Implemented serialization for text color and trajectory rendering #381

Merged
Xenosas1337 merged 10 commits from SP3-1-Rendering into main 2023-03-02 12:47:35 +08:00
3 changed files with 27 additions and 6 deletions
Showing only changes of commit e44e961e14 - Show all commits

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@ -1,3 +1,4 @@
#include "SHpch.h"
#include "SHParticleEmitterComponent.h"
namespace SHADE

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@ -1,5 +1,5 @@
#include "SHpch.h"
#include "SHParticleSubSustem.h"
#include "SHParticleSubSystem.h"
#include "Graphics/Pipeline/SHPipelineLayoutParams.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
@ -110,8 +110,8 @@ namespace SHADE
offsets[DYOFF_INDEX_EMITTER] = i * emitterStructAligned;
offsets[DYOFF_INDEX_PARTICLE_INPUT] = inputOffset;
offsets[DYOFF_INDEX_PARTICLE_OUTPUT] = outputOffset;
offsets[DYOFF_INDEX_INDICES_DATA] = i * sizeofIndirectCmd;
offsets[DYOFF_INDEX_DRAW_DATA] = i * sizeofUint * comp.maxParticles;
offsets[DYOFF_INDEX_INDICES_DATA] = i * sizeofUint * comp.maxParticles;
offsets[DYOFF_INDEX_DRAW_DATA] = i * sizeofIndirectCmd;
}
}
@ -134,6 +134,13 @@ namespace SHADE
{
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
uint32_t instanceCountOffset = sizeof (vk::DrawIndirectCommand) * frameIndex + offsetof(vk::DrawIndirectCommand, instanceCount);
uint32_t ZERO = 0;
// reset instance count to 0
comp.drawCallData->WriteToMemory (&ZERO, sizeof(uint32_t), 0, instanceCountOffset);
// bind the descriptor sets required for emitting particles
cmdBuffer->BindDescriptorSet(comp.particleDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, mappings.at(SHPredefinedDescriptorTypes::PARTICLES), comp.dynamicOffsets[frameIndex]);
@ -141,6 +148,11 @@ namespace SHADE
cmdBuffer->ComputeDispatch((comp.maxParticles / EMITTER_WORKGROUP_SIZE) + 1, 1, 1);
}
void SHParticleSubSystem::RenderComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept
{
}
void SHParticleSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept
{
descPool = inDescPool;
@ -191,11 +203,14 @@ namespace SHADE
// Get offset into GPU emitter data (for updating)
uint32_t emitterDataOffset = frameIndex * sizeof (SHParticleEmitterComponent::GPUEmitterStruct);
//! Barriers to make sure emitting shader is done completely before update is run.
//! Every emitter will have its own barrier.
// Barriers to make sure emitting shader is done completely before update is run.
// Every emitter will have its own barrier.
std::vector<vk::BufferMemoryBarrier> preUpdateBarriers{};
preUpdateBarriers.resize(emitters.size());
// If we wanted to be VERY safe, a barrier would be good here to make sure output particles have finish reading input particles in
// the update compute. HOWEVER since a NUM_FRAME_BUFFERS frames would have passed by then, we will not insert 1 here.
/*-----------------------------------------------------------------------*/
/* BEGIN EMITTING PARTICES */
/*-----------------------------------------------------------------------*/
@ -280,6 +295,10 @@ namespace SHADE
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
// TODO: Issue barrier for output particle data. Semaphore should also be issued outside in SHGraphicsSystem
for (auto& emitter : emitters)
{
}
}
void SHParticleSubSystem::Exit(void) noexcept

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@ -78,7 +78,8 @@ namespace SHADE
void InitializeComponent (SHParticleEmitterComponent& comp) noexcept;
void EmitComponent (Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
void UpdateCompoennt (Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
void UpdateCompoennt(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
void RenderComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept;