Fixed shadows with animations #419

Merged
Xenosas1337 merged 7 commits from SP3-1-Rendering into main 2023-03-10 19:30:52 +08:00
5 changed files with 36 additions and 17 deletions
Showing only changes of commit 1d16bd2744 - Show all commits

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@ -26,12 +26,12 @@ layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices
void main()
{
// // Compute bone matrix
// mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
// boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
// boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
// boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
// gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
// gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
}

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@ -726,16 +726,34 @@ namespace SHADE
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::BONE_MATRIX_FIRST_INDEX, transformDataBuffer[frameIndex], 0);
}
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
if (instanceDataDescSet[frameIndex])
if (IsAnimated())
{
cmdBuffer->BindDescriptorSet
(
instanceDataDescSet[frameIndex],
SH_PIPELINE_TYPE::GRAPHICS,
descMappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH),
dynamicOffset
);
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING_ANIM);
if (instanceDataDescSet[frameIndex])
{
cmdBuffer->BindDescriptorSet
(
instanceDataDescSet[frameIndex],
SH_PIPELINE_TYPE::GRAPHICS,
descMappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_ANIM_BATCH),
dynamicOffset
);
}
}
else
{
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
if (instanceDataDescSet[frameIndex])
{
cmdBuffer->BindDescriptorSet
(
instanceDataDescSet[frameIndex],
SH_PIPELINE_TYPE::GRAPHICS,
descMappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH),
dynamicOffset
);
}
}
cmdBuffer->DrawMultiIndirect(drawDataBuffer[frameIndex], static_cast<uint32_t>(drawData.size()));
cmdBuffer->EndLabeledSegment();

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@ -37,7 +37,8 @@ namespace SHADE
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::PER_INSTANCE_ANIM_BATCH, 2},
});
{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
});
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descMappings.AddMappings
({

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@ -497,7 +497,7 @@ namespace SHADE
}
// get target node
auto targetNode = nodes.begin() + nodeIndexing.at(nodeToAddAfter);
auto targetNode = nodes.begin() + nodeIndexing.at(nodeToAddAfter) + 1;
auto node = nodes.insert(targetNode, renderGraphStorage->resourceHub->Create<SHRenderGraphNode>(nodeName, renderGraphStorage, std::move(descInitParams), std::vector<Handle<SHRenderGraphNode>>(), true));
ReindexNodes ();