPosLightPOV.z - moments.x;
|
||||
float pMax = LinStep (variance / (variance + (d * d)), 0.9f, 1.0f);
|
||||
return min (max (p, pMax), 1.0f);
|
||||
}
|
||||
else
|
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return 1.0f;
|
||||
|
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Binary file not shown.
|
@ -3,8 +3,10 @@
|
|||
#extension GL_ARB_shading_language_420pack : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
|
||||
layout(location = 0) out vec4 shadowMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
// shadowMap = vec4 (0.0f, 0.0f, gl_FragCoord.z, 1.0f);
|
||||
shadowMap = vec4 (gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0f, 1.0f);
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,22 @@
|
|||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
|
||||
|
||||
layout(location = 0) in struct
|
||||
{
|
||||
vec4 vertPos; // location 0
|
||||
vec2 uv; // location = 1
|
||||
vec4 color; // location = 2
|
||||
|
||||
} In;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// default red first
|
||||
fragColor = In.color;
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: Trajectory_FS
|
||||
ID: 45635685
|
||||
Type: 2
|
|
@ -0,0 +1,36 @@
|
|||
#version 450
|
||||
#extension GL_KHR_vulkan_glsl : enable
|
||||
|
||||
// vertex inputs
|
||||
layout(location = 0) in vec3 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
layout(location = 3) in mat4 aTransform;
|
||||
|
||||
// between shader stages
|
||||
layout(location = 0) out struct
|
||||
{
|
||||
vec4 vertPos; // location 0
|
||||
vec2 uv; // location = 1
|
||||
vec4 color; // location = 2
|
||||
|
||||
} Out;
|
||||
|
||||
|
||||
// Camera data
|
||||
layout(set = 1, binding = 0) uniform CameraData
|
||||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
mat4 viewMat;
|
||||
mat4 projMat;
|
||||
} cameraData;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
Out.uv = aUV;
|
||||
Out.color = aColor;
|
||||
|
||||
gl_Position = cameraData.projMat * aTransform * vec4(aPos, 1.0f);
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: Trajectory_VS
|
||||
ID: 41042628
|
||||
Type: 2
|
|
@ -12,6 +12,7 @@
|
|||
#include "Editor/SHEditor.h"
|
||||
#include "Math/SHRay.h"
|
||||
#include "Physics/System/SHPhysicsSystem.h"
|
||||
#include "Graphics/Events/SHGraphicsEvents.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
|
@ -123,6 +124,13 @@ namespace SHADE
|
|||
SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
|
||||
SHComponentManager::CreateComponentSparseSet<SHCameraArmComponent>();
|
||||
|
||||
std::shared_ptr<SHEventReceiverSpec<SHCameraSystem>> thisReceiver
|
||||
{
|
||||
std::make_shared<SHEventReceiverSpec<SHCameraSystem>>(this, &SHCameraSystem::ReceiveWindowResizeEvent)
|
||||
};
|
||||
ReceiverPtr receiver = std::dynamic_pointer_cast<SHEventReceiver>(thisReceiver);
|
||||
SHEventManager::SubscribeTo(SH_WINDOW_RESIZE_EVENT, receiver);
|
||||
|
||||
}
|
||||
|
||||
void SHCameraSystem::Exit(void)
|
||||
|
@ -130,6 +138,16 @@ namespace SHADE
|
|||
|
||||
}
|
||||
|
||||
SHEventHandle SHCameraSystem::ReceiveWindowResizeEvent(SHEventPtr eventPtr) noexcept
|
||||
{
|
||||
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHWindowResizeEvent>*>(eventPtr.get())->data;
|
||||
|
||||
//std::cout << EVENT_DATA->resizeWidth << std::endl;
|
||||
//std::cout << EVENT_DATA->resizeHeight << std::endl;
|
||||
|
||||
return eventPtr->handle;
|
||||
}
|
||||
|
||||
SHCameraComponent* SHCameraSystem::GetEditorCamera(void) noexcept
|
||||
{
|
||||
return &editorCamera;
|
||||
|
|
|
@ -46,6 +46,11 @@ namespace SHADE
|
|||
};
|
||||
friend class CameraSystemUpdate;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* Light functions */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
SHEventHandle ReceiveWindowResizeEvent(SHEventPtr eventPtr) noexcept;
|
||||
|
||||
|
||||
SHCameraComponent* GetEditorCamera (void) noexcept;
|
||||
void GetCameraAxis(SHCameraComponent const& camera, SHVec3& forward, SHVec3& right, SHVec3& up) const noexcept;
|
||||
|
|
|
@ -25,4 +25,5 @@ constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 };
|
|||
constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
|
||||
constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };
|
||||
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 };
|
||||
constexpr SHEventIdentifier SH_WINDOW_RESIZE_EVENT { 20 };
|
||||
|
||||
|
|
|
@ -14,4 +14,13 @@ namespace SHADE
|
|||
//! Generate a renderer for the light component
|
||||
bool generateRenderer;
|
||||
};
|
||||
|
||||
struct SHWindowResizeEvent
|
||||
{
|
||||
// New width when window resizes
|
||||
uint32_t resizeWidth;
|
||||
|
||||
// New height when window resizes
|
||||
uint32_t resizeHeight;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -52,6 +52,12 @@ namespace SHADE
|
|||
{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
|
||||
{SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE, 4},
|
||||
});
|
||||
|
||||
perSystemData[SHUtilities::ConvertEnum(SystemType::TRAJECTORY_RENDERING)].descMappings.AddMappings
|
||||
({
|
||||
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
|
||||
{SHPredefinedDescriptorTypes::CAMERA, 1},
|
||||
});
|
||||
}
|
||||
|
||||
void SHGraphicsPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
|
||||
|
@ -222,6 +228,12 @@ namespace SHADE
|
|||
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA |
|
||||
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::LIGHTS
|
||||
);
|
||||
|
||||
perSystemData[SHUtilities::ConvertEnum(SystemType::TRAJECTORY_RENDERING)].descSetLayouts = GetPredefinedDescSetLayouts
|
||||
(
|
||||
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
|
||||
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA
|
||||
);
|
||||
}
|
||||
|
||||
void SHGraphicsPredefinedData::InitPredefinedVertexInputState(void) noexcept
|
||||
|
|
|
@ -38,6 +38,7 @@ namespace SHADE
|
|||
BATCHING_ANIM,
|
||||
TEXT_RENDERING,
|
||||
RENDER_GRAPH_NODE_COMPUTE,
|
||||
TRAJECTORY_RENDERING,
|
||||
NUM_TYPES
|
||||
};
|
||||
static constexpr int SYSTEM_TYPE_COUNT = static_cast<int>(SystemType::NUM_TYPES);
|
||||
|
|
|
@ -64,6 +64,17 @@ namespace SHADE
|
|||
/***************************************************************************/
|
||||
static constexpr std::string_view DEFERRED_COMPOSITE_PASS = "Deferred Comp Pass";
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Name of vfx render graph node.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
static constexpr std::string_view VFX_PASS = "Vfx Pass";
|
||||
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
|
@ -117,6 +128,7 @@ namespace SHADE
|
|||
|
||||
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
|
||||
static constexpr std::string_view UI_SUBPASS = "UI";
|
||||
static constexpr std::string_view VFX_SUBPASS = "VFX";
|
||||
|
||||
static constexpr std::array USABLE_SUBPASSES =
|
||||
{
|
||||
|
@ -282,6 +294,13 @@ namespace SHADE
|
|||
*/
|
||||
/***************************************************************************/
|
||||
static constexpr uint32_t BONE_MATRIX_FIRST_INDEX = 8;
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Vertex buffer bindings for color
|
||||
*/
|
||||
/***************************************************************************/
|
||||
static constexpr uint32_t TRAJECTORY_COLOR = 2;
|
||||
|
||||
static constexpr uint32_t CALCULATED_GLYPH_POSITION = 0;
|
||||
static constexpr uint32_t GLYPH_INDEX = 1;
|
||||
|
|
|
@ -129,6 +129,7 @@ namespace SHADE
|
|||
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
|
||||
|
@ -137,7 +138,8 @@ namespace SHADE
|
|||
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
|
||||
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_VS.glsl", false);
|
||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_FS.glsl", false);
|
||||
|
||||
// Load Built In Shaders
|
||||
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
|
||||
|
@ -153,8 +155,10 @@ namespace SHADE
|
|||
static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_FS);
|
||||
static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
|
||||
static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
|
||||
static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_VS);
|
||||
static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
|
||||
static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_VS);
|
||||
static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
|
||||
static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_VS);
|
||||
static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_FS);
|
||||
|
||||
}
|
||||
|
||||
|
@ -307,13 +311,24 @@ namespace SHADE
|
|||
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
|
||||
});
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* VFX PASS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
auto vfxPass = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::VFX_PASS.data(), { "Scene", "Depth Buffer" }, { SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data() });
|
||||
auto vfxSubpass = vfxPass->AddSubpass("Vfx Subpass", worldViewport, worldRenderer);
|
||||
vfxSubpass->AddColorOutput("Scene");
|
||||
vfxSubpass->AddDepthOutput("Depth Buffer");
|
||||
vfxSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
|
||||
{
|
||||
trajectoryRenderingSubSystem->Render(cmdBuffer, renderer, frameIndex);
|
||||
});
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* DEBUG DRAW PASS INIT */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
// Set up Debug Draw Passes
|
||||
// - Depth Tested
|
||||
auto debugDrawNodeDepth = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW_DEPTH_PASS.data(), {"Scene", "Depth Buffer"}, {SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data()});
|
||||
auto debugDrawNodeDepth = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW_DEPTH_PASS.data(), {"Scene", "Depth Buffer"}, { SHGraphicsConstants::RenderGraphEntityNames::VFX_PASS.data()/*, SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data()*/});
|
||||
auto debugDrawDepthSubpass = debugDrawNodeDepth->AddSubpass("Debug Draw with Depth", worldViewport, worldRenderer);
|
||||
debugDrawDepthSubpass->AddColorOutput("Scene");
|
||||
debugDrawDepthSubpass->AddDepthOutput("Depth Buffer");
|
||||
|
@ -432,6 +447,11 @@ namespace SHADE
|
|||
auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
|
||||
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), descPool, textVS, textFS);
|
||||
|
||||
trajectoryRenderingSubSystem = resourceManager.Create<SHTrajectoryRenderingSubSystem>();
|
||||
|
||||
auto vfxNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
|
||||
trajectoryRenderingSubSystem->Init(device, vfxNode->GetRenderpass(), vfxNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), trajectoryVS, trajectoryFS);
|
||||
|
||||
SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
|
||||
|
||||
}
|
||||
|
@ -566,6 +586,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
textRenderingSubSystem->Run(frameIndex);
|
||||
trajectoryRenderingSubSystem->Run(frameIndex);
|
||||
|
||||
|
||||
for (auto renderer : renderers)
|
||||
|
@ -588,19 +609,19 @@ namespace SHADE
|
|||
|
||||
static bool shadowAdded = false;
|
||||
|
||||
if (shadowAdded == false/* && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B)*/)
|
||||
{
|
||||
shadowAdded = true;
|
||||
auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
|
||||
if (lightComps.size() > 2)
|
||||
{
|
||||
lightComps[2].SetEnableShadow(true);
|
||||
}
|
||||
//for (auto& comp : lightComps)
|
||||
//{
|
||||
// comp.SetEnableShadow(true);
|
||||
//}
|
||||
}
|
||||
//if (shadowAdded == false && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B))
|
||||
//{
|
||||
// shadowAdded = true;
|
||||
// auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
|
||||
// //if (lightComps.size() > 2)
|
||||
// //{
|
||||
// // lightComps[2].SetEnableShadow(true);
|
||||
// //}
|
||||
// for (auto& comp : lightComps)
|
||||
// {
|
||||
// comp.SetEnableShadow(true);
|
||||
// }
|
||||
//}
|
||||
|
||||
renderGraph->Begin(frameIndex);
|
||||
auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
|
||||
|
@ -779,10 +800,11 @@ namespace SHADE
|
|||
// we need to wait for the device to finish using the graph first
|
||||
device->WaitIdle();
|
||||
|
||||
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
|
||||
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
||||
std::string resourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
|
||||
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
|
||||
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
|
||||
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
||||
std::string depthResourceName = "ShadowMap_Depth " + std::to_string(EVENT_DATA->lightEntity);
|
||||
std::string shadowMapResourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
|
||||
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
|
||||
|
||||
if (EVENT_DATA->generateRenderer)
|
||||
{
|
||||
|
@ -795,14 +817,16 @@ namespace SHADE
|
|||
}
|
||||
|
||||
// Add the shadow map resource to the graph
|
||||
renderGraph->AddResource(resourceName, {SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT}, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eD32Sfloat);
|
||||
renderGraph->AddResource(depthResourceName, {SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH}, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eD32Sfloat);
|
||||
renderGraph->AddResource(shadowMapResourceName, { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eR32G32B32A32Sfloat);
|
||||
|
||||
// link resource to node. This means linking the resource and regenerating the node's renderpass and framebuffer.
|
||||
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + resourceName, {resourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
|
||||
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName, {depthResourceName.c_str(), shadowMapResourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
|
||||
|
||||
// Add a subpass to render to that shadow map
|
||||
auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
|
||||
newSubpass->AddDepthOutput(resourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
|
||||
auto newSubpass = shadowMapNode->RuntimeAddSubpass(shadowMapResourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
|
||||
newSubpass->AddColorOutput(shadowMapResourceName);
|
||||
newSubpass->AddDepthOutput(depthResourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
|
||||
|
||||
// regenerate the node
|
||||
shadowMapNode->RuntimeStandaloneRegenerate();
|
||||
|
@ -828,7 +852,7 @@ namespace SHADE
|
|||
newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
|
||||
|
||||
// add the shadow map to the lighting system
|
||||
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(resourceName), EVENT_DATA->lightEntity);
|
||||
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapResourceName), EVENT_DATA->lightEntity);
|
||||
|
||||
auto nodeCompute = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data())->GetNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data());
|
||||
nodeCompute->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, lightingSubSystem->GetViewSamplerLayout(NEW_SHADOW_MAP_INDEX), NEW_SHADOW_MAP_INDEX);
|
||||
|
@ -1154,6 +1178,14 @@ namespace SHADE
|
|||
#ifdef SHEDITOR
|
||||
cameraSystem->GetEditorCamera()->SetWidth(static_cast<float>(resizeWidth));
|
||||
cameraSystem->GetEditorCamera()->SetHeight(static_cast<float>(resizeHeight));
|
||||
|
||||
// Create new event and broadcast it
|
||||
SHWindowResizeEvent newEvent;
|
||||
newEvent.resizeWidth = resizeWidth;
|
||||
newEvent.resizeHeight = resizeHeight;
|
||||
|
||||
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
|
||||
|
||||
#else
|
||||
|
||||
#endif
|
||||
|
|
|
@ -36,6 +36,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Graphics/MiddleEnd/TextRendering/SHFontLibrary.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
||||
#include "Graphics/Events/SHGraphicsEvents.h"
|
||||
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -470,6 +471,8 @@ namespace SHADE
|
|||
Handle<SHVkShaderModule> renderToSwapchainFS;
|
||||
Handle<SHVkShaderModule> shadowMapVS;
|
||||
Handle<SHVkShaderModule> shadowMapFS;
|
||||
Handle<SHVkShaderModule> trajectoryVS;
|
||||
Handle<SHVkShaderModule> trajectoryFS;
|
||||
|
||||
// Fonts
|
||||
Handle<SHFont> testFont;
|
||||
|
@ -505,6 +508,7 @@ namespace SHADE
|
|||
Handle<SHPostOffscreenRenderSystem> postOffscreenRenderSubSystem;
|
||||
Handle<SHLightingSubSystem> lightingSubSystem;
|
||||
Handle<SHTextRenderingSubSystem> textRenderingSubSystem;
|
||||
Handle<SHTrajectoryRenderingSubSystem> trajectoryRenderingSubSystem;
|
||||
Handle<SHSSAO> ssaoStorage;
|
||||
|
||||
uint32_t resizeWidth = 1;
|
||||
|
|
|
@ -395,7 +395,11 @@ namespace SHADE
|
|||
switch (lightComp->GetLightData().type)
|
||||
{
|
||||
case SH_LIGHT_TYPE::DIRECTIONAL:
|
||||
return SHMatrix::Transpose(SHMatrix::LookAtLH(lightComp->GetLightData().position, SHVec3::Normalise (lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
|
||||
{
|
||||
SHTransformComponent* transform = SHComponentManager::GetComponent<SHTransformComponent>(lightComp->GetEID());
|
||||
|
||||
return SHMatrix::Transpose(SHMatrix::LookAtLH(transform->GetWorldPosition(), SHVec3::Normalise(lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
|
||||
}
|
||||
//return SHMatrix::Transpose(SHMatrix::LookAtLH(/*lightComp->GetLightData().position*/SHVec3(1.27862f, 4.78952f, 4.12811f), SHVec3(-0.280564f, -0.66262f, -0.69422f), SHVec3(0.0f, -1.0f, 0.0f)));
|
||||
case SH_LIGHT_TYPE::POINT:
|
||||
return {};
|
||||
|
@ -518,7 +522,7 @@ namespace SHADE
|
|||
if (auto renderer = light.GetRenderer())
|
||||
{
|
||||
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
||||
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(10.0f, 10.0f, 1.0f, 50.0f));
|
||||
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 1.0f, 80.0f));
|
||||
}
|
||||
|
||||
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
|
||||
|
@ -627,16 +631,16 @@ namespace SHADE
|
|||
// add to barriers
|
||||
shadowMapMemoryBarriers.push_back (vk::ImageMemoryBarrier
|
||||
{
|
||||
.srcAccessMask = vk::AccessFlagBits::eDepthStencilAttachmentWrite,
|
||||
.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite | vk::AccessFlagBits::eColorAttachmentRead,
|
||||
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
|
||||
.oldLayout = vk::ImageLayout::eDepthAttachmentOptimal,
|
||||
.oldLayout = vk::ImageLayout::eColorAttachmentOptimal,
|
||||
.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.image = newShadowMap->GetImage()->GetVkImage(),
|
||||
.subresourceRange = vk::ImageSubresourceRange
|
||||
{
|
||||
.aspectMask = vk::ImageAspectFlagBits::eDepth,
|
||||
.aspectMask = vk::ImageAspectFlagBits::eColor,
|
||||
.baseMipLevel = 0,
|
||||
.levelCount = 1,
|
||||
.baseArrayLayer = 0,
|
||||
|
@ -651,7 +655,7 @@ namespace SHADE
|
|||
void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
|
||||
{
|
||||
// Issue barrier to transition shadow maps for reading in compute shader
|
||||
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
|
||||
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
|
||||
}
|
||||
|
||||
//void SHLightingSubSystem::HandleResize(Handle<SHRenderGraphNodeCompute> compute) noexcept
|
||||
|
|
|
@ -0,0 +1,41 @@
|
|||
#pragma once
|
||||
|
||||
#include "Resource/SHHandle.h"
|
||||
#include "Graphics/Pipeline/SHPipelineState.h"
|
||||
#include "Math/SHMatrix.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHVkLogicalDevice;
|
||||
class SHVkDescriptorPool;
|
||||
class SHVkDescriptorSetGroup;
|
||||
class SHVkDescriptorSetLayout;
|
||||
class SHVkBuffer;
|
||||
class SHLightComponent;
|
||||
class SHVkCommandBuffer;
|
||||
class SHVkPipeline;
|
||||
class SHVkPipelineLayout;
|
||||
class SHVkRenderpass;
|
||||
class SHSubpass;
|
||||
class SHVkShaderModule;
|
||||
class SHRenderer;
|
||||
|
||||
|
||||
|
||||
class SHParticleSubSystem
|
||||
{
|
||||
private:
|
||||
|
||||
Handle<SHVkLogicalDevice> logicalDevice;
|
||||
|
||||
|
||||
public:
|
||||
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass) noexcept;
|
||||
|
||||
void Run(uint32_t frameIndex) noexcept;
|
||||
|
||||
void Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
|
||||
void Exit(void) noexcept;
|
||||
|
||||
};
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHParticleSubSustem.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,96 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHTrajectoryRenderableComponent.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
On create the text has nothing.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHTrajectoryRenderableComponent::OnCreate(void)
|
||||
{
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderableComponent::OnDestroy(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void SHTrajectoryRenderableComponent::ClearPositions(void) noexcept
|
||||
{
|
||||
positions.clear();
|
||||
}
|
||||
|
||||
bool SHTrajectoryRenderableComponent::HasPositions(void) const noexcept
|
||||
{
|
||||
return !positions.empty();
|
||||
}
|
||||
|
||||
std::vector<SHVec3> SHTrajectoryRenderableComponent::GetPositions(void) const noexcept
|
||||
{
|
||||
return positions;
|
||||
}
|
||||
|
||||
Handle<SHMesh> SHTrajectoryRenderableComponent::GetMesh(void) const noexcept
|
||||
{
|
||||
return mesh;
|
||||
}
|
||||
|
||||
SHVec4 const& SHTrajectoryRenderableComponent::GetStartColor(void) const noexcept
|
||||
{
|
||||
return startColor;
|
||||
}
|
||||
|
||||
SHVec4 const& SHTrajectoryRenderableComponent::GetEndColor(void) const noexcept
|
||||
{
|
||||
return endColor;
|
||||
}
|
||||
|
||||
float SHTrajectoryRenderableComponent::GetColorEvolveRate(void) const noexcept
|
||||
{
|
||||
return colorEvolveRate;
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderableComponent::SetMesh(Handle<SHMesh> newMesh) noexcept
|
||||
{
|
||||
mesh = newMesh;
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderableComponent::SetPositions(std::vector<SHVec3> const& inPositions) noexcept
|
||||
{
|
||||
positions = inPositions;
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderableComponent::SetStartColor(SHVec4 color) noexcept
|
||||
{
|
||||
startColor = color;
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderableComponent::SetEndColor(SHVec4 color) noexcept
|
||||
{
|
||||
endColor = color;
|
||||
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderableComponent::SetColorEvolveRate(float rate) noexcept
|
||||
{
|
||||
colorEvolveRate = rate;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace rttr
|
||||
{
|
||||
RTTR_REGISTRATION
|
||||
{
|
||||
using namespace SHADE;
|
||||
|
||||
registration::class_<SHTrajectoryRenderableComponent>("Trajectory Renderer Component");
|
||||
};
|
||||
}
|
|
@ -0,0 +1,58 @@
|
|||
#pragma once
|
||||
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Math/Vector/SHVec4.h"
|
||||
#include "Resource/SHHandle.h"
|
||||
#include "ECS_Base/Components/SHComponent.h"
|
||||
#include <rttr/registration>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHMesh;
|
||||
|
||||
class SHTrajectoryRenderableComponent : public SHComponent
|
||||
{
|
||||
private:
|
||||
|
||||
//! Mesh used to render the trajectory
|
||||
Handle<SHMesh> mesh;
|
||||
|
||||
//! positions to plot for rendering. Will be cleared every frame.
|
||||
std::vector<SHVec3> positions;
|
||||
|
||||
//! Starting color of the trajectory
|
||||
SHVec4 startColor;
|
||||
|
||||
//! Color the trajectory should evolve to the longer it is
|
||||
SHVec4 endColor;
|
||||
|
||||
//! evolving rate of the color
|
||||
float colorEvolveRate;
|
||||
|
||||
public:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
void SetMesh(Handle<SHMesh> newMesh) noexcept;
|
||||
void SetPositions (std::vector<SHVec3> const& inPositions) noexcept;
|
||||
void SetStartColor(SHVec4 startColor) noexcept;
|
||||
void SetEndColor (SHVec4 endColor) noexcept;
|
||||
void SetColorEvolveRate (float rate) noexcept;
|
||||
|
||||
std::vector<SHVec3> GetPositions (void) const noexcept;
|
||||
Handle<SHMesh> GetMesh (void) const noexcept;
|
||||
SHVec4 const& GetStartColor (void) const noexcept;
|
||||
SHVec4 const& GetEndColor (void) const noexcept;
|
||||
float GetColorEvolveRate (void) const noexcept;
|
||||
|
||||
void OnCreate(void) override final;
|
||||
void OnDestroy(void) override final;
|
||||
|
||||
void ClearPositions(void) noexcept;
|
||||
bool HasPositions(void) const noexcept;
|
||||
|
||||
|
||||
RTTR_ENABLE()
|
||||
|
||||
};
|
||||
}
|
|
@ -0,0 +1,191 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHTrajectoryRenderingSubSystem.h"
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
|
||||
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include "Graphics\MiddleEnd\Interface\SHMeshLibrary.h"
|
||||
#include "Graphics/SHVkUtil.h"
|
||||
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
|
||||
#include "Graphics/Pipeline/SHVkPipeline.h"
|
||||
#include "Graphics/RenderGraph/SHSubpass.h"
|
||||
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
|
||||
void SHTrajectoryRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> trajectoryVS, Handle<SHVkShaderModule> trajectoryFS) noexcept
|
||||
{
|
||||
logicalDevice = device;
|
||||
|
||||
SHComponentManager::CreateComponentSparseSet<SHTrajectoryRenderableComponent>();
|
||||
|
||||
// prepare pipeline layout params
|
||||
SHPipelineLayoutParams plParams
|
||||
{
|
||||
.shaderModules = {trajectoryVS, trajectoryFS},
|
||||
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::TRAJECTORY_RENDERING).descSetLayouts
|
||||
};
|
||||
|
||||
pipelineLayout = logicalDevice->CreatePipelineLayout(plParams);
|
||||
|
||||
// Create pipeline
|
||||
pipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, compatibleRenderpass, subpass);
|
||||
|
||||
// vertex input state of the pipeline
|
||||
SHVertexInputState vertexInputState;
|
||||
vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute positions at binding 0
|
||||
vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // Attribute uv at binding 1
|
||||
vertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Instanced attribute color at binding 2
|
||||
vertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Instanced Transform at binding 3 - 6 (4 slots)
|
||||
|
||||
pipeline->GetPipelineState().SetVertexInputState(vertexInputState);
|
||||
|
||||
SHColorBlendState colorBlendState{};
|
||||
colorBlendState.logic_op_enable = VK_FALSE;
|
||||
colorBlendState.logic_op = vk::LogicOp::eCopy;
|
||||
|
||||
|
||||
auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
|
||||
colorBlendState.attachments.reserve(static_cast<uint32_t>(subpassColorReferences.size()));
|
||||
|
||||
for (auto& att : subpassColorReferences)
|
||||
{
|
||||
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
|
||||
{
|
||||
.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(att.attachment)) ? true : false,
|
||||
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
|
||||
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
|
||||
.colorBlendOp = vk::BlendOp::eAdd,
|
||||
.srcAlphaBlendFactor = vk::BlendFactor::eOne,
|
||||
.dstAlphaBlendFactor = vk::BlendFactor::eZero,
|
||||
.alphaBlendOp = vk::BlendOp::eAdd,
|
||||
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderingSubSystem::Run(uint32_t frameIndex) noexcept
|
||||
{
|
||||
auto& comps = SHComponentManager::GetDense<SHTrajectoryRenderableComponent>();
|
||||
for (auto& comp : comps)
|
||||
{
|
||||
comp.SetPositions(std::vector
|
||||
{
|
||||
SHVec3 {},
|
||||
SHVec3 {}
|
||||
});
|
||||
|
||||
// If has positions, feed data to buffer.
|
||||
if (comp.HasPositions())
|
||||
{
|
||||
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(comp.GetEID());
|
||||
if (transform)
|
||||
{
|
||||
// convenient variable
|
||||
SHVec4 const& startColor = comp.GetStartColor();
|
||||
SHVec4 const& endColor = comp.GetEndColor();
|
||||
float colorEvolveRate = comp.GetColorEvolveRate();
|
||||
|
||||
// trs to be reused
|
||||
SHMatrix trs = transform->GetTRS();
|
||||
|
||||
// starting color of trajectory
|
||||
SHVec4 currentColor = comp.GetStartColor();
|
||||
|
||||
// Start from 0 and slowly evolve to 1
|
||||
float lerpValue = 0.0f;
|
||||
|
||||
// Will be used for baseInstance later
|
||||
uint32_t oldTransformDataSize = transformData.size();
|
||||
|
||||
auto meshHandle = comp.GetMesh();
|
||||
|
||||
auto const& positions = comp.GetPositions();
|
||||
for (auto& pos : positions)
|
||||
{
|
||||
// modify position and reuse matrix
|
||||
trs.m[3][0] = pos.x;
|
||||
trs.m[3][1] = pos.y;
|
||||
trs.m[3][2] = pos.z;
|
||||
|
||||
transformData.push_back(trs);
|
||||
colorData.push_back(currentColor);
|
||||
|
||||
// evolve color
|
||||
currentColor = SHVec4::Lerp(startColor, endColor, lerpValue);
|
||||
|
||||
// evolve lerp value and clamp to 1
|
||||
lerpValue = std::max (1.0f, lerpValue + colorEvolveRate);
|
||||
}
|
||||
|
||||
// add draw data for this trajectory
|
||||
drawData.push_back(vk::DrawIndexedIndirectCommand
|
||||
{
|
||||
.indexCount = meshHandle->IndexCount,
|
||||
.instanceCount = static_cast<uint32_t>(transformData.size()) - oldTransformDataSize,
|
||||
.firstIndex = meshHandle->FirstIndex,
|
||||
.vertexOffset = meshHandle->FirstVertex,
|
||||
.firstInstance = oldTransformDataSize
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// clear at the end of every frame since data is already in buffers
|
||||
comp.ClearPositions();
|
||||
}
|
||||
|
||||
if (!transformData.empty())
|
||||
{
|
||||
// read transform data to buffer
|
||||
// read draw data to buffer
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData(logicalDevice, transformBuffer, transformData.data(), sizeof (SHMatrix) * transformData.size(), vk::BufferUsageFlagBits::eVertexBuffer, "Trajectory System Transform Buffer");
|
||||
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData(logicalDevice, drawDataBuffer, drawData.data(), sizeof(vk::DrawIndexedIndirectCommand) * drawData.size(), vk::BufferUsageFlagBits::eIndirectBuffer, "Trajectory System Draw Data Buffer");
|
||||
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData(logicalDevice, colorBuffer, colorData.data(), sizeof(SHVec4) * colorData.size(), vk::BufferUsageFlagBits::eVertexBuffer, "Trajectory System Color Data Buffer");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderingSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept
|
||||
{
|
||||
if (!transformData.empty())
|
||||
{
|
||||
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::TRAJECTORY_RENDERING);
|
||||
uint32_t staticGlobalSetIndex = mappings.at(SHPredefinedDescriptorTypes::STATIC_DATA);
|
||||
uint32_t cameraSetIndex = mappings.at(SHPredefinedDescriptorTypes::CAMERA);
|
||||
|
||||
cmdBuffer->BindPipeline(pipeline);
|
||||
|
||||
// Bind global data
|
||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
|
||||
|
||||
// Bind camera data
|
||||
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
||||
|
||||
// Bind color vertex buffer
|
||||
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRAJECTORY_COLOR, colorBuffer, 0);
|
||||
|
||||
// call draw call
|
||||
cmdBuffer->DrawMultiIndirect(drawDataBuffer, drawData.size());
|
||||
|
||||
// clear CPU transform and draw data
|
||||
transformData.clear();
|
||||
drawData.clear();
|
||||
colorData.clear();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SHTrajectoryRenderingSubSystem::Exit(void) noexcept
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,66 @@
|
|||
#pragma once
|
||||
|
||||
#include "Resource/SHHandle.h"
|
||||
#include "Graphics/Pipeline/SHPipelineState.h"
|
||||
#include "Math/SHMatrix.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHVkLogicalDevice;
|
||||
class SHVkDescriptorPool;
|
||||
class SHVkDescriptorSetGroup;
|
||||
class SHVkDescriptorSetLayout;
|
||||
class SHVkBuffer;
|
||||
class SHLightComponent;
|
||||
class SHVkCommandBuffer;
|
||||
class SHVkPipeline;
|
||||
class SHVkPipelineLayout;
|
||||
class SHVkRenderpass;
|
||||
class SHSubpass;
|
||||
class SHVkShaderModule;
|
||||
class SHRenderer;
|
||||
|
||||
|
||||
|
||||
class SHTrajectoryRenderingSubSystem
|
||||
{
|
||||
private:
|
||||
|
||||
Handle<SHVkLogicalDevice> logicalDevice;
|
||||
|
||||
//! Every trajectory renderable will have one of these
|
||||
std::vector<vk::DrawIndexedIndirectCommand> drawData;
|
||||
|
||||
//! For the MDI call
|
||||
Handle<SHVkBuffer> drawDataBuffer;
|
||||
|
||||
//! matrix data to copy into buffer
|
||||
std::vector<SHMatrix> transformData;
|
||||
|
||||
//! All trajectory renderables will use this transform buffer
|
||||
Handle<SHVkBuffer> transformBuffer;
|
||||
|
||||
//! Each object will have their own color data
|
||||
std::vector<SHVec4> colorData;
|
||||
|
||||
//! buffer to hold color data for objects
|
||||
Handle<SHVkBuffer> colorBuffer;
|
||||
|
||||
//! Pipeline for rendering the trajectories
|
||||
Handle<SHVkPipeline> pipeline;
|
||||
|
||||
//! Pipeline layout for the pipeline
|
||||
Handle<SHVkPipelineLayout> pipelineLayout;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
void Init (Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS) noexcept;
|
||||
|
||||
void Run(uint32_t frameIndex) noexcept;
|
||||
|
||||
void Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
|
||||
void Exit(void) noexcept;
|
||||
|
||||
};
|
||||
}
|
Loading…
Reference in New Issue