Implemented color decay, color range emission and custom VS and FS for particles #447
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@ -172,10 +172,12 @@
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Rotation Speed: 0.0309999995
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Rotation Decay: 0.0199999996
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Texture Asset ID: 0
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Custom Vertex Shader Asset ID: 44202416
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Custom Fragment Shader Asset ID: 42315398
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Custom Update Shader Asset ID: 0
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Color Tint: {x: 0, y: 1, z: 0.56387639, w: 1}
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Color Tint Range: {x: 0.5, y: 0.5, z: 0.5, w: 0}
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Color Decay: {x: 0, y: 0, z: 0, w: 0}
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Color Tint: {x: 0.46696043, y: 1, z: 0, w: 1}
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Color Tint Range: {x: 1, y: 0, z: 0, w: 0}
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Color Decay: {x: -1, y: -1, z: -1, w: 0}
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Acceleration: {x: 0, y: 0, z: 0}
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IsActive: true
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Scripts: ~
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@ -0,0 +1,27 @@
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#version 460 core
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#extension GL_EXT_nonuniform_qualifier : require
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layout (location = 0) out vec4 fragColor;
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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// between shader stages
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layout(location = 0) in struct
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{
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vec2 uv; // location = 0
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} In;
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// material stuff
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layout(location = 1) flat in struct
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{
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uint textureIndex;
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vec4 color;
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} InFlat;
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void main ()
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{
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fragColor = vec4 (texture(textures [nonuniformEXT(InFlat.textureIndex)], In.uv)) * InFlat.color;
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if (fragColor.a < 0.01f)
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discard;
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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: ParticleRounded_FS
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ID: 42315398
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Type: 2
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@ -0,0 +1,107 @@
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#version 460 core
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|
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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struct ParticleData
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{
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vec4 position;
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vec4 orientationSpeedDecay;
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vec4 velocity;
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vec4 acceleration;
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vec4 scaleAndDecay;
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vec4 colorTint;
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vec4 colorDecay;
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float life;
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uint textureIndex;
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};
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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// output buffer not needed
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layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
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{
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ParticleData data[];
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} outputParticles;
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layout (std430, set = 2, binding = 4) coherent restrict buffer IndicesData
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{
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uint indices[];
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};
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// between shader stages
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layout(location = 0) out struct
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{
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vec2 uv; // location = 0
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} Out;
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// material stuff
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layout(location = 1) out struct
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{
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uint textureIndex; // location = 1
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vec4 color; // location = 2
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} OutFlat;
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vec2 CreateQuad (in uint vertexID)
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{
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uint b = 1 << vertexID;
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return vec2 ((0x3 & b) != 0, (0x9 & b) != 0);
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}
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void main()
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{
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// Create a quad and its texture coordinates
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Out.uv = CreateQuad (gl_VertexIndex);
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vec3 vertexPos = vec3 (Out.uv - vec2(0.5f), 0.0f);
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vertexPos.y *= 0.5f;
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ParticleData particle = outputParticles.data[indices[gl_InstanceIndex]];
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vec3 normalized = normalize (vec3 (particle.velocity.xyz));
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float pitch = acos (dot (normalized.xyz, normalize (vec3 (normalized.x, 0.0f, normalized.z))));
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float angle = pitch;
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// float angle = atan (normalized.y, normalized.x);
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vec2 particleScaleData = particle.scaleAndDecay.xy; // x and y
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mat3 rotate = mat3 (1.0f);
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rotate[0][0] = cos(angle);
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rotate[0][1] = sin(angle);
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rotate[1][0] = -sin(angle);
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rotate[1][1] = cos(angle);
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vec3 particlePos = rotate * vertexPos;
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vec3 viewRight = normalize (vec3 (cameraData.viewMat[0][0], cameraData.viewMat[1][0], cameraData.viewMat[2][0]));
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vec3 viewUp = normalize(vec3 (cameraData.viewMat[0][1], cameraData.viewMat[1][1], cameraData.viewMat[2][1]));
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particlePos = particle.position.xyz + (viewRight * particlePos.x * particleScaleData.x) + (viewUp * particlePos.y * particleScaleData.y);
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OutFlat.textureIndex = particle.textureIndex;
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OutFlat.color = particle.colorTint;
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gl_Position = cameraData.vpMat * vec4(particlePos, 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: ParticleRounded_VS
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ID: 44202416
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Type: 2
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@ -1004,6 +1004,88 @@ namespace SHADE
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}
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SHEditorWidgets::InputText("Custom Vertex Shader",
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[comp = component]()
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{
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auto customShader = comp->GetCustomVertexShader();
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|
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if (customShader)
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return customShader->GetName();
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else
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return std::string{};
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},
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[comp = component](std::string const& text)
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{
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}, {}, ImGuiSliderFlags_ReadOnly);
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if (SHDragDrop::BeginTarget())
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{
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if (AssetID* payload = SHDragDrop::AcceptPayload<AssetID>(SHDragDrop::DRAG_RESOURCE))
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{
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Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(*payload);
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if (shaderModule)
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{
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component->SetCustomVertexShader(shaderModule);
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component->SetCustomVertexShaderAssetID(*payload);
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}
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else
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{
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SHLOG_WARNING("[] Attempted to load invalid shader! Custom vertex shader for particles not set. ");
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}
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SHDragDrop::EndTarget();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Reset"))
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{
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component->SetCustomVertexShader({});
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component->SetCustomVertexShaderAssetID(INVALID_ASSET_ID);
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}
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SHEditorWidgets::InputText("Custom Fragment Shader",
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[comp = component]()
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{
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auto customShader = comp->GetCustomFragmentShader();
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if (customShader)
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return customShader->GetName();
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else
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return std::string{};
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},
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[comp = component](std::string const& text)
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{
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}, {}, ImGuiSliderFlags_ReadOnly);
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if (SHDragDrop::BeginTarget())
|
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{
|
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if (AssetID* payload = SHDragDrop::AcceptPayload<AssetID>(SHDragDrop::DRAG_RESOURCE))
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{
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Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(*payload);
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if (shaderModule)
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{
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component->SetCustomFragmentShader(shaderModule);
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component->SetCustomFragmentShaderAssetID(*payload);
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}
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else
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{
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SHLOG_WARNING("[] Attempted to load invalid shader! Custom fragment shader for particles not set. ");
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}
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SHDragDrop::EndTarget();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Reset"))
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{
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component->SetCustomFragmentShader({});
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component->SetCustomFragmentShaderAssetID(INVALID_ASSET_ID);
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}
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SHEditorWidgets::CheckBox("Is Passive", [comp = component]() {return comp->GetPassive(); }, [comp = component](bool flag) {comp->SetPassive(flag); });
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@ -124,6 +124,16 @@ namespace SHADE
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customUpdateShaderID = id;
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}
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void SHParticleEmitterComponent::SetCustomVertexShaderAssetID(AssetID id) noexcept
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{
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customVertexShaderID = id;
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}
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void SHParticleEmitterComponent::SetCustomFragmentShaderAssetID(AssetID id) noexcept
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{
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customFragmentShaderID = id;
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}
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void SHParticleEmitterComponent::SetMinSize(float size) noexcept
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{
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cpuEmitterData.lifeAndSizeRange.z = size;
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@ -139,6 +149,16 @@ namespace SHADE
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cpuEmitterData.sizeDecayMult = decay;
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}
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void SHParticleEmitterComponent::SetCustomVertexShader(Handle<SHVkShaderModule> shaderModule) noexcept
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{
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customVertexShader = shaderModule;
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}
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void SHParticleEmitterComponent::SetCustomFragmentShader(Handle<SHVkShaderModule> shaderModule) noexcept
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{
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customFragmentShader = shaderModule;
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}
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void SHParticleEmitterComponent::SetCustomUpdateShader(Handle<SHVkShaderModule> shaderModule) noexcept
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{
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customUpdateShader = shaderModule;
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@ -276,6 +296,16 @@ namespace SHADE
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return customUpdateShaderID;
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}
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AssetID SHParticleEmitterComponent::GetCustomVertexShaderAssetID(void) const noexcept
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{
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return customVertexShaderID;
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}
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AssetID SHParticleEmitterComponent::GetCustomFragmentShaderAssetID(void) const noexcept
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{
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return customFragmentShaderID;
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}
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float SHParticleEmitterComponent::GetMinSize(void) const noexcept
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{
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return cpuEmitterData.lifeAndSizeRange.z;
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@ -297,6 +327,16 @@ namespace SHADE
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return customUpdateShader;
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}
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Handle<SHVkShaderModule> SHParticleEmitterComponent::GetCustomVertexShader(void) const noexcept
|
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{
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return customVertexShader;
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}
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Handle<SHVkShaderModule> SHParticleEmitterComponent::GetCustomFragmentShader(void) const noexcept
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{
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return customFragmentShader;
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}
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SHVec4 const& SHParticleEmitterComponent::GetColorTint(void) const noexcept
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{
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return cpuEmitterData.colorTint;
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@ -115,7 +115,7 @@ namespace SHADE
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Handle<SHVkBuffer> particleData;
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//! Freelist data
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Handle<SHVkBuffer> freelistData;
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Handle<SHVkBuffer> freelistData;
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//! Indices data
|
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Handle<SHVkBuffer> indicesData;
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@ -133,6 +133,16 @@ namespace SHADE
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//! Internally the system will bind this pipeline when it detects that this is not a null handle
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Handle<SHVkPipeline> customUpdatePipeline;
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//! Custom vertex shader
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Handle<SHVkShaderModule> customVertexShader;
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//! Custom fragment shader
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Handle<SHVkShaderModule> customFragmentShader;
|
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|
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//! Custom graphics pipeline for drawing particles (created
|
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//! from the VS and FS above).
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Handle<SHVkPipeline> customGraphicsPipeline;
|
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|
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//! Emitter's data on the CPU side. To be copied to GPU.
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GPUEmitterStruct cpuEmitterData;
|
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|
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@ -154,6 +164,12 @@ namespace SHADE
|
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//! Custom update shaders, similarly with textures, will be identified through their AssetID
|
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AssetID customUpdateShaderID;
|
||||
|
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//! Custom vertex shaders, similarly with textures, will be identified through their AssetID
|
||||
AssetID customVertexShaderID;
|
||||
|
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//! Custom fragment shaders, similarly with textures, will be identified through their AssetID
|
||||
AssetID customFragmentShaderID;
|
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|
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public:
|
||||
void OnCreate(void) override final;
|
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void OnDestroy(void) override final;
|
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|
@ -177,6 +193,8 @@ namespace SHADE
|
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void SetMinSize (float size) noexcept;
|
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void SetMaxSize (float size) noexcept;
|
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void SetSizeDecayMult (float decay) noexcept;
|
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void SetCustomVertexShader (Handle<SHVkShaderModule> shaderModule) noexcept;
|
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void SetCustomFragmentShader (Handle<SHVkShaderModule> shaderModule) noexcept;
|
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void SetCustomUpdateShader (Handle<SHVkShaderModule> shaderModule) noexcept;
|
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void SetColorTint (SHVec4 tint) noexcept;
|
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void SetColorTintRGB (SHVec3 tint) noexcept;
|
||||
|
@ -189,42 +207,49 @@ namespace SHADE
|
|||
void SetColorDecayRGB (SHVec3 const& decay) noexcept;
|
||||
void SetColorDecayAlpha (float alpha) noexcept;
|
||||
|
||||
uint32_t GetEmissionCount (void) const noexcept;
|
||||
bool GetPassive (void) const noexcept;
|
||||
float GetEmissionInterval (void) const noexcept;
|
||||
float GetMinLife (void) const noexcept;
|
||||
float GetMaxLife (void) const noexcept;
|
||||
SHVec4 const& GetAngularRangesAndOffsets (void) const noexcept;
|
||||
SHVec2 GetAngularRanges (void) const noexcept;
|
||||
SHVec2 GetAngularOffsets (void) const noexcept;
|
||||
SHVec3 GetAcceleration (void) const noexcept;
|
||||
float GetMinSpeed (void) const noexcept;
|
||||
float GetMaxSpeed (void) const noexcept;
|
||||
float GetRotationSpeed (void) const noexcept;
|
||||
float GetRotationDecay (void) const noexcept;
|
||||
uint32_t GetTextureIndex (void) const noexcept;
|
||||
float GetMinSize (void) const noexcept;
|
||||
float GetMaxSize (void) const noexcept;
|
||||
float GetSizeDecayMult (void) const noexcept;
|
||||
Handle<SHVkShaderModule> GetCustomUpdateShader (void) const noexcept;
|
||||
SHVec4 const& GetColorTint (void) const noexcept;
|
||||
SHVec3 GetColorTintRGB (void) const noexcept;
|
||||
float GetColorTintAlpha (void) const noexcept;
|
||||
SHVec4 const& GetColorTintRange (void) const noexcept;
|
||||
SHVec3 GetColorTintRangeRGB (void) const noexcept;
|
||||
float GetColorTintRangeAlpha (void) const noexcept;
|
||||
SHVec4 const& GetColorDecay (void) const noexcept;
|
||||
SHVec3 GetColorDecayRGB (void) const noexcept;
|
||||
float GetColorDecayAlpha (void) const noexcept;
|
||||
uint32_t GetEmissionCount (void) const noexcept;
|
||||
bool GetPassive (void) const noexcept;
|
||||
float GetEmissionInterval (void) const noexcept;
|
||||
float GetMinLife (void) const noexcept;
|
||||
float GetMaxLife (void) const noexcept;
|
||||
SHVec4 const& GetAngularRangesAndOffsets (void) const noexcept;
|
||||
SHVec2 GetAngularRanges (void) const noexcept;
|
||||
SHVec2 GetAngularOffsets (void) const noexcept;
|
||||
SHVec3 GetAcceleration (void) const noexcept;
|
||||
float GetMinSpeed (void) const noexcept;
|
||||
float GetMaxSpeed (void) const noexcept;
|
||||
float GetRotationSpeed (void) const noexcept;
|
||||
float GetRotationDecay (void) const noexcept;
|
||||
uint32_t GetTextureIndex (void) const noexcept;
|
||||
float GetMinSize (void) const noexcept;
|
||||
float GetMaxSize (void) const noexcept;
|
||||
float GetSizeDecayMult (void) const noexcept;
|
||||
Handle<SHVkShaderModule> GetCustomUpdateShader (void) const noexcept;
|
||||
Handle<SHVkShaderModule> GetCustomVertexShader (void) const noexcept;
|
||||
Handle<SHVkShaderModule> GetCustomFragmentShader (void) const noexcept;
|
||||
SHVec4 const& GetColorTint (void) const noexcept;
|
||||
SHVec3 GetColorTintRGB (void) const noexcept;
|
||||
float GetColorTintAlpha (void) const noexcept;
|
||||
SHVec4 const& GetColorTintRange (void) const noexcept;
|
||||
SHVec3 GetColorTintRangeRGB (void) const noexcept;
|
||||
float GetColorTintRangeAlpha (void) const noexcept;
|
||||
SHVec4 const& GetColorDecay (void) const noexcept;
|
||||
SHVec3 GetColorDecayRGB (void) const noexcept;
|
||||
float GetColorDecayAlpha (void) const noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* NON-INTERFACE FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
void SetTextureAssetID(AssetID id) noexcept;
|
||||
void SetCustomUpdateShaderAssetID(AssetID id) noexcept;
|
||||
void SetCustomVertexShaderAssetID(AssetID id) noexcept;
|
||||
void SetCustomFragmentShaderAssetID (AssetID id) noexcept;
|
||||
|
||||
AssetID GetTextureAssetID(void) const noexcept;
|
||||
AssetID GetCustomUpdateShaderAssetID(void) const noexcept;
|
||||
AssetID GetCustomVertexShaderAssetID(void) const noexcept;
|
||||
AssetID GetCustomFragmentShaderAssetID(void) const noexcept;
|
||||
|
||||
|
||||
|
||||
friend class SHParticleSubSystem;
|
||||
|
|
|
@ -268,10 +268,73 @@ namespace SHADE
|
|||
return customUpdatePipelineCache.at (customUpdateShader).customPipeline;
|
||||
}
|
||||
|
||||
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
|
||||
Handle<SHVkPipeline> SHParticleSubSystem::GetCustomGraphicsPipeline(Handle<SHVkShaderModule> customVS, Handle<SHVkShaderModule> customFS) noexcept
|
||||
{
|
||||
if (!customVS || !customFS)
|
||||
return {};
|
||||
|
||||
if (!customGraphicsPipelineCache.contains(std::make_pair(customVS, customFS)))
|
||||
{
|
||||
SHPipelineLayoutParams plParams
|
||||
{
|
||||
.shaderModules = {customVS, customFS},
|
||||
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
|
||||
};
|
||||
|
||||
auto pipelineLayout = logicalDevice->CreatePipelineLayout(plParams);
|
||||
auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderpass, subpass);
|
||||
|
||||
SHColorBlendState colorBlendState{};
|
||||
colorBlendState.logic_op_enable = VK_FALSE;
|
||||
colorBlendState.logic_op = vk::LogicOp::eCopy;
|
||||
|
||||
auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
|
||||
colorBlendState.attachments.reserve(subpassColorReferences.size());
|
||||
|
||||
|
||||
for (auto& att : subpassColorReferences)
|
||||
{
|
||||
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
|
||||
{
|
||||
.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(att.attachment)),
|
||||
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
|
||||
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
|
||||
.colorBlendOp = vk::BlendOp::eAdd,
|
||||
.srcAlphaBlendFactor = vk::BlendFactor::eSrcAlpha,
|
||||
.dstAlphaBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
|
||||
.alphaBlendOp = vk::BlendOp::eAdd,
|
||||
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
newPipeline->GetPipelineState().SetColorBlenState(colorBlendState);
|
||||
|
||||
// Sets the input assembly state for rendering particles
|
||||
SHInputAssemblyState inputAssemblyState{};
|
||||
inputAssemblyState.topology = vk::PrimitiveTopology::eTriangleFan;
|
||||
newPipeline->GetPipelineState().SetInputAssemblyState(inputAssemblyState);
|
||||
|
||||
newPipeline->ConstructPipeline();
|
||||
|
||||
if (!newPipeline)
|
||||
return {};
|
||||
|
||||
auto customUpdateShaderData = CustomPipeline{ newPipeline, pipelineLayout };
|
||||
|
||||
customGraphicsPipelineCache.emplace(std::make_pair(customVS, customFS), customUpdateShaderData);
|
||||
}
|
||||
|
||||
return customGraphicsPipelineCache.at(std::make_pair(customVS, customFS)).customPipeline;
|
||||
|
||||
}
|
||||
|
||||
void SHParticleSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> compatibleSubpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept
|
||||
{
|
||||
descPool = inDescPool;
|
||||
logicalDevice = device;
|
||||
renderpass = compatibleRenderpass;
|
||||
subpass = compatibleSubpass;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* INITIALIZE ALL PIPELINES */
|
||||
|
@ -499,12 +562,22 @@ namespace SHADE
|
|||
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
|
||||
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
|
||||
|
||||
// bind the pipeline for updating
|
||||
cmdBuffer->BindPipeline(renderingPipelineData.pipeline);
|
||||
|
||||
// TODO: Issue barrier for output particle data. Semaphore should also be issued outside in SHGraphicsSystem
|
||||
for (auto& emitter : emitters)
|
||||
{
|
||||
if (emitter.customVertexShader && emitter.customFragmentShader)
|
||||
{
|
||||
if (!emitter.customGraphicsPipeline)
|
||||
emitter.customGraphicsPipeline = GetCustomGraphicsPipeline(emitter.customVertexShader, emitter.customFragmentShader);
|
||||
|
||||
cmdBuffer->BindPipeline(emitter.customGraphicsPipeline);
|
||||
}
|
||||
else
|
||||
{
|
||||
// bind the pipeline for updating
|
||||
cmdBuffer->BindPipeline(renderingPipelineData.pipeline);
|
||||
}
|
||||
|
||||
if (emitter.isActive)
|
||||
{
|
||||
// bind the descriptor sets required for emitting particles
|
||||
|
|
|
@ -82,7 +82,14 @@ namespace SHADE
|
|||
//! Desc pool for particle component desc set allocation
|
||||
Handle<SHVkDescriptorPool> descPool;
|
||||
|
||||
//! Renderpass the system draws its particles in
|
||||
Handle<SHVkRenderpass> renderpass;
|
||||
|
||||
//! Subpass the system draws its particles in
|
||||
Handle<SHSubpass> subpass;
|
||||
|
||||
std::unordered_map<Handle<SHVkShaderModule>, CustomPipeline> customUpdatePipelineCache;
|
||||
std::unordered_map<std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>>, CustomPipeline> customGraphicsPipelineCache;
|
||||
|
||||
|
||||
void InitializeComponent (SHParticleEmitterComponent& comp) noexcept;
|
||||
|
@ -92,10 +99,11 @@ namespace SHADE
|
|||
|
||||
void PreparePrePostUpdateBarriers (std::vector<vk::BufferMemoryBarrier>& preUpdateBarriers, std::vector<vk::BufferMemoryBarrier>& postUpdateBarriers, SHParticleEmitterComponent const& emitter, uint32_t const EMITTER_INDEX, uint32_t const FRAME_INDEX) noexcept;
|
||||
|
||||
Handle<SHVkPipeline> GetCustomUpdatePipeline (Handle<SHVkShaderModule> customUpdateShader) noexcept;
|
||||
Handle<SHVkPipeline> GetCustomUpdatePipeline(Handle<SHVkShaderModule> customUpdateShader) noexcept;
|
||||
Handle<SHVkPipeline> GetCustomGraphicsPipeline(Handle<SHVkShaderModule> customVS, Handle<SHVkShaderModule> customFS) 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;
|
||||
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> compatibleSubpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept;
|
||||
|
||||
void Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, Handle<SHVkFence> waitFence = {}) noexcept;
|
||||
void ResetInstanceCounts (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
|
||||
|
|
|
@ -518,6 +518,8 @@ namespace YAML
|
|||
static constexpr std::string_view ROTATION_SPEED_TAG = "Rotation Speed";
|
||||
static constexpr std::string_view ROTATION_DECAY_TAG = "Rotation Decay";
|
||||
static constexpr std::string_view TEXTURE_ASSET_ID_TAG = "Texture Asset ID";
|
||||
static constexpr std::string_view CUSTOM_VERTEX_SHADER_ASSET_ID_TAG = "Custom Vertex Shader Asset ID";
|
||||
static constexpr std::string_view CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG = "Custom Fragment Shader Asset ID";
|
||||
static constexpr std::string_view CUSTOM_UPDATE_SHADER_ASSET_ID_TAG = "Custom Update Shader Asset ID";
|
||||
static constexpr std::string_view COLOR_TINT_TAG = "Color Tint";
|
||||
static constexpr std::string_view COLOR_TINT_RANGE_TAG = "Color Tint Range";
|
||||
|
@ -541,6 +543,8 @@ namespace YAML
|
|||
node[ROTATION_SPEED_TAG.data()] = rhs.GetRotationSpeed();
|
||||
node[ROTATION_DECAY_TAG.data()] = rhs.GetRotationDecay();
|
||||
node[TEXTURE_ASSET_ID_TAG.data()] = rhs.GetTextureAssetID();
|
||||
node[CUSTOM_VERTEX_SHADER_ASSET_ID_TAG.data()] = rhs.GetCustomVertexShaderAssetID();
|
||||
node[CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG.data()] = rhs.GetCustomFragmentShaderAssetID();
|
||||
node[CUSTOM_UPDATE_SHADER_ASSET_ID_TAG.data()] = rhs.GetCustomUpdateShaderAssetID();
|
||||
node[COLOR_TINT_TAG.data()] = rhs.GetColorTint();
|
||||
node[COLOR_TINT_RANGE_TAG.data()] = rhs.GetColorTintRange();
|
||||
|
@ -634,6 +638,31 @@ namespace YAML
|
|||
rhs.SetCustomUpdateShader(shaderModule);
|
||||
rhs.SetCustomUpdateShaderAssetID(id);
|
||||
}
|
||||
|
||||
if (node[CUSTOM_VERTEX_SHADER_ASSET_ID_TAG.data()].IsDefined())
|
||||
{
|
||||
AssetID id = node[CUSTOM_VERTEX_SHADER_ASSET_ID_TAG.data()].as<AssetID>();
|
||||
|
||||
Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(id);
|
||||
SHResourceManager::FinaliseChanges();
|
||||
//gfxSystem->BuildTextures();
|
||||
|
||||
rhs.SetCustomVertexShader(shaderModule);
|
||||
rhs.SetCustomVertexShaderAssetID(id);
|
||||
}
|
||||
|
||||
if (node[CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG.data()].IsDefined())
|
||||
{
|
||||
AssetID id = node[CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG.data()].as<AssetID>();
|
||||
|
||||
Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(id);
|
||||
SHResourceManager::FinaliseChanges();
|
||||
//gfxSystem->BuildTextures();
|
||||
|
||||
rhs.SetCustomFragmentShader(shaderModule);
|
||||
rhs.SetCustomFragmentShaderAssetID(id);
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue