Implemented scanline and silhouette effect #363
|
@ -0,0 +1,8 @@
|
||||||
|
- VertexShader: 37048829
|
||||||
|
FragmentShader: 45685219
|
||||||
|
SubPass: G-Buffer Write
|
||||||
|
Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
|
||||||
|
data.textureIndex: 57342922
|
||||||
|
data.alpha: 0
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||||||
|
data.beta: {x: 1, y: 1, z: 1}
|
|
@ -0,0 +1,3 @@
|
||||||
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Name: ShinyHightlight
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||||||
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ID: 122370915
|
||||||
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Type: 7
|
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@ -0,0 +1,8 @@
|
||||||
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- VertexShader: 38847805
|
||||||
|
FragmentShader: 42962441
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||||||
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SubPass: Object VFX Subpass No Depth
|
||||||
|
Properties:
|
||||||
|
data.color: {x: 1, y: 1, z: 1, w: 1}
|
||||||
|
data.textureIndex: 0
|
||||||
|
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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||||||
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Name: Silhouette
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||||||
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ID: 126391182
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||||||
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Type: 7
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@ -8599,7 +8599,7 @@
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||||||
IsActive: true
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IsActive: true
|
||||||
Renderable Component:
|
Renderable Component:
|
||||||
Mesh: 136892700
|
Mesh: 136892700
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||||||
Material: 131956078
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Material: 122370915
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||||||
IsActive: true
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IsActive: true
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||||||
RigidBody Component:
|
RigidBody Component:
|
||||||
Type: Dynamic
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Type: Dynamic
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||||||
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@ -9594,6 +9594,9 @@
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||||||
Text: My name is Brandon.
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Text: My name is Brandon.
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||||||
Font: 176667660
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Font: 176667660
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||||||
IsActive: true
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IsActive: true
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||||||
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UI Component:
|
||||||
|
Canvas ID: 199
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||||||
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IsActive: true
|
||||||
Scripts: ~
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Scripts: ~
|
||||||
- EID: 206
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- EID: 206
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||||||
Name: Timer
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Name: Timer
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||||||
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@ -9609,6 +9612,9 @@
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||||||
Text: My name is Brandon.
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Text: My name is Brandon.
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||||||
Font: 176667660
|
Font: 176667660
|
||||||
IsActive: true
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IsActive: true
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||||||
|
UI Component:
|
||||||
|
Canvas ID: 199
|
||||||
|
IsActive: true
|
||||||
Scripts: ~
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Scripts: ~
|
||||||
- EID: 139
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- EID: 139
|
||||||
Name: Multiplier
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Name: Multiplier
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||||||
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@ -9624,6 +9630,9 @@
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||||||
Text: TEST
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Text: TEST
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||||||
Font: 176667660
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Font: 176667660
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||||||
IsActive: true
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IsActive: true
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||||||
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UI Component:
|
||||||
|
Canvas ID: 199
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||||||
|
IsActive: true
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||||||
Scripts: ~
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Scripts: ~
|
||||||
- EID: 11
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- EID: 11
|
||||||
Name: GamePause
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Name: GamePause
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||||||
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|
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@ -26,6 +26,7 @@ layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
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||||||
layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
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layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
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||||||
layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
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layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
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||||||
layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
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layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
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||||||
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layout(set = 3, binding = 7, rgba8) uniform image2D objectVFXImage;
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||||||
|
|
||||||
layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
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layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
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||||||
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||||||
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@ -141,6 +142,9 @@ void main()
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||||||
float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
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float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
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||||||
fragColor *= ssaoVal;
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fragColor *= ssaoVal;
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||||||
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||||||
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vec4 objectVFXColor = imageLoad (objectVFXImage, globalThread);
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||||||
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fragColor += objectVFXColor.rgb * objectVFXColor.a;
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||||||
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||||||
// store result into result image
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// store result into result image
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
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imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
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||||||
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||||||
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Binary file not shown.
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@ -0,0 +1,97 @@
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||||||
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#version 450
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||||||
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#extension GL_ARB_separate_shader_objects : enable
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||||||
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#extension GL_ARB_shading_language_420pack : enable
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||||||
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#extension GL_EXT_nonuniform_qualifier : require
|
||||||
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|
||||||
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struct MatPropData
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||||||
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{
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||||||
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int textureIndex;
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||||||
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float highlightPosition;
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||||||
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};
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||||||
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||||||
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struct GenericData
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||||||
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{
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||||||
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//! Delta time
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||||||
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float dt;
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||||||
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||||||
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//! Elapsed time of the application
|
||||||
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float elapsedTime;
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||||||
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||||||
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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||||||
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uint viewportWidth;
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||||||
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||||||
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//! Ditto but for height
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||||||
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uint viewportHeight;
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||||||
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};
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||||||
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||||||
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||||||
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layout(location = 0) in struct
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||||||
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{
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||||||
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vec4 vertPos; // location 0
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||||||
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vec2 uv; // location = 1
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||||||
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vec4 normal; // location = 2
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||||||
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vec4 worldPos; // location = 3
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||||||
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} In;
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||||||
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|
||||||
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// material stuff
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||||||
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layout(location = 4) flat in struct
|
||||||
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{
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||||||
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int materialIndex;
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||||||
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uint eid;
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||||||
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uint lightLayerIndex;
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||||||
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vec3 screenSpacePos;
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||||||
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||||||
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} In2;
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||||||
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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||||||
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{
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||||||
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GenericData data;
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||||||
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} genericDataBuffer;
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||||||
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||||||
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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||||||
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layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
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||||||
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{
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||||||
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MatPropData data[];
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||||||
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} MatProp;
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||||||
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||||||
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layout(location = 0) out vec4 position;
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||||||
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layout(location = 1) out uint outEntityID;
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||||||
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layout(location = 2) out uint lightLayerIndices;
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||||||
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layout(location = 3) out vec4 normals;
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||||||
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layout(location = 4) out vec4 albedo;
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||||||
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layout(location = 5) out vec4 worldSpacePosition;
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||||||
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layout(location = 6) out vec4 objectVFX;
|
||||||
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|
||||||
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float map (float value, float srcLow, float srcHigh, float dstLow, float dstHigh)
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||||||
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{
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||||||
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return dstLow + (value - srcLow) * (dstHigh - dstLow) / (srcHigh - srcLow);
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||||||
|
}
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||||||
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|
||||||
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void main()
|
||||||
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{
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||||||
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position = In.vertPos;
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||||||
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normals = In.normal;
|
||||||
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albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
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||||||
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worldSpacePosition = In.worldPos;
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||||||
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||||||
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outEntityID = In2.eid;
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lightLayerIndices = In2.lightLayerIndex;
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||||||
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float vpHeight = (float (In2.screenSpacePos.y) - (genericDataBuffer.data.elapsedTime * 4000.0f * (1.0f - In2.screenSpacePos.z)));
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vpHeight = float (int (vpHeight) % genericDataBuffer.data.viewportHeight);
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float scanlineScale = 2500.0f * (1.0f - In2.screenSpacePos.z);
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||||||
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float lowerLimit = vpHeight - scanlineScale;
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||||||
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float upperLimit = vpHeight + scanlineScale;
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||||||
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if (gl_FragCoord.y > lowerLimit && gl_FragCoord.y < upperLimit)
|
||||||
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{
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||||||
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float opacity = 0.0f;
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||||||
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opacity = map (abs (gl_FragCoord.y - vpHeight), 0.0f, upperLimit - vpHeight, 0.0f, 1.0f);
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||||||
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opacity = 1.0f - clamp (opacity, 0.0f, 1.0f);
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|
||||||
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|
||||||
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objectVFX = vec4(opacity);
|
||||||
|
}
|
||||||
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else
|
||||||
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objectVFX = vec4(0.0f, 0.0f, 0.0f, 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: ShinyHighlight_FS
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||||||
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ID: 45685219
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||||||
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Type: 2
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@ -0,0 +1,99 @@
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||||||
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#version 450
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||||||
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#extension GL_KHR_vulkan_glsl : enable
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||||||
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|
||||||
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layout(location = 0) in vec3 aVertexPos;
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||||||
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layout(location = 1) in vec2 aUV;
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||||||
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layout(location = 2) in vec3 aNormal;
|
||||||
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layout(location = 3) in vec3 aTangent;
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||||||
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layout(location = 4) in mat4 worldTransform;
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||||||
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layout(location = 8) in uvec2 integerData;
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||||||
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layout(location = 9) in uvec4 aBoneIndices;
|
||||||
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layout(location = 10) in vec4 aBoneWeights;
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||||||
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layout(location = 11) in uint firstBoneIndex;
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||||||
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|
||||||
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layout(location = 0) out struct
|
||||||
|
{
|
||||||
|
vec4 vertPos; // location 0
|
||||||
|
vec2 uv; // location = 1
|
||||||
|
vec4 normal; // location = 2
|
||||||
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vec4 worldPos; // location = 3
|
||||||
|
|
||||||
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} Out;
|
||||||
|
|
||||||
|
struct GenericData
|
||||||
|
{
|
||||||
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//! Delta time
|
||||||
|
float dt;
|
||||||
|
|
||||||
|
//! Elapsed time of the application
|
||||||
|
float elapsedTime;
|
||||||
|
|
||||||
|
//! Viewport width of the scene (excluding imgui, that means smaller than window)
|
||||||
|
uint viewportWidth;
|
||||||
|
|
||||||
|
//! Ditto but for height
|
||||||
|
uint viewportHeight;
|
||||||
|
};
|
||||||
|
|
||||||
|
// material stuff
|
||||||
|
layout(location = 4) out struct
|
||||||
|
{
|
||||||
|
int materialIndex;
|
||||||
|
uint eid;
|
||||||
|
uint lightLayerIndex;
|
||||||
|
vec3 screenSpacePos;
|
||||||
|
|
||||||
|
|
||||||
|
} Out2;
|
||||||
|
|
||||||
|
layout(set = 1, binding = 0) uniform CameraData
|
||||||
|
{
|
||||||
|
vec4 position;
|
||||||
|
mat4 vpMat;
|
||||||
|
mat4 viewMat;
|
||||||
|
mat4 projMat;
|
||||||
|
} cameraData;
|
||||||
|
|
||||||
|
layout (set = 0, binding = 0) uniform GenericDataBuffer
|
||||||
|
{
|
||||||
|
GenericData data;
|
||||||
|
} genericDataBuffer;
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Get center of object in world position
|
||||||
|
vec4 worldPos = vec4(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2], 1.0f);
|
||||||
|
|
||||||
|
// transform to clip space
|
||||||
|
worldPos = cameraData.vpMat * worldPos;
|
||||||
|
worldPos.xyz /= worldPos.w;
|
||||||
|
|
||||||
|
// transform to screen space
|
||||||
|
worldPos.xy = ((worldPos.xy + vec2(1.0f)) * vec2 (0.5f)) * vec2 (genericDataBuffer.data.viewportWidth, genericDataBuffer.data.viewportHeight);
|
||||||
|
|
||||||
|
Out2.screenSpacePos = worldPos.xyz;
|
||||||
|
|
||||||
|
// clip space for rendering
|
||||||
|
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
|
||||||
|
}
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Binary file not shown.
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@ -0,0 +1,3 @@
|
||||||
|
Name: ShinyHighlight_VS
|
||||||
|
ID: 37048829
|
||||||
|
Type: 2
|
|
@ -0,0 +1,67 @@
|
||||||
|
#version 450
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
#extension GL_ARB_shading_language_420pack : enable
|
||||||
|
#extension GL_EXT_nonuniform_qualifier : require
|
||||||
|
|
||||||
|
struct MatPropData
|
||||||
|
{
|
||||||
|
vec4 color;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct GenericData
|
||||||
|
{
|
||||||
|
//! Delta time
|
||||||
|
float dt;
|
||||||
|
|
||||||
|
//! Elapsed time of the application
|
||||||
|
float elapsedTime;
|
||||||
|
|
||||||
|
//! Viewport width of the scene (excluding imgui, that means smaller than window)
|
||||||
|
uint viewportWidth;
|
||||||
|
|
||||||
|
//! Ditto but for height
|
||||||
|
uint viewportHeight;
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(location = 0) in struct
|
||||||
|
{
|
||||||
|
vec4 vertPos; // location 0
|
||||||
|
vec2 uv; // location = 1
|
||||||
|
vec4 normal; // location = 2
|
||||||
|
vec4 worldPos; // location = 3
|
||||||
|
} In;
|
||||||
|
|
||||||
|
// material stuff
|
||||||
|
layout(location = 4) flat in struct
|
||||||
|
{
|
||||||
|
int materialIndex;
|
||||||
|
uint eid;
|
||||||
|
uint lightLayerIndex;
|
||||||
|
} In2;
|
||||||
|
|
||||||
|
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
|
||||||
|
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
|
||||||
|
{
|
||||||
|
MatPropData data[];
|
||||||
|
} MatProp;
|
||||||
|
|
||||||
|
layout (set = 0, binding = 0) uniform GenericDataBuffer
|
||||||
|
{
|
||||||
|
GenericData data;
|
||||||
|
} genericDataBuffer;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 objectVFX;
|
||||||
|
layout(input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput depthBuffer;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Sample depth buffer using UV and save it
|
||||||
|
float currentDepth = subpassLoad (depthBuffer).r;
|
||||||
|
|
||||||
|
// Use depth buffer to check against current fragment's depth. If fragment is behind depth buffer, render fragment.
|
||||||
|
if (currentDepth > gl_FragCoord.z)
|
||||||
|
discard;
|
||||||
|
|
||||||
|
objectVFX = MatProp.data[In2.materialIndex].color;
|
||||||
|
|
||||||
|
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
||||||
|
Name: Silhouette_FS
|
||||||
|
ID: 42962441
|
||||||
|
Type: 2
|
|
@ -0,0 +1,68 @@
|
||||||
|
#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;
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
// clip space for rendering
|
||||||
|
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
|
||||||
|
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
||||||
|
Name: Silhouette_VS
|
||||||
|
ID: 38847805
|
||||||
|
Type: 2
|
|
@ -3,7 +3,7 @@
|
||||||
#extension GL_ARB_shading_language_420pack : enable
|
#extension GL_ARB_shading_language_420pack : enable
|
||||||
#extension GL_EXT_nonuniform_qualifier : require
|
#extension GL_EXT_nonuniform_qualifier : require
|
||||||
|
|
||||||
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
|
layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture;
|
||||||
|
|
||||||
|
|
||||||
layout(location = 0) out vec4 fragColor;
|
layout(location = 0) out vec4 fragColor;
|
||||||
|
|
Binary file not shown.
|
@ -0,0 +1,20 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
struct SHCompileAssetEvent
|
||||||
|
{
|
||||||
|
//! Name of the asset (where applicable)
|
||||||
|
std::string assetName;
|
||||||
|
|
||||||
|
//! asset ID of the asset
|
||||||
|
AssetID assetID;
|
||||||
|
|
||||||
|
//! type of the asset
|
||||||
|
AssetType assetType;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
|
@ -11,6 +11,7 @@
|
||||||
#include "SHpch.h"
|
#include "SHpch.h"
|
||||||
#include "SHShaderSourceCompiler.h"
|
#include "SHShaderSourceCompiler.h"
|
||||||
#include "shaderc/shaderc.hpp"
|
#include "shaderc/shaderc.hpp"
|
||||||
|
#include "Events/SHEventManager.hpp"
|
||||||
|
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
|
|
|
@ -28,6 +28,8 @@
|
||||||
|
|
||||||
#include "Filesystem/SHFileSystem.h"
|
#include "Filesystem/SHFileSystem.h"
|
||||||
#include <rttr/registration.h>
|
#include <rttr/registration.h>
|
||||||
|
#include "Assets/Events/SHAssetManagerEvents.h"
|
||||||
|
#include "Events/SHEventManager.hpp"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
@ -39,7 +41,7 @@ namespace SHADE
|
||||||
std::vector<SHAssetLoader*> SHAssetManager::loaders(TYPE_COUNT);
|
std::vector<SHAssetLoader*> SHAssetManager::loaders(TYPE_COUNT);
|
||||||
|
|
||||||
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetCollection;
|
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetCollection;
|
||||||
std::unordered_map<AssetID, SHAssetData * const> SHAssetManager::assetData;
|
std::unordered_map<AssetID, SHAssetData *> SHAssetManager::assetData;
|
||||||
|
|
||||||
|
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
|
@ -167,6 +169,17 @@ namespace SHADE
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
AssetID SHAssetManager::GetAssetIDFromPath(AssetPath const& path) noexcept
|
||||||
|
{
|
||||||
|
for (auto const& pair : assetCollection)
|
||||||
|
{
|
||||||
|
if (pair.second.path.stem() == path.stem())
|
||||||
|
return pair.first;
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
/****************************************************************************
|
/****************************************************************************
|
||||||
* \brief Create record for new asset. CAN ONLY CREATE FOR CUSTOM
|
* \brief Create record for new asset. CAN ONLY CREATE FOR CUSTOM
|
||||||
* ASSETS CREATED BY THE ENGINE.
|
* ASSETS CREATED BY THE ENGINE.
|
||||||
|
@ -438,10 +451,39 @@ namespace SHADE
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
AssetID target{ 0 };
|
||||||
if (genMeta)
|
if (genMeta)
|
||||||
{
|
{
|
||||||
GenerateNewMeta(newPath);
|
auto result = GenerateNewMeta(newPath);
|
||||||
|
target = result.has_value() ? result.value() : 0;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
target = GetAssetIDFromPath(path);
|
||||||
|
|
||||||
|
//Reload data
|
||||||
|
auto result = GetAsset(target);
|
||||||
|
if (result.has_value())
|
||||||
|
{
|
||||||
|
auto const& asset{ result.value() };
|
||||||
|
auto newData = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
|
||||||
|
delete assetData[target];
|
||||||
|
assetData[target] = newData;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SHLOG_ERROR("[Asset Manager] Critical: reload of existing compiled data failed");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// send compile asset event
|
||||||
|
SHCompileAssetEvent compileShaderEvent
|
||||||
|
{
|
||||||
|
.assetName = newPath.filename().stem().string(),
|
||||||
|
.assetID = target,
|
||||||
|
.assetType = AssetType::SHADER,
|
||||||
|
};
|
||||||
|
SHEventManager::BroadcastEvent<SHCompileAssetEvent>(compileShaderEvent, SH_ASSET_COMPILE_EVENT);
|
||||||
}
|
}
|
||||||
|
|
||||||
FolderPointer SHAssetManager::GetRootFolder() noexcept
|
FolderPointer SHAssetManager::GetRootFolder() noexcept
|
||||||
|
|
|
@ -50,7 +50,7 @@ namespace SHADE
|
||||||
* \return const& to unordered_map<AssetName, AssetID>
|
* \return const& to unordered_map<AssetName, AssetID>
|
||||||
****************************************************************************/
|
****************************************************************************/
|
||||||
static std::vector<SHAsset> GetAllAssets() noexcept;
|
static std::vector<SHAsset> GetAllAssets() noexcept;
|
||||||
static std::optional<SHAsset> GetAsset(AssetID id) noexcept;
|
static std::optional<SHAsset> GetAsset(AssetID id) noexcept;
|
||||||
|
|
||||||
static AssetType GetType(AssetID id) noexcept;
|
static AssetType GetType(AssetID id) noexcept;
|
||||||
|
|
||||||
|
@ -97,6 +97,7 @@ namespace SHADE
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
static AssetID GetAssetIDFromPath(AssetPath const& path) noexcept;
|
||||||
static void InitLoaders() noexcept;
|
static void InitLoaders() noexcept;
|
||||||
static void LoadAllData() noexcept;
|
static void LoadAllData() noexcept;
|
||||||
static SHAssetData* LoadData(SHAsset const& asset) noexcept;
|
static SHAssetData* LoadData(SHAsset const& asset) noexcept;
|
||||||
|
@ -122,7 +123,7 @@ namespace SHADE
|
||||||
|
|
||||||
// For all resources
|
// For all resources
|
||||||
static std::unordered_map<AssetID, SHAsset> assetCollection;
|
static std::unordered_map<AssetID, SHAsset> assetCollection;
|
||||||
static std::unordered_map<AssetID, SHAssetData * const> assetData;
|
static std::unordered_map<AssetID, SHAssetData *> assetData;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -29,4 +29,5 @@ constexpr SHEventIdentifier SH_WINDOW_RESIZE_EVENT { 20 };
|
||||||
constexpr SHEventIdentifier SH_BUTTON_RELEASE_EVENT { 21 };
|
constexpr SHEventIdentifier SH_BUTTON_RELEASE_EVENT { 21 };
|
||||||
constexpr SHEventIdentifier SH_BUTTON_HOVER_ENTER_EVENT { 22 };
|
constexpr SHEventIdentifier SH_BUTTON_HOVER_ENTER_EVENT { 22 };
|
||||||
constexpr SHEventIdentifier SH_BUTTON_HOVER_EXIT_EVENT { 23 };
|
constexpr SHEventIdentifier SH_BUTTON_HOVER_EXIT_EVENT { 23 };
|
||||||
|
constexpr SHEventIdentifier SH_ASSET_COMPILE_EVENT { 24 };
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,53 @@
|
||||||
|
#include "SHpch.h"
|
||||||
|
#include "SHGraphicsGenericData.h"
|
||||||
|
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||||
|
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
|
||||||
|
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
|
||||||
|
#include "Graphics/Buffers/SHVkBuffer.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
void SHGraphicsGenericData::Init(Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept
|
||||||
|
{
|
||||||
|
alignedGpuStructSize = logicalDevice->PadUBOSize(sizeof (GpuStruct));
|
||||||
|
|
||||||
|
gpuBuffer = logicalDevice->CreateBuffer(alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT, "Generic Data");
|
||||||
|
|
||||||
|
std::array gpuBufferArray{ gpuBuffer };
|
||||||
|
|
||||||
|
// We use index 0 because the descriptor set is standalone created from a single desc set layout. What the driver sees is that this set is at index 0 during updating.
|
||||||
|
static constexpr uint8_t SET_0 = 0;
|
||||||
|
|
||||||
|
descSet->ModifyWriteDescBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA, std::span<Handle<SHVkBuffer>>{ gpuBufferArray.data(), gpuBufferArray.size()}, 0, sizeof(GpuStruct));
|
||||||
|
|
||||||
|
descSet->UpdateDescriptorSetBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHGraphicsGenericData::UpdateBuffer(uint32_t frameIndex) noexcept
|
||||||
|
{
|
||||||
|
gpuBuffer->WriteToMemory(&data, sizeof(GpuStruct), 0, alignedGpuStructSize * frameIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHGraphicsGenericData::SetDt(float dt) noexcept
|
||||||
|
{
|
||||||
|
data.dt = dt;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHGraphicsGenericData::UpdateElapsedTime(float dt) noexcept
|
||||||
|
{
|
||||||
|
data.elapsedTime += dt;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHGraphicsGenericData::SetViewportWidth(uint32_t width) noexcept
|
||||||
|
{
|
||||||
|
data.viewportWidth = width;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHGraphicsGenericData::SetViewportHeight(uint32_t height) noexcept
|
||||||
|
{
|
||||||
|
data.viewportHeight = height;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,51 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <cstdint>
|
||||||
|
#include "Resource/SHHandle.h"
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
class SHVkDescriptorSetGroup;
|
||||||
|
class SHVkBuffer;
|
||||||
|
class SHVkLogicalDevice;
|
||||||
|
|
||||||
|
class SHGraphicsGenericData
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
struct GpuStruct
|
||||||
|
{
|
||||||
|
//! Delta time
|
||||||
|
float dt{ 0.0f };
|
||||||
|
|
||||||
|
//! Elapsed time of the application
|
||||||
|
float elapsedTime{ 0.0f };
|
||||||
|
|
||||||
|
//! Viewport width of the scene (excluding imgui, that means smaller than window)
|
||||||
|
uint32_t viewportWidth{ 0 };
|
||||||
|
|
||||||
|
//! Ditto but for height
|
||||||
|
uint32_t viewportHeight{ 0 };
|
||||||
|
};
|
||||||
|
private:
|
||||||
|
|
||||||
|
//! This will be access
|
||||||
|
GpuStruct data;
|
||||||
|
|
||||||
|
//! Buffer to hold the generic data
|
||||||
|
Handle<SHVkBuffer> gpuBuffer;
|
||||||
|
|
||||||
|
//! gpu struct size for GPU to use
|
||||||
|
uint32_t alignedGpuStructSize;
|
||||||
|
|
||||||
|
public:
|
||||||
|
void Init (Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept;
|
||||||
|
void UpdateBuffer(uint32_t frameIndex) noexcept;
|
||||||
|
|
||||||
|
void SetDt (float dt) noexcept;
|
||||||
|
void UpdateElapsedTime (float dt) noexcept;
|
||||||
|
void SetViewportWidth(uint32_t width) noexcept;
|
||||||
|
void SetViewportHeight(uint32_t height) noexcept;
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
|
@ -2,11 +2,13 @@
|
||||||
#include "SHGlobalDescriptorSets.h"
|
#include "SHGlobalDescriptorSets.h"
|
||||||
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
|
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
|
||||||
#include "Graphics/Commands/SHVkCommandBuffer.h"
|
#include "Graphics/Commands/SHVkCommandBuffer.h"
|
||||||
|
#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
|
||||||
|
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
|
||||||
Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::staticGlobalDataDescriptorSet;
|
Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::genericAndTextureDataDescSet;
|
||||||
Handle<SHLightingSubSystem> SHGlobalDescriptorSets::lightingSubSystem;
|
Handle<SHLightingSubSystem> SHGlobalDescriptorSets::lightingSubSystem;
|
||||||
|
|
||||||
//void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t firstSet) noexcept
|
//void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t firstSet) noexcept
|
||||||
|
@ -20,11 +22,13 @@ namespace SHADE
|
||||||
lightingSubSystem->BindDescSet(cmdBuffer, setIndex, frameIndex);
|
lightingSubSystem->BindDescSet(cmdBuffer, setIndex, frameIndex);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHGlobalDescriptorSets::BindStaticGlobalData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept
|
void SHGlobalDescriptorSets::BindGenericAndTextureData(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept
|
||||||
{
|
{
|
||||||
|
uint32_t alignedGenericStructSize = device->PadUBOSize(sizeof(SHGraphicsGenericData::GpuStruct));
|
||||||
|
|
||||||
// Bind descriptor set for static global data
|
// Bind descriptor set for static global data
|
||||||
static std::array<uint32_t, 1> TEX_DYNAMIC_OFFSET{ 0 };
|
static std::array TEX_DYNAMIC_OFFSET = { alignedGenericStructSize, };
|
||||||
cmdBuffer->BindDescriptorSet(staticGlobalDataDescriptorSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
|
cmdBuffer->BindDescriptorSet(genericAndTextureDataDescSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
|
||||||
}
|
}
|
||||||
|
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
|
@ -43,9 +47,9 @@ namespace SHADE
|
||||||
lightingSubSystem = system;
|
lightingSubSystem = system;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> staticGlobalDescSet) noexcept
|
void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> descSet) noexcept
|
||||||
{
|
{
|
||||||
staticGlobalDataDescriptorSet = staticGlobalDescSet;
|
genericAndTextureDataDescSet = descSet;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -15,7 +15,7 @@ namespace SHADE
|
||||||
private:
|
private:
|
||||||
|
|
||||||
//! Static global descriptor sets for miscellaneous data and textures
|
//! Static global descriptor sets for miscellaneous data and textures
|
||||||
static Handle<SHVkDescriptorSetGroup> staticGlobalDataDescriptorSet;
|
static Handle<SHVkDescriptorSetGroup> genericAndTextureDataDescSet;
|
||||||
|
|
||||||
//! Lighting sub system required to get information to bind descriptor sets for light data
|
//! Lighting sub system required to get information to bind descriptor sets for light data
|
||||||
static Handle<SHLightingSubSystem> lightingSubSystem;
|
static Handle<SHLightingSubSystem> lightingSubSystem;
|
||||||
|
@ -25,7 +25,7 @@ namespace SHADE
|
||||||
/* PUBLIC MEMBER FUNCTIONS */
|
/* PUBLIC MEMBER FUNCTIONS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
static void BindLightingData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
|
static void BindLightingData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
|
||||||
static void BindStaticGlobalData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept;
|
static void BindGenericAndTextureData (Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* SETTERS AND GETTERS */
|
/* SETTERS AND GETTERS */
|
||||||
|
|
|
@ -25,9 +25,10 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descMappings.AddMappings
|
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descMappings.AddMappings
|
||||||
({
|
({
|
||||||
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
|
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
|
||||||
{SHPredefinedDescriptorTypes::CAMERA, 1},
|
{SHPredefinedDescriptorTypes::CAMERA, 1},
|
||||||
{SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH, 2},
|
{SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH, 2},
|
||||||
|
{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
|
||||||
});
|
});
|
||||||
|
|
||||||
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING_ANIM)].descMappings.AddMappings
|
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING_ANIM)].descMappings.AddMappings
|
||||||
|
|
|
@ -129,11 +129,13 @@ namespace SHADE
|
||||||
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
|
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
|
||||||
static constexpr std::string_view UI_SUBPASS = "UI";
|
static constexpr std::string_view UI_SUBPASS = "UI";
|
||||||
static constexpr std::string_view VFX_SUBPASS = "VFX";
|
static constexpr std::string_view VFX_SUBPASS = "VFX";
|
||||||
|
static constexpr std::string_view OBJ_VFX_SUBPASS = "Object VFX Subpass No Depth";
|
||||||
|
|
||||||
static constexpr std::array USABLE_SUBPASSES =
|
static constexpr std::array USABLE_SUBPASSES =
|
||||||
{
|
{
|
||||||
GBUFFER_WRITE_SUBPASS,
|
GBUFFER_WRITE_SUBPASS,
|
||||||
UI_SUBPASS
|
UI_SUBPASS,
|
||||||
|
OBJ_VFX_SUBPASS
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -47,6 +47,7 @@ of DigiPen Institute of Technology is prohibited.
|
||||||
#include "Events/SHEvent.h"
|
#include "Events/SHEvent.h"
|
||||||
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
|
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
|
||||||
#include "Input/SHInputManager.h"
|
#include "Input/SHInputManager.h"
|
||||||
|
#include "Assets/Events/SHAssetManagerEvents.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
@ -210,10 +211,11 @@ namespace SHADE
|
||||||
renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools);
|
renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools);
|
||||||
renderGraph->AddResource("Position", { 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);
|
renderGraph->AddResource("Position", { 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);
|
||||||
renderGraph->AddResource("Position World Space", { 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);
|
renderGraph->AddResource("Position World Space", { 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);
|
||||||
|
renderGraph->AddResource("Object VFX", { 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);
|
||||||
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);
|
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);
|
||||||
//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);
|
//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);
|
||||||
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);
|
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);
|
||||||
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
|
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
|
||||||
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);
|
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);
|
||||||
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);
|
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);
|
||||||
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);
|
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);
|
||||||
|
@ -235,7 +237,8 @@ namespace SHADE
|
||||||
"Depth Buffer",
|
"Depth Buffer",
|
||||||
"SSAO",
|
"SSAO",
|
||||||
"SSAO Blur",
|
"SSAO Blur",
|
||||||
"Position World Space"
|
"Position World Space",
|
||||||
|
"Object VFX"
|
||||||
},
|
},
|
||||||
{}); // no predecessors
|
{}); // no predecessors
|
||||||
|
|
||||||
|
@ -249,9 +252,16 @@ namespace SHADE
|
||||||
gBufferSubpass->AddColorOutput("Normals");
|
gBufferSubpass->AddColorOutput("Normals");
|
||||||
gBufferSubpass->AddColorOutput("Albedo");
|
gBufferSubpass->AddColorOutput("Albedo");
|
||||||
gBufferSubpass->AddColorOutput("Position World Space");
|
gBufferSubpass->AddColorOutput("Position World Space");
|
||||||
|
gBufferSubpass->AddColorOutput("Object VFX");
|
||||||
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);
|
// We add the object VFX render target and depth buffer as input just in case we want to make comparisons
|
||||||
|
auto objectVfxSubpassNoDepth = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data(), worldViewport, worldRenderer);
|
||||||
|
objectVfxSubpassNoDepth->AddColorOutput("Object VFX");
|
||||||
|
objectVfxSubpassNoDepth->AddInput ("Depth Buffer");
|
||||||
|
|
||||||
|
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
|
||||||
|
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data()), objectVfxSubpassNoDepth);
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* SSAO PASS AND DATA INIT */
|
/* SSAO PASS AND DATA INIT */
|
||||||
|
@ -297,15 +307,15 @@ namespace SHADE
|
||||||
"Albedo",
|
"Albedo",
|
||||||
"Scene",
|
"Scene",
|
||||||
"SSAO Blur",
|
"SSAO Blur",
|
||||||
"Position World Space"
|
"Position World Space",
|
||||||
|
"Object VFX"
|
||||||
},
|
},
|
||||||
{ SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()});
|
{ SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()});
|
||||||
|
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* DEFERRED COMPOSITE SUBPASS INIT */
|
/* DEFERRED COMPOSITE SUBPASS INIT */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene", "Object VFX"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
||||||
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
|
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
|
||||||
{
|
{
|
||||||
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
|
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
|
||||||
|
@ -409,7 +419,6 @@ namespace SHADE
|
||||||
|
|
||||||
InitRenderGraph();
|
InitRenderGraph();
|
||||||
|
|
||||||
|
|
||||||
// Create Semaphore
|
// Create Semaphore
|
||||||
for (auto& semaHandle : graphSemaphores)
|
for (auto& semaHandle : graphSemaphores)
|
||||||
{
|
{
|
||||||
|
@ -491,12 +500,34 @@ namespace SHADE
|
||||||
|
|
||||||
void SHGraphicsSystem::InitEvents(void) noexcept
|
void SHGraphicsSystem::InitEvents(void) noexcept
|
||||||
{
|
{
|
||||||
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> thisReceiver
|
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> lightEnableShadowReceiver
|
||||||
{
|
{
|
||||||
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveLightEnableShadowEvent)
|
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveLightEnableShadowEvent)
|
||||||
};
|
};
|
||||||
ReceiverPtr receiver = std::dynamic_pointer_cast<SHEventReceiver>(thisReceiver);
|
ReceiverPtr lightEnableShadowReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(lightEnableShadowReceiver);
|
||||||
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, receiver);
|
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, lightEnableShadowReceivePtr);
|
||||||
|
|
||||||
|
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> compileAssetReceiever
|
||||||
|
{
|
||||||
|
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveCompileAssetEvent)
|
||||||
|
};
|
||||||
|
ReceiverPtr compileAssetReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(compileAssetReceiever);
|
||||||
|
SHEventManager::SubscribeTo(SH_ASSET_COMPILE_EVENT, compileAssetReceivePtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHGraphicsSystem::InitGenericDataAndTexturesDescSet(void) noexcept
|
||||||
|
{
|
||||||
|
// descriptor set for generic data and textures
|
||||||
|
genericAndTextureDescSet = descPool->Allocate(SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA), { SHTextureLibrary::DEFAULT_MAX_TEXTURES });
|
||||||
|
|
||||||
|
for (auto set : genericAndTextureDescSet->GetVkHandle())
|
||||||
|
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
|
||||||
|
|
||||||
|
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(genericAndTextureDescSet);
|
||||||
|
|
||||||
|
// Create buffer for generic data and attach to descriptor set
|
||||||
|
graphicsGenericData.Init(device, genericAndTextureDescSet);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*---------------------------------------------------------------------------------*/
|
/*---------------------------------------------------------------------------------*/
|
||||||
|
@ -507,6 +538,7 @@ namespace SHADE
|
||||||
InitBoilerplate();
|
InitBoilerplate();
|
||||||
InitMiddleEnd();
|
InitMiddleEnd();
|
||||||
InitSubsystems();
|
InitSubsystems();
|
||||||
|
InitGenericDataAndTexturesDescSet();
|
||||||
InitBuiltInResources();
|
InitBuiltInResources();
|
||||||
InitEvents();
|
InitEvents();
|
||||||
}
|
}
|
||||||
|
@ -536,7 +568,7 @@ namespace SHADE
|
||||||
|
|
||||||
*/
|
*/
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
void SHGraphicsSystem::Run(double) noexcept
|
void SHGraphicsSystem::Run(double dt) noexcept
|
||||||
{
|
{
|
||||||
if (window->IsMinimized() || renderContext.GetWindowIsDead())
|
if (window->IsMinimized() || renderContext.GetWindowIsDead())
|
||||||
{
|
{
|
||||||
|
@ -572,6 +604,9 @@ namespace SHADE
|
||||||
|
|
||||||
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
|
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
|
||||||
|
|
||||||
|
graphicsGenericData.SetDt(dt);
|
||||||
|
graphicsGenericData.UpdateElapsedTime(dt);
|
||||||
|
graphicsGenericData.UpdateBuffer(frameIndex);
|
||||||
|
|
||||||
{
|
{
|
||||||
#ifdef SHEDITOR
|
#ifdef SHEDITOR
|
||||||
|
@ -860,6 +895,29 @@ namespace SHADE
|
||||||
return eventPtr->handle;
|
return eventPtr->handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
SHEventHandle SHGraphicsSystem::ReceiveCompileAssetEvent(SHEventPtr eventPtr) noexcept
|
||||||
|
{
|
||||||
|
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHCompileAssetEvent>*>(eventPtr.get())->data;
|
||||||
|
|
||||||
|
// check for asset type
|
||||||
|
if (EVENT_DATA->assetType == AssetType::SHADER)
|
||||||
|
{
|
||||||
|
// loop through all shaders
|
||||||
|
auto denseIterators = SHVkInstance::GetResourceManager().GetDenseAccess<SHVkShaderModule>();
|
||||||
|
for (auto it = denseIterators.first; it != denseIterators.second; ++it)
|
||||||
|
{
|
||||||
|
if (it->GetName() == EVENT_DATA->assetName)
|
||||||
|
{
|
||||||
|
auto* shaderAsset = SHAssetManager::GetData<SHShaderAsset>(EVENT_DATA->assetID);
|
||||||
|
it->OnChange(shaderAsset->spirvBinary);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return eventPtr->handle;
|
||||||
|
}
|
||||||
|
|
||||||
Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass)
|
Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass)
|
||||||
{
|
{
|
||||||
// Retrieve pipeline from pipeline storage or create if unavailable
|
// Retrieve pipeline from pipeline storage or create if unavailable
|
||||||
|
@ -980,12 +1038,11 @@ namespace SHADE
|
||||||
device->WaitIdle();
|
device->WaitIdle();
|
||||||
texLibrary.BuildTextures
|
texLibrary.BuildTextures
|
||||||
(
|
(
|
||||||
device, graphicsTexCmdBuffer, graphicsQueue, descPool
|
device, graphicsTexCmdBuffer, graphicsQueue, genericAndTextureDescSet
|
||||||
);
|
);
|
||||||
device->WaitIdle();
|
device->WaitIdle();
|
||||||
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
|
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
|
||||||
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
|
//SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
|
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
|
||||||
|
@ -1134,6 +1191,10 @@ namespace SHADE
|
||||||
resizeWidth = newWidth;
|
resizeWidth = newWidth;
|
||||||
resizeHeight = newHeight;
|
resizeHeight = newHeight;
|
||||||
|
|
||||||
|
graphicsGenericData.SetViewportWidth(resizeWidth);
|
||||||
|
graphicsGenericData.SetViewportHeight(resizeHeight);
|
||||||
|
|
||||||
|
|
||||||
renderContext.SetIsResized(true);
|
renderContext.SetIsResized(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1186,6 +1247,7 @@ namespace SHADE
|
||||||
|
|
||||||
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
|
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
|
||||||
|
|
||||||
|
|
||||||
#else
|
#else
|
||||||
// Create new event and broadcast it
|
// Create new event and broadcast it
|
||||||
SHWindowResizeEvent newEvent;
|
SHWindowResizeEvent newEvent;
|
||||||
|
|
|
@ -37,6 +37,7 @@ of DigiPen Institute of Technology is prohibited.
|
||||||
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
||||||
#include "Graphics/Events/SHGraphicsEvents.h"
|
#include "Graphics/Events/SHGraphicsEvents.h"
|
||||||
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h"
|
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h"
|
||||||
|
#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
@ -106,6 +107,7 @@ namespace SHADE
|
||||||
void InitSubsystems (void) noexcept;
|
void InitSubsystems (void) noexcept;
|
||||||
void InitBuiltInResources (void);
|
void InitBuiltInResources (void);
|
||||||
void InitEvents (void) noexcept;
|
void InitEvents (void) noexcept;
|
||||||
|
void InitGenericDataAndTexturesDescSet (void) noexcept;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
class SH_API BeginRoutine final : public SHSystemRoutine
|
class SH_API BeginRoutine final : public SHSystemRoutine
|
||||||
|
@ -181,6 +183,11 @@ namespace SHADE
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
|
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
|
||||||
|
|
||||||
|
/*-----------------------------------------------------------------------*/
|
||||||
|
/* Asset Events */
|
||||||
|
/*-----------------------------------------------------------------------*/
|
||||||
|
SHEventHandle ReceiveCompileAssetEvent (SHEventPtr eventPtr) noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
/* Material Functions */
|
/* Material Functions */
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
|
@ -433,6 +440,7 @@ namespace SHADE
|
||||||
SHResourceHub resourceManager;
|
SHResourceHub resourceManager;
|
||||||
SHMeshLibrary meshLibrary;
|
SHMeshLibrary meshLibrary;
|
||||||
SHTextureLibrary texLibrary;
|
SHTextureLibrary texLibrary;
|
||||||
|
SHGraphicsGenericData graphicsGenericData;
|
||||||
SHFontLibrary fontLibrary;
|
SHFontLibrary fontLibrary;
|
||||||
SHSamplerCache samplerCache;
|
SHSamplerCache samplerCache;
|
||||||
SHMaterialInstanceCache materialInstanceCache;
|
SHMaterialInstanceCache materialInstanceCache;
|
||||||
|
@ -490,6 +498,8 @@ namespace SHADE
|
||||||
Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
|
Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
|
||||||
Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
|
Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
|
||||||
|
|
||||||
|
Handle<SHVkDescriptorSetGroup> genericAndTextureDescSet;
|
||||||
|
|
||||||
// Built-In Textures
|
// Built-In Textures
|
||||||
Handle<SHTexture> defaultTexture;
|
Handle<SHTexture> defaultTexture;
|
||||||
|
|
||||||
|
|
|
@ -14,6 +14,7 @@
|
||||||
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
|
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
|
||||||
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
||||||
#include "Scene/SHSceneManager.h"
|
#include "Scene/SHSceneManager.h"
|
||||||
|
#include "UI/SHUIComponent.h"
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
@ -197,7 +198,7 @@ namespace SHADE
|
||||||
cmdBuffer->BindPipeline(pipeline);
|
cmdBuffer->BindPipeline(pipeline);
|
||||||
|
|
||||||
// Bind global data
|
// Bind global data
|
||||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
|
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
|
||||||
|
|
||||||
// Bind camera data
|
// Bind camera data
|
||||||
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
||||||
|
@ -209,7 +210,12 @@ namespace SHADE
|
||||||
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::CALCULATED_GLYPH_POSITION, comp.charPositionDataBuffer, 0);
|
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::CALCULATED_GLYPH_POSITION, comp.charPositionDataBuffer, 0);
|
||||||
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::GLYPH_INDEX, comp.indexingDataBuffer, 0);
|
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::GLYPH_INDEX, comp.indexingDataBuffer, 0);
|
||||||
|
|
||||||
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS);
|
if (auto* uiComp = SHComponentManager::GetComponent_s<SHUIComponent>(comp.GetEID()))
|
||||||
|
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", uiComp->GetMatrix(), SH_PIPELINE_TYPE::GRAPHICS);
|
||||||
|
else
|
||||||
|
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS);
|
||||||
|
|
||||||
|
|
||||||
cmdBuffer->SetPushConstantVariable("TestPushConstant.eid", comp.GetEID(), SH_PIPELINE_TYPE::GRAPHICS);
|
cmdBuffer->SetPushConstantVariable("TestPushConstant.eid", comp.GetEID(), SH_PIPELINE_TYPE::GRAPHICS);
|
||||||
cmdBuffer->SetPushConstantVariable("TestPushConstant.textColor", SHVec3 (1.0f, 1.0f, 1.0f), SH_PIPELINE_TYPE::GRAPHICS);
|
cmdBuffer->SetPushConstantVariable("TestPushConstant.textColor", SHVec3 (1.0f, 1.0f, 1.0f), SH_PIPELINE_TYPE::GRAPHICS);
|
||||||
|
|
||||||
|
|
|
@ -63,7 +63,7 @@ namespace SHADE
|
||||||
isDirty = true;
|
isDirty = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool)
|
void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/)
|
||||||
{
|
{
|
||||||
// Don't do anything if there are no updates
|
// Don't do anything if there are no updates
|
||||||
if (!isDirty)
|
if (!isDirty)
|
||||||
|
@ -162,27 +162,28 @@ namespace SHADE
|
||||||
/* Build Descriptor Set with all the Textures only if there are textures */
|
/* Build Descriptor Set with all the Textures only if there are textures */
|
||||||
if (!texOrder.empty())
|
if (!texOrder.empty())
|
||||||
{
|
{
|
||||||
if (texDescriptors)
|
|
||||||
{
|
// if (descSet)
|
||||||
texDescriptors.Free();
|
// {
|
||||||
}
|
// descSet.Free();
|
||||||
texDescriptors = descPool->Allocate
|
// }
|
||||||
(
|
// descSet = descPool->Allocate
|
||||||
{ SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) },
|
// (
|
||||||
{ static_cast<uint32_t>(texOrder.size()) }
|
// { SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) },
|
||||||
);
|
// { static_cast<uint32_t>(texOrder.size()) }
|
||||||
#ifdef _DEBUG
|
// );
|
||||||
for (auto set : texDescriptors->GetVkHandle())
|
//#ifdef _DEBUG
|
||||||
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
|
// for (auto set : descSet->GetVkHandle())
|
||||||
#endif
|
// SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
|
||||||
|
//#endif
|
||||||
static constexpr uint32_t TEX_DESCRIPTOR_SET_INDEX = 0;
|
static constexpr uint32_t TEX_DESCRIPTOR_SET_INDEX = 0;
|
||||||
texDescriptors->ModifyWriteDescImage
|
descSet->ModifyWriteDescImage
|
||||||
(
|
(
|
||||||
TEX_DESCRIPTOR_SET_INDEX,
|
TEX_DESCRIPTOR_SET_INDEX,
|
||||||
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
|
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
|
||||||
combinedImageSamplers
|
combinedImageSamplers
|
||||||
);
|
);
|
||||||
texDescriptors->UpdateDescriptorSetImages
|
descSet->UpdateDescriptorSetImages
|
||||||
(
|
(
|
||||||
TEX_DESCRIPTOR_SET_INDEX,
|
TEX_DESCRIPTOR_SET_INDEX,
|
||||||
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA
|
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA
|
||||||
|
|
|
@ -66,6 +66,13 @@ namespace SHADE
|
||||||
class SHTextureLibrary
|
class SHTextureLibrary
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
//! This exists because a poor decision was made to place the textures and
|
||||||
|
//! generic data as 2 bindings in a single layout. Because of this, the recreation
|
||||||
|
//! of the texture library would mean the recreation of the desc set that also
|
||||||
|
//! involves the generic data, which is bad bad bad. Solution is to separate the
|
||||||
|
//! 2 desc sets.
|
||||||
|
static constexpr uint32_t DEFAULT_MAX_TEXTURES = 2000;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
/* Usage Functions */
|
/* Usage Functions */
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
|
@ -112,7 +119,7 @@ namespace SHADE
|
||||||
/*!
|
/*!
|
||||||
|
|
||||||
\brief
|
\brief
|
||||||
Finalises all changes to the Texture Library into the GPU buffers.
|
Finalizes all changes to the Texture Library into the GPU buffers.
|
||||||
|
|
||||||
\param device
|
\param device
|
||||||
Device used to create and update the buffers.
|
Device used to create and update the buffers.
|
||||||
|
@ -123,12 +130,12 @@ namespace SHADE
|
||||||
queue.
|
queue.
|
||||||
*/
|
*/
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool);
|
void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/);
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
/* Getter Functions */
|
/* Getter Functions */
|
||||||
/*-----------------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------------*/
|
||||||
Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return texDescriptors; }
|
//Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return descSet; }
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
/*!
|
/*!
|
||||||
*
|
*
|
||||||
|
@ -173,8 +180,8 @@ namespace SHADE
|
||||||
std::vector<Handle<SHTexture>> texOrder;
|
std::vector<Handle<SHTexture>> texOrder;
|
||||||
// CPU Storage
|
// CPU Storage
|
||||||
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> combinedImageSamplers;
|
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> combinedImageSamplers;
|
||||||
// GPU Storage
|
//// GPU Storage
|
||||||
Handle<SHVkDescriptorSetGroup> texDescriptors;
|
//Handle<SHVkDescriptorSetGroup> descSet;
|
||||||
// Flags
|
// Flags
|
||||||
bool isDirty = true;
|
bool isDirty = true;
|
||||||
|
|
||||||
|
|
|
@ -164,7 +164,7 @@ namespace SHADE
|
||||||
cmdBuffer->BindPipeline(pipeline);
|
cmdBuffer->BindPipeline(pipeline);
|
||||||
|
|
||||||
// Bind global data
|
// Bind global data
|
||||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
|
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
|
||||||
|
|
||||||
// Bind camera data
|
// Bind camera data
|
||||||
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
||||||
|
|
|
@ -235,6 +235,9 @@ namespace SHADE
|
||||||
, pipelineLayout { inPipelineLayout }
|
, pipelineLayout { inPipelineLayout }
|
||||||
, created {false}
|
, created {false}
|
||||||
{
|
{
|
||||||
|
if (pipelineLayout)
|
||||||
|
pipelineLayout->AddCallback([this]() {ConstructPipeline();});
|
||||||
|
|
||||||
// We want to create a pipeline
|
// We want to create a pipeline
|
||||||
if (state != nullptr)
|
if (state != nullptr)
|
||||||
{
|
{
|
||||||
|
@ -359,7 +362,10 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
// if it was created before, destroy it
|
// if it was created before, destroy it
|
||||||
if (created)
|
if (created)
|
||||||
|
{
|
||||||
|
logicalDeviceHdl->WaitIdle();
|
||||||
logicalDeviceHdl->GetVkLogicalDevice().destroyPipeline(vkPipeline, nullptr);
|
logicalDeviceHdl->GetVkLogicalDevice().destroyPipeline(vkPipeline, nullptr);
|
||||||
|
}
|
||||||
|
|
||||||
// Set to false again. If creation succeeds after this, this will be true
|
// Set to false again. If creation succeeds after this, this will be true
|
||||||
created = false;
|
created = false;
|
||||||
|
|
|
@ -298,6 +298,10 @@ namespace SHADE
|
||||||
|
|
||||||
descriptorSetLayoutsAllocate.clear();
|
descriptorSetLayoutsAllocate.clear();
|
||||||
|
|
||||||
|
dynamicBufferBindings.clear();
|
||||||
|
|
||||||
|
descriptorSetLayoutsPipeline.clear();
|
||||||
|
|
||||||
// We don't need to use vulkan to destroy descriptor sets here since they are just owned by the container with handles
|
// We don't need to use vulkan to destroy descriptor sets here since they are just owned by the container with handles
|
||||||
vkDescriptorSetLayoutsAllocate.clear();
|
vkDescriptorSetLayoutsAllocate.clear();
|
||||||
vkDescriptorSetLayoutsPipeline.clear();
|
vkDescriptorSetLayoutsPipeline.clear();
|
||||||
|
@ -450,6 +454,15 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
SHVulkanDebugUtil::ReportVkSuccess("Successfully created Pipeline Layout. ");
|
SHVulkanDebugUtil::ReportVkSuccess("Successfully created Pipeline Layout. ");
|
||||||
|
|
||||||
|
// Call callbacks
|
||||||
|
for (auto& callback : onChangeCallbacks)
|
||||||
|
callback();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHVkPipelineLayout::AddCallback(ChangeCallback&& callback) noexcept
|
||||||
|
{
|
||||||
|
onChangeCallbacks.emplace_back(std::move(callback));
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<Handle<SHVkShaderModule>> const& SHVkPipelineLayout::GetShaderModules(void) const noexcept
|
std::vector<Handle<SHVkShaderModule>> const& SHVkPipelineLayout::GetShaderModules(void) const noexcept
|
||||||
|
|
|
@ -10,6 +10,9 @@ namespace SHADE
|
||||||
|
|
||||||
class SHVkPipelineLayout
|
class SHVkPipelineLayout
|
||||||
{
|
{
|
||||||
|
public:
|
||||||
|
using ChangeCallback = std::function<void()>;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* PRIVATE MEMBER VARIABLES */
|
/* PRIVATE MEMBER VARIABLES */
|
||||||
|
@ -51,6 +54,12 @@ namespace SHADE
|
||||||
//! Store for pipeline layout recreation
|
//! Store for pipeline layout recreation
|
||||||
std::vector<vk::DescriptorSetLayout> vkDescriptorSetLayoutsPipeline;
|
std::vector<vk::DescriptorSetLayout> vkDescriptorSetLayoutsPipeline;
|
||||||
|
|
||||||
|
//! When pipeline layout needs to be recreated, this container could serve as an event
|
||||||
|
//! response to call all the functions that need to be called. Specifically
|
||||||
|
//! pipelines that need to use the new pipeline layout
|
||||||
|
std::vector<ChangeCallback> onChangeCallbacks;
|
||||||
|
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* PRIVATE MEMBER FUNCTIONS */
|
/* PRIVATE MEMBER FUNCTIONS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
|
@ -73,6 +82,7 @@ namespace SHADE
|
||||||
/* PUBLIC MEMBER FUNCTIONS */
|
/* PUBLIC MEMBER FUNCTIONS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
void RecreateIfNeeded (void) noexcept;
|
void RecreateIfNeeded (void) noexcept;
|
||||||
|
void AddCallback(ChangeCallback&& callback) noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* SETTERS AND GETTERS */
|
/* SETTERS AND GETTERS */
|
||||||
|
|
|
@ -512,8 +512,9 @@ namespace SHADE
|
||||||
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
|
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
|
||||||
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
|
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
|
||||||
|
|
||||||
static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
|
//static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
|
||||||
newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
|
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
|
||||||
|
newSubpass->BindInputDescriptorSets (cmdBuffer, mappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
|
||||||
|
|
||||||
// draw a quad.
|
// draw a quad.
|
||||||
cmdBuffer->DrawArrays(4, 1, 0, 0);
|
cmdBuffer->DrawArrays(4, 1, 0, 0);
|
||||||
|
@ -570,9 +571,10 @@ namespace SHADE
|
||||||
auto cmdBuffer = commandBuffers[frameIndex];
|
auto cmdBuffer = commandBuffers[frameIndex];
|
||||||
cmdBuffer->BeginLabeledSegment(name);
|
cmdBuffer->BeginLabeledSegment(name);
|
||||||
|
|
||||||
auto batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
|
auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
|
||||||
|
|
||||||
// Force bind pipeline layout
|
|
||||||
|
// Force bind pipeline layout
|
||||||
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
|
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
|
||||||
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
|
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
|
||||||
|
|
||||||
|
@ -584,7 +586,7 @@ namespace SHADE
|
||||||
if (node->renderpass)
|
if (node->renderpass)
|
||||||
{
|
{
|
||||||
// bind static global data
|
// bind static global data
|
||||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
|
SHGlobalDescriptorSets::BindGenericAndTextureData(renderGraphStorage->logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
|
||||||
|
|
||||||
// Bind all the buffers required for meshes
|
// Bind all the buffers required for meshes
|
||||||
for (auto& [buffer, bindingPoint] : MESH_DATA)
|
for (auto& [buffer, bindingPoint] : MESH_DATA)
|
||||||
|
|
|
@ -184,12 +184,13 @@ namespace SHADE
|
||||||
for (auto& inputAtt : subpass->inputReferences)
|
for (auto& inputAtt : subpass->inputReferences)
|
||||||
{
|
{
|
||||||
auto resource = attResources[inputAtt.attachment];
|
auto resource = attResources[inputAtt.attachment];
|
||||||
if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT))
|
auto typeFlags = resource->resourceTypeFlags;
|
||||||
|
if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT))
|
||||||
{
|
{
|
||||||
if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR) ||
|
if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR) ||
|
||||||
resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT))
|
typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT))
|
||||||
colorRead |= (1 << i);
|
colorRead |= (1 << i);
|
||||||
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))
|
||||||
depthRead |= (1 << i);
|
depthRead |= (1 << i);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -265,6 +266,7 @@ namespace SHADE
|
||||||
|
|
||||||
// initialize input descriptors
|
// initialize input descriptors
|
||||||
subpasses[i]->CreateInputDescriptors();
|
subpasses[i]->CreateInputDescriptors();
|
||||||
|
subpasses[i]->GenerateDummyPipielineLayout();
|
||||||
|
|
||||||
++i;
|
++i;
|
||||||
}
|
}
|
||||||
|
@ -664,7 +666,7 @@ namespace SHADE
|
||||||
commandBuffer->ForceSetPipelineLayout(SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
|
commandBuffer->ForceSetPipelineLayout(SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
|
||||||
|
|
||||||
// bind static global data
|
// bind static global data
|
||||||
SHGlobalDescriptorSets::BindStaticGlobalData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
|
SHGlobalDescriptorSets::BindGenericAndTextureData(graphStorage->logicalDevice, commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
|
||||||
|
|
||||||
// bind lighting data
|
// bind lighting data
|
||||||
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::LIGHTS), frameIndex);
|
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::LIGHTS), frameIndex);
|
||||||
|
|
|
@ -226,11 +226,15 @@ namespace SHADE
|
||||||
commandBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
|
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);
|
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
|
||||||
|
|
||||||
if (renderer)
|
if (renderer)
|
||||||
renderer->BindDescriptorSet(commandBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::CAMERA), frameIndex);
|
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 companion subpass is not a valid handle, render super batch normally
|
||||||
if (!companionSubpass.companion)
|
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 SHRenderer;
|
||||||
class SHViewport;
|
class SHViewport;
|
||||||
class SHVkPipeline;
|
class SHVkPipeline;
|
||||||
|
class SHVkPipelineLayout;
|
||||||
|
|
||||||
class SH_API SHSubpass : public ISelfHandle<SHSubpass>
|
class SH_API SHSubpass : public ISelfHandle<SHSubpass>
|
||||||
{
|
{
|
||||||
|
@ -87,6 +88,12 @@ namespace SHADE
|
||||||
|
|
||||||
std::vector<Handle<SHVkSampler>> inputSamplers;
|
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
|
////! 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,
|
////! 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 InitComputeBarriers (void) noexcept;
|
||||||
void CreateInputDescriptors (void) noexcept;
|
void CreateInputDescriptors (void) noexcept;
|
||||||
void UpdateWriteDescriptors (void) noexcept;
|
void UpdateWriteDescriptors (void) noexcept;
|
||||||
|
void GenerateDummyPipielineLayout (void) noexcept;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
|
|
|
@ -7,20 +7,16 @@
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
|
|
||||||
SHVkShaderModule::SHVkShaderModule(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, std::vector<uint32_t> const& binaryData, std::string inEntryPoint, vk::ShaderStageFlagBits stage, std::string const& name) noexcept
|
void SHVkShaderModule::Recompile(void) noexcept
|
||||||
: logicalDeviceHdl {inLogicalDeviceHdl}
|
|
||||||
, shaderStage {stage}
|
|
||||||
, entryPoint {inEntryPoint}
|
|
||||||
, vkShaderModule {nullptr}
|
|
||||||
, spirvBinary{}
|
|
||||||
, shaderName {name}
|
|
||||||
, reflectedData {}
|
|
||||||
{
|
{
|
||||||
|
if (vkShaderModule)
|
||||||
|
logicalDeviceHdl->GetVkLogicalDevice().destroyShaderModule(vkShaderModule, nullptr);
|
||||||
|
|
||||||
// Prepare the create info
|
// Prepare the create info
|
||||||
vk::ShaderModuleCreateInfo moduleCreateInfo
|
vk::ShaderModuleCreateInfo moduleCreateInfo
|
||||||
{
|
{
|
||||||
.codeSize = binaryData.size() * sizeof (uint32_t),
|
.codeSize = spirvBinary.size() * sizeof(uint32_t),
|
||||||
.pCode = binaryData.data(),
|
.pCode = spirvBinary.data(),
|
||||||
};
|
};
|
||||||
|
|
||||||
if (auto result = logicalDeviceHdl->GetVkLogicalDevice().createShaderModule(&moduleCreateInfo, nullptr, &vkShaderModule); result != vk::Result::eSuccess)
|
if (auto result = logicalDeviceHdl->GetVkLogicalDevice().createShaderModule(&moduleCreateInfo, nullptr, &vkShaderModule); result != vk::Result::eSuccess)
|
||||||
|
@ -30,10 +26,18 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
SHVulkanDebugUtil::ReportVkSuccess("Successfully created shader module.");
|
SHVulkanDebugUtil::ReportVkSuccess("Successfully created shader module.");
|
||||||
|
}
|
||||||
|
|
||||||
// TODO: Right now, this is doing a copy, we need to figure out if its better to just move from the resource management (source library) instead. The hope is that
|
SHVkShaderModule::SHVkShaderModule(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, std::vector<uint32_t> const& binaryData, std::string inEntryPoint, vk::ShaderStageFlagBits stage, std::string const& name) noexcept
|
||||||
// shader modules only need 1 of themselves.
|
: logicalDeviceHdl {inLogicalDeviceHdl}
|
||||||
spirvBinary = binaryData;
|
, shaderStage {stage}
|
||||||
|
, entryPoint {inEntryPoint}
|
||||||
|
, vkShaderModule {nullptr}
|
||||||
|
, spirvBinary{binaryData}
|
||||||
|
, shaderName {name}
|
||||||
|
, reflectedData {}
|
||||||
|
{
|
||||||
|
Recompile();
|
||||||
}
|
}
|
||||||
|
|
||||||
SHVkShaderModule::SHVkShaderModule(SHVkShaderModule&& rhs) noexcept
|
SHVkShaderModule::SHVkShaderModule(SHVkShaderModule&& rhs) noexcept
|
||||||
|
@ -81,13 +85,18 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHVkShaderModule::OnChange(void) noexcept
|
void SHVkShaderModule::OnChange(std::vector<uint32_t> const& newBinaryData) noexcept
|
||||||
{
|
{
|
||||||
|
// assign new binary data and recompile shader
|
||||||
|
spirvBinary = newBinaryData;
|
||||||
|
|
||||||
|
Recompile();
|
||||||
|
|
||||||
for (auto& callback : onChangeCallbacks)
|
for (auto& callback : onChangeCallbacks)
|
||||||
callback();
|
callback();
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHVkShaderModule::AddCallback(SHShaderChangeCallback&& callback) noexcept
|
void SHVkShaderModule::AddCallback(ChangeCallback&& callback) noexcept
|
||||||
{
|
{
|
||||||
onChangeCallbacks.emplace_back(std::move(callback));
|
onChangeCallbacks.emplace_back(std::move(callback));
|
||||||
}
|
}
|
||||||
|
@ -112,4 +121,9 @@ namespace SHADE
|
||||||
return reflectedData;
|
return reflectedData;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::string SHVkShaderModule::GetName(void) const noexcept
|
||||||
|
{
|
||||||
|
return shaderName;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -16,7 +16,7 @@ namespace SHADE
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* TYPE DEFINITIONS */
|
/* TYPE DEFINITIONS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
using SHShaderChangeCallback = std::function<void()>;
|
using ChangeCallback = std::function<void()>;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
|
@ -47,12 +47,13 @@ namespace SHADE
|
||||||
//! response to call all the functions that need to be called. Specifically
|
//! response to call all the functions that need to be called. Specifically
|
||||||
//! pipeline layouts that need to re-parse the newly reflected data and create
|
//! pipeline layouts that need to re-parse the newly reflected data and create
|
||||||
//! descriptor set layouts and push constant ranges.
|
//! descriptor set layouts and push constant ranges.
|
||||||
std::vector<SHShaderChangeCallback> onChangeCallbacks;
|
std::vector<ChangeCallback> onChangeCallbacks;
|
||||||
|
|
||||||
// #NoteToSelf: From Tomas module, pipeline shader stage create info isn't created here
|
// #NoteToSelf: From Tomas module, pipeline shader stage create info isn't created here
|
||||||
// because the struct allows specialization info which should not be part of a module itself.
|
// because the struct allows specialization info which should not be part of a module itself.
|
||||||
// This struct should be created in the pipeline instead.
|
// This struct should be created in the pipeline instead.
|
||||||
|
|
||||||
|
void Recompile (void) noexcept;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
|
@ -67,8 +68,8 @@ namespace SHADE
|
||||||
/* PUBLIC MEMBER FUNCTIONS */
|
/* PUBLIC MEMBER FUNCTIONS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
void Reflect (void) noexcept;
|
void Reflect (void) noexcept;
|
||||||
void OnChange (void) noexcept;
|
void OnChange (std::vector<uint32_t> const& newBinaryData) noexcept;
|
||||||
void AddCallback (SHShaderChangeCallback&& callback) noexcept;
|
void AddCallback (ChangeCallback&& callback) noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* SETTERS AND GETTERS */
|
/* SETTERS AND GETTERS */
|
||||||
|
@ -77,6 +78,7 @@ namespace SHADE
|
||||||
vk::ShaderStageFlagBits GetShaderStageFlagBits (void) const noexcept;
|
vk::ShaderStageFlagBits GetShaderStageFlagBits (void) const noexcept;
|
||||||
vk::ShaderModule GetVkShaderModule (void) const noexcept;
|
vk::ShaderModule GetVkShaderModule (void) const noexcept;
|
||||||
SHShaderReflected const& GetReflectedData (void) const noexcept;
|
SHShaderReflected const& GetReflectedData (void) const noexcept;
|
||||||
|
std::string GetName (void) const noexcept;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue