Implemented scanline and silhouette effect #363
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@ -0,0 +1,8 @@
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- VertexShader: 38847805
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FragmentShader: 42962441
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SubPass: Object VFX Subpass No Depth
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Properties:
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data.color: {x: 1, y: 1, z: 1, w: 1}
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data.textureIndex: 0
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data.alpha: 0
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data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,3 @@
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Name: Silhouette
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ID: 126391182
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Type: 7
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@ -0,0 +1,67 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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struct MatPropData
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{
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vec4 color;
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};
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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layout(location = 0) in struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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} In;
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// material stuff
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layout(location = 4) flat in struct
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{
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int materialIndex;
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uint eid;
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uint lightLayerIndex;
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} In2;
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
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{
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MatPropData data[];
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} MatProp;
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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layout(location = 0) out vec4 objectVFX;
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layout(input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput depthBuffer;
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void main()
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{
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// Sample depth buffer using UV and save it
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float currentDepth = subpassLoad (depthBuffer).r;
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// Use depth buffer to check against current fragment's depth. If fragment is behind depth buffer, render fragment.
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if (currentDepth > gl_FragCoord.z)
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discard;
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objectVFX = MatProp.data[In2.materialIndex].color;
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}
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Binary file not shown.
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@ -0,0 +1,3 @@
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Name: Silhouette_FS
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ID: 42962441
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Type: 2
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@ -0,0 +1,68 @@
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec3 aVertexPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec3 aNormal;
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layout(location = 3) in vec3 aTangent;
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layout(location = 4) in mat4 worldTransform;
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layout(location = 8) in uvec2 integerData;
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layout(location = 9) in uvec4 aBoneIndices;
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layout(location = 10) in vec4 aBoneWeights;
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layout(location = 11) in uint firstBoneIndex;
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layout(location = 0) out struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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} Out;
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// material stuff
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layout(location = 4) out struct
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{
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int materialIndex;
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uint eid;
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uint lightLayerIndex;
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} Out2;
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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void main()
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{
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Out2.materialIndex = gl_InstanceIndex;
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Out2.eid = integerData[0];
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Out2.lightLayerIndex = integerData[1];
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// for transforming gBuffer position and normal data
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mat4 modelViewMat = cameraData.viewMat * worldTransform;
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// gBuffer position will be in view space
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Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
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Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
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// uvs for texturing in fragment shader
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Out.uv = aUV;
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mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
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// normals are also in view space
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Out.normal.rgb = transposeInv * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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// clip space for rendering
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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}
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Binary file not shown.
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@ -0,0 +1,3 @@
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Name: Silhouette_VS
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ID: 38847805
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Type: 2
|
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@ -3,7 +3,7 @@
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
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layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture;
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layout(location = 0) out vec4 fragColor;
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|
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Binary file not shown.
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@ -28,6 +28,7 @@ namespace SHADE
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{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
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{SHPredefinedDescriptorTypes::CAMERA, 1},
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{SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH, 2},
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{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
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});
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perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING_ANIM)].descMappings.AddMappings
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|
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@ -129,11 +129,13 @@ namespace SHADE
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static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
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static constexpr std::string_view UI_SUBPASS = "UI";
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static constexpr std::string_view VFX_SUBPASS = "VFX";
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static constexpr std::string_view OBJ_VFX_SUBPASS = "Object VFX Subpass No Depth";
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static constexpr std::array USABLE_SUBPASSES =
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{
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GBUFFER_WRITE_SUBPASS,
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UI_SUBPASS
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UI_SUBPASS,
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OBJ_VFX_SUBPASS
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};
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};
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|
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@ -215,7 +215,7 @@ namespace SHADE
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renderGraph->AddResource("Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second);
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renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
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renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
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renderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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renderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second);
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|
@ -255,7 +255,13 @@ namespace SHADE
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gBufferSubpass->AddColorOutput("Object VFX");
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gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
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// We add the object VFX render target and depth buffer as input just in case we want to make comparisons
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auto objectVfxSubpassNoDepth = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data(), worldViewport, worldRenderer);
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objectVfxSubpassNoDepth->AddColorOutput("Object VFX");
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objectVfxSubpassNoDepth->AddInput ("Depth Buffer");
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usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
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usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data()), objectVfxSubpassNoDepth);
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/*-----------------------------------------------------------------------*/
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/* SSAO PASS AND DATA INIT */
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|
|
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@ -512,8 +512,9 @@ namespace SHADE
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uint32_t h = static_cast<uint32_t>(resource->GetHeight());
|
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cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
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static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
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newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
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//static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
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auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
|
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newSubpass->BindInputDescriptorSets (cmdBuffer, mappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
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// draw a quad.
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cmdBuffer->DrawArrays(4, 1, 0, 0);
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|
@ -570,7 +571,8 @@ namespace SHADE
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auto cmdBuffer = commandBuffers[frameIndex];
|
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cmdBuffer->BeginLabeledSegment(name);
|
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|
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auto batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
|
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auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
|
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|
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|
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// Force bind pipeline layout
|
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cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
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|
|
|
@ -184,12 +184,13 @@ namespace SHADE
|
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for (auto& inputAtt : subpass->inputReferences)
|
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{
|
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auto resource = attResources[inputAtt.attachment];
|
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if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT))
|
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auto typeFlags = resource->resourceTypeFlags;
|
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if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT))
|
||||
{
|
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if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR) ||
|
||||
resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT))
|
||||
if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR) ||
|
||||
typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT))
|
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colorRead |= (1 << i);
|
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else if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL))
|
||||
else if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL) || typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH))
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depthRead |= (1 << i);
|
||||
}
|
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else
|
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|
@ -265,6 +266,7 @@ namespace SHADE
|
|||
|
||||
// initialize input descriptors
|
||||
subpasses[i]->CreateInputDescriptors();
|
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subpasses[i]->GenerateDummyPipielineLayout();
|
||||
|
||||
++i;
|
||||
}
|
||||
|
|
|
@ -226,11 +226,15 @@ namespace SHADE
|
|||
commandBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
|
||||
}
|
||||
|
||||
commandBuffer->ForceSetPipelineLayout(dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
|
||||
|
||||
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
|
||||
|
||||
if (renderer)
|
||||
renderer->BindDescriptorSet(commandBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::CAMERA), frameIndex);
|
||||
|
||||
BindInputDescriptorSets (commandBuffer, descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
|
||||
|
||||
// If companion subpass is not a valid handle, render super batch normally
|
||||
if (!companionSubpass.companion)
|
||||
{
|
||||
|
@ -439,6 +443,33 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Generates the dummy pipeline layout for subpass; specifically add the
|
||||
input descriptor set layout if it exists.
|
||||
|
||||
|
||||
\return
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHSubpass::GenerateDummyPipielineLayout(void) noexcept
|
||||
{
|
||||
auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
|
||||
std::vector newLayouts = batchingSystemData.descSetLayouts;
|
||||
if (inputDescriptorLayout)
|
||||
{
|
||||
newLayouts.push_back(inputDescriptorLayout);
|
||||
}
|
||||
|
||||
dummyPipelineLayout = graphStorage->logicalDevice->CreatePipelineLayoutDummy
|
||||
(
|
||||
SHPipelineLayoutParamsDummy{ newLayouts }
|
||||
);
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
|
|
|
@ -22,6 +22,7 @@ namespace SHADE
|
|||
class SHRenderer;
|
||||
class SHViewport;
|
||||
class SHVkPipeline;
|
||||
class SHVkPipelineLayout;
|
||||
|
||||
class SH_API SHSubpass : public ISelfHandle<SHSubpass>
|
||||
{
|
||||
|
@ -87,6 +88,12 @@ namespace SHADE
|
|||
|
||||
std::vector<Handle<SHVkSampler>> inputSamplers;
|
||||
|
||||
//! Dummy pipeline layout for subpass to bind before draw.
|
||||
//! // IMPORTANT NOTE: After implementing input descriptors, every subpass differs in number input descriptors.
|
||||
//! Before binding the input descriptors, a pipeline layout containing the desc set layouts
|
||||
//! for the input descriptors is required, making this umbrella initial dummy bind invalid.
|
||||
Handle<SHVkPipelineLayout> dummyPipelineLayout;
|
||||
|
||||
|
||||
////! subpass compute image barriers. We do this because every frame has a different
|
||||
////! swapchain image. If the resource we want to transition is not a swapchain image,
|
||||
|
@ -146,6 +153,7 @@ namespace SHADE
|
|||
//void InitComputeBarriers (void) noexcept;
|
||||
void CreateInputDescriptors (void) noexcept;
|
||||
void UpdateWriteDescriptors (void) noexcept;
|
||||
void GenerateDummyPipielineLayout (void) noexcept;
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
|
|
Loading…
Reference in New Issue