feat: add forward+ rendering
This commit is contained in:
@@ -8,3 +8,6 @@ lightkeeper/assets_runtime
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.idea/**
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build/**
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# Claude Code
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CLAUDE.md
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@@ -5,6 +5,7 @@ set(SRC_FILES
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"src/Event.cpp"
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"src/Components/Animator.cpp"
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"src/Components/LightComponent.cpp"
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"src/Components/MeshRendererComponent.cpp"
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"src/Components/Rotator.cpp"
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"src/Components/Spinner.cpp"
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@@ -48,6 +49,7 @@ set(SRC_FILES
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"src/Graphics/Pipelines/LineRenderingPass.cpp"
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"src/Graphics/Pipelines/QuadRendererPass.cpp"
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"src/Graphics/Pipelines/SkyboxPipeline.cpp"
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"src/Graphics/Pipelines/LightCullingPipeline.cpp"
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"src/Graphics/Pipelines/SkinningPipeline.cpp"
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"src/Graphics/Pipelines/ImguiPass.cpp"
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@@ -0,0 +1,154 @@
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#version 460
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_buffer_reference : require
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#extension GL_EXT_scalar_block_layout : require
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#include "bindless.glsl"
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#include "scene_data.glsl"
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// Forward+ light culling.
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// One workgroup per LIGHT_TILE_SIZE x LIGHT_TILE_SIZE screen tile:
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// 1. find the min/max depth of the tile from the depth pre-pass
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// 2. build the tile frustum in view space
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// 3. test every light against it and write the visible ones to the tile's light list
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layout (push_constant, scalar) uniform constants
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{
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SceneDataBuffer sceneData;
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uvec2 screenSize;
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uint depthTexID;
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uint padding;
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} pcs;
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layout (local_size_x = LIGHT_TILE_SIZE, local_size_y = LIGHT_TILE_SIZE, local_size_z = 1) in;
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#define THREADS_PER_TILE (LIGHT_TILE_SIZE * LIGHT_TILE_SIZE)
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shared uint tileMinDepth;
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shared uint tileMaxDepth;
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shared uint tileLightCount;
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// left, right, bottom, top side planes (view space, through the camera origin)
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shared vec4 tilePlanes[4];
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// view space distances along -Z
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shared float tileNearDistance;
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shared float tileFarDistance;
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vec3 unprojectToView(vec2 ndc, float depth)
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{
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vec4 p = pcs.sceneData.invProj * vec4(ndc, depth, 1.0);
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return p.xyz / p.w;
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}
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// Plane through the camera origin and two points, normal facing towards `inside`
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vec4 makeSidePlane(vec3 a, vec3 b, vec3 inside)
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{
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vec3 n = normalize(cross(a, b));
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if (dot(n, inside) < 0.0) {
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n = -n;
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}
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return vec4(n, 0.0);
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}
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bool sphereInsideTile(vec3 center, float radius)
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{
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float distance = -center.z;
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if (distance + radius < tileNearDistance || distance - radius > tileFarDistance) {
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return false;
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}
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for (int i = 0; i < 4; i++) {
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if (dot(tilePlanes[i].xyz, center) + tilePlanes[i].w < -radius) {
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return false;
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}
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}
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return true;
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}
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void main()
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{
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uint localIndex = gl_LocalInvocationIndex;
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uvec2 tileID = gl_WorkGroupID.xy;
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uint tileIndex = tileID.y * pcs.sceneData.tileCountX + tileID.x;
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uint tileOffset = tileIndex * LIGHT_TILE_STRIDE;
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if (localIndex == 0) {
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tileMinDepth = 0xFFFFFFFFu;
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tileMaxDepth = 0u;
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tileLightCount = 0u;
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}
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memoryBarrierShared();
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barrier();
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// 1. min / max depth
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uvec2 pixel = gl_GlobalInvocationID.xy;
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if (all(lessThan(pixel, pcs.screenSize))) {
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float depth = texelFetch(
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sampler2D(textures[pcs.depthTexID], samplers[NEAREST_SAMPLER_ID]),
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ivec2(pixel),
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0).r;
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// depth == 1.0 is the cleared far plane (sky), nothing there receives light.
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// Depth is always positive, so its bits can be compared as uints.
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if (depth < 1.0) {
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uint depthBits = floatBitsToUint(depth);
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atomicMin(tileMinDepth, depthBits);
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atomicMax(tileMaxDepth, depthBits);
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}
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}
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memoryBarrierShared();
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barrier();
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// 2. tile frustum
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bool tileHasGeometry = tileMinDepth != 0xFFFFFFFFu;
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if (localIndex == 0 && tileHasGeometry) {
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vec2 screenSize = vec2(pcs.screenSize);
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vec2 ndcMin = vec2(tileID * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
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vec2 ndcMax = vec2((tileID + 1) * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
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vec2 ndcCenter = (ndcMin + ndcMax) * 0.5;
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vec3 corner00 = unprojectToView(vec2(ndcMin.x, ndcMin.y), 1.0);
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vec3 corner10 = unprojectToView(vec2(ndcMax.x, ndcMin.y), 1.0);
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vec3 corner11 = unprojectToView(vec2(ndcMax.x, ndcMax.y), 1.0);
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vec3 corner01 = unprojectToView(vec2(ndcMin.x, ndcMax.y), 1.0);
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vec3 center = unprojectToView(ndcCenter, 1.0);
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tilePlanes[0] = makeSidePlane(corner01, corner00, center);
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tilePlanes[1] = makeSidePlane(corner10, corner11, center);
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tilePlanes[2] = makeSidePlane(corner00, corner10, center);
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tilePlanes[3] = makeSidePlane(corner11, corner01, center);
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tileNearDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMinDepth)).z;
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tileFarDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMaxDepth)).z;
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}
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memoryBarrierShared();
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barrier();
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// 3. cull lights, every thread takes a slice of the light list
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if (tileHasGeometry) {
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for (uint i = localIndex; i < pcs.sceneData.numLights; i += THREADS_PER_TILE) {
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Light light = pcs.sceneData.lights.data[i];
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bool visible = light.type == TYPE_DIRECTIONAL_LIGHT;
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if (!visible) {
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vec3 viewPos = (pcs.sceneData.view * vec4(light.position, 1.0)).xyz;
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visible = sphereInsideTile(viewPos, light.range);
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}
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if (visible) {
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uint slot = atomicAdd(tileLightCount, 1u);
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if (slot < MAX_LIGHTS_PER_TILE) {
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pcs.sceneData.tileLightIndices.data[tileOffset + 1 + slot] = i;
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}
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}
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}
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}
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memoryBarrierShared();
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barrier();
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if (localIndex == 0) {
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pcs.sceneData.tileLightIndices.data[tileOffset] = min(tileLightCount, uint(MAX_LIGHTS_PER_TILE));
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}
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}
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@@ -0,0 +1,96 @@
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#ifndef LIGHTING_GLSL
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#define LIGHTING_GLSL
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#include "lights.glsl"
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#define PI 3.14159265359
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// GGX / Trowbridge-Reitz normal distribution
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float distributionGGX(float NoH, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float d = NoH * NoH * (a2 - 1.0) + 1.0;
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return a2 / (PI * d * d);
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}
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// Smith-Schlick GGX, k remapped for direct lighting
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float geometrySmithGGX(float NoV, float NoL, float roughness)
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{
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float r = roughness + 1.0;
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float k = (r * r) / 8.0;
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float ggxV = NoV / (NoV * (1.0 - k) + k);
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float ggxL = NoL / (NoL * (1.0 - k) + k);
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return ggxV * ggxL;
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}
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vec3 fresnelSchlick(float VoH, vec3 f0)
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{
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return f0 + (1.0 - f0) * pow(1.0 - VoH, 5.0);
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}
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// Inverse square falloff, windowed so it reaches exactly 0 at the light range.
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// The range is also the sphere the light culling uses, so no light gets cut off at a tile edge.
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float calculateDistanceAttenuation(float distance, float range)
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{
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float window = clamp(1.0 - pow(distance / range, 4.0), 0.0, 1.0);
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return (window * window) / max(distance * distance, 0.0001);
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}
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float calculateSpotAttenuation(Light light, vec3 l)
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{
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float cd = dot(normalize(light.direction), -l);
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return smoothstep(light.spotOuterCos, light.spotInnerCos, cd);
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}
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vec3 calculateLight(Light light, vec3 fragPos, vec3 n, vec3 v,
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vec3 diffuseColor, float roughness, float metallic, vec3 f0)
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{
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vec3 l;
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float attenuation = 1.0;
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if (light.type == TYPE_DIRECTIONAL_LIGHT) {
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l = normalize(-light.direction);
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} else {
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vec3 toLight = light.position - fragPos;
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float distance = length(toLight);
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l = toLight / max(distance, 0.0001);
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attenuation = calculateDistanceAttenuation(distance, light.range);
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if (light.type == TYPE_SPOT_LIGHT) {
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attenuation *= calculateSpotAttenuation(light, l);
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}
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}
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float NoL = clamp(dot(n, l), 0.0, 1.0);
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if (NoL <= 0.0 || attenuation <= 0.0) {
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return vec3(0.0);
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}
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vec3 h = normalize(v + l);
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float NoV = clamp(dot(n, v), 0.0001, 1.0);
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float NoH = clamp(dot(n, h), 0.0, 1.0);
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float VoH = clamp(dot(v, h), 0.0, 1.0);
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float D = distributionGGX(NoH, roughness);
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float G = geometrySmithGGX(NoV, NoL, roughness);
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vec3 F = fresnelSchlick(VoH, f0);
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vec3 specular = (D * G * F) / (4.0 * NoV * NoL + 0.0001);
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vec3 kd = (vec3(1.0) - F) * (1.0 - metallic);
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vec3 diffuse = kd * diffuseColor / PI;
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return (diffuse + specular) * light.color * light.intensity * attenuation * NoL;
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}
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// blue -> green -> red, used to visualise how many lights a tile has
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vec3 lightHeatmapColor(uint lightCount)
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{
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float t = clamp(float(lightCount) / 16.0, 0.0, 1.0);
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if (t < 0.5) {
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return mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), t * 2.0);
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}
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return mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), (t - 0.5) * 2.0);
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}
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#endif // LIGHTING_GLSL
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@@ -0,0 +1,41 @@
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#ifndef LIGHTS_GLSL
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#define LIGHTS_GLSL
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#extension GL_EXT_buffer_reference : require
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#define TYPE_DIRECTIONAL_LIGHT 0
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#define TYPE_POINT_LIGHT 1
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#define TYPE_SPOT_LIGHT 2
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// Forward+ tiling, must match LightCullingPipeline::TILE_SIZE / MAX_LIGHTS_PER_TILE
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#define LIGHT_TILE_SIZE 16
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#define MAX_LIGHTS_PER_TILE 255
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// Every tile stores its light count first, followed by MAX_LIGHTS_PER_TILE light indices
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#define LIGHT_TILE_STRIDE (MAX_LIGHTS_PER_TILE + 1)
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// Must match GPULight in Light.h
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struct Light {
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vec3 position;
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float range;
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vec3 color;
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float intensity;
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// direction the light is pointing in (directional + spot lights)
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vec3 direction;
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uint type;
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float spotInnerCos;
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float spotOuterCos;
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vec2 padding;
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};
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layout (buffer_reference, std430) readonly buffer LightsBuffer {
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Light data[];
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};
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layout (buffer_reference, std430) buffer TileLightIndicesBuffer {
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uint data[];
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};
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#endif // LIGHTS_GLSL
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@@ -5,6 +5,7 @@
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#include "bindless.glsl"
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#include "scene_data.glsl"
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#include "mesh_pcs.glsl"
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#include "lighting.glsl"
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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@@ -20,16 +21,13 @@ void main()
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uint samplerID = pcs.sceneData.materials.data[pcs.materialID].textureFilteringMode;
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vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
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outFragColor = diffuse;
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vec3 baseColor = diffuse.rgb;
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// if (diffuse.a < 0.1) {
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// discard;
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// }
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//
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// vec3 baseColor = material.baseColor.rgb * diffuse.rgb;
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//
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// vec3 normal = normalize(inNormal).rgb;
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vec3 normal = normalize(inNormal);
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// if (inTangent != vec4(0.0)) {
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// // FIXME: sometimes Blender doesn't export tangents for some objects
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// // for some reason. When we will start computing tangents manually,
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@@ -39,91 +37,65 @@ void main()
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// normal = inTBN * normalize(normal * 2.0 - 1.0);
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// normal = normalize(normal);
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// }
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//
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// #ifdef PBR
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// float metallicF = material.metallicRoughnessEmissive.r;
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// float roughnessF = material.metallicRoughnessEmissive.g;
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//
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// vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
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//
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// float roughness = roughnessF * metallicRoughness.g;
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// // roughness *= roughness; // from perceptual to linear
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// roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
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//
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// float metallic = metallicF * metallicRoughness.b;
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//
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// vec3 dielectricSpecular = vec3(0.04);
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// vec3 black = vec3(0.0);
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// vec3 diffuseColor = mix(baseColor * (1.0 - dielectricSpecular.r), black, metallic);
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// vec3 f0 = mix(dielectricSpecular, baseColor, metallic);
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// #else
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// vec3 diffuseColor = baseColor;
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// float metallic = 0.f;
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// float roughness = 1.f;
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// vec3 f0 = vec3(0.0);
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// #endif
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//
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// vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
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// vec3 fragPos = inPos.xyz;
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// vec3 n = normal;
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// vec3 v = normalize(cameraPos - fragPos);
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//
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// // diffuseColor = vec3(1.0);
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// // baseColor = vec3(1.0);
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//
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// vec3 fragColor = vec3(0.0);
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// for (int i = 0; i < pcs.sceneData.numLights; i++) {
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// Light light = pcs.sceneData.lights.data[i];
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//
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// vec3 l = light.direction;
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// if (light.type != TYPE_DIRECTIONAL_LIGHT) {
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// l = normalize(light.position - fragPos);
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// }
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// float NoL = clamp(dot(n, l), 0.0, 1.0);
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//
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// float occlusion = 1.0;
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// if (light.type == TYPE_DIRECTIONAL_LIGHT) {
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// occlusion = calculateCSMOcclusion(
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// fragPos, cameraPos, NoL,
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// pcs.sceneData.csmShadowMapId,
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// pcs.sceneData.cascadeFarPlaneZs,
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// pcs.sceneData.csmLightSpaceTMs);
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// } else if (light.type == TYPE_POINT_LIGHT && light.shadowMapID != 0) {
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// occlusion = calculatePointShadow(
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// fragPos, light.position, NoL,
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// light.shadowMapID,
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// pcs.sceneData.pointLightFarPlane);
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// }
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//
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// fragColor += calculateLight(light, fragPos, n, v, l,
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// diffuseColor, roughness, metallic, f0, occlusion);
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// }
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//
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// // emissive
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// float emissiveF = material.metallicRoughnessEmissive.b;
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// vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
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// fragColor += emissiveColor;
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//
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// // ambient
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// fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
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//
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// #if 0
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// // CSM DEBUG
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// uint cascadeIndex = chooseCascade(inPos, cameraPos, pcs.sceneData.cascadeFarPlaneZs);
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// fragColor *= debugShadowsFactor(cascadeIndex);
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// #endif
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//
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// #if 0
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// // TANGENT DEBUG
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// if (inTangent == vec4(0.0)) {
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// fragColor = vec3(1.0f, 0.0f, 0.0f);
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// }
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// #endif
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//
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// #if 1
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// // NORMAL DEBUG
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// // fragColor = normal;
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// #endif
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// outFragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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float metallicF = material.metallicRoughnessEmissive.r;
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float roughnessF = material.metallicRoughnessEmissive.g;
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vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
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float roughness = roughnessF * metallicRoughness.g;
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// roughness *= roughness; // from perceptual to linear
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roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
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float metallic = metallicF * metallicRoughness.b;
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vec3 dielectricSpecular = vec3(0.04);
|
||||
vec3 black = vec3(0.0);
|
||||
vec3 diffuseColor = mix(baseColor * (1.0 - dielectricSpecular.r), black, metallic);
|
||||
vec3 f0 = mix(dielectricSpecular, baseColor, metallic);
|
||||
|
||||
vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
|
||||
vec3 fragPos = inPos.xyz;
|
||||
vec3 n = normal;
|
||||
vec3 v = normalize(cameraPos - fragPos);
|
||||
|
||||
// forward+: only loop over the lights the culling pass put in this pixel's tile
|
||||
uvec2 tileID = uvec2(gl_FragCoord.xy) / LIGHT_TILE_SIZE;
|
||||
uint tileOffset = (tileID.y * pcs.sceneData.tileCountX + tileID.x) * LIGHT_TILE_STRIDE;
|
||||
uint tileLightCount = pcs.sceneData.tileLightIndices.data[tileOffset];
|
||||
|
||||
vec3 fragColor = vec3(0.0);
|
||||
for (uint i = 0; i < tileLightCount; i++) {
|
||||
uint lightIndex = pcs.sceneData.tileLightIndices.data[tileOffset + 1 + i];
|
||||
Light light = pcs.sceneData.lights.data[lightIndex];
|
||||
|
||||
fragColor += calculateLight(light, fragPos, n, v,
|
||||
diffuseColor, roughness, metallic, f0);
|
||||
}
|
||||
|
||||
// emissive
|
||||
float emissiveF = material.metallicRoughnessEmissive.b;
|
||||
vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
|
||||
fragColor += emissiveColor;
|
||||
|
||||
// ambient
|
||||
fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
|
||||
|
||||
if (pcs.sceneData.debugLightHeatmap != 0) {
|
||||
fragColor = mix(fragColor, lightHeatmapColor(tileLightCount), 0.5);
|
||||
}
|
||||
|
||||
#if 0
|
||||
// TANGENT DEBUG
|
||||
if (inTangent == vec4(0.0)) {
|
||||
fragColor = vec3(1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
// NORMAL DEBUG
|
||||
fragColor = normal;
|
||||
#endif
|
||||
|
||||
outFragColor = vec4(fragColor, diffuse.a);
|
||||
}
|
||||
|
||||
@@ -10,6 +10,10 @@ layout (location = 2) out vec3 outNormal;
|
||||
layout (location = 3) out vec4 outTangent;
|
||||
layout (location = 4) out mat3 outTBN;
|
||||
|
||||
// The depth pre-pass reuses this shader, positions have to match bit for bit
|
||||
// so the main pass can depth test against it with LESS_OR_EQUAL
|
||||
invariant gl_Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
|
||||
|
||||
@@ -6,11 +6,14 @@
|
||||
#extension GL_EXT_buffer_reference : require
|
||||
|
||||
#include "materials.glsl"
|
||||
#include "lights.glsl"
|
||||
|
||||
// Must match GameRenderer::GPUSceneData
|
||||
layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
|
||||
// camera
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 invProj;
|
||||
mat4 viewProj;
|
||||
vec4 cameraPos;
|
||||
|
||||
@@ -23,6 +26,14 @@ layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
|
||||
float fogDensity;
|
||||
|
||||
MaterialsBuffer materials;
|
||||
|
||||
// forward+
|
||||
LightsBuffer lights;
|
||||
TileLightIndicesBuffer tileLightIndices;
|
||||
uint numLights;
|
||||
uint tileCountX;
|
||||
uint debugLightHeatmap;
|
||||
uint padding;
|
||||
} sceneDataBuffer;
|
||||
|
||||
#endif // SCENE_DATA_GLSL
|
||||
|
||||
@@ -10,7 +10,6 @@ layout(location = 0) out vec4 outColor;
|
||||
layout(push_constant) uniform SkyboxPC {
|
||||
mat4 invViewProj;
|
||||
vec4 skyboxRot[3];
|
||||
vec3 cameraPos;
|
||||
uint skyboxTextureId;
|
||||
} pcs;
|
||||
|
||||
@@ -22,7 +21,8 @@ void main()
|
||||
vec4 world = pcs.invViewProj * ndc;
|
||||
vec3 worldPos = world.xyz / world.w;
|
||||
|
||||
vec3 dir = normalize(worldPos - pcs.cameraPos);
|
||||
// invViewProj has no translation, so the camera sits at the origin
|
||||
vec3 dir = normalize(worldPos);
|
||||
dir.y *= -1.0;
|
||||
|
||||
mat3 skyboxRot = mat3(
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
#ifndef LIGHTCOMPONENT_H
|
||||
#define LIGHTCOMPONENT_H
|
||||
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/Graphics/Light.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class LightComponent final : public Component {
|
||||
public:
|
||||
explicit LightComponent(GameObject& parent, LightType type = LightType::Point);
|
||||
|
||||
LightComponent(const LightComponent& other) = delete;
|
||||
LightComponent(LightComponent&& other) noexcept = delete;
|
||||
LightComponent& operator=(const LightComponent& other) = delete;
|
||||
LightComponent& operator=(LightComponent&& other) noexcept = delete;
|
||||
|
||||
void Render(const RenderContext& ctx) override;
|
||||
|
||||
std::string GetTypeName() const override { return "LightComponent"; }
|
||||
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
void ImGuiInspector() override;
|
||||
|
||||
void SetType(LightType type) { m_Type = type; }
|
||||
[[nodiscard]] LightType GetType() const { return m_Type; }
|
||||
|
||||
void SetColor(const glm::vec3& color) { m_Color = color; }
|
||||
[[nodiscard]] const glm::vec3& GetColor() const { return m_Color; }
|
||||
|
||||
void SetIntensity(float intensity);
|
||||
[[nodiscard]] float GetIntensity() const { return m_Intensity; }
|
||||
|
||||
void SetRange(float range);
|
||||
[[nodiscard]] float GetRange() const { return m_Range; }
|
||||
|
||||
void SetConeAngles(float innerConeAngle, float outerConeAngle);
|
||||
[[nodiscard]] float GetInnerConeAngle() const { return m_InnerConeAngle; }
|
||||
[[nodiscard]] float GetOuterConeAngle() const { return m_OuterConeAngle; }
|
||||
|
||||
private:
|
||||
LightType m_Type{LightType::Point};
|
||||
glm::vec3 m_Color{1.0f};
|
||||
float m_Intensity{1.0f};
|
||||
float m_Range{10.0f};
|
||||
float m_InnerConeAngle{0.35f};
|
||||
float m_OuterConeAngle{0.5f};
|
||||
};
|
||||
|
||||
#endif // LIGHTCOMPONENT_H
|
||||
@@ -0,0 +1,47 @@
|
||||
#ifndef LIGHT_H
|
||||
#define LIGHT_H
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
enum class LightType : std::uint32_t {
|
||||
Directional = 0,
|
||||
Point = 1,
|
||||
Spot = 2,
|
||||
};
|
||||
|
||||
struct Light {
|
||||
LightType type{LightType::Point};
|
||||
|
||||
glm::vec3 position{0.0f};
|
||||
glm::vec3 direction{0.0f, -1.0f, 0.0f};
|
||||
|
||||
glm::vec3 color{1.0f};
|
||||
float intensity{1.0f};
|
||||
|
||||
float range{10.0f};
|
||||
|
||||
float innerConeAngle{0.35f};
|
||||
float outerConeAngle{0.5f};
|
||||
};
|
||||
|
||||
struct GPULight {
|
||||
glm::vec3 position;
|
||||
float range;
|
||||
|
||||
glm::vec3 color;
|
||||
float intensity;
|
||||
|
||||
glm::vec3 direction;
|
||||
std::uint32_t type;
|
||||
|
||||
float spotInnerCos;
|
||||
float spotOuterCos;
|
||||
glm::vec2 padding;
|
||||
};
|
||||
|
||||
static_assert(sizeof(GPULight) == 64, "GPULight must match the struct in lights.glsl");
|
||||
|
||||
#endif //LIGHT_H
|
||||
@@ -0,0 +1,78 @@
|
||||
#ifndef LIGHTCULLINGPIPELINE_H
|
||||
#define LIGHTCULLINGPIPELINE_H
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <destrum/Graphics/ComputePipeline.h>
|
||||
#include <destrum/Graphics/Light.h>
|
||||
#include <destrum/Graphics/ids.h>
|
||||
#include <destrum/Graphics/Resources/AppendableBuffer.h>
|
||||
#include <destrum/Graphics/Resources/Buffer.h>
|
||||
|
||||
class GfxDevice;
|
||||
class RenderResources;
|
||||
|
||||
class LightCullingPipeline final {
|
||||
public:
|
||||
|
||||
static constexpr std::uint32_t TILE_SIZE = 16;
|
||||
static constexpr std::uint32_t MAX_LIGHTS_PER_TILE = 255;
|
||||
static constexpr std::uint32_t TILE_STRIDE = MAX_LIGHTS_PER_TILE + 1;
|
||||
|
||||
static constexpr std::size_t MAX_LIGHTS = 1024;
|
||||
|
||||
void init(GfxDevice& gfxDevice, RenderResources& resources, glm::ivec2 drawImageSize);
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
void resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize);
|
||||
|
||||
void beginDrawing(std::size_t frameIndex);
|
||||
void appendLight(const Light& light);
|
||||
|
||||
void flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice);
|
||||
|
||||
void cullLights(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
ImageID depthImageId,
|
||||
VkExtent2D renderExtent);
|
||||
|
||||
[[nodiscard]] VkDeviceAddress getLightsBufferAddress() const;
|
||||
[[nodiscard]] VkDeviceAddress getTileLightIndicesBufferAddress() const { return tileLightIndicesBuffer.address; }
|
||||
|
||||
[[nodiscard]] std::uint32_t getNumLights() const;
|
||||
[[nodiscard]] glm::uvec2 getTileCount() const { return tileCount; }
|
||||
|
||||
private:
|
||||
void createTileBuffer(GfxDevice& gfxDevice, glm::ivec2 drawImageSize);
|
||||
|
||||
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
|
||||
std::unique_ptr<ComputePipeline> lightCullingPipeline;
|
||||
|
||||
struct PushConstants {
|
||||
VkDeviceAddress sceneDataBuffer;
|
||||
glm::uvec2 screenSize;
|
||||
std::uint32_t depthTexId;
|
||||
std::uint32_t padding;
|
||||
};
|
||||
|
||||
struct PerFrameData {
|
||||
AppendableBuffer<GPULight> lightsBuffer;
|
||||
};
|
||||
|
||||
std::array<PerFrameData, FRAMES_IN_FLIGHT> framesData;
|
||||
std::size_t currentFrameIndex{0};
|
||||
bool warnedAboutLightLimit{false};
|
||||
|
||||
GPUBuffer tileLightIndicesBuffer;
|
||||
glm::uvec2 tileCount{0u, 0u};
|
||||
|
||||
PerFrameData& getCurrentFrameData();
|
||||
const PerFrameData& getCurrentFrameData() const;
|
||||
};
|
||||
|
||||
#endif //LIGHTCULLINGPIPELINE_H
|
||||
@@ -27,6 +27,15 @@ public:
|
||||
VkFormat drawImageFormat,
|
||||
VkFormat depthImageFormat);
|
||||
|
||||
void drawDepthPrepass(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands);
|
||||
|
||||
void draw(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
@@ -55,9 +64,20 @@ private:
|
||||
std::uint32_t padding;
|
||||
};
|
||||
|
||||
void drawMeshes(
|
||||
VkCommandBuffer cmd,
|
||||
const Pipeline& pipeline,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands);
|
||||
|
||||
private:
|
||||
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
|
||||
std::unique_ptr<Pipeline> m_pipeline;
|
||||
std::unique_ptr<Pipeline> m_depthPrepassPipeline;
|
||||
|
||||
bool m_renderWireframe{false};
|
||||
};
|
||||
|
||||
@@ -35,7 +35,6 @@ private:
|
||||
struct SkyboxPushConstants {
|
||||
glm::mat4 invViewProj;
|
||||
glm::vec4 skyboxRot[3];
|
||||
glm::vec3 cameraPos;
|
||||
std::uint32_t skyboxTextureId;
|
||||
};
|
||||
|
||||
|
||||
@@ -57,7 +57,10 @@ public:
|
||||
BindlessSetManager& getBindlessSetManager();
|
||||
VkDescriptorSetLayout getBindlessDescSetLayout() const;
|
||||
const VkDescriptorSet& getBindlessDescSet() const;
|
||||
void bindBindlessDescSet(VkCommandBuffer cmd, VkPipelineLayout layout) const;
|
||||
void bindBindlessDescSet(
|
||||
VkCommandBuffer cmd,
|
||||
VkPipelineLayout layout,
|
||||
VkPipelineBindPoint bindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS) const;
|
||||
|
||||
MeshCache& meshes() { return *meshCache; }
|
||||
const MeshCache& meshes() const { return *meshCache; }
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <destrum/Graphics/Camera.h>
|
||||
#include <destrum/Graphics/Light.h>
|
||||
#include <destrum/Graphics/Pipelines/LightCullingPipeline.h>
|
||||
#include <destrum/Graphics/Pipelines/LineRenderingPass.h>
|
||||
#include <destrum/Graphics/Pipelines/MeshPipeline.h>
|
||||
#include <destrum/Graphics/Pipelines/QuadRendererPass.h>
|
||||
@@ -20,9 +22,11 @@
|
||||
|
||||
#include "Pipelines/SkyboxPipeline.h"
|
||||
|
||||
class GameRenderer {
|
||||
class GameRenderer
|
||||
{
|
||||
public:
|
||||
struct SceneData {
|
||||
struct SceneData
|
||||
{
|
||||
const Camera& camera;
|
||||
glm::vec3 ambientColor;
|
||||
float ambientIntensity;
|
||||
@@ -40,11 +44,15 @@ public:
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
void drawMesh(MeshID id, const glm::mat4& transform, MaterialID materialId);
|
||||
void drawSkinnedMesh(MeshID id, const glm::mat4& transform, MaterialID materialId, SkinnedMesh* skinnedMesh, std::size_t jointMatricesStartIndex);
|
||||
void drawSkinnedMesh(MeshID id, const glm::mat4& transform, MaterialID materialId, SkinnedMesh* skinnedMesh,
|
||||
std::size_t jointMatricesStartIndex);
|
||||
void submitLight(const Light& light);
|
||||
const GPUImage& getDrawImage() const;
|
||||
|
||||
void resize(GfxDevice& gfxDevice, const glm::ivec2& newSize) {
|
||||
void resize(GfxDevice& gfxDevice, const glm::ivec2& newSize)
|
||||
{
|
||||
createDrawImage(gfxDevice, newSize, false);
|
||||
lightCullingPipeline->resize(gfxDevice, newSize);
|
||||
}
|
||||
|
||||
Material& getMaterialMutable(MaterialID id);
|
||||
@@ -54,18 +62,31 @@ public:
|
||||
|
||||
void flushMaterialUpdates(GfxDevice& gfxDevice);
|
||||
|
||||
[[nodiscard]] SkinningPipeline& getSkinningPipeline() const {
|
||||
[[nodiscard]] SkinningPipeline& getSkinningPipeline() const
|
||||
{
|
||||
return *skinningPipeline;
|
||||
}
|
||||
|
||||
void setRenderWireframe(bool wireframe) {
|
||||
void setRenderWireframe(bool wireframe)
|
||||
{
|
||||
meshPipeline->setRenderWireframe(wireframe);
|
||||
}
|
||||
|
||||
bool getRenderWireframe() {
|
||||
bool getRenderWireframe()
|
||||
{
|
||||
return meshPipeline->getRenderWireframe();
|
||||
}
|
||||
|
||||
void setRenderLightHeatmap(bool heatmap)
|
||||
{
|
||||
renderLightHeatmap = heatmap;
|
||||
}
|
||||
|
||||
bool getRenderLightHeatmap() const
|
||||
{
|
||||
return renderLightHeatmap;
|
||||
}
|
||||
|
||||
RenderResources* getResources()
|
||||
{
|
||||
return resources;
|
||||
@@ -96,33 +117,41 @@ private:
|
||||
VkSampleCountFlagBits samples{VK_SAMPLE_COUNT_1_BIT};
|
||||
|
||||
|
||||
struct GPUSceneData {
|
||||
// camera
|
||||
struct GPUSceneData
|
||||
{
|
||||
glm::mat4 view;
|
||||
glm::mat4 proj;
|
||||
glm::mat4 invProj;
|
||||
glm::mat4 viewProj;
|
||||
glm::vec4 cameraPos;
|
||||
|
||||
// ambient
|
||||
glm::vec3 ambientColor;
|
||||
float ambientIntensity;
|
||||
|
||||
// fog
|
||||
glm::vec3 fogColor;
|
||||
float fogDensity;
|
||||
|
||||
VkDeviceAddress materialsBuffer;
|
||||
|
||||
VkDeviceAddress lightsBuffer;
|
||||
VkDeviceAddress tileLightIndicesBuffer;
|
||||
std::uint32_t numLights;
|
||||
std::uint32_t tileCountX;
|
||||
std::uint32_t debugLightHeatmap;
|
||||
std::uint32_t padding;
|
||||
};
|
||||
|
||||
NBuffer sceneDataBuffer;
|
||||
|
||||
|
||||
std::unique_ptr<MeshPipeline> meshPipeline;
|
||||
std::unique_ptr<SkyboxPipeline> skyboxPipeline;
|
||||
std::unique_ptr<LineRenderingPass> lineRenderingPass;
|
||||
std::unique_ptr<QuadRendererPass> quadRendererPass;
|
||||
|
||||
std::unique_ptr<SkinningPipeline> skinningPipeline;
|
||||
std::unique_ptr<LightCullingPipeline> lightCullingPipeline;
|
||||
|
||||
bool renderLightHeatmap{false};
|
||||
bool initialized{false};
|
||||
};
|
||||
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
#ifndef DESTRUM_ENGINECOMPONENTLIST_H
|
||||
#define DESTRUM_ENGINECOMPONENTLIST_H
|
||||
|
||||
// Keep the component manifest in one place. Consumers define X before
|
||||
// expanding one of these lists to generate registration or other metadata.
|
||||
#include <destrum/Components/Animator.h>
|
||||
#include <destrum/Components/LightComponent.h>
|
||||
#include <destrum/Components/MeshRendererComponent.h>
|
||||
#include <destrum/Components/OrbitAndSpin.h>
|
||||
#include <destrum/Components/Rotator.h>
|
||||
@@ -15,6 +14,7 @@
|
||||
|
||||
#define DESTRUM_ENGINE_COMPONENTS(X) \
|
||||
X(MeshRendererComponent) \
|
||||
X(LightComponent) \
|
||||
X(Rotator) \
|
||||
X(Spinner) \
|
||||
X(OrbitAndSpin) \
|
||||
|
||||
@@ -22,11 +22,8 @@ public:
|
||||
static bool Load(Scene& scene, const std::filesystem::path& path,
|
||||
std::function<void(float)> progressCallback = nullptr);
|
||||
|
||||
// Thread-safe: parse and validate a scene file on any thread.
|
||||
// No engine state is touched during parsing.
|
||||
static LoadResult LoadSceneFile(const std::filesystem::path& path);
|
||||
|
||||
// Main-thread-only: construct a scene from pre-validated JSON.
|
||||
static bool ConstructScene(Scene& scene, LoadResult& result,
|
||||
std::function<void(float)> progressCallback = nullptr);
|
||||
|
||||
|
||||
@@ -0,0 +1,126 @@
|
||||
#include <destrum/Components/LightComponent.h>
|
||||
|
||||
#include <destrum/Graphics/RenderContext.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
LightComponent::LightComponent(GameObject& parent, LightType type)
|
||||
: Component(parent, "LightComponent")
|
||||
, m_Type(type)
|
||||
{
|
||||
}
|
||||
|
||||
void LightComponent::SetIntensity(float intensity)
|
||||
{
|
||||
m_Intensity = std::max(intensity, 0.0f);
|
||||
}
|
||||
|
||||
void LightComponent::SetRange(float range)
|
||||
{
|
||||
m_Range = std::max(range, 0.01f);
|
||||
}
|
||||
|
||||
void LightComponent::SetConeAngles(float innerConeAngle, float outerConeAngle)
|
||||
{
|
||||
m_InnerConeAngle = std::clamp(innerConeAngle, 0.0f, glm::half_pi<float>());
|
||||
m_OuterConeAngle = std::clamp(outerConeAngle, m_InnerConeAngle, glm::half_pi<float>());
|
||||
}
|
||||
|
||||
void LightComponent::Render(const RenderContext& ctx)
|
||||
{
|
||||
auto& transform = GetTransform();
|
||||
|
||||
ctx.renderer.submitLight(Light{
|
||||
.type = m_Type,
|
||||
.position = transform.GetWorldPosition(),
|
||||
.direction = transform.GetWorldRotation() * glm::vec3{0.0f, 0.0f, -1.0f},
|
||||
.color = m_Color,
|
||||
.intensity = m_Intensity,
|
||||
.range = m_Range,
|
||||
.innerConeAngle = m_InnerConeAngle,
|
||||
.outerConeAngle = m_OuterConeAngle,
|
||||
});
|
||||
}
|
||||
|
||||
nlohmann::json LightComponent::Serialize() const {
|
||||
return {
|
||||
{"type", static_cast<std::uint32_t>(m_Type)},
|
||||
{"color", {m_Color.x, m_Color.y, m_Color.z}},
|
||||
{"intensity", m_Intensity},
|
||||
{"range", m_Range},
|
||||
{"innerConeAngle", m_InnerConeAngle},
|
||||
{"outerConeAngle", m_OuterConeAngle}
|
||||
};
|
||||
}
|
||||
|
||||
void LightComponent::Deserialize(const nlohmann::json& data) {
|
||||
if (data.contains("type")) {
|
||||
const auto type = data.at("type").get<std::uint32_t>();
|
||||
if (type <= static_cast<std::uint32_t>(LightType::Spot)) {
|
||||
m_Type = static_cast<LightType>(type);
|
||||
}
|
||||
}
|
||||
if (data.contains("color")) {
|
||||
const auto& value = data.at("color");
|
||||
m_Color = {value.at(0).get<float>(), value.at(1).get<float>(), value.at(2).get<float>()};
|
||||
}
|
||||
if (data.contains("intensity")) {
|
||||
SetIntensity(data.at("intensity").get<float>());
|
||||
}
|
||||
if (data.contains("range")) {
|
||||
SetRange(data.at("range").get<float>());
|
||||
}
|
||||
|
||||
float innerConeAngle = m_InnerConeAngle;
|
||||
float outerConeAngle = m_OuterConeAngle;
|
||||
if (data.contains("innerConeAngle")) {
|
||||
innerConeAngle = data.at("innerConeAngle").get<float>();
|
||||
}
|
||||
if (data.contains("outerConeAngle")) {
|
||||
outerConeAngle = data.at("outerConeAngle").get<float>();
|
||||
}
|
||||
SetConeAngles(innerConeAngle, outerConeAngle);
|
||||
}
|
||||
|
||||
void LightComponent::ImGuiInspector() {
|
||||
constexpr std::array typeNames{"Directional", "Point", "Spot"};
|
||||
|
||||
int type = static_cast<int>(m_Type);
|
||||
if (ImGui::Combo("Type", &type, typeNames.data(), static_cast<int>(typeNames.size()))) {
|
||||
SetType(static_cast<LightType>(type));
|
||||
}
|
||||
|
||||
ImGui::ColorEdit3("Color", &m_Color.x);
|
||||
|
||||
float intensity = m_Intensity;
|
||||
if (ImGui::DragFloat("Intensity", &intensity, 0.05f, 0.0f)) {
|
||||
SetIntensity(intensity);
|
||||
}
|
||||
|
||||
if (m_Type == LightType::Directional) {
|
||||
return;
|
||||
}
|
||||
|
||||
float range = m_Range;
|
||||
if (ImGui::DragFloat("Range", &range, 0.05f, 0.01f)) {
|
||||
SetRange(range);
|
||||
}
|
||||
|
||||
if (m_Type == LightType::Spot) {
|
||||
float innerConeAngle = m_InnerConeAngle;
|
||||
float outerConeAngle = m_OuterConeAngle;
|
||||
bool changed = ImGui::SliderAngle("Inner Cone", &innerConeAngle, 0.0f, 90.0f);
|
||||
changed |= ImGui::SliderAngle("Outer Cone", &outerConeAngle, 0.0f, 90.0f);
|
||||
if (changed) {
|
||||
SetConeAngles(innerConeAngle, outerConeAngle);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
#include <destrum/Graphics/Pipelines/LightCullingPipeline.h>
|
||||
|
||||
#include "destrum/FS/AssetFS.h"
|
||||
#include "destrum/Graphics/GfxDevice.h"
|
||||
#include "destrum/Graphics/RenderResources.h"
|
||||
#include "destrum/Graphics/Util.h"
|
||||
|
||||
#include <array>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
#include <stdexcept>
|
||||
|
||||
#include "volk.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
void LightCullingPipeline::init(GfxDevice& gfxDevice, RenderResources& resources, glm::ivec2 drawImageSize)
|
||||
{
|
||||
try
|
||||
{
|
||||
const auto& device = gfxDevice.getDevice();
|
||||
|
||||
const auto pushConstant = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(PushConstants),
|
||||
};
|
||||
|
||||
const auto pushConstants = std::array{pushConstant};
|
||||
|
||||
const auto layouts = std::array{
|
||||
resources.getBindlessDescSetLayout()
|
||||
};
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
|
||||
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
|
||||
pipelineLayoutInfo.pSetLayouts = layouts.data();
|
||||
pipelineLayoutInfo.pushConstantRangeCount = static_cast<std::uint32_t>(pushConstants.size());
|
||||
pipelineLayoutInfo.pPushConstantRanges = pushConstants.data();
|
||||
|
||||
if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &m_pipelineLayout) != VK_SUCCESS)
|
||||
{
|
||||
throw std::runtime_error("Could not make light culling pipeline layout");
|
||||
}
|
||||
|
||||
ComputePipelineConfigInfo pipelineConfig{};
|
||||
pipelineConfig.name = "light culling compute pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
const auto lightCullingShaderPath = AssetFS::GetInstance().GetCookedPathForFile(
|
||||
"engine://shaders/light_culling.comp");
|
||||
|
||||
lightCullingPipeline = std::make_unique<ComputePipeline>(
|
||||
gfxDevice,
|
||||
lightCullingShaderPath.generic_string(),
|
||||
pipelineConfig
|
||||
);
|
||||
|
||||
for (std::size_t i = 0; i < FRAMES_IN_FLIGHT; ++i)
|
||||
{
|
||||
auto& lightsBuffer = framesData[i].lightsBuffer;
|
||||
lightsBuffer.capacity = MAX_LIGHTS;
|
||||
lightsBuffer.buffer = gfxDevice.createBuffer(
|
||||
MAX_LIGHTS * sizeof(GPULight),
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
|
||||
VMA_MEMORY_USAGE_CPU_TO_GPU);
|
||||
vkutil::addDebugLabel(device, lightsBuffer.buffer.buffer, "lights");
|
||||
}
|
||||
|
||||
createTileBuffer(gfxDevice, drawImageSize);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void LightCullingPipeline::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
for (auto& frame : framesData)
|
||||
{
|
||||
gfxDevice.destroyBuffer(frame.lightsBuffer.buffer);
|
||||
frame.lightsBuffer.buffer = {};
|
||||
frame.lightsBuffer.size = 0;
|
||||
}
|
||||
|
||||
gfxDevice.destroyBuffer(tileLightIndicesBuffer);
|
||||
tileLightIndicesBuffer = {};
|
||||
tileCount = glm::uvec2{0u, 0u};
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(gfxDevice.getDevice(), m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
lightCullingPipeline.reset();
|
||||
}
|
||||
|
||||
void LightCullingPipeline::resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
|
||||
{
|
||||
gfxDevice.waitIdle();
|
||||
|
||||
gfxDevice.destroyBuffer(tileLightIndicesBuffer);
|
||||
tileLightIndicesBuffer = {};
|
||||
createTileBuffer(gfxDevice, drawImageSize);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::createTileBuffer(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
|
||||
{
|
||||
assert(drawImageSize.x > 0 && drawImageSize.y > 0);
|
||||
|
||||
tileCount = glm::uvec2{
|
||||
(static_cast<std::uint32_t>(drawImageSize.x) + TILE_SIZE - 1) / TILE_SIZE,
|
||||
(static_cast<std::uint32_t>(drawImageSize.y) + TILE_SIZE - 1) / TILE_SIZE,
|
||||
};
|
||||
|
||||
const std::size_t numTiles = static_cast<std::size_t>(tileCount.x) * tileCount.y;
|
||||
tileLightIndicesBuffer = gfxDevice.createBuffer(
|
||||
numTiles * TILE_STRIDE * sizeof(std::uint32_t),
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), tileLightIndicesBuffer.buffer, "tile light indices");
|
||||
|
||||
spdlog::debug("Forward+ light grid: {}x{} tiles", tileCount.x, tileCount.y);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::beginDrawing(std::size_t frameIndex)
|
||||
{
|
||||
currentFrameIndex = frameIndex;
|
||||
getCurrentFrameData().lightsBuffer.clear();
|
||||
}
|
||||
|
||||
void LightCullingPipeline::appendLight(const Light& light)
|
||||
{
|
||||
auto& lightsBuffer = getCurrentFrameData().lightsBuffer;
|
||||
if (lightsBuffer.size >= lightsBuffer.capacity)
|
||||
{
|
||||
if (!warnedAboutLightLimit)
|
||||
{
|
||||
spdlog::warn("Light limit of {} reached, extra lights are ignored", MAX_LIGHTS);
|
||||
warnedAboutLightLimit = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const float directionLength = glm::length(light.direction);
|
||||
const glm::vec3 direction = directionLength > 1e-6f
|
||||
? light.direction / directionLength
|
||||
: glm::vec3{0.0f, -1.0f, 0.0f};
|
||||
|
||||
const auto gpuLight = GPULight{
|
||||
.position = light.position,
|
||||
.range = light.range,
|
||||
.color = light.color,
|
||||
.intensity = light.intensity,
|
||||
.direction = direction,
|
||||
.type = static_cast<std::uint32_t>(light.type),
|
||||
.spotInnerCos = std::cos(light.innerConeAngle),
|
||||
.spotOuterCos = std::cos(light.outerConeAngle),
|
||||
.padding = glm::vec2{0.0f},
|
||||
};
|
||||
lightsBuffer.append(gpuLight);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice)
|
||||
{
|
||||
auto& buffer = getCurrentFrameData().lightsBuffer.buffer;
|
||||
gfxDevice.getMemoryManager().flushAllocation(buffer, 0, VK_WHOLE_SIZE);
|
||||
vkutil::bufferHostWriteToShaderReadBarrier(
|
||||
cmd,
|
||||
buffer.buffer,
|
||||
0,
|
||||
static_cast<VkDeviceSize>(MAX_LIGHTS * sizeof(GPULight)));
|
||||
}
|
||||
|
||||
void LightCullingPipeline::cullLights(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
ImageID depthImageId,
|
||||
VkExtent2D renderExtent)
|
||||
{
|
||||
if (!lightCullingPipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
// previous frame's mesh pass might still be reading the tile lists
|
||||
const VkBufferMemoryBarrier2 tileBufferBarrier{
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
|
||||
.srcStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
|
||||
.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
|
||||
.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.buffer = tileLightIndicesBuffer.buffer,
|
||||
.offset = 0,
|
||||
.size = VK_WHOLE_SIZE,
|
||||
};
|
||||
|
||||
const VkDependencyInfo dependencyInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
|
||||
.bufferMemoryBarrierCount = 1,
|
||||
.pBufferMemoryBarriers = &tileBufferBarrier,
|
||||
};
|
||||
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
|
||||
}
|
||||
|
||||
lightCullingPipeline->bind(cmd);
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout, VK_PIPELINE_BIND_POINT_COMPUTE);
|
||||
|
||||
const auto cs = PushConstants{
|
||||
.sceneDataBuffer = sceneDataBuffer.address,
|
||||
.screenSize = glm::uvec2{renderExtent.width, renderExtent.height},
|
||||
.depthTexId = static_cast<std::uint32_t>(depthImageId),
|
||||
.padding = 0,
|
||||
};
|
||||
|
||||
vkCmdPushConstants(cmd,
|
||||
m_pipelineLayout,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
0,
|
||||
sizeof(PushConstants),
|
||||
&cs);
|
||||
|
||||
// one workgroup per tile
|
||||
vkCmdDispatch(cmd, tileCount.x, tileCount.y, 1);
|
||||
|
||||
const VkBufferMemoryBarrier2 tileBufferBarrier{
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
|
||||
.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
|
||||
.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
|
||||
.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.buffer = tileLightIndicesBuffer.buffer,
|
||||
.offset = 0,
|
||||
.size = VK_WHOLE_SIZE,
|
||||
};
|
||||
|
||||
const VkDependencyInfo dependencyInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
|
||||
.bufferMemoryBarrierCount = 1,
|
||||
.pBufferMemoryBarriers = &tileBufferBarrier,
|
||||
};
|
||||
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
|
||||
}
|
||||
|
||||
VkDeviceAddress LightCullingPipeline::getLightsBufferAddress() const
|
||||
{
|
||||
return getCurrentFrameData().lightsBuffer.buffer.address;
|
||||
}
|
||||
|
||||
std::uint32_t LightCullingPipeline::getNumLights() const
|
||||
{
|
||||
return static_cast<std::uint32_t>(getCurrentFrameData().lightsBuffer.size);
|
||||
}
|
||||
|
||||
LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData()
|
||||
{
|
||||
return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
|
||||
}
|
||||
|
||||
const LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData() const
|
||||
{
|
||||
return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
|
||||
}
|
||||
@@ -23,7 +23,8 @@ void MeshPipeline::init(
|
||||
VkFormat drawImageFormat,
|
||||
VkFormat depthImageFormat)
|
||||
{
|
||||
try {
|
||||
try
|
||||
{
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
|
||||
|
||||
@@ -59,6 +60,29 @@ void MeshPipeline::init(
|
||||
throw std::runtime_error("Could not create mesh pipeline layout");
|
||||
}
|
||||
|
||||
{
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
pipelineConfig.name = "Mesh Depth Prepass Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
pipelineConfig.colorAttachments = {};
|
||||
pipelineConfig.colorBlendInfo.attachmentCount = 0;
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
m_depthPrepassPipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
"",
|
||||
pipelineConfig
|
||||
);
|
||||
}
|
||||
|
||||
{
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
@@ -71,18 +95,50 @@ void MeshPipeline::init(
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
// depth was already written by the pre-pass, only shade the visible surface
|
||||
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
||||
|
||||
m_pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragShader.string(),
|
||||
pipelineConfig
|
||||
);
|
||||
} catch (...) {
|
||||
}
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice.getDevice());
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPipeline::drawDepthPrepass(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_depthPrepassPipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_depthPrepassPipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::draw(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
@@ -92,13 +148,35 @@ void MeshPipeline::draw(
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_pipeline) {
|
||||
if (!m_pipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_pipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::drawMeshes(
|
||||
VkCommandBuffer cmd,
|
||||
const Pipeline& pipeline,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
const MeshCache& meshCache = resources.meshes();
|
||||
|
||||
m_pipeline->bind(cmd);
|
||||
pipeline.bind(cmd);
|
||||
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
|
||||
|
||||
@@ -130,8 +208,10 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto frustum = edge::createFrustumFromCamera(camera);
|
||||
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc) {
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere)) {
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc)
|
||||
{
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -139,7 +219,8 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto& mesh = meshCache.getMesh(dc.meshId);
|
||||
|
||||
if (dc.meshId != prevMeshId) {
|
||||
if (dc.meshId != prevMeshId)
|
||||
{
|
||||
prevMeshId = dc.meshId;
|
||||
|
||||
vkCmdBindIndexBuffer(
|
||||
@@ -175,26 +256,30 @@ void MeshPipeline::draw(
|
||||
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
|
||||
};
|
||||
|
||||
if (!sortedDrawCommands.empty()) {
|
||||
for (std::size_t drawIndex : sortedDrawCommands) {
|
||||
if (!sortedDrawCommands.empty())
|
||||
{
|
||||
for (std::size_t drawIndex : sortedDrawCommands)
|
||||
{
|
||||
assert(drawIndex < drawCommands.size());
|
||||
drawOne(drawCommands[drawIndex]);
|
||||
}
|
||||
} else {
|
||||
for (const MeshDrawCommand& dc : drawCommands) {
|
||||
}
|
||||
else
|
||||
{
|
||||
for (const MeshDrawCommand& dc : drawCommands)
|
||||
{
|
||||
drawOne(dc);
|
||||
}
|
||||
}
|
||||
|
||||
// Optional:
|
||||
// spdlog::debug("Actual mesh draw calls: {}", actualDrawCalls);
|
||||
}
|
||||
|
||||
void MeshPipeline::cleanup(VkDevice device)
|
||||
{
|
||||
m_pipeline.reset();
|
||||
m_depthPrepassPipeline.reset();
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE) {
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
@@ -119,14 +119,16 @@ void SkyboxPipeline::draw(
|
||||
|
||||
const glm::mat3 r = glm::mat3(skyboxRotation);
|
||||
|
||||
// rotation only, translation in the inverse makes the sky jitter far from the origin
|
||||
const glm::mat4 viewRotation = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
|
||||
const auto pcs = SkyboxPushConstants{
|
||||
.invViewProj = glm::inverse(camera.GetViewProjectionMatrix()),
|
||||
.invViewProj = glm::inverse(camera.GetProjectionMatrix() * viewRotation),
|
||||
.skyboxRot = {
|
||||
glm::vec4(r[0], 0.f),
|
||||
glm::vec4(r[1], 0.f),
|
||||
glm::vec4(r[2], 0.f)
|
||||
},
|
||||
.cameraPos = camera.GetPosition(),
|
||||
.skyboxTextureId = static_cast<std::uint32_t>(skyboxTextureId),
|
||||
};
|
||||
|
||||
|
||||
@@ -266,10 +266,13 @@ const VkDescriptorSet& RenderResources::getBindlessDescSet() const {
|
||||
return imageCache->bindlessSetManager.getDescSet();
|
||||
}
|
||||
|
||||
void RenderResources::bindBindlessDescSet(VkCommandBuffer cmd, VkPipelineLayout layout) const {
|
||||
void RenderResources::bindBindlessDescSet(
|
||||
VkCommandBuffer cmd,
|
||||
VkPipelineLayout layout,
|
||||
VkPipelineBindPoint bindPoint) const {
|
||||
vkCmdBindDescriptorSets(
|
||||
cmd,
|
||||
VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
bindPoint,
|
||||
layout,
|
||||
0,
|
||||
1,
|
||||
|
||||
@@ -21,7 +21,8 @@ GameRenderer::GameRenderer()
|
||||
|
||||
void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::ivec2 drawImageSize)
|
||||
{
|
||||
try {
|
||||
try
|
||||
{
|
||||
resources = &_resources;
|
||||
sceneDataBuffer.init(
|
||||
gfxDevice,
|
||||
@@ -40,6 +41,9 @@ skyboxPipeline = std::make_unique<SkyboxPipeline>();
|
||||
skinningPipeline = std::make_unique<SkinningPipeline>();
|
||||
skinningPipeline->init(gfxDevice);
|
||||
|
||||
lightCullingPipeline = std::make_unique<LightCullingPipeline>();
|
||||
lightCullingPipeline->init(gfxDevice, _resources, drawImageSize);
|
||||
|
||||
lineRenderingPass = std::make_unique<LineRenderingPass>();
|
||||
lineRenderingPass->init(gfxDevice, drawImageFormat);
|
||||
|
||||
@@ -48,7 +52,9 @@ skyboxPipeline = std::make_unique<SkyboxPipeline>();
|
||||
|
||||
GameState::GetInstance().SetRenderer(this);
|
||||
initialized = true;
|
||||
} catch (...) {
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
@@ -59,6 +65,7 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
|
||||
flushMaterialUpdates(gfxDevice);
|
||||
meshDrawCommands.clear();
|
||||
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
QuadRenderingManager::GetInstance().ClearQuads();
|
||||
}
|
||||
|
||||
@@ -70,13 +77,16 @@ void GameRenderer::endDrawing()
|
||||
std::stable_sort(
|
||||
sortedMeshDrawCommands.begin(),
|
||||
sortedMeshDrawCommands.end(),
|
||||
[this](std::size_t left, std::size_t right) {
|
||||
[this](std::size_t left, std::size_t right)
|
||||
{
|
||||
const auto& lhs = meshDrawCommands[left];
|
||||
const auto& rhs = meshDrawCommands[right];
|
||||
if (lhs.meshId != rhs.meshId) {
|
||||
if (lhs.meshId != rhs.meshId)
|
||||
{
|
||||
return lhs.meshId < rhs.meshId;
|
||||
}
|
||||
if (lhs.materialId != rhs.materialId) {
|
||||
if (lhs.materialId != rhs.materialId)
|
||||
{
|
||||
return lhs.materialId < rhs.materialId;
|
||||
}
|
||||
return (lhs.skinnedMesh != nullptr) < (rhs.skinnedMesh != nullptr);
|
||||
@@ -106,9 +116,17 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Lights Buffer Flush");
|
||||
|
||||
lightCullingPipeline->flushCurrentFrame(cmd, gfxDevice);
|
||||
}
|
||||
|
||||
// TODO: there has to be a better way to do this
|
||||
const auto gpuSceneData = GPUSceneData{
|
||||
.view = sceneData.camera.GetViewMatrix(),
|
||||
.proj = sceneData.camera.GetProjectionMatrix(),
|
||||
.invProj = glm::inverse(sceneData.camera.GetProjectionMatrix()),
|
||||
.viewProj = sceneData.camera.GetViewProjectionMatrix(),
|
||||
.cameraPos = glm::vec4{sceneData.camera.m_position, 1.f},
|
||||
.ambientColor = {sceneData.ambientColor},
|
||||
@@ -116,6 +134,12 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
.fogColor = {sceneData.fogColor},
|
||||
.fogDensity = sceneData.fogDensity,
|
||||
.materialsBuffer = resources->materials().getMaterialDataBufferAddress(),
|
||||
.lightsBuffer = lightCullingPipeline->getLightsBufferAddress(),
|
||||
.tileLightIndicesBuffer = lightCullingPipeline->getTileLightIndicesBufferAddress(),
|
||||
.numLights = lightCullingPipeline->getNumLights(),
|
||||
.tileCountX = lightCullingPipeline->getTileCount().x,
|
||||
.debugLightHeatmap = renderLightHeatmap ? 1u : 0u,
|
||||
.padding = 0,
|
||||
};
|
||||
|
||||
{
|
||||
@@ -165,12 +189,60 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Depth Prepass");
|
||||
|
||||
auto depthPrepassInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
depthPrepassInfo.renderingInfo.pDepthAttachment = &depthPrepassInfo.depthAttachment;
|
||||
|
||||
vkCmdBeginRendering(cmd, &depthPrepassInfo.renderingInfo);
|
||||
|
||||
meshPipeline->drawDepthPrepass(
|
||||
cmd,
|
||||
drawImage.getExtent2D(),
|
||||
*resources,
|
||||
camera,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
meshDrawCommands,
|
||||
sortedMeshDrawCommands);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Light Culling");
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
lightCullingPipeline->cullLights(
|
||||
cmd,
|
||||
*resources,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
depthImageId,
|
||||
drawImage.getExtent2D());
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.colorImageView = drawImage.imageView,
|
||||
.colorImageClearValue = glm::vec4{0.f, 0.f, 0.f, 1.f},
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
renderInfo.renderingInfo.pColorAttachments = &renderInfo.colorAttachment;
|
||||
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
|
||||
@@ -246,7 +318,8 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
VkDevice device = gfxDevice.getDevice();
|
||||
|
||||
if (device != VK_NULL_HANDLE) {
|
||||
if (device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDeviceWaitIdle(device);
|
||||
}
|
||||
|
||||
@@ -259,6 +332,9 @@ if (skinningPipeline)
|
||||
if (quadRendererPass)
|
||||
quadRendererPass->cleanup(gfxDevice);
|
||||
|
||||
if (lightCullingPipeline)
|
||||
lightCullingPipeline->cleanup(gfxDevice);
|
||||
|
||||
if (skyboxPipeline)
|
||||
skyboxPipeline->cleanup(device);
|
||||
|
||||
@@ -281,6 +357,7 @@ if (skinningPipeline)
|
||||
skinningPipeline.reset();
|
||||
lineRenderingPass.reset();
|
||||
quadRendererPass.reset();
|
||||
lightCullingPipeline.reset();
|
||||
pendingMaterialUploads.clear();
|
||||
meshDrawCommands.clear();
|
||||
sortedMeshDrawCommands.clear();
|
||||
@@ -323,6 +400,11 @@ void GameRenderer::drawSkinnedMesh(MeshID id,
|
||||
});
|
||||
}
|
||||
|
||||
void GameRenderer::submitLight(const Light& light)
|
||||
{
|
||||
lightCullingPipeline->appendLight(light);
|
||||
}
|
||||
|
||||
const GPUImage& GameRenderer::getDrawImage() const
|
||||
{
|
||||
assert(resources);
|
||||
@@ -349,7 +431,8 @@ void GameRenderer::setSkyboxTexture(ImageID skyboxImageId)
|
||||
|
||||
void GameRenderer::flushMaterialUpdates(GfxDevice& gfxDevice)
|
||||
{
|
||||
if (!pendingMaterialUploads.empty()) {
|
||||
if (!pendingMaterialUploads.empty())
|
||||
{
|
||||
// Material data is currently shared by all frame contexts. Wait before
|
||||
// mutating it so an older in-flight frame cannot read the overwritten
|
||||
// range. This can later be replaced with per-frame material buffers.
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <destrum/Assets/AssetManager.h>
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
#include "glm/gtc/constants.hpp"
|
||||
#include "glm/gtx/transform.hpp"
|
||||
#include "spdlog/spdlog.h"
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
@@ -20,6 +21,7 @@
|
||||
#include "destrum/ObjectModel/GameObject.h"
|
||||
#include "destrum/Util/ModelDoc.h"
|
||||
#include "destrum/Components/Animator.h"
|
||||
#include "destrum/Components/LightComponent.h"
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
@@ -447,6 +449,41 @@ void LightKeeper::customInit()
|
||||
triggerObj->AddComponent<TriggerLoggerComponent>();
|
||||
triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
|
||||
|
||||
// Forward+ test lights: a dim sun and a ring of colored point lights orbiting the origin
|
||||
auto sunObj = scene.CreateGameObject("Sun");
|
||||
auto* sun = sunObj->AddComponent<LightComponent>(LightType::Directional);
|
||||
sun->SetColor(glm::vec3{1.0f, 0.95f, 0.85f});
|
||||
sun->SetIntensity(1.0f);
|
||||
sunObj->GetTransform().SetWorldRotation(glm::vec3{-50.0f, 30.0f, 0.0f});
|
||||
|
||||
constexpr int pointLightCount = 32;
|
||||
constexpr float pointLightRingRadius = 6.0f;
|
||||
for (int i = 0; i < pointLightCount; i++)
|
||||
{
|
||||
const float t = static_cast<float>(i) / static_cast<float>(pointLightCount);
|
||||
const float angle = t * glm::two_pi<float>();
|
||||
|
||||
auto lightObj = scene.CreateGameObject("PointLight " + std::to_string(i));
|
||||
lightObj->GetTransform().SetWorldPosition(glm::vec3{
|
||||
std::cos(angle) * pointLightRingRadius,
|
||||
-0.25f,
|
||||
std::sin(angle) * pointLightRingRadius
|
||||
});
|
||||
|
||||
auto* light = lightObj->AddComponent<LightComponent>(LightType::Point);
|
||||
light->SetColor(glm::vec3{
|
||||
0.5f + 0.5f * std::cos(glm::two_pi<float>() * t),
|
||||
0.5f + 0.5f * std::cos(glm::two_pi<float>() * (t + 0.33f)),
|
||||
0.5f + 0.5f * std::cos(glm::two_pi<float>() * (t + 0.67f))
|
||||
});
|
||||
light->SetIntensity(1.0f);
|
||||
light->SetRange(3.0f);
|
||||
|
||||
auto* orbit = lightObj->AddComponent<Rotator>(pointLightRingRadius, 0.5f);
|
||||
orbit->SetAxis(glm::vec3{0.0f, 1.0f, 0.0f});
|
||||
orbit->SetPivotPosition(glm::vec3{0.0f, -0.25f, 0.0f});
|
||||
}
|
||||
|
||||
auto playerObj = scene.CreateGameObject("Player");
|
||||
playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 2.0f, -5.0f));
|
||||
auto* fps = playerObj->AddComponent<FirstPersonController>();
|
||||
@@ -553,6 +590,11 @@ void LightKeeper::drawDebugMenuBar()
|
||||
ImGui::MenuItem("Box Colliders", nullptr, &renderBoxColliders);
|
||||
ImGui::MenuItem("2D Quads", nullptr, &renderQuads);
|
||||
ImGui::MenuItem("Debug Lines", nullptr, &renderDebugLines);
|
||||
|
||||
bool lightHeatmap = renderer.getRenderLightHeatmap();
|
||||
if (ImGui::MenuItem("Forward+ Light Heatmap", nullptr, &lightHeatmap)) {
|
||||
renderer.setRenderLightHeatmap(lightHeatmap);
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
#include <destrum/Components/Physics/BoxCollider.h>
|
||||
#include <destrum/Components/Physics/Collider.h>
|
||||
#include <destrum/Components/Animator.h>
|
||||
#include <destrum/Components/LightComponent.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/Graphics/Material.h>
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
@@ -171,6 +172,7 @@ namespace {
|
||||
|
||||
const char* canonicalNames[] = {
|
||||
"MeshRendererComponent",
|
||||
"LightComponent",
|
||||
"Rotator",
|
||||
"Spinner",
|
||||
"OrbitAndSpin",
|
||||
@@ -447,6 +449,39 @@ namespace {
|
||||
"Animator scene data must not embed animation keyframes");
|
||||
}
|
||||
|
||||
void testLightComponentRoundTrip()
|
||||
{
|
||||
GameObject object{"light"};
|
||||
auto* light = object.AddComponent<LightComponent>(LightType::Spot);
|
||||
light->SetColor(glm::vec3{1.0f, 0.5f, 0.25f});
|
||||
light->SetIntensity(4.0f);
|
||||
light->SetRange(7.5f);
|
||||
light->SetConeAngles(0.2f, 0.4f);
|
||||
|
||||
const auto data = light->Serialize();
|
||||
|
||||
GameObject loadedObject{"loaded light"};
|
||||
auto* loaded = loadedObject.AddComponent<LightComponent>();
|
||||
loaded->Deserialize(data);
|
||||
|
||||
check(loaded->GetType() == LightType::Spot,
|
||||
"LightComponent must round-trip its type");
|
||||
check(loaded->GetColor() == glm::vec3{1.0f, 0.5f, 0.25f},
|
||||
"LightComponent must round-trip its color");
|
||||
check(loaded->GetIntensity() == 4.0f && loaded->GetRange() == 7.5f,
|
||||
"LightComponent must round-trip intensity and range");
|
||||
check(loaded->GetInnerConeAngle() == 0.2f && loaded->GetOuterConeAngle() == 0.4f,
|
||||
"LightComponent must round-trip its cone angles");
|
||||
|
||||
loaded->SetConeAngles(0.5f, 0.1f);
|
||||
check(loaded->GetOuterConeAngle() >= loaded->GetInnerConeAngle(),
|
||||
"LightComponent outer cone must never be smaller than the inner cone");
|
||||
|
||||
loaded->SetRange(0.0f);
|
||||
check(loaded->GetRange() > 0.0f,
|
||||
"LightComponent range must stay positive");
|
||||
}
|
||||
|
||||
void testSimpleColorMaterial()
|
||||
{
|
||||
const auto material = Material::SimpleColor(
|
||||
@@ -561,6 +596,7 @@ int main()
|
||||
testJoltSphereCollisions();
|
||||
testSceneJoltSphereCollisions();
|
||||
testAnimatorAssetReferences();
|
||||
testLightComponentRoundTrip();
|
||||
testSimpleColorMaterial();
|
||||
testAssetReferenceCacheKeys();
|
||||
testTriggerZone();
|
||||
|
||||
Reference in New Issue
Block a user