Added CaughtRaccoon state to AI FSM #449

Merged
maverickdgg merged 5 commits from Navigation into main 2023-03-31 17:05:28 +08:00
2 changed files with 26 additions and 29 deletions
Showing only changes of commit 3f7522d76f - Show all commits

View File

@ -216,13 +216,13 @@ namespace SHADE
}
// Get render graph from default viewport world renderer
renderGraph = resourceManager->Create<SHRenderGraph>();
renderGraph = resourceManager.Create<SHRenderGraph>();
/*-----------------------------------------------------------------------*/
/* WORLD RENDER GRAPH RESOURCES */
/*-----------------------------------------------------------------------*/
// Initialize world render graph
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 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);
@ -292,7 +292,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* SSAO PASS AND DATA INIT */
/*-----------------------------------------------------------------------*/
ssaoStorage = resourceManager->Create<SHSSAO>();
ssaoStorage = resourceManager.Create<SHSSAO>();
// command buffer operation to transfer data for ssao
ssaoTransferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
@ -475,7 +475,7 @@ namespace SHADE
void SHGraphicsSystem::InitSubsystems(void) noexcept
{
mousePickSubSystem = resourceManager->Create<SHMousePickSystem>();
mousePickSubSystem = resourceManager.Create<SHMousePickSystem>();
std::vector<Handle<SHVkCommandPool>> cmdPools;
cmdPools.reserve(swapchain->GetNumImages());
@ -486,28 +486,28 @@ namespace SHADE
mousePickSubSystem->Init(device, cmdPools, renderGraph->GetRenderGraphResource("Entity ID"));
// Register the post offscreen render to the system
postOffscreenRenderSubSystem = resourceManager->Create<SHPostOffscreenRenderSystem>();
postOffscreenRenderSubSystem = resourceManager.Create<SHPostOffscreenRenderSystem>();
postOffscreenRenderSubSystem->Init(device, renderGraph->GetRenderGraphResource("Scene"), descPool);
lightingSubSystem = resourceManager->Create<SHLightingSubSystem>();
lightingSubSystem->Init(device, descPool, resourceManager, samplerCache.GetSampler (device, SHVkSamplerParams
lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
lightingSubSystem->Init(device, descPool, &resourceManager, samplerCache.GetSampler (device, SHVkSamplerParams
{
.addressMode = vk::SamplerAddressMode::eClampToBorder,
})
);
textRenderingSubSystem = resourceManager->Create<SHTextRenderingSubSystem>();
textRenderingSubSystem = resourceManager.Create<SHTextRenderingSubSystem>();
// initialize the text renderer
auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_TRANSLUCENT_SUBPASS), descPool, textVS, textFS);
trajectoryRenderingSubSystem = resourceManager->Create<SHTrajectoryRenderingSubSystem>();
trajectoryRenderingSubSystem = resourceManager.Create<SHTrajectoryRenderingSubSystem>();
auto vfxPass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::VFX_PASS.data());
// particle sub system initialization
particleSubSystem = resourceManager->Create<SHParticleSubSystem>();
particleSubSystem = resourceManager.Create<SHParticleSubSystem>();
particleSubSystem->Init(device, descPool, vfxPass->GetRenderpass(), vfxPass->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::VFX_SUBPASS), particleVS, particleFS, particleEmitCS, particleUpdateCS);
auto vfxNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::VFX_PASS.data());
@ -608,9 +608,6 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
void SHGraphicsSystem::Init(void)
{
// Create resource manager
resourceManager = new SHResourceHub();
InitBoilerplate();
InitMiddleEnd();
InitSubsystems();
@ -870,7 +867,7 @@ namespace SHADE
}
// Create the renderer
auto renderer = resourceManager->Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, projectionType);
auto renderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, projectionType);
// Store
renderers.emplace_back(renderer);
@ -914,7 +911,7 @@ namespace SHADE
// Create new renderer for the light component and give it to the light component
Handle<SHRenderer> newRenderer = resourceManager->Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, SHRenderer::PROJECTION_TYPE::ORTHOGRAPHIC);
Handle<SHRenderer> newRenderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, SHRenderer::PROJECTION_TYPE::ORTHOGRAPHIC);
lightComp->SetRenderer(newRenderer);
// Add the shadow map resource to the graph
@ -1061,7 +1058,7 @@ namespace SHADE
auto shaderPair = std::make_pair(vertShader, fragShader);
// Create material
auto mat = resourceManager->Create<SHMaterial>();
auto mat = resourceManager.Create<SHMaterial>();
auto renderGraphNode = subpass->GetParentNode();
auto pipeline = renderGraphNode->GetOrCreatePipeline(std::make_pair(vertShader, fragShader), subpass);
@ -1075,12 +1072,12 @@ namespace SHADE
void SHGraphicsSystem::RemoveMaterial(Handle<SHMaterial> material)
{
resourceManager->Free(material);
resourceManager.Free(material);
}
Handle<SHMaterialInstance> SHGraphicsSystem::AddOrGetBaseMaterialInstance(Handle<SHMaterial> material)
{
return materialInstanceCache.CreateOrGet(*resourceManager, material);
return materialInstanceCache.CreateOrGet(resourceManager, material);
}
SHADE::Handle<SHADE::SHMaterialInstance> SHGraphicsSystem::AddOrGetBaseMaterialInstance()
@ -1090,17 +1087,17 @@ namespace SHADE
SHADE::Handle<SHADE::SHMaterialInstance> SHGraphicsSystem::AddMaterialInstanceCopy(Handle<SHMaterialInstance> materialInst)
{
return resourceManager->Create<SHMaterialInstance>(materialInst->GetBaseMaterial());
return resourceManager.Create<SHMaterialInstance>(materialInst->GetBaseMaterial());
}
std::pair<typename SHResourceHub::dense_iterator<SHMaterialInstance>, typename SHResourceHub::dense_iterator<SHMaterialInstance>> SHGraphicsSystem::GetAllMaterialInstances()
{
return resourceManager->GetDenseAccess<SHMaterialInstance>();
return resourceManager.GetDenseAccess<SHMaterialInstance>();
}
void SHGraphicsSystem::RemoveMaterialInstance(Handle<SHMaterialInstance> materialInstance)
{
resourceManager->Free(materialInstance);
resourceManager.Free(materialInstance);
}
/*---------------------------------------------------------------------------------*/
@ -1192,12 +1189,12 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
Handle<SHFont> SHGraphicsSystem::AddFont(SHFontAsset const& fontAsset) noexcept
{
return fontLibrary.AddFont(device, *resourceManager, fontAsset);
return fontLibrary.AddFont(device, resourceManager, fontAsset);
}
void SHGraphicsSystem::BuildFonts(void) noexcept
{
fontLibrary.BuildFonts(device, graphicsQueue, graphicsCmdPool, descPool, SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::FONT)[0], *resourceManager);
fontLibrary.BuildFonts(device, graphicsQueue, graphicsCmdPool, descPool, SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::FONT)[0], resourceManager);
}
#pragma endregion ADD_REMOVE
@ -1241,7 +1238,7 @@ namespace SHADE
// Reset all material isDirty
auto gfxSystem = reinterpret_cast<SHGraphicsSystem*>(system);
auto [matBegin, matEnd] = gfxSystem->resourceManager->GetDenseAccess<SHMaterial>();
auto [matBegin, matEnd] = gfxSystem->resourceManager.GetDenseAccess<SHMaterial>();
for (auto iter = matBegin; iter != matEnd; ++iter)
{
iter->ClearChangeFlag();
@ -1259,7 +1256,7 @@ namespace SHADE
// Clean up and update all materials
auto gfxSystem = reinterpret_cast<SHGraphicsSystem*>(system);
auto [matInstBegin, matInstEnd] = gfxSystem->resourceManager->GetDenseAccess<SHMaterialInstance>();
auto [matInstBegin, matInstEnd] = gfxSystem->resourceManager.GetDenseAccess<SHMaterialInstance>();
for (auto iter = matInstBegin; iter != matInstEnd; ++iter)
{
auto baseMat = iter->GetBaseMaterial();
@ -1312,7 +1309,7 @@ namespace SHADE
// Unset all material old pipeline since we would have finished processing
auto gfxSystem = reinterpret_cast<SHGraphicsSystem*>(system);
auto [matBegin, matEnd] = gfxSystem->resourceManager->GetDenseAccess<SHMaterial>();
auto [matBegin, matEnd] = gfxSystem->resourceManager.GetDenseAccess<SHMaterial>();
for (auto iter = matBegin; iter != matEnd; ++iter)
{
iter->ForgetOldPipeline();
@ -1452,7 +1449,7 @@ namespace SHADE
Handle<SHVkPipeline> SHGraphicsSystem::createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass, bool filled, bool triMesh, bool instanced)
{
auto pipelineLayout = resourceManager->Create<SHVkPipelineLayout>
auto pipelineLayout = resourceManager.Create<SHVkPipelineLayout>
(
device, SHPipelineLayoutParams
{
@ -1460,7 +1457,7 @@ namespace SHADE
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING).descSetLayouts
}
);
auto pipeline = resourceManager->Create<SHVkPipeline>(device, pipelineLayout, nullptr, renderPass, subpass);
auto pipeline = resourceManager.Create<SHVkPipeline>(device, pipelineLayout, nullptr, renderPass, subpass);
pipeline->GetPipelineState().SetRasterizationState(SHRasterizationState
{
.polygonMode = filled ? vk::PolygonMode::eFill : vk::PolygonMode::eLine,

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@ -440,7 +440,7 @@ namespace SHADE
SHWindow* window = nullptr;
// Middle End Resources
SHResourceHub* resourceManager;
SHResourceHub resourceManager;
SHMeshLibrary meshLibrary;
SHTextureLibrary texLibrary;
SHGraphicsGenericData graphicsGenericData;