Fixed publish rendering errors and improved shiny highlight shaders #393

Merged
Xenosas1337 merged 5 commits from SP3-1-Rendering into main 2023-03-04 16:01:18 +08:00
13 changed files with 53 additions and 30 deletions

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@ -17,7 +17,7 @@
Light Component:
Position: {x: 0, y: 0, z: 0}
Type: Directional
Direction: {x: 15, y: 90, z: 15}
Direction: {x: 15, y: -90, z: 15}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 1

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@ -14,10 +14,10 @@
Yaw: 0
Roll: 0
Width: 1200
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
FOV: 90
IsActive: true
Scripts: ~
- EID: 1
@ -26,9 +26,9 @@
NumberOfChildren: 1
Components:
Transform Component:
Translate: {x: -1.86388135, y: 0.0544953719, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
Translate: {x: 0, y: 0.189419448, z: 0}
Rotate: {x: 0.00523597933, y: -2.96353412, z: -6.40293041e-10}
Scale: {x: 1.00000191, y: 1, z: 1.00000191}
IsActive: true
Renderable Component:
Mesh: 149697411
@ -55,10 +55,15 @@
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 1.82978272, z: -3.28967047}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Light Component:
Position: {x: 3, y: 4.5, z: 7}
Type: Directional
Direction: {x: -0.298000008, y: 0.522498012, z: 0.798600018}
Direction: {x: 0, y: 0, z: 1}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0
@ -85,8 +90,8 @@
Components:
Transform Component:
Translate: {x: 0, y: 0.0810000002, z: 0}
Rotate: {x: -1.57079637, y: 0, z: 0}
Scale: {x: 50, y: 50, z: 50}
Rotate: {x: -1.57079625, y: 0, z: -0}
Scale: {x: 50, y: 49.9999924, z: 49.9999924}
IsActive: true
Renderable Component:
Mesh: 141771688

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@ -78,8 +78,12 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
float pMax = LinStep (variance / (variance + (d * d)), 0.9f, 1.0f);
return min (max (p, pMax), 1.0f);
}
else if (fragPosLightPOV.z > 1.0f)
{
return 0.0f;
}
else
return 1.0f;
return 0.3f;
// return step (fragPosLightPOV.z, );
}
@ -125,7 +129,7 @@ void main()
vec3 dLightNormalized = normalize (DirLightData.dLightData[i].direction);
// Get diffuse strength
float diffuseStrength = max (0, dot (dLightNormalized, normalView));
float diffuseStrength = max (0, dot (-dLightNormalized, normalView));
// Calculate the fragment color
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;

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@ -78,8 +78,14 @@ void main()
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
float vpHeight = float (In2.screenSpacePos.y) - MatProp.data[In2.materialIndex].highlightPosition;
vpHeight = float (int (vpHeight) % genericDataBuffer.data.viewportHeight);
// float vpHeight = float (In2.screenSpacePos.y) - MatProp.data[In2.materialIndex].highlightPosition;
// bring the frame of reference to the object's screen space pos
int scale = 470;
float vpHeight = float (In2.screenSpacePos.y);
float relativePos = float(int (-MatProp.data[In2.materialIndex].highlightPosition) % scale) - float (scale / 2);
vpHeight += relativePos;
// vpHeight = float (int (vpHeight) % genericDataBuffer.data.viewportHeight);
float scanlineScale = MatProp.data[In2.materialIndex].thickness * (1.0f - In2.screenSpacePos.z) * 100.0f;
float lowerLimit = vpHeight - scanlineScale;

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@ -3,7 +3,7 @@
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture;
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
layout(location = 0) out vec4 fragColor;

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@ -669,7 +669,7 @@ namespace SHADE
#endif
}
static bool shadowAdded = false;
//static bool shadowAdded = false;
//if (shadowAdded == false && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B))
//{

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@ -398,7 +398,10 @@ namespace SHADE
{
SHTransformComponent* transform = SHComponentManager::GetComponent<SHTransformComponent>(lightComp->GetEID());
return SHMatrix::Transpose(SHMatrix::LookAtLH(transform->GetWorldPosition(), SHVec3::Normalise(lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
if (transform)
return SHMatrix::Transpose(SHMatrix::LookAtLH(transform->GetWorldPosition(), SHVec3::Normalise(lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
else
return{};
}
//return SHMatrix::Transpose(SHMatrix::LookAtLH(/*lightComp->GetLightData().position*/SHVec3(1.27862f, 4.78952f, 4.12811f), SHVec3(-0.280564f, -0.66262f, -0.69422f), SHVec3(0.0f, -1.0f, 0.0f)));
case SH_LIGHT_TYPE::POINT:

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@ -73,8 +73,8 @@ namespace SHADE
public:
using DynamicOffsetArray = std::array<std::vector<uint32_t>, static_cast<uint32_t>(SHGraphicsConstants::NUM_FRAME_BUFFERS)>;
static constexpr uint32_t MAX_SHADOWS = 200;
static constexpr uint32_t SHADOW_MAP_WIDTH = 1024;
static constexpr uint32_t SHADOW_MAP_HEIGHT = 1024;
static constexpr uint32_t SHADOW_MAP_WIDTH = 2048;
static constexpr uint32_t SHADOW_MAP_HEIGHT = 2048;
private:
class PerTypeData

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@ -512,9 +512,9 @@ namespace SHADE
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
//static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
newSubpass->BindInputDescriptorSets (cmdBuffer, mappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
//auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
// draw a quad.
cmdBuffer->DrawArrays(4, 1, 0, 0);

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@ -21,7 +21,7 @@ namespace SHADE
void SHRenderToSwapchainImageSystem::ConstructPipelines(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
auto pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
{
.shaderModules = {shaderModules.first, shaderModules.second},
.predefinedDescSetLayouts = {}

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@ -78,6 +78,7 @@ namespace SHADE
, viewport {rhs.viewport}
, renderer {rhs.renderer}
, companionSubpass {rhs.companionSubpass}
, dummyPipelineLayout{rhs.dummyPipelineLayout}
{
}
@ -115,6 +116,7 @@ namespace SHADE
renderer = rhs.renderer;
viewport = rhs.viewport;
companionSubpass = rhs.companionSubpass;
dummyPipelineLayout = rhs.dummyPipelineLayout;
return *this;
@ -457,17 +459,20 @@ namespace SHADE
/***************************************************************************/
void SHSubpass::GenerateDummyPipielineLayout(void) noexcept
{
auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
std::vector newLayouts = batchingSystemData.descSetLayouts;
if (inputDescriptorLayout)
if (!dummyPipelineLayout)
{
newLayouts.push_back(inputDescriptorLayout);
}
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 }
);
dummyPipelineLayout = graphStorage->logicalDevice->CreatePipelineLayoutDummy
(
SHPipelineLayoutParamsDummy{ newLayouts }
);
}
}
/***************************************************************************/