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61 changed files with 2875 additions and 394 deletions
+3
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@@ -8,3 +8,6 @@ lightkeeper/assets_runtime
.idea/**
build/**
# Claude Code
CLAUDE.md
+4
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@@ -5,6 +5,7 @@ set(SRC_FILES
"src/Event.cpp"
"src/Components/Animator.cpp"
"src/Components/LightComponent.cpp"
"src/Components/MeshRendererComponent.cpp"
"src/Components/Rotator.cpp"
"src/Components/Spinner.cpp"
@@ -32,6 +33,7 @@ set(SRC_FILES
"src/Graphics/Swapchain.cpp"
"src/Graphics/Util.cpp"
"src/Graphics/RenderResources.cpp"
"src/Graphics/ResourcesInspector.cpp"
"src/Graphics/Managers/VulkanInstanceManager.cpp"
"src/Graphics/Managers/MemoryManager.cpp"
@@ -48,6 +50,8 @@ set(SRC_FILES
"src/Graphics/Pipelines/LineRenderingPass.cpp"
"src/Graphics/Pipelines/QuadRendererPass.cpp"
"src/Graphics/Pipelines/SkyboxPipeline.cpp"
"src/Graphics/Pipelines/LightCullingPipeline.cpp"
"src/Graphics/Pipelines/ShadowMapPipeline.cpp"
"src/Graphics/Pipelines/SkinningPipeline.cpp"
"src/Graphics/Pipelines/ImguiPass.cpp"
+4
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@@ -35,6 +35,10 @@ vec4 sampleTextureCubeLinear(uint texID, vec3 p) {
return texture(nonuniformEXT(samplerCube(textureCubes[texID], samplers[LINEAR_SAMPLER_ID])), p);
}
float sampleTexture2DShadow(uint texID, vec3 p) {
return texture(nonuniformEXT(sampler2DShadow(textures[texID], samplers[SHADOW_SAMPLER_ID])), p);
}
float sampleTextureArrayShadow(uint texID, vec4 p) {
return texture(nonuniformEXT(sampler2DArrayShadow(textureArrays[texID], samplers[SHADOW_SAMPLER_ID])), p);
}
@@ -0,0 +1,154 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#include "bindless.glsl"
#include "scene_data.glsl"
// Forward+ light culling.
// One workgroup per LIGHT_TILE_SIZE x LIGHT_TILE_SIZE screen tile:
// 1. find the min/max depth of the tile from the depth pre-pass
// 2. build the tile frustum in view space
// 3. test every light against it and write the visible ones to the tile's light list
layout (push_constant, scalar) uniform constants
{
SceneDataBuffer sceneData;
uvec2 screenSize;
uint depthTexID;
uint padding;
} pcs;
layout (local_size_x = LIGHT_TILE_SIZE, local_size_y = LIGHT_TILE_SIZE, local_size_z = 1) in;
#define THREADS_PER_TILE (LIGHT_TILE_SIZE * LIGHT_TILE_SIZE)
shared uint tileMinDepth;
shared uint tileMaxDepth;
shared uint tileLightCount;
// left, right, bottom, top side planes (view space, through the camera origin)
shared vec4 tilePlanes[4];
// view space distances along -Z
shared float tileNearDistance;
shared float tileFarDistance;
vec3 unprojectToView(vec2 ndc, float depth)
{
vec4 p = pcs.sceneData.invProj * vec4(ndc, depth, 1.0);
return p.xyz / p.w;
}
// Plane through the camera origin and two points, normal facing towards `inside`
vec4 makeSidePlane(vec3 a, vec3 b, vec3 inside)
{
vec3 n = normalize(cross(a, b));
if (dot(n, inside) < 0.0) {
n = -n;
}
return vec4(n, 0.0);
}
bool sphereInsideTile(vec3 center, float radius)
{
float distance = -center.z;
if (distance + radius < tileNearDistance || distance - radius > tileFarDistance) {
return false;
}
for (int i = 0; i < 4; i++) {
if (dot(tilePlanes[i].xyz, center) + tilePlanes[i].w < -radius) {
return false;
}
}
return true;
}
void main()
{
uint localIndex = gl_LocalInvocationIndex;
uvec2 tileID = gl_WorkGroupID.xy;
uint tileIndex = tileID.y * pcs.sceneData.tileCountX + tileID.x;
uint tileOffset = tileIndex * LIGHT_TILE_STRIDE;
if (localIndex == 0) {
tileMinDepth = 0xFFFFFFFFu;
tileMaxDepth = 0u;
tileLightCount = 0u;
}
memoryBarrierShared();
barrier();
// 1. min / max depth
uvec2 pixel = gl_GlobalInvocationID.xy;
if (all(lessThan(pixel, pcs.screenSize))) {
float depth = texelFetch(
sampler2D(textures[pcs.depthTexID], samplers[NEAREST_SAMPLER_ID]),
ivec2(pixel),
0).r;
// depth == 1.0 is the cleared far plane (sky), nothing there receives light.
// Depth is always positive, so its bits can be compared as uints.
if (depth < 1.0) {
uint depthBits = floatBitsToUint(depth);
atomicMin(tileMinDepth, depthBits);
atomicMax(tileMaxDepth, depthBits);
}
}
memoryBarrierShared();
barrier();
// 2. tile frustum
bool tileHasGeometry = tileMinDepth != 0xFFFFFFFFu;
if (localIndex == 0 && tileHasGeometry) {
vec2 screenSize = vec2(pcs.screenSize);
vec2 ndcMin = vec2(tileID * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
vec2 ndcMax = vec2((tileID + 1) * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
vec2 ndcCenter = (ndcMin + ndcMax) * 0.5;
vec3 corner00 = unprojectToView(vec2(ndcMin.x, ndcMin.y), 1.0);
vec3 corner10 = unprojectToView(vec2(ndcMax.x, ndcMin.y), 1.0);
vec3 corner11 = unprojectToView(vec2(ndcMax.x, ndcMax.y), 1.0);
vec3 corner01 = unprojectToView(vec2(ndcMin.x, ndcMax.y), 1.0);
vec3 center = unprojectToView(ndcCenter, 1.0);
tilePlanes[0] = makeSidePlane(corner01, corner00, center);
tilePlanes[1] = makeSidePlane(corner10, corner11, center);
tilePlanes[2] = makeSidePlane(corner00, corner10, center);
tilePlanes[3] = makeSidePlane(corner11, corner01, center);
tileNearDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMinDepth)).z;
tileFarDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMaxDepth)).z;
}
memoryBarrierShared();
barrier();
// 3. cull lights, every thread takes a slice of the light list
if (tileHasGeometry) {
for (uint i = localIndex; i < pcs.sceneData.numLights; i += THREADS_PER_TILE) {
Light light = pcs.sceneData.lights.data[i];
bool visible = light.type == TYPE_DIRECTIONAL_LIGHT;
if (!visible) {
vec3 viewPos = (pcs.sceneData.view * vec4(light.position, 1.0)).xyz;
visible = sphereInsideTile(viewPos, light.range);
}
if (visible) {
uint slot = atomicAdd(tileLightCount, 1u);
if (slot < MAX_LIGHTS_PER_TILE) {
pcs.sceneData.tileLightIndices.data[tileOffset + 1 + slot] = i;
}
}
}
}
memoryBarrierShared();
barrier();
if (localIndex == 0) {
pcs.sceneData.tileLightIndices.data[tileOffset] = min(tileLightCount, uint(MAX_LIGHTS_PER_TILE));
}
}
+96
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@@ -0,0 +1,96 @@
#ifndef LIGHTING_GLSL
#define LIGHTING_GLSL
#include "lights.glsl"
#define PI 3.14159265359
// GGX / Trowbridge-Reitz normal distribution
float distributionGGX(float NoH, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float d = NoH * NoH * (a2 - 1.0) + 1.0;
return a2 / (PI * d * d);
}
// Smith-Schlick GGX, k remapped for direct lighting
float geometrySmithGGX(float NoV, float NoL, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0;
float ggxV = NoV / (NoV * (1.0 - k) + k);
float ggxL = NoL / (NoL * (1.0 - k) + k);
return ggxV * ggxL;
}
vec3 fresnelSchlick(float VoH, vec3 f0)
{
return f0 + (1.0 - f0) * pow(1.0 - VoH, 5.0);
}
// Inverse square falloff, windowed so it reaches exactly 0 at the light range.
// The range is also the sphere the light culling uses, so no light gets cut off at a tile edge.
float calculateDistanceAttenuation(float distance, float range)
{
float window = clamp(1.0 - pow(distance / range, 4.0), 0.0, 1.0);
return (window * window) / max(distance * distance, 0.0001);
}
float calculateSpotAttenuation(Light light, vec3 l)
{
float cd = dot(normalize(light.direction), -l);
return smoothstep(light.spotOuterCos, light.spotInnerCos, cd);
}
vec3 calculateLight(Light light, vec3 fragPos, vec3 n, vec3 v,
vec3 diffuseColor, float roughness, float metallic, vec3 f0, float occlusion)
{
vec3 l;
float attenuation = 1.0;
if (light.type == TYPE_DIRECTIONAL_LIGHT) {
l = normalize(-light.direction);
} else {
vec3 toLight = light.position - fragPos;
float distance = length(toLight);
l = toLight / max(distance, 0.0001);
attenuation = calculateDistanceAttenuation(distance, light.range);
if (light.type == TYPE_SPOT_LIGHT) {
attenuation *= calculateSpotAttenuation(light, l);
}
}
float NoL = clamp(dot(n, l), 0.0, 1.0);
if (NoL <= 0.0 || attenuation <= 0.0) {
return vec3(0.0);
}
vec3 h = normalize(v + l);
float NoV = clamp(dot(n, v), 0.0001, 1.0);
float NoH = clamp(dot(n, h), 0.0, 1.0);
float VoH = clamp(dot(v, h), 0.0, 1.0);
float D = distributionGGX(NoH, roughness);
float G = geometrySmithGGX(NoV, NoL, roughness);
vec3 F = fresnelSchlick(VoH, f0);
vec3 specular = (D * G * F) / (4.0 * NoV * NoL + 0.0001);
vec3 kd = (vec3(1.0) - F) * (1.0 - metallic);
vec3 diffuse = kd * diffuseColor / PI;
return (diffuse + specular) * light.color * light.intensity * attenuation * NoL * occlusion;
}
// blue -> green -> red, used to visualise how many lights a tile has
vec3 lightHeatmapColor(uint lightCount)
{
float t = clamp(float(lightCount) / 16.0, 0.0, 1.0);
if (t < 0.5) {
return mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), t * 2.0);
}
return mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), (t - 0.5) * 2.0);
}
#endif // LIGHTING_GLSL
+42
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@@ -0,0 +1,42 @@
#ifndef LIGHTS_GLSL
#define LIGHTS_GLSL
#extension GL_EXT_buffer_reference : require
#define TYPE_DIRECTIONAL_LIGHT 0
#define TYPE_POINT_LIGHT 1
#define TYPE_SPOT_LIGHT 2
// Forward+ tiling, must match LightCullingPipeline::TILE_SIZE / MAX_LIGHTS_PER_TILE
#define LIGHT_TILE_SIZE 16
#define MAX_LIGHTS_PER_TILE 255
// Every tile stores its light count first, followed by MAX_LIGHTS_PER_TILE light indices
#define LIGHT_TILE_STRIDE (MAX_LIGHTS_PER_TILE + 1)
// Must match GPULight in Light.h
struct Light {
vec3 position;
float range;
vec3 color;
float intensity;
// direction the light is pointing in (directional + spot lights)
vec3 direction;
uint type;
float spotInnerCos;
float spotOuterCos;
uint castShadows;
float padding;
};
layout (buffer_reference, std430) readonly buffer LightsBuffer {
Light data[];
};
layout (buffer_reference, std430) buffer TileLightIndicesBuffer {
uint data[];
};
#endif // LIGHTS_GLSL
+74 -92
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@@ -5,6 +5,8 @@
#include "bindless.glsl"
#include "scene_data.glsl"
#include "mesh_pcs.glsl"
#include "lighting.glsl"
#include "shadows.glsl"
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
@@ -20,16 +22,13 @@ void main()
uint samplerID = pcs.sceneData.materials.data[pcs.materialID].textureFilteringMode;
vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
outFragColor = diffuse;
vec3 baseColor = diffuse.rgb;
// if (diffuse.a < 0.1) {
// discard;
// }
//
// vec3 baseColor = material.baseColor.rgb * diffuse.rgb;
//
// vec3 normal = normalize(inNormal).rgb;
vec3 normal = normalize(inNormal);
// if (inTangent != vec4(0.0)) {
// // FIXME: sometimes Blender doesn't export tangents for some objects
// // for some reason. When we will start computing tangents manually,
@@ -39,91 +38,74 @@ void main()
// normal = inTBN * normalize(normal * 2.0 - 1.0);
// normal = normalize(normal);
// }
//
// #ifdef PBR
// float metallicF = material.metallicRoughnessEmissive.r;
// float roughnessF = material.metallicRoughnessEmissive.g;
//
// vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
//
// float roughness = roughnessF * metallicRoughness.g;
// // roughness *= roughness; // from perceptual to linear
// roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
//
// float metallic = metallicF * metallicRoughness.b;
//
// 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);
// #else
// vec3 diffuseColor = baseColor;
// float metallic = 0.f;
// float roughness = 1.f;
// vec3 f0 = vec3(0.0);
// #endif
//
// vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
// vec3 fragPos = inPos.xyz;
// vec3 n = normal;
// vec3 v = normalize(cameraPos - fragPos);
//
// // diffuseColor = vec3(1.0);
// // baseColor = vec3(1.0);
//
// vec3 fragColor = vec3(0.0);
// for (int i = 0; i < pcs.sceneData.numLights; i++) {
// Light light = pcs.sceneData.lights.data[i];
//
// vec3 l = light.direction;
// if (light.type != TYPE_DIRECTIONAL_LIGHT) {
// l = normalize(light.position - fragPos);
// }
// float NoL = clamp(dot(n, l), 0.0, 1.0);
//
// float occlusion = 1.0;
// if (light.type == TYPE_DIRECTIONAL_LIGHT) {
// occlusion = calculateCSMOcclusion(
// fragPos, cameraPos, NoL,
// pcs.sceneData.csmShadowMapId,
// pcs.sceneData.cascadeFarPlaneZs,
// pcs.sceneData.csmLightSpaceTMs);
// } else if (light.type == TYPE_POINT_LIGHT && light.shadowMapID != 0) {
// occlusion = calculatePointShadow(
// fragPos, light.position, NoL,
// light.shadowMapID,
// pcs.sceneData.pointLightFarPlane);
// }
//
// fragColor += calculateLight(light, fragPos, n, v, l,
// diffuseColor, roughness, metallic, f0, occlusion);
// }
//
// // 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 0
// // CSM DEBUG
// uint cascadeIndex = chooseCascade(inPos, cameraPos, pcs.sceneData.cascadeFarPlaneZs);
// fragColor *= debugShadowsFactor(cascadeIndex);
// #endif
//
// #if 0
// // TANGENT DEBUG
// if (inTangent == vec4(0.0)) {
// fragColor = vec3(1.0f, 0.0f, 0.0f);
// }
// #endif
//
// #if 1
// // NORMAL DEBUG
// // fragColor = normal;
// #endif
// outFragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
float metallicF = material.metallicRoughnessEmissive.r;
float roughnessF = material.metallicRoughnessEmissive.g;
vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
float roughness = roughnessF * metallicRoughness.g;
// roughness *= roughness; // from perceptual to linear
roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
float metallic = metallicF * metallicRoughness.b;
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];
float occlusion = 1.0;
if (light.castShadows != 0) {
occlusion = calculateDirectionalShadow(
fragPos, n,
pcs.sceneData.lightViewProj,
pcs.sceneData.shadowMapId,
pcs.sceneData.shadowNormalOffset);
}
fragColor += calculateLight(light, fragPos, n, v,
diffuseColor, roughness, metallic, f0, occlusion);
}
// 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);
}
+4
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@@ -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 +26,19 @@ layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
float fogDensity;
MaterialsBuffer materials;
// forward+
LightsBuffer lights;
TileLightIndicesBuffer tileLightIndices;
uint numLights;
uint tileCountX;
uint debugLightHeatmap;
// directional shadows
uint shadowMapId;
float shadowNormalOffset;
uint padding;
mat4 lightViewProj;
} sceneDataBuffer;
#endif // SCENE_DATA_GLSL
+12
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@@ -0,0 +1,12 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#include "mesh_pcs.glsl"
void main()
{
Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
gl_Position = pcs.sceneData.lightViewProj * pcs.transform * vec4(v.position, 1.0f);
}
+34
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@@ -0,0 +1,34 @@
#ifndef SHADOWS_GLSL
#define SHADOWS_GLSL
// expects bindless.glsl to be included before this file (it has no include guard)
// Returns 1.0 when fully lit, 0.0 when fully in shadow
float calculateDirectionalShadow(vec3 fragPos, vec3 n, mat4 lightViewProj, uint shadowMapID, float normalOffset)
{
// pushing the sample point along the normal hides most of the shadow acne
vec4 lightClip = lightViewProj * vec4(fragPos + n * normalOffset, 1.0);
vec3 lightNDC = lightClip.xyz / lightClip.w;
vec2 uv = lightNDC.xy * 0.5 + 0.5;
// outside the shadow map counts as lit
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0))) || lightNDC.z > 1.0) {
return 1.0;
}
vec2 texelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[shadowMapID], samplers[SHADOW_SAMPLER_ID]), 0));
// 3x3 PCF, every tap is already bilinearly filtered by the compare sampler
float shadowed = 0.0;
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadowed += sampleTexture2DShadow(shadowMapID, vec3(uv + vec2(x, y) * texelSize, lightNDC.z));
}
}
// the shadow sampler compares with GREATER_OR_EQUAL (it was set up for reversed Z),
// with regular depth that returns 1 when the fragment is behind the occluder
return 1.0 - shadowed / 9.0;
}
#endif // SHADOWS_GLSL
+2 -2
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@@ -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(
+15
View File
@@ -11,6 +11,7 @@
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/Renderer.h>
#include <destrum/Graphics/Pipelines/ImguiPass.h>
#include <destrum/Graphics/ResourcesInspector.h>
#include <destrum/Input/InputManager.h>
@@ -41,6 +42,9 @@ public:
virtual void onWindowResize(int, int) {};
// Called inside the "Windows" menu of the main menu bar, add toggles for the game's own windows here
virtual void customWindowsMenu() {}
protected:
SDL_Window* window{nullptr};
AppParams m_params{};
@@ -72,6 +76,17 @@ protected:
float m_PhysicsTimeScale = 1.0f;
int m_PhysicsStepsLastFrame = 0;
struct DebugWindows {
bool stats{true};
bool physics{true};
bool inspector{true};
bool imageCache{false};
};
DebugWindows m_DebugWindows{};
ResourcesInspector m_ResourcesInspector;
void drawWindowsMenu();
void drawPhysicsPanel(float dt, float fixedDt, float accumulator);
};
@@ -0,0 +1,55 @@
#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; }
void SetCastShadows(bool castShadows) { m_CastShadows = castShadows; }
[[nodiscard]] bool GetCastShadows() const { return m_CastShadows; }
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};
bool m_CastShadows{false};
};
#endif // LIGHTCOMPONENT_H
+51
View File
@@ -0,0 +1,51 @@
#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};
// directional lights only, the first one submitted each frame gets the shadow map
bool castShadows{false};
};
struct GPULight {
glm::vec3 position;
float range;
glm::vec3 color;
float intensity;
glm::vec3 direction;
std::uint32_t type;
float spotInnerCos;
float spotOuterCos;
std::uint32_t castShadows;
float padding;
};
static_assert(sizeof(GPULight) == 64, "GPULight must match the struct in lights.glsl");
#endif //LIGHT_H
@@ -1,8 +1,15 @@
#ifndef DESTRUM_IMGUI_PASS_H
#define DESTRUM_IMGUI_PASS_H
#include <array>
#include <utility>
#include <vector>
#include <vulkan/vulkan.h>
#include <SDL.h>
#include <imgui.h>
#include <destrum/Graphics/Swapchain.h>
class GfxDevice;
@@ -33,9 +40,19 @@ public:
[[nodiscard]] bool wantsMouse() const;
[[nodiscard]] bool wantsKeyboard() const;
// Wraps an image view for ImGui::Image in the frame that's being built. Call it every frame
// you draw the image, the descriptor set is freed again once the GPU is done with that frame.
// The image has to be in imageLayout by the time the UI gets rendered at the end of the frame.
[[nodiscard]] ImTextureID getFrameTexture(
VkImageView imageView,
VkImageLayout imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
private:
void initVulkanBackend();
void releaseTextures(std::vector<VkDescriptorSet>& textures);
void releaseAllTextures();
void transitionToColorAttachment(
VkCommandBuffer cmd,
VkImage image,
@@ -50,6 +67,17 @@ private:
VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
VkFormat colorFormat = VK_FORMAT_UNDEFINED;
struct FrameTexture {
VkImageView imageView{VK_NULL_HANDLE};
VkImageLayout imageLayout{VK_IMAGE_LAYOUT_UNDEFINED};
VkDescriptorSet descriptorSet{VK_NULL_HANDLE};
};
// created while building the current UI, not submitted yet
std::vector<FrameTexture> pendingTextures;
// submitted with a frame, freed once that frame's fence has been waited on
std::array<std::vector<VkDescriptorSet>, FRAMES_IN_FLIGHT> inFlightTextures;
bool initialized = false;
bool frameBegun = false;
bool contextCreated = false;
@@ -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};
};
@@ -0,0 +1,65 @@
#ifndef SHADOWMAPPIPELINE_H
#define SHADOWMAPPIPELINE_H
#include <cstdint>
#include <memory>
#include <vector>
#include <glm/glm.hpp>
#include <vulkan/vulkan.h>
#include <destrum/Graphics/Pipeline.h>
#include <destrum/Graphics/ids.h>
#include <destrum/Graphics/MeshDrawCommand.h>
#include <destrum/Graphics/Resources/Buffer.h>
class GfxDevice;
class RenderResources;
// Renders the depth of the scene as seen from a directional light, centered around the camera
class ShadowMapPipeline final
{
public:
static constexpr std::uint32_t SHADOW_MAP_SIZE = 2048;
void init(GfxDevice& gfxDevice, RenderResources& resources);
void cleanup(VkDevice device);
void draw(
VkCommandBuffer cmd,
const RenderResources& resources,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands);
[[nodiscard]] glm::mat4 calculateLightViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const;
[[nodiscard]] ImageID getShadowMapId() const { return shadowMapId; }
[[nodiscard]] float getNormalOffset() const;
// half the width of the area around the camera that receives shadows
void setShadowDistance(float distance) { shadowDistance = glm::max(distance, 1.0f); }
[[nodiscard]] float getShadowDistance() const { return shadowDistance; }
private:
struct PushConstants
{
glm::mat4 transform;
VkDeviceAddress sceneDataBuffer;
VkDeviceAddress vertexBuffer;
std::uint32_t materialId;
std::uint32_t padding;
};
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
std::unique_ptr<Pipeline> m_pipeline;
VkFormat shadowMapFormat{VK_FORMAT_D32_SFLOAT};
ImageID shadowMapId{NULL_IMAGE_ID};
float shadowDistance{25.0f};
// how far in front of / behind the camera (along the light) casters are still captured
float shadowDepthRange{100.0f};
};
#endif //SHADOWMAPPIPELINE_H
@@ -35,7 +35,6 @@ private:
struct SkyboxPushConstants {
glm::mat4 invViewProj;
glm::vec4 skyboxRot[3];
glm::vec3 cameraPos;
std::uint32_t skyboxTextureId;
};
@@ -53,11 +53,19 @@ public:
[[nodiscard]] ImageID getWhiteTextureID() const { return whiteImageId; }
[[nodiscard]] ImageID getErrorTextureID() const { return errorImageId; }
[[nodiscard]] ImageID getDefaultNormalTextureID() const { return defaultNormalImageId; }
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;
[[nodiscard]] bool isInitialized() const { return imageCache != nullptr && materialCache != nullptr; }
const ImageCache& images() const { return *imageCache; }
MeshCache& meshes() { return *meshCache; }
const MeshCache& meshes() const { return *meshCache; }
+60 -12
View File
@@ -5,9 +5,12 @@
#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>
#include <destrum/Graphics/Pipelines/ShadowMapPipeline.h>
#include <destrum/Graphics/ids.h>
#include <destrum/Graphics/MeshDrawCommand.h>
#include <destrum/Graphics/Resources/NBuffer.h>
@@ -15,14 +18,17 @@
#include <memory>
#include <optional>
#include <destrum/Graphics/Pipelines/SkinningPipeline.h>
#include "Pipelines/SkyboxPipeline.h"
class GameRenderer {
class GameRenderer
{
public:
struct SceneData {
struct SceneData
{
const Camera& camera;
glm::vec3 ambientColor;
float ambientIntensity;
@@ -40,11 +46,15 @@ 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 +64,41 @@ 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;
}
void setShadowDistance(float distance)
{
shadowMapPipeline->setShadowDistance(distance);
}
float getShadowDistance() const
{
return shadowMapPipeline->getShadowDistance();
}
RenderResources* getResources()
{
return resources;
@@ -96,33 +129,48 @@ 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 shadowMapId;
float shadowNormalOffset;
std::uint32_t padding;
glm::mat4 lightViewProj;
};
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;
std::unique_ptr<ShadowMapPipeline> shadowMapPipeline;
std::optional<glm::vec3> shadowLightDirection;
bool renderLightHeatmap{false};
bool initialized{false};
};
@@ -0,0 +1,35 @@
#ifndef RESOURCESINSPECTOR_H
#define RESOURCESINSPECTOR_H
#include <destrum/Graphics/ids.h>
struct GPUImage;
class ImguiPass;
class RenderResources;
// ImGui windows for looking into the render resource caches
class ResourcesInspector final
{
public:
void drawImageCacheWindow(bool* open, const RenderResources& resources, ImguiPass& imguiPass);
private:
struct PreviewInfo
{
bool previewable{false};
const char* reason{""};
};
[[nodiscard]] static PreviewInfo getPreviewInfo(const GPUImage& image);
void drawImagePreview(const GPUImage& image, float maxSize, ImguiPass& imguiPass) const;
void drawImageDetails(ImageID id, const RenderResources& resources) const;
[[nodiscard]] bool matchesFilter(ImageID id, const RenderResources& resources) const;
char filter[128]{};
float thumbnailSize{48.0f};
bool onlyPreviewable{false};
ImageID selectedImageId{NULL_IMAGE_ID};
};
#endif //RESOURCESINSPECTOR_H
@@ -77,6 +77,8 @@ public:
[[nodiscard]] VkFormat getFormat() const { return m_swapchain.image_format; }
private:
void nameSwapchainObjects(VkDevice device) const;
struct FrameData {
VkSemaphore swapchainSemaphore{VK_NULL_HANDLE};
VkFence renderFence{VK_NULL_HANDLE};
+61
View File
@@ -1,6 +1,8 @@
#ifndef UTIL_H
#define UTIL_H
#include <cstdint>
#include <cstdio>
#include <filesystem>
#include <optional>
#include <stdexcept>
@@ -87,6 +89,9 @@ namespace vkutil {
VkDeviceSize offset = 0,
VkDeviceSize size = VK_WHOLE_SIZE);
// Object names (VK_EXT_debug_utils), shown in RenderDoc, Nsight and validation messages.
// All of these are no-ops when the extension isn't loaded.
void addDebugLabel(VkDevice device, VkObjectType objectType, std::uint64_t objectHandle, const char* label);
void addDebugLabel(VkDevice device, VkImage image, const char* label);
void addDebugLabel(VkDevice device, VkImageView imageView, const char* label);
void addDebugLabel(VkDevice device, VkShaderModule shaderModule, const char* label);
@@ -94,6 +99,62 @@ namespace vkutil {
void addDebugLabel(VkDevice device, VkPipelineLayout layout, const char* label);
void addDebugLabel(VkDevice device, VkBuffer buffer, const char* label);
void addDebugLabel(VkDevice device, VkSampler sampler, const char* label);
void addDebugLabel(VkDevice device, VkDescriptorPool descriptorPool, const char* label);
void addDebugLabel(VkDevice device, VkDescriptorSetLayout descriptorSetLayout, const char* label);
void addDebugLabel(VkDevice device, VkDescriptorSet descriptorSet, const char* label);
void addDebugLabel(VkDevice device, VkCommandPool commandPool, const char* label);
void addDebugLabel(VkDevice device, VkCommandBuffer commandBuffer, const char* label);
void addDebugLabel(VkDevice device, VkFence fence, const char* label);
void addDebugLabel(VkDevice device, VkSemaphore semaphore, const char* label);
void addDebugLabel(VkDevice device, VkQueue queue, const char* label);
// Command buffer regions, they nest like a stack: every begin needs a matching end
// in the same command buffer.
[[nodiscard]] bool debugLabelsEnabled();
void cmdBeginLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color = glm::vec4{1.0f});
void cmdEndLabel(VkCommandBuffer cmd);
void cmdInsertLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color = glm::vec4{1.0f});
// printf style, only formats when labels are actually recorded (cheap enough for per draw labels)
template <typename... Args>
void cmdBeginLabelFormatted(VkCommandBuffer cmd, const glm::vec4& color, const char* format, Args... args)
{
if (!debugLabelsEnabled()) {
return;
}
char label[256];
std::snprintf(label, sizeof(label), format, args...);
cmdBeginLabel(cmd, label, color);
}
class ScopedCmdLabel {
public:
ScopedCmdLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color = glm::vec4{1.0f});
~ScopedCmdLabel();
ScopedCmdLabel(const ScopedCmdLabel& other) = delete;
ScopedCmdLabel(ScopedCmdLabel&& other) noexcept = delete;
ScopedCmdLabel& operator=(const ScopedCmdLabel& other) = delete;
ScopedCmdLabel& operator=(ScopedCmdLabel&& other) noexcept = delete;
private:
VkCommandBuffer cmd{VK_NULL_HANDLE};
};
// Colors used for the renderer's labels, so passes are easy to tell apart in a capture
namespace labelColors {
inline const glm::vec4 frame{0.8f, 0.8f, 0.8f, 1.0f};
inline const glm::vec4 compute{0.9f, 0.5f, 0.1f, 1.0f};
inline const glm::vec4 shadow{0.3f, 0.3f, 0.6f, 1.0f};
inline const glm::vec4 depth{0.4f, 0.4f, 0.4f, 1.0f};
inline const glm::vec4 opaque{0.2f, 0.7f, 0.3f, 1.0f};
inline const glm::vec4 sky{0.3f, 0.6f, 0.9f, 1.0f};
inline const glm::vec4 debug{0.9f, 0.2f, 0.6f, 1.0f};
inline const glm::vec4 ui{0.9f, 0.9f, 0.2f, 1.0f};
inline const glm::vec4 transfer{0.6f, 0.4f, 0.2f, 1.0f};
inline const glm::vec4 draw{0.5f, 0.8f, 0.5f, 1.0f};
}
struct RenderingInfoParams {
VkExtent2D renderExtent;
+1 -1
View File
@@ -33,7 +33,7 @@ public:
void FixedUpdate(float dt);
void LateUpdate(float dt);
void Render(const RenderContext& ctx);
void RenderImgui();
void RenderImgui(bool* open = nullptr);
void CleanupDestroyedGameObjects();
void Unload();
+1 -1
View File
@@ -23,7 +23,7 @@ public:
void LateUpdate(float dt);
void Render(const RenderContext& ctx);
void RenderImgui();
void RenderImgui(bool* open = nullptr);
void HandleGameObjectDestroy();
void DestroyGameObjects();
@@ -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);
+2 -1
View File
@@ -21,7 +21,8 @@ namespace ImGuiUtils {
std::string_view sceneName,
const std::vector<std::shared_ptr<GameObject>>& objects,
const std::vector<std::shared_ptr<GameObject>>& pendingAdditions,
ObjectId& selectedObjectId);
ObjectId& selectedObjectId,
bool* open = nullptr);
}
#endif // DESTRUM_IMGUIUTILS_H
+48 -3
View File
@@ -195,13 +195,31 @@ if (!isRunning) break;
if (m_params.showDebugUi)
{
ZoneScopedN("Debug ImGui");
SceneManager::GetInstance().RenderImgui();
drawWindowsMenu();
ImGui::Begin("Debug");
if (m_DebugWindows.inspector)
{
SceneManager::GetInstance().RenderImgui(&m_DebugWindows.inspector);
}
if (m_DebugWindows.stats)
{
if (ImGui::Begin("Debug", &m_DebugWindows.stats))
{
ImGui::Text("FPS: %.2f", avgFPS);
}
ImGui::End();
}
if (m_DebugWindows.physics)
{
drawPhysicsPanel(dt, fixedDt, accumulator);
}
if (m_DebugWindows.imageCache)
{
m_ResourcesInspector.drawImageCacheWindow(&m_DebugWindows.imageCache, resources, imguiPass);
}
TracyPlot("FPS", avgFPS);
TracyPlot("Frame Time ms", dt * 1000.0f);
@@ -359,9 +377,36 @@ void App::cleanup()
}
}
void App::drawWindowsMenu()
{
// ImGui appends to the main menu bar, so this ends up next to whatever menus the game added
if (!ImGui::BeginMainMenuBar())
{
return;
}
if (ImGui::BeginMenu("Windows"))
{
ImGui::MenuItem("Debug", nullptr, &m_DebugWindows.stats);
ImGui::MenuItem("Physics", nullptr, &m_DebugWindows.physics);
ImGui::MenuItem("Inspector", nullptr, &m_DebugWindows.inspector);
ImGui::MenuItem("Image Cache", nullptr, &m_DebugWindows.imageCache);
customWindowsMenu();
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
void App::drawPhysicsPanel(float dt, float fixedDt, float accumulator)
{
ImGui::Begin("Physics");
if (!ImGui::Begin("Physics", &m_DebugWindows.physics))
{
ImGui::End();
return;
}
ImGui::Text("Frame dt: %.3f ms", dt * 1000.0f);
ImGui::Text("Fixed dt: %.3f ms", fixedDt * 1000.0f);
+135
View File
@@ -0,0 +1,135 @@
#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,
.castShadows = m_CastShadows,
});
}
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},
{"castShadows", m_CastShadows}
};
}
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);
if (data.contains("castShadows")) {
m_CastShadows = data.at("castShadows").get<bool>();
}
}
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) {
ImGui::Checkbox("Cast Shadows", &m_CastShadows);
ImGui::SameLine();
ImGui::TextDisabled("(first directional light only)");
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);
}
}
}
@@ -33,6 +33,9 @@ void MeshRendererComponent::Start() {
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT
);
const std::string bufferName = GetGameObject()->GetName() + " (skinned vertices)";
vkutil::addDebugLabel(gfxDevice.getDevice(), m_skinnedMesh->skinnedVertexBuffer.buffer, bufferName.c_str());
}
}
@@ -74,6 +74,7 @@ void BindlessSetManager::init(
};
VK_CHECK(vkCreateDescriptorPool(device, &poolInfo, nullptr, &descPool));
vkutil::addDebugLabel(device, descPool, "bindless descriptor pool");
}
{ // build desc set layout
@@ -111,6 +112,7 @@ void BindlessSetManager::init(
};
VK_CHECK(vkCreateDescriptorSetLayout(device, &info, nullptr, &descSetLayout));
vkutil::addDebugLabel(device, descSetLayout, "bindless descriptor set layout");
}
{ // alloc desc set
@@ -122,6 +124,7 @@ void BindlessSetManager::init(
};
VK_CHECK(vkAllocateDescriptorSets(device, &allocInfo, &descSet));
vkutil::addDebugLabel(device, descSet, "bindless descriptor set");
}
initDefaultSamplers(device, maxAnisotropy);
+6 -1
View File
@@ -99,8 +99,13 @@ void ComputePipeline::CreateComputePipeline(const std::string& compPath,
throw std::runtime_error("Can't make compute pipeline!");
}
vkutil::addDebugLabel(m_device.getDevice(), m_compShaderModule, compFileName.c_str());
if (!configInfo.name.empty()) {
vkutil::addDebugLabel(GameState::GetInstance().Gfx().getDevice(), m_computePipeline, configInfo.name.c_str());
vkutil::addDebugLabel(m_device.getDevice(), m_computePipeline, configInfo.name.c_str());
const std::string layoutName = configInfo.name + " Layout";
vkutil::addDebugLabel(m_device.getDevice(), configInfo.pipelineLayout, layoutName.c_str());
}
}
+4
View File
@@ -156,6 +156,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
auto swapchainLayout = VK_IMAGE_LAYOUT_UNDEFINED; {
ZoneScopedN("Clear Swapchain Image");
vkutil::ScopedCmdLabel label(cmd, "Clear Swapchain Image", vkutil::labelColors::transfer);
const VkImageSubresourceRange clearRange = vkinit::imageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT);
vkutil::transitionImage(cmd, swapchainImage, swapchainLayout, VK_IMAGE_LAYOUT_GENERAL);
@@ -167,6 +168,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
if (true) {
ZoneScopedN("Copy DrawImage To Swapchain");
vkutil::ScopedCmdLabel label(cmd, "Copy DrawImage To Swapchain", vkutil::labelColors::transfer);
vkutil::transitionImage(
cmd,
@@ -190,6 +192,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
if (props.imguiPass) {
ZoneScopedN("ImGui Render");
vkutil::ScopedCmdLabel label(cmd, "ImGui Render", vkutil::labelColors::ui);
props.imguiPass->render(
cmd,
@@ -202,6 +205,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
{
ZoneScopedN("Transition Swapchain To Present");
vkutil::ScopedCmdLabel label(cmd, "Transition Swapchain To Present", vkutil::labelColors::transfer);
vkutil::transitionImage(cmd, swapchainImage, swapchainLayout, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
swapchainLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
@@ -40,6 +40,10 @@ void VulkanImmediateExecutor::init(
};
VK_CHECK(vkCreateFence(deviceHandle, &fenceCreateInfo, nullptr, &immFence));
vkutil::addDebugLabel(deviceHandle, immCommandPool, "immediate command pool");
vkutil::addDebugLabel(deviceHandle, immCommandBuffer, "immediate command buffer");
vkutil::addDebugLabel(deviceHandle, immFence, "immediate fence");
initialized = true;
} catch (...) {
cleanup(deviceHandle);
@@ -26,6 +26,11 @@ void FrameManager::init(VkDevice dev, std::uint32_t queueFamily) {
const auto cmdAllocInfo = vkinit::commandBufferAllocateInfo(commandPool, 1);
auto& mainCommandBuffer = frames[i].commandBuffer;
VK_CHECK(vkAllocateCommandBuffers(device, &cmdAllocInfo, &mainCommandBuffer));
const std::string poolName = "frame " + std::to_string(i) + " command pool";
const std::string cmdName = "frame " + std::to_string(i) + " command buffer";
vkutil::addDebugLabel(device, commandPool, poolName.c_str());
vkutil::addDebugLabel(device, mainCommandBuffer, cmdName.c_str());
}
} catch (...) {
cleanup(dev);
@@ -178,7 +178,9 @@ std::optional<GPUImage> ImageManager::loadImageFromFile(
}
image.debugName = path.string();
vkutil::addDebugLabel(device, image.image, path.string().c_str());
vkutil::addDebugLabel(device, image.image, image.debugName.c_str());
const std::string viewName = image.debugName + " (view)";
vkutil::addDebugLabel(device, image.imageView, viewName.c_str());
return image;
}
+3
View File
@@ -156,6 +156,9 @@ void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE);
const auto skinningBufferName = cpuMesh.name + " (skinning data)";
vkutil::addDebugLabel(gfxDevice.getDevice(), gpuMesh.skinningDataBuffer.buffer, skinningBufferName.c_str());
auto skinningStaging =
gfxDevice.createBuffer(
skinningDataSize,
+17 -18
View File
@@ -146,11 +146,11 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
CreateShaderModule(vertCode, &m_vertShaderModule);
// vkutil::addDebugLabel(
// m_device.getDevice(),
// m_fragShaderModule,
// VertFileName.c_str()
// );
vkutil::addDebugLabel(
m_device.getDevice(),
m_vertShaderModule,
VertFileName.c_str()
);
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
@@ -173,11 +173,11 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
CreateShaderModule(fragCode, &m_fragShaderModule);
// vkutil::addDebugLabel(
// m_device.getDevice(),
// m_fragShaderModule,
// FragFileName.c_str()
// );
vkutil::addDebugLabel(
m_device.getDevice(),
m_fragShaderModule,
FragFileName.c_str()
);
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
@@ -231,18 +231,17 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
pipelineInfo.basePipelineIndex = -1;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
if (!configInfo.name.empty()) {
// DebugLabel::SetObjectName(
// reinterpret_cast<uint64_t>(pipelineInfo.layout),
// VK_OBJECT_TYPE_PIPELINE_LAYOUT,
// configInfo.name.c_str()
// );
}
if (vkCreateGraphicsPipelines(m_device.getDevice(), VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &m_graphicsPipeline) != VK_SUCCESS) {
throw std::runtime_error("Can't make pipeline!");
}
if (!configInfo.name.empty()) {
vkutil::addDebugLabel(m_device.getDevice(), m_graphicsPipeline, configInfo.name.c_str());
const std::string layoutName = configInfo.name + " Layout";
vkutil::addDebugLabel(m_device.getDevice(), configInfo.pipelineLayout, layoutName.c_str());
}
}
void Pipeline::CreateShaderModule(const std::vector<char>& code, VkShaderModule* shaderModule) const {
@@ -122,6 +122,15 @@ void ImguiPass::beginFrame() {
return;
}
// the previous UI was built but never rendered (e.g. the frame got skipped while resizing),
// so the GPU never saw these
std::vector<VkDescriptorSet> unusedTextures;
for (const FrameTexture& texture : pendingTextures) {
unusedTextures.push_back(texture.descriptorSet);
}
pendingTextures.clear();
releaseTextures(unusedTextures);
ImGui_ImplVulkan_NewFrame();
ImGui_ImplSDL2_NewFrame();
@@ -155,6 +164,18 @@ void ImguiPass::render(
return;
}
{
// beginFrame on the gfx device already waited for this frame index' fence,
// so the textures it used last time around can go
auto& inFlight = inFlightTextures[gfx->getCurrentFrameIndex() % FRAMES_IN_FLIGHT];
releaseTextures(inFlight);
for (const FrameTexture& texture : pendingTextures) {
inFlight.push_back(texture.descriptorSet);
}
pendingTextures.clear();
}
ImDrawData* drawData = ImGui::GetDrawData();
if (drawData == nullptr || drawData->CmdListsCount == 0) {
return;
@@ -200,6 +221,8 @@ void ImguiPass::onSwapchainRecreated() {
const auto newFormat = gfx->getSwapchainFormat();
if (newFormat != colorFormat) {
if (vulkanInitialized) {
// the swapchain recreate waited for the device, nothing is in flight anymore
releaseAllTextures();
ImGui_ImplVulkan_Shutdown();
vulkanInitialized = false;
}
@@ -224,6 +247,7 @@ void ImguiPass::cleanup() {
}
if (vulkanInitialized) {
releaseAllTextures();
ImGui_ImplVulkan_Shutdown();
vulkanInitialized = false;
}
@@ -293,3 +317,49 @@ void ImguiPass::transitionToColorAttachment(
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
}
ImTextureID ImguiPass::getFrameTexture(VkImageView imageView, VkImageLayout imageLayout) {
if (!vulkanInitialized || imageView == VK_NULL_HANDLE) {
return ImTextureID{};
}
for (const FrameTexture& texture : pendingTextures) {
if (texture.imageView == imageView && texture.imageLayout == imageLayout) {
return reinterpret_cast<ImTextureID>(texture.descriptorSet);
}
}
const VkDescriptorSet descriptorSet = ImGui_ImplVulkan_AddTexture(imageView, imageLayout);
if (descriptorSet == VK_NULL_HANDLE) {
return ImTextureID{};
}
pendingTextures.push_back(FrameTexture{
.imageView = imageView,
.imageLayout = imageLayout,
.descriptorSet = descriptorSet,
});
return reinterpret_cast<ImTextureID>(descriptorSet);
}
void ImguiPass::releaseTextures(std::vector<VkDescriptorSet>& textures) {
if (vulkanInitialized) {
for (VkDescriptorSet descriptorSet : textures) {
ImGui_ImplVulkan_RemoveTexture(descriptorSet);
}
}
textures.clear();
}
void ImguiPass::releaseAllTextures() {
std::vector<VkDescriptorSet> textures;
for (const FrameTexture& texture : pendingTextures) {
textures.push_back(texture.descriptorSet);
}
pendingTextures.clear();
releaseTextures(textures);
for (auto& inFlight : inFlightTextures) {
releaseTextures(inFlight);
}
}
@@ -0,0 +1,272 @@
#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),
.castShadows = light.castShadows ? 1u : 0u,
.padding = 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];
}
+113 -15
View File
@@ -9,6 +9,7 @@
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Frustum.h>
#include <destrum/Graphics/Util.h>
#include "volk.h"
#include "spdlog/spdlog.h"
@@ -23,7 +24,8 @@ void MeshPipeline::init(
VkFormat drawImageFormat,
VkFormat depthImageFormat)
{
try {
try
{
const auto vertexShader =
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
@@ -59,6 +61,29 @@ 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 +96,50 @@ 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 +149,35 @@ 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 +209,10 @@ 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 +220,18 @@ void MeshPipeline::draw(
const auto& mesh = meshCache.getMesh(dc.meshId);
if (dc.meshId != prevMeshId) {
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
vkutil::cmdBeginLabelFormatted(
cmd,
vkutil::labelColors::draw,
"%s [mesh %zu, material %u%s]",
meshKey.empty() ? "Mesh" : meshKey.c_str(),
dc.meshId,
dc.materialId,
dc.skinnedMesh != nullptr ? ", skinned" : "");
if (dc.meshId != prevMeshId)
{
prevMeshId = dc.meshId;
vkCmdBindIndexBuffer(
@@ -173,28 +265,34 @@ void MeshPipeline::draw(
);
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
vkutil::cmdEndLabel(cmd);
};
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;
@@ -42,12 +42,14 @@ void QuadRendererPass::init(GfxDevice& gfxDevice, RenderResources& resources, Vk
vertexBytes,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), vertexBuffer.buffer, "quad vertices");
const std::size_t indexBytes = InitialQuadCapacity * IndicesPerQuad * sizeof(std::uint32_t);
indexBuffer = gfxDevice.createBuffer(
indexBytes,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), indexBuffer.buffer, "quad indices");
quadCapacity = InitialQuadCapacity;
@@ -321,6 +323,7 @@ void QuadRendererPass::ensureCapacity(
newCapacity * VerticesPerQuad * sizeof(QuadVertex),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), vertexBuffer.buffer, "quad vertices");
if (indexBuffer.buffer != VK_NULL_HANDLE) {
gfxDevice.destroyBuffer(indexBuffer);
@@ -329,6 +332,7 @@ void QuadRendererPass::ensureCapacity(
newCapacity * IndicesPerQuad * sizeof(std::uint32_t),
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), indexBuffer.buffer, "quad indices");
quadCapacity = newCapacity;
}
@@ -0,0 +1,265 @@
#include <destrum/Graphics/Pipelines/ShadowMapPipeline.h>
#include <array>
#include <cassert>
#include <cmath>
#include <stdexcept>
#include <glm/gtc/matrix_transform.hpp>
#include <destrum/FS/AssetFS.h>
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Caches/MeshCache.h>
#include <destrum/Graphics/Util.h>
#include "volk.h"
#include "spdlog/spdlog.h"
void ShadowMapPipeline::init(GfxDevice& gfxDevice, RenderResources& resources)
{
try
{
const auto vertexShader =
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/shadow.vert");
const auto bufferRange = VkPushConstantRange{
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(PushConstants),
};
const auto pushConstantRanges = std::array{bufferRange};
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>(pushConstantRanges.size());
pipelineLayoutInfo.pPushConstantRanges = pushConstantRanges.data();
if (vkCreatePipelineLayout(
gfxDevice.getDevice(),
&pipelineLayoutInfo,
nullptr,
&m_pipelineLayout) != VK_SUCCESS)
{
throw std::runtime_error("Could not create shadow map pipeline layout");
}
PipelineConfigInfo pipelineConfig{};
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
pipelineConfig.name = "Shadow Map Pipeline";
pipelineConfig.pipelineLayout = m_pipelineLayout;
pipelineConfig.vertexAttributeDescriptions = {};
pipelineConfig.vertexBindingDescriptions = {};
pipelineConfig.colorAttachments = {};
pipelineConfig.colorBlendInfo.attachmentCount = 0;
pipelineConfig.depthAttachment = shadowMapFormat;
// the light projection isn't Y flipped like the camera's, so the winding is mirrored
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
pipelineConfig.rasterizationInfo.depthBiasEnable = VK_TRUE;
pipelineConfig.rasterizationInfo.depthBiasConstantFactor = 0.0f;
pipelineConfig.rasterizationInfo.depthBiasSlopeFactor = 2.0f;
m_pipeline = std::make_unique<Pipeline>(
gfxDevice,
vertexShader.string(),
"",
pipelineConfig
);
const auto createInfo = vkutil::CreateImageInfo{
.format = shadowMapFormat,
.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
.extent = VkExtent3D{SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1},
};
shadowMapId = resources.createImage(gfxDevice, createInfo, "shadow map", nullptr, shadowMapId);
spdlog::info("Created {0}x{0} shadow map with id {1}", SHADOW_MAP_SIZE, shadowMapId);
}
catch (...)
{
cleanup(gfxDevice.getDevice());
throw;
}
}
void ShadowMapPipeline::cleanup(VkDevice device)
{
m_pipeline.reset();
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE)
{
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
}
m_pipelineLayout = VK_NULL_HANDLE;
shadowMapId = NULL_IMAGE_ID;
}
glm::mat4 ShadowMapPipeline::calculateLightViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const
{
const glm::vec3 direction = glm::normalize(lightDirection);
const glm::vec3 up = std::abs(direction.y) > 0.99f ? glm::vec3{0.0f, 0.0f, 1.0f} : glm::vec3{0.0f, 1.0f, 0.0f};
const glm::mat4 lightView = glm::lookAt(glm::vec3{0.0f}, direction, up);
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
glm::vec3 lightSpaceCenter = glm::vec3(lightView * glm::vec4(center, 1.0f));
lightSpaceCenter.x = std::floor(lightSpaceCenter.x / texelSize) * texelSize;
lightSpaceCenter.y = std::floor(lightSpaceCenter.y / texelSize) * texelSize;
const glm::mat4 lightProj = glm::orthoRH_ZO(
lightSpaceCenter.x - shadowDistance,
lightSpaceCenter.x + shadowDistance,
lightSpaceCenter.y - shadowDistance,
lightSpaceCenter.y + shadowDistance,
-lightSpaceCenter.z - shadowDepthRange,
-lightSpaceCenter.z + shadowDepthRange);
return lightProj * lightView;
}
float ShadowMapPipeline::getNormalOffset() const
{
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
return texelSize * 1.5f;
}
void ShadowMapPipeline::draw(
VkCommandBuffer cmd,
const RenderResources& resources,
const GPUBuffer& sceneDataBuffer,
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands)
{
if (!m_pipeline || shadowMapId == NULL_IMAGE_ID)
{
return;
}
const auto& shadowMap = resources.getImage(shadowMapId);
vkutil::transitionImage(
cmd,
shadowMap.image,
shadowMap.layout,
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
shadowMap.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
auto renderInfo = vkutil::createRenderingInfo({
.renderExtent = shadowMap.getExtent2D(),
.depthImageView = shadowMap.imageView,
.depthImageClearValue = 1.f,
});
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
m_pipeline->bind(cmd);
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
const auto viewport = VkViewport{
.x = 0.f,
.y = 0.f,
.width = static_cast<float>(SHADOW_MAP_SIZE),
.height = static_cast<float>(SHADOW_MAP_SIZE),
.minDepth = 0.f,
.maxDepth = 1.f,
};
vkCmdSetViewport(cmd, 0, 1, &viewport);
const auto scissor = VkRect2D{
.offset = {},
.extent = shadowMap.getExtent2D(),
};
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
const MeshCache& meshCache = resources.meshes();
MeshID prevMeshId = NULL_MESH_ID;
const auto drawOne = [&](const MeshDrawCommand& dc)
{
if (!dc.castShadow)
{
return;
}
const auto& mesh = meshCache.getMesh(dc.meshId);
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
vkutil::cmdBeginLabelFormatted(
cmd,
vkutil::labelColors::draw,
"%s [mesh %zu, material %u%s]",
meshKey.empty() ? "Mesh" : meshKey.c_str(),
dc.meshId,
dc.materialId,
dc.skinnedMesh != nullptr ? ", skinned" : "");
if (dc.meshId != prevMeshId)
{
prevMeshId = dc.meshId;
vkCmdBindIndexBuffer(cmd, mesh.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
}
const auto pushConstants = PushConstants{
.transform = dc.transformMatrix,
.sceneDataBuffer = sceneDataBuffer.address,
.vertexBuffer =
dc.skinnedMesh != nullptr
? dc.skinnedMesh->skinnedVertexBuffer.address
: mesh.vertexBuffer.address,
.materialId = dc.materialId,
.padding = 0,
};
vkCmdPushConstants(
cmd,
m_pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(PushConstants),
&pushConstants);
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
vkutil::cmdEndLabel(cmd);
};
if (!sortedDrawCommands.empty())
{
for (std::size_t drawIndex : sortedDrawCommands)
{
assert(drawIndex < drawCommands.size());
drawOne(drawCommands[drawIndex]);
}
}
else
{
for (const MeshDrawCommand& dc : drawCommands)
{
drawOne(dc);
}
}
vkCmdEndRendering(cmd);
vkutil::transitionImage(
cmd,
shadowMap.image,
shadowMap.layout,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
shadowMap.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
@@ -53,6 +53,9 @@ void SkinningPipeline::init(GfxDevice& gfxDevice) {
MAX_JOINT_MATRICES * sizeof(glm::mat4),
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
const std::string bufferName = "joint matrices (frame " + std::to_string(i) + ")";
vkutil::addDebugLabel(device, jointMatricesBuffer.buffer.buffer, bufferName.c_str());
}
} catch (...) {
cleanup(gfxDevice);
@@ -84,6 +87,9 @@ void SkinningPipeline::doSkinning(VkCommandBuffer cmd,
assert(mesh.hasSkeleton);
assert(dc.skinnedMesh);
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
vkutil::ScopedCmdLabel label(cmd, meshKey.empty() ? "Skin Mesh" : meshKey.c_str(), vkutil::labelColors::compute);
const auto cs = PushConstants{
.jointMatricesBuffer = getCurrentFrameData(frameIndex).jointMatricesBuffer.buffer.address,
.jointMatricesStartIndex = static_cast<std::uint32_t>(dc.jointMatricesStartIndex),
@@ -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),
};
+7 -2
View File
@@ -130,6 +130,8 @@ ImageID RenderResources::createImage(
if (!debugName.empty()) {
vkutil::addDebugLabel(gfxDevice.getVkDevice(), image.image, debugName.c_str());
const std::string viewName = debugName + " (view)";
vkutil::addDebugLabel(gfxDevice.getVkDevice(), image.imageView, viewName.c_str());
image.debugName = debugName;
}
@@ -266,10 +268,13 @@ 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,
+148 -9
View File
@@ -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 +41,12 @@ skyboxPipeline = std::make_unique<SkyboxPipeline>();
skinningPipeline = std::make_unique<SkinningPipeline>();
skinningPipeline->init(gfxDevice);
lightCullingPipeline = std::make_unique<LightCullingPipeline>();
lightCullingPipeline->init(gfxDevice, _resources, drawImageSize);
shadowMapPipeline = std::make_unique<ShadowMapPipeline>();
shadowMapPipeline->init(gfxDevice, _resources);
lineRenderingPass = std::make_unique<LineRenderingPass>();
lineRenderingPass->init(gfxDevice, drawImageFormat);
@@ -48,7 +55,9 @@ skyboxPipeline = std::make_unique<SkyboxPipeline>();
GameState::GetInstance().SetRenderer(this);
initialized = true;
} catch (...) {
}
catch (...)
{
cleanup(gfxDevice);
throw;
}
@@ -59,6 +68,8 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
flushMaterialUpdates(gfxDevice);
meshDrawCommands.clear();
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
shadowLightDirection.reset();
QuadRenderingManager::GetInstance().ClearQuads();
}
@@ -70,13 +81,16 @@ 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);
@@ -87,9 +101,11 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
{
ZoneScopedN("GameRenderer::draw");
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "GameRenderer::draw");
vkutil::ScopedCmdLabel frameLabel(cmd, "GameRenderer::draw", vkutil::labelColors::frame);
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Skinning");
vkutil::ScopedCmdLabel label(cmd, "Skinning", vkutil::labelColors::compute);
skinningPipeline->flushCurrentFrame(
cmd,
@@ -106,9 +122,24 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
}
}
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Lights Buffer Flush");
vkutil::ScopedCmdLabel label(cmd, "Lights Buffer Flush", vkutil::labelColors::transfer);
lightCullingPipeline->flushCurrentFrame(cmd, gfxDevice);
}
const glm::mat4 lightViewProj = shadowLightDirection
? shadowMapPipeline->calculateLightViewProj(
*shadowLightDirection,
sceneData.camera.GetPosition())
: glm::mat4{1.0f};
// 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},
@@ -116,10 +147,20 @@ 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,
.shadowMapId = static_cast<std::uint32_t>(shadowMapPipeline->getShadowMapId()),
.shadowNormalOffset = shadowMapPipeline->getNormalOffset(),
.padding = 0,
.lightViewProj = lightViewProj,
};
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Material Buffer Barrier");
vkutil::ScopedCmdLabel label(cmd, "Material Buffer Barrier", vkutil::labelColors::transfer);
vkutil::bufferHostWriteToShaderReadBarrier(
cmd,
@@ -131,6 +172,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Upload Scene Data");
vkutil::ScopedCmdLabel label(cmd, "Upload Scene Data", vkutil::labelColors::transfer);
sceneDataBuffer.uploadNewData(
cmd,
@@ -165,16 +207,81 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
}
if (shadowLightDirection)
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Shadow Map");
vkutil::ScopedCmdLabel label(cmd, "Shadow Map", vkutil::labelColors::shadow);
shadowMapPipeline->draw(
cmd,
*resources,
sceneDataBuffer.getBuffer(),
meshDrawCommands,
sortedMeshDrawCommands);
}
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Depth Prepass");
vkutil::ScopedCmdLabel label(cmd, "Depth Prepass", vkutil::labelColors::depth);
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::ScopedCmdLabel label(cmd, "Light Culling", vkutil::labelColors::compute);
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;
vkutil::cmdBeginLabel(cmd, "Forward Pass", vkutil::labelColors::opaque);
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "vkCmdBeginRendering");
@@ -183,6 +290,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "MeshPipeline::draw");
vkutil::ScopedCmdLabel label(cmd, "MeshPipeline::draw", vkutil::labelColors::opaque);
meshPipeline->draw(
cmd,
@@ -196,6 +304,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "SkyboxPipeline::draw");
vkutil::ScopedCmdLabel label(cmd, "SkyboxPipeline::draw", vkutil::labelColors::sky);
skyboxPipeline->draw(cmd, *resources, camera);
}
@@ -206,8 +315,11 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
vkCmdEndRendering(cmd);
}
vkutil::cmdEndLabel(cmd);
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "LineRenderingPass::draw");
vkutil::ScopedCmdLabel label(cmd, "LineRenderingPass::draw", vkutil::labelColors::debug);
lineRenderingPass->draw(
cmd,
@@ -219,6 +331,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "QuadRendererPass::draw");
vkutil::ScopedCmdLabel label(cmd, "QuadRendererPass::draw", vkutil::labelColors::ui);
quadRendererPass->draw(
cmd,
@@ -230,7 +343,6 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
static_cast<float>(drawImage.extent.height),
0.0f, -1.0f, 1.0f));
}
// vkutil::cmdEndLabel(cmd);
}
void GameRenderer::drawQuads(
@@ -246,7 +358,8 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
{
VkDevice device = gfxDevice.getDevice();
if (device != VK_NULL_HANDLE) {
if (device != VK_NULL_HANDLE)
{
vkDeviceWaitIdle(device);
}
@@ -259,6 +372,12 @@ if (skinningPipeline)
if (quadRendererPass)
quadRendererPass->cleanup(gfxDevice);
if (lightCullingPipeline)
lightCullingPipeline->cleanup(gfxDevice);
if (shadowMapPipeline)
shadowMapPipeline->cleanup(device);
if (skyboxPipeline)
skyboxPipeline->cleanup(device);
@@ -281,6 +400,9 @@ if (skinningPipeline)
skinningPipeline.reset();
lineRenderingPass.reset();
quadRendererPass.reset();
lightCullingPipeline.reset();
shadowMapPipeline.reset();
shadowLightDirection.reset();
pendingMaterialUploads.clear();
meshDrawCommands.clear();
sortedMeshDrawCommands.clear();
@@ -323,6 +445,22 @@ void GameRenderer::drawSkinnedMesh(MeshID id,
});
}
void GameRenderer::submitLight(const Light& light)
{
Light submittedLight = light;
// there's a single shadow map, the first shadow casting directional light gets it
submittedLight.castShadows =
light.castShadows && light.type == LightType::Directional && !shadowLightDirection;
if (submittedLight.castShadows)
{
shadowLightDirection = light.direction;
}
lightCullingPipeline->appendLight(submittedLight);
}
const GPUImage& GameRenderer::getDrawImage() const
{
assert(resources);
@@ -349,7 +487,8 @@ 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.
@@ -71,6 +71,8 @@ void CubeMap::RenderToCubemap(
}
gfxDevice.getImmediateExecuter().immediateSubmit([&](VkCommandBuffer cmd) {
vkutil::ScopedCmdLabel label(cmd, "HDRI To Cubemap", vkutil::labelColors::sky);
VkImageMemoryBarrier barrier{VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
@@ -108,6 +110,8 @@ void CubeMap::RenderToCubemap(
scissor.extent = {size, size};
for (std::uint32_t face = 0; face < 6; ++face) {
vkutil::cmdBeginLabelFormatted(cmd, vkutil::labelColors::draw, "Cubemap Face %u", face);
PC pc{};
pc.viewMtx = viewMatrices[face];
pc.projMtx = m_projection;
@@ -153,6 +157,8 @@ void CubeMap::RenderToCubemap(
vkCmdDraw(cmd, 36, 1, 0, 0);
vkCmdEndRendering(cmd);
vkutil::cmdEndLabel(cmd);
}
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
@@ -199,6 +205,8 @@ void CubeMap::CreateCubeMap(
.mipMap = false,
.isCubemap = true
});
cubeMapImage.debugName = "skybox cubemap";
vkutil::addDebugLabel(gfxDevice.getDevice(), cubeMapImage.image, cubeMapImage.debugName.c_str());
std::array<VkImageView, 6> faceViews{};
@@ -220,6 +228,9 @@ void CubeMap::CreateCubeMap(
&viewInfo,
nullptr,
&faceViews[face]));
const std::string faceViewName = "skybox cubemap face " + std::to_string(face) + " (view)";
vkutil::addDebugLabel(gfxDevice.getDevice(), faceViews[face], faceViewName.c_str());
}
spdlog::info("HDRI image id = {}", m_hdrImage);
@@ -305,6 +316,7 @@ void CubeMap::InitCubemapPipeline(
PipelineConfigInfo pipelineConfig{};
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
pipelineConfig.name = "HDRI To Cubemap Pipeline";
pipelineConfig.vertexAttributeDescriptions = {};
pipelineConfig.vertexBindingDescriptions = {};
+439
View File
@@ -0,0 +1,439 @@
#include <destrum/Graphics/ResourcesInspector.h>
#include <algorithm>
#include <cctype>
#include <charconv>
#include <system_error>
#include <cstring>
#include <string>
#include <string_view>
#include <vector>
#include <imgui.h>
#include <vulkan/vk_enum_string_helper.h>
#include <destrum/Graphics/Caches/ImageCache.h>
#include <destrum/Graphics/Caches/MaterialCache.h>
#include <destrum/Graphics/Pipelines/ImguiPass.h>
#include <destrum/Graphics/RenderResources.h>
namespace
{
[[nodiscard]] const char* StripPrefix(const char* name, const char* prefix)
{
const std::size_t length = std::strlen(prefix);
return std::strncmp(name, prefix, length) == 0 ? name + length : name;
}
[[nodiscard]] const char* FormatName(VkFormat format)
{
return StripPrefix(string_VkFormat(format), "VK_FORMAT_");
}
[[nodiscard]] const char* LayoutName(VkImageLayout layout)
{
return StripPrefix(string_VkImageLayout(layout), "VK_IMAGE_LAYOUT_");
}
[[nodiscard]] std::string UsageNames(VkImageUsageFlags usage)
{
struct UsageName
{
VkImageUsageFlagBits bit;
const char* name;
};
constexpr UsageName usageNames[] = {
{VK_IMAGE_USAGE_SAMPLED_BIT, "sampled"},
{VK_IMAGE_USAGE_STORAGE_BIT, "storage"},
{VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, "color attachment"},
{VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, "depth attachment"},
{VK_IMAGE_USAGE_TRANSFER_SRC_BIT, "transfer src"},
{VK_IMAGE_USAGE_TRANSFER_DST_BIT, "transfer dst"},
};
std::string result;
for (const UsageName& usageName : usageNames)
{
if ((usage & usageName.bit) == 0)
{
continue;
}
if (!result.empty())
{
result += ", ";
}
result += usageName.name;
}
return result.empty() ? "none" : result;
}
[[nodiscard]] bool IsDepthFormat(VkFormat format)
{
switch (format)
{
case VK_FORMAT_D16_UNORM:
case VK_FORMAT_X8_D24_UNORM_PACK32:
case VK_FORMAT_D32_SFLOAT:
case VK_FORMAT_D16_UNORM_S8_UINT:
case VK_FORMAT_D24_UNORM_S8_UINT:
case VK_FORMAT_D32_SFLOAT_S8_UINT:
return true;
default:
return false;
}
}
[[nodiscard]] bool ContainsCaseInsensitive(std::string_view haystack, std::string_view needle)
{
const auto it = std::search(
haystack.begin(), haystack.end(),
needle.begin(), needle.end(),
[](char a, char b)
{
return std::tolower(static_cast<unsigned char>(a)) == std::tolower(static_cast<unsigned char>(b));
});
return it != haystack.end();
}
[[nodiscard]] const char* TextureIntentName(TextureIntent intent)
{
switch (intent)
{
case TextureIntent::ColorSrgb: return "color (sRGB)";
case TextureIntent::DataLinear: return "data (linear)";
}
return "unknown";
}
}
ResourcesInspector::PreviewInfo ResourcesInspector::getPreviewInfo(const GPUImage& image)
{
if (image.image == VK_NULL_HANDLE || image.imageView == VK_NULL_HANDLE)
{
return {false, "no image view"};
}
if ((image.usage & VK_IMAGE_USAGE_SAMPLED_BIT) == 0)
{
return {false, "not sampleable"};
}
if (image.isCubemap)
{
return {false, "cubemap"};
}
if (image.numLayers > 1)
{
return {false, "image array"};
}
if (image.getLayout() == VK_IMAGE_LAYOUT_UNDEFINED)
{
return {false, "never written"};
}
// ImGui reads the image when the UI gets rendered at the very end of the frame. Render targets
// like the draw / depth image are in an attachment or transfer layout by then.
if (image.getLayout() != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
{
return {false, "render target"};
}
return {true, ""};
}
void ResourcesInspector::drawImagePreview(const GPUImage& image, float maxSize, ImguiPass& imguiPass) const
{
const float width = static_cast<float>(image.extent.width);
const float height = static_cast<float>(image.extent.height);
const float scale = maxSize / std::max({width, height, 1.0f});
const ImVec2 size{std::max(width * scale, 1.0f), std::max(height * scale, 1.0f)};
const PreviewInfo preview = getPreviewInfo(image);
if (preview.previewable)
{
const ImTextureID textureId = imguiPass.getFrameTexture(image.imageView);
if (textureId != ImTextureID{})
{
ImGui::ImageWithBg(textureId, size, ImVec2{0.0f, 0.0f}, ImVec2{1.0f, 1.0f}, ImVec4{0.1f, 0.1f, 0.1f, 1.0f});
return;
}
}
// placeholder box with the reason it can't be shown
const ImVec2 boxSize{maxSize, std::min(maxSize, std::max(size.y, ImGui::GetTextLineHeight() * 2.0f))};
const ImVec2 min = ImGui::GetCursorScreenPos();
const ImVec2 max{min.x + boxSize.x, min.y + boxSize.y};
ImDrawList* drawList = ImGui::GetWindowDrawList();
drawList->AddRectFilled(min, max, ImGui::GetColorU32(ImGuiCol_FrameBg));
drawList->AddRect(min, max, ImGui::GetColorU32(ImGuiCol_Border));
// small thumbnails just get a dash, the reason is in the tooltip
const char* text = ImGui::CalcTextSize(preview.reason).x <= boxSize.x - 8.0f ? preview.reason : "-";
const ImVec2 textSize = ImGui::CalcTextSize(text);
drawList->AddText(
ImVec2{min.x + (boxSize.x - textSize.x) * 0.5f, min.y + (boxSize.y - textSize.y) * 0.5f},
ImGui::GetColorU32(ImGuiCol_TextDisabled),
text);
ImGui::Dummy(boxSize);
}
void ResourcesInspector::drawImageDetails(ImageID id, const RenderResources& resources) const
{
const ImageCache& cache = resources.images();
const GPUImage& image = cache.images[id];
ImGui::Text("Image ID: %u", static_cast<unsigned>(id));
ImGui::TextWrapped("Name: %s", image.debugName.empty() ? "<unnamed>" : image.debugName.c_str());
if (id == resources.getWhiteTextureID())
{
ImGui::TextColored(ImVec4{0.6f, 0.8f, 1.0f, 1.0f}, "Default white (also metallic/roughness + emissive default)");
}
if (id == resources.getErrorTextureID())
{
ImGui::TextColored(ImVec4{1.0f, 0.4f, 0.8f, 1.0f}, "Error texture (used when a load fails)");
}
if (id == resources.getDefaultNormalTextureID())
{
ImGui::TextColored(ImVec4{0.6f, 0.8f, 1.0f, 1.0f}, "Default normal map");
}
ImGui::Separator();
ImGui::Text("Size: %u x %u", image.extent.width, image.extent.height);
ImGui::Text("Format: %s%s", FormatName(image.format), IsDepthFormat(image.format) ? " (shown as red)" : "");
ImGui::Text("Mips: %u Layers: %u%s", image.mipLevels, image.numLayers, image.isCubemap ? " cubemap" : "");
ImGui::Text("Layout: %s", LayoutName(image.getLayout()));
if (const PreviewInfo preview = getPreviewInfo(image); !preview.previewable)
{
ImGui::TextDisabled("No preview: %s", preview.reason);
}
ImGui::TextWrapped("Usage: %s", UsageNames(image.usage).c_str());
if (const auto it = cache.loadedImagesInfo.find(id); it != cache.loadedImagesInfo.end())
{
ImGui::Separator();
ImGui::TextWrapped("File: %s", it->second.path.generic_string().c_str());
ImGui::Text("Intent: %s%s", TextureIntentName(it->second.intent), it->second.mipMap ? ", mipmapped" : "");
}
const MaterialCache& materials = resources.materials();
std::vector<std::size_t> users;
for (std::size_t materialId = 0; materialId < materials.materials.size(); ++materialId)
{
if (materials.materials[materialId].diffuseTexture == id)
{
users.push_back(materialId);
}
}
if (!users.empty())
{
ImGui::Separator();
ImGui::Text("Diffuse texture of %zu material(s):", users.size());
constexpr std::size_t maxListed = 8;
for (std::size_t i = 0; i < std::min(users.size(), maxListed); ++i)
{
const Material& material = materials.materials[users[i]];
ImGui::BulletText(
"#%zu %s",
users[i],
material.name.empty() ? "<unnamed>" : material.name.c_str());
}
if (users.size() > maxListed)
{
ImGui::TextDisabled("... and %zu more", users.size() - maxListed);
}
}
}
bool ResourcesInspector::matchesFilter(ImageID id, const RenderResources& resources) const
{
const std::string_view filterText{filter};
if (filterText.empty())
{
return true;
}
// a plain number matches the image id exactly
unsigned filterId = 0;
const auto [end, error] = std::from_chars(filterText.data(), filterText.data() + filterText.size(), filterId);
if (error == std::errc{} && end == filterText.data() + filterText.size())
{
return filterId == id;
}
const ImageCache& cache = resources.images();
if (ContainsCaseInsensitive(cache.images[id].debugName, filterText))
{
return true;
}
if (const auto it = cache.loadedImagesInfo.find(id); it != cache.loadedImagesInfo.end())
{
return ContainsCaseInsensitive(it->second.path.generic_string(), filterText);
}
return false;
}
void ResourcesInspector::drawImageCacheWindow(bool* open, const RenderResources& resources, ImguiPass& imguiPass)
{
if (!ImGui::Begin("Image Cache", open))
{
ImGui::End();
return;
}
if (!resources.isInitialized())
{
ImGui::TextDisabled("Render resources aren't initialized yet");
ImGui::End();
return;
}
const ImageCache& cache = resources.images();
std::vector<ImageID> visibleIds;
std::size_t imageCount = 0;
for (std::size_t i = 0; i < cache.images.size(); ++i)
{
const auto id = static_cast<ImageID>(i);
const GPUImage& image = cache.images[i];
if (image.image == VK_NULL_HANDLE)
{
continue;
}
++imageCount;
if (!matchesFilter(id, resources))
{
continue;
}
if (onlyPreviewable && !getPreviewInfo(image).previewable)
{
continue;
}
visibleIds.push_back(id);
}
ImGui::Text("%zu images (bindless capacity %u)", imageCount, cache.getMaxImageCount());
ImGui::SetNextItemWidth(220.0f);
ImGui::InputTextWithHint("##filter", "Filter by name, path or ID", filter, sizeof(filter));
ImGui::SameLine();
ImGui::SetNextItemWidth(140.0f);
ImGui::SliderFloat("Thumbnail", &thumbnailSize, 24.0f, 256.0f, "%.0f px");
ImGui::SameLine();
ImGui::Checkbox("Previewable only", &onlyPreviewable);
if (selectedImageId != NULL_IMAGE_ID &&
(selectedImageId >= cache.images.size() || cache.images[selectedImageId].image == VK_NULL_HANDLE))
{
selectedImageId = NULL_IMAGE_ID;
}
if (selectedImageId != NULL_IMAGE_ID)
{
if (ImGui::CollapsingHeader("Selected Image", ImGuiTreeNodeFlags_DefaultOpen))
{
drawImagePreview(cache.images[selectedImageId], 256.0f, imguiPass);
ImGui::SameLine();
ImGui::BeginGroup();
drawImageDetails(selectedImageId, resources);
if (ImGui::SmallButton("Clear selection"))
{
selectedImageId = NULL_IMAGE_ID;
}
ImGui::EndGroup();
}
}
constexpr ImGuiTableFlags tableFlags =
ImGuiTableFlags_Borders |
ImGuiTableFlags_RowBg |
ImGuiTableFlags_ScrollY |
ImGuiTableFlags_Resizable |
ImGuiTableFlags_SizingStretchProp;
if (ImGui::BeginTable("##images", 6, tableFlags))
{
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_WidthFixed, 40.0f);
ImGui::TableSetupColumn("Preview", ImGuiTableColumnFlags_WidthFixed, thumbnailSize + 4.0f);
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch, 3.0f);
ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, 90.0f);
ImGui::TableSetupColumn("Format", ImGuiTableColumnFlags_WidthStretch, 1.5f);
ImGui::TableSetupColumn("Layout", ImGuiTableColumnFlags_WidthStretch, 1.5f);
ImGui::TableHeadersRow();
// only the visible rows get a texture descriptor
const float rowHeight = thumbnailSize + ImGui::GetStyle().CellPadding.y * 2.0f;
ImGuiListClipper clipper;
clipper.Begin(static_cast<int>(visibleIds.size()), rowHeight);
while (clipper.Step())
{
for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; ++row)
{
const ImageID id = visibleIds[static_cast<std::size_t>(row)];
const GPUImage& image = cache.images[id];
ImGui::PushID(static_cast<int>(id));
ImGui::TableNextRow(ImGuiTableRowFlags_None, thumbnailSize);
ImGui::TableNextColumn();
const std::string idLabel = std::to_string(id);
if (ImGui::Selectable(
idLabel.c_str(),
selectedImageId == id,
ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap,
ImVec2{0.0f, thumbnailSize}))
{
selectedImageId = selectedImageId == id ? NULL_IMAGE_ID : id;
}
if (ImGui::BeginItemTooltip())
{
drawImagePreview(image, 256.0f, imguiPass);
drawImageDetails(id, resources);
ImGui::EndTooltip();
}
ImGui::TableNextColumn();
drawImagePreview(image, thumbnailSize, imguiPass);
ImGui::TableNextColumn();
if (const auto it = cache.loadedImagesInfo.find(id); it != cache.loadedImagesInfo.end())
{
// loaded images are named after their full path, the file name is enough here
ImGui::TextWrapped("%s", it->second.path.filename().generic_string().c_str());
}
else
{
ImGui::TextWrapped("%s", image.debugName.empty() ? "<unnamed>" : image.debugName.c_str());
}
ImGui::TableNextColumn();
ImGui::Text("%u x %u", image.extent.width, image.extent.height);
if (image.mipLevels > 1)
{
ImGui::TextDisabled("%u mips", image.mipLevels);
}
ImGui::TableNextColumn();
ImGui::TextUnformatted(FormatName(image.format));
ImGui::TableNextColumn();
ImGui::TextUnformatted(LayoutName(image.getLayout()));
ImGui::PopID();
}
}
ImGui::EndTable();
}
ImGui::End();
}
+20
View File
@@ -21,6 +21,22 @@ void Swapchain::initSync(VkDevice device) {
for (std::uint32_t i = 0; i < FRAMES_IN_FLIGHT; ++i) {
VK_CHECK(vkCreateFence(device, &fenceCreateInfo, nullptr, &frames[i].renderFence));
VK_CHECK(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &frames[i].swapchainSemaphore));
const auto fenceName = std::format("frame {} render fence", i);
const auto semaphoreName = std::format("frame {} swapchain semaphore", i);
vkutil::addDebugLabel(device, frames[i].renderFence, fenceName.c_str());
vkutil::addDebugLabel(device, frames[i].swapchainSemaphore, semaphoreName.c_str());
}
}
void Swapchain::nameSwapchainObjects(VkDevice device) const {
for (std::size_t i = 0; i < images.size(); ++i) {
const auto imageName = std::format("swapchain image {}", i);
const auto viewName = std::format("swapchain image {} (view)", i);
const auto semaphoreName = std::format("swapchain image {} render semaphore", i);
vkutil::addDebugLabel(device, images[i], imageName.c_str());
vkutil::addDebugLabel(device, imageViews[i], viewName.c_str());
vkutil::addDebugLabel(device, imageRenderSemaphores[i], semaphoreName.c_str());
}
}
@@ -85,6 +101,8 @@ void Swapchain::createSwapchain(
VK_CHECK(vkCreateSemaphore(vkbDevice, &sci, nullptr, &sem));
}
nameSwapchainObjects(vkbDevice);
extent = m_swapchain.extent;
dirty = false;
}
@@ -187,6 +205,8 @@ void Swapchain::recreateSwapchain(
VK_CHECK(vkCreateSemaphore(vkbDevice, &sci, nullptr, &sem));
}
nameSwapchainObjects(vkbDevice);
extent = m_swapchain.extent;
dirty = false;
}
+101 -101
View File
@@ -188,54 +188,124 @@ void vkutil::bufferHostWriteToTransferReadBarrier(
}
void vkutil::addDebugLabel(VkDevice device, VkImage image, const char* label) {
void vkutil::addDebugLabel(VkDevice device, VkObjectType objectType, std::uint64_t objectHandle, const char* label) {
if (!vkSetDebugUtilsObjectNameEXT || device == VK_NULL_HANDLE || objectHandle == 0 || label == nullptr) {
return;
}
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_IMAGE,
.objectHandle = (std::uint64_t)image,
.objectType = objectType,
.objectHandle = objectHandle,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
void vkutil::addDebugLabel(VkDevice device, VkImage image, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_IMAGE, reinterpret_cast<std::uint64_t>(image), label);
}
void vkutil::addDebugLabel(VkDevice device, VkImageView imageView, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_IMAGE_VIEW, reinterpret_cast<std::uint64_t>(imageView), label);
}
void vkutil::addDebugLabel(VkDevice device, VkShaderModule shaderModule, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_SHADER_MODULE,
.objectHandle = (std::uint64_t)shaderModule,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
addDebugLabel(device, VK_OBJECT_TYPE_SHADER_MODULE, reinterpret_cast<std::uint64_t>(shaderModule), label);
}
void vkutil::addDebugLabel(VkDevice device, VkPipeline pipeline, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_PIPELINE,
.objectHandle = (std::uint64_t)pipeline,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
addDebugLabel(device, VK_OBJECT_TYPE_PIPELINE, reinterpret_cast<std::uint64_t>(pipeline), label);
}
void vkutil::addDebugLabel(VkDevice device, VkPipelineLayout layout, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_PIPELINE_LAYOUT, reinterpret_cast<std::uint64_t>(layout), label);
}
void vkutil::addDebugLabel(VkDevice device, VkBuffer buffer, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_BUFFER,
.objectHandle = (std::uint64_t)buffer,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
addDebugLabel(device, VK_OBJECT_TYPE_BUFFER, reinterpret_cast<std::uint64_t>(buffer), label);
}
void vkutil::addDebugLabel(VkDevice device, VkSampler sampler, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_SAMPLER,
.objectHandle = (std::uint64_t)sampler,
.pObjectName = label,
addDebugLabel(device, VK_OBJECT_TYPE_SAMPLER, reinterpret_cast<std::uint64_t>(sampler), label);
}
void vkutil::addDebugLabel(VkDevice device, VkDescriptorPool descriptorPool, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_DESCRIPTOR_POOL, reinterpret_cast<std::uint64_t>(descriptorPool), label);
}
void vkutil::addDebugLabel(VkDevice device, VkDescriptorSetLayout descriptorSetLayout, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT, reinterpret_cast<std::uint64_t>(descriptorSetLayout), label);
}
void vkutil::addDebugLabel(VkDevice device, VkDescriptorSet descriptorSet, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_DESCRIPTOR_SET, reinterpret_cast<std::uint64_t>(descriptorSet), label);
}
void vkutil::addDebugLabel(VkDevice device, VkCommandPool commandPool, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_COMMAND_POOL, reinterpret_cast<std::uint64_t>(commandPool), label);
}
void vkutil::addDebugLabel(VkDevice device, VkCommandBuffer commandBuffer, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_COMMAND_BUFFER, reinterpret_cast<std::uint64_t>(commandBuffer), label);
}
void vkutil::addDebugLabel(VkDevice device, VkFence fence, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_FENCE, reinterpret_cast<std::uint64_t>(fence), label);
}
void vkutil::addDebugLabel(VkDevice device, VkSemaphore semaphore, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_SEMAPHORE, reinterpret_cast<std::uint64_t>(semaphore), label);
}
void vkutil::addDebugLabel(VkDevice device, VkQueue queue, const char* label) {
addDebugLabel(device, VK_OBJECT_TYPE_QUEUE, reinterpret_cast<std::uint64_t>(queue), label);
}
bool vkutil::debugLabelsEnabled() {
return vkCmdBeginDebugUtilsLabelEXT != nullptr && vkCmdEndDebugUtilsLabelEXT != nullptr;
}
void vkutil::cmdBeginLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color) {
if (!debugLabelsEnabled() || label == nullptr) {
return;
}
const auto labelInfo = VkDebugUtilsLabelEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT,
.pLabelName = label,
.color = {color.x, color.y, color.z, color.w},
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
vkCmdBeginDebugUtilsLabelEXT(cmd, &labelInfo);
}
void vkutil::cmdEndLabel(VkCommandBuffer cmd) {
if (!debugLabelsEnabled()) {
return;
}
vkCmdEndDebugUtilsLabelEXT(cmd);
}
void vkutil::cmdInsertLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color) {
if (!vkCmdInsertDebugUtilsLabelEXT || label == nullptr) {
return;
}
const auto labelInfo = VkDebugUtilsLabelEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT,
.pLabelName = label,
.color = {color.x, color.y, color.z, color.w},
};
vkCmdInsertDebugUtilsLabelEXT(cmd, &labelInfo);
}
vkutil::ScopedCmdLabel::ScopedCmdLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color)
: cmd(cmd) {
cmdBeginLabel(cmd, label, color);
}
vkutil::ScopedCmdLabel::~ScopedCmdLabel() {
cmdEndLabel(cmd);
}
vkutil::RenderInfo vkutil::createRenderingInfo(const RenderingInfoParams& params) {
@@ -319,76 +389,6 @@ VkShaderModule vkutil::loadShaderModule(const std::filesystem::path& path, VkDev
return shaderModule;
}
void addDebugLabel(VkDevice device, VkImage image, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_IMAGE,
.objectHandle = (std::uint64_t)image,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
void addDebugLabel(VkDevice device, VkImageView imageView, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_IMAGE_VIEW,
.objectHandle = (std::uint64_t)imageView,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
void addDebugLabel(VkDevice device, VkShaderModule shaderModule, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_SHADER_MODULE,
.objectHandle = (std::uint64_t)shaderModule,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
void addDebugLabel(VkDevice device, VkPipeline pipeline, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_PIPELINE,
.objectHandle = (std::uint64_t)pipeline,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
void addDebugLabel(VkDevice device, VkPipelineLayout layout, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_PIPELINE_LAYOUT,
.objectHandle = (std::uint64_t)layout,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
void addDebugLabel(VkDevice device, VkBuffer buffer, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_BUFFER,
.objectHandle = (std::uint64_t)buffer,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
void addDebugLabel(VkDevice device, VkSampler sampler, const char* label) {
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = VK_OBJECT_TYPE_SAMPLER,
.objectHandle = (std::uint64_t)sampler,
.pObjectName = label,
};
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
}
vkutil::RenderInfo createRenderingInfo(const vkutil::RenderingInfoParams& params) {
return vkutil::createRenderingInfo(params);
}
+3 -2
View File
@@ -164,12 +164,13 @@ void Scene::Render(const RenderContext& ctx) {
}
void Scene::RenderImgui() {
void Scene::RenderImgui(bool* open) {
ImGuiUtils::RenderSceneInspector(
m_name,
m_objects,
m_pendingAdditions,
m_SelectedObjectId);
m_SelectedObjectId,
open);
}
void Scene::CleanupDestroyedGameObjects() {
+2 -2
View File
@@ -38,9 +38,9 @@ void SceneManager::Render(const RenderContext& ctx) {
}
}
void SceneManager::RenderImgui() {
void SceneManager::RenderImgui(bool* open) {
for (const auto& scene : m_activeScenes) {
scene->RenderImgui();
scene->RenderImgui(open);
}
}
+3 -2
View File
@@ -123,7 +123,8 @@ namespace ImGuiUtils {
std::string_view sceneName,
const std::vector<std::shared_ptr<GameObject>>& objectsSource,
const std::vector<std::shared_ptr<GameObject>>& pendingAdditions,
ObjectId& selectedObjectId) {
ObjectId& selectedObjectId,
bool* open) {
RegisterEngineComponents();
std::vector<GameObject*> objects;
@@ -154,7 +155,7 @@ namespace ImGuiUtils {
}
ImGui::SetNextWindowSize(ImVec2(640.0f, 520.0f), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Inspector")) {
if (!ImGui::Begin("Inspector", open)) {
ImGui::End();
return;
}
+24
View File
@@ -64,8 +64,32 @@ set(ASSIMP_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(ASSIMP_INJECT_DEBUG_POSTFIX OFF CACHE BOOL "" FORCE)
set(ASSIMP_INSTALL OFF CACHE BOOL "" FORCE)
set(ASSIMP_WARNINGS_AS_ERRORS OFF CACHE BOOL "" FORCE)
# assimp is unbearably slow unoptimized (a big FBX takes ~10s), so build it optimized even in Debug.
# This only affects targets created inside the assimp directory (including its bundled zlib).
set(DESTRUM_SAVED_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
set(DESTRUM_SAVED_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
if (MSVC)
foreach (flags_var CMAKE_C_FLAGS_DEBUG CMAKE_CXX_FLAGS_DEBUG)
string(REPLACE "/RTC1" "" ${flags_var} "${${flags_var}}")
string(REPLACE "/Od" "/O2" ${flags_var} "${${flags_var}}")
string(REPLACE "/Ob0" "/Ob2" ${flags_var} "${${flags_var}}")
endforeach ()
else ()
string(APPEND CMAKE_C_FLAGS_DEBUG " -O2")
string(APPEND CMAKE_CXX_FLAGS_DEBUG " -O2")
endif ()
add_subdirectory(assimp)
# assimp's own CMakeLists appends "/Od" to the Debug flags again, target options come later and win
if (MSVC)
target_compile_options(assimp PRIVATE $<$<CONFIG:Debug>:/O2>)
endif ()
set(CMAKE_C_FLAGS_DEBUG "${DESTRUM_SAVED_C_FLAGS_DEBUG}")
set(CMAKE_CXX_FLAGS_DEBUG "${DESTRUM_SAVED_CXX_FLAGS_DEBUG}")
set(IMGUI_DIR "${CMAKE_CURRENT_LIST_DIR}/imgui")
add_library(imgui STATIC
+2
View File
@@ -22,6 +22,7 @@ public:
void customFixedUpdate(float dt) override;
void onWindowResize(int newWidth, int newHeight) override;
void customWindowsMenu() override;
private:
void drawDebugMenuBar();
@@ -49,6 +50,7 @@ private:
bool renderBoxColliders{false};
bool renderQuads{true};
bool renderDebugLines{true};
bool showTestWindow{true};
};
#endif //LIGHTKEEPER_H
+127 -67
View File
@@ -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>
@@ -151,65 +153,65 @@ void LightKeeper::customInit()
characterModelOptions.loadSkeleton = true;
characterModelOptions.loadAnimations = true;
// auto charModel = ModelDoc::LoadModel(
// AssetFS::GetInstance().GetFullPath("engine://cotw-capybara-male/source/capybara.fbx").generic_string(),
// characterModelOptions
// );
// ModelDocUtils::LogModelDocSummary(charModel, "capybara.fbx");
//
// const auto& charPrimitive = ModelDocUtils::GetFirstSkinnedPrimitiveOrFirstOrThrow(
// charModel,
// "engine://cotw-capybara-male/source/capybara.fbx"
// );
//
// const auto charMeshID = resources.meshes().addMesh(gfxDevice, charPrimitive.mesh);
//
// const auto charTexturePath = ModelDocUtils::PickTexturePath(
// charModel,
// charPrimitive,
// AssetFS::GetInstance().GetFullPath(
// "engine://cotw-capybara-male/textures/capybara_male_light_brown_dif.ddsc.DECA.RE.pngballs")
// );
//
// const auto charTextureID = resources.loadImageFromFile(gfxDevice, charTexturePath);
// // const auto charTextureID = gfxDevice.loadImageFromFile(AssetFS::GetInstance().GetFullPath("engine://char.jpg"));
// const auto charMaterialID = resources.materials().addMaterial({
// .baseColor = ModelDocUtils::GetImportedBaseColor(
// charModel, charPrimitive),
// .diffuseTexture = charTextureID,
// .name = ModelDocUtils::GetImportedMaterialName(
// charModel, charPrimitive, "CharacterMaterial"),
// });
//
// const auto charMeshComp = CharObj->AddComponent<MeshRendererComponent>();
// charMeshComp->SetMeshID(charMeshID);
// charMeshComp->SetMaterialID(charMaterialID);
//
// const auto animator = CharObj->AddComponent<Animator>();
// animator->setSkeleton(std::move(charModel.skeleton));
//
// std::string firstAnimationName;
//
// for (auto& clip : charModel.animations)
// {
// spdlog::info("Loaded animation: '{}' ({:.2f}s)", clip.name, clip.duration);
//
// if (firstAnimationName.empty())
// firstAnimationName = clip.name;
//
// animator->addClip(std::make_shared<SkeletalAnimation>(std::move(clip)));
// }
//
// if (!firstAnimationName.empty())
// {
// spdlog::info("Playing animation: '{}'", firstAnimationName);
// animator->play(firstAnimationName);
// }
//
// animator->play("capybara_canter_fwd_01|capybara_canter_fwd_01|run");
//
// CharObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 0.f, 0.f));
// CharObj->GetTransform().SetWorldScale(0.01f, 0.01f, 0.01f);
auto charModel = ModelDoc::LoadModel(
AssetFS::GetInstance().GetFullPath("engine://cotw-capybara-male/source/capybara.fbx").generic_string(),
characterModelOptions
);
ModelDocUtils::LogModelDocSummary(charModel, "capybara.fbx");
const auto& charPrimitive = ModelDocUtils::GetFirstSkinnedPrimitiveOrFirstOrThrow(
charModel,
"engine://cotw-capybara-male/source/capybara.fbx"
);
const auto charMeshID = resources.meshes().addMesh(gfxDevice, charPrimitive.mesh);
const auto charTexturePath = ModelDocUtils::PickTexturePath(
charModel,
charPrimitive,
AssetFS::GetInstance().GetFullPath(
"engine://cotw-capybara-male/textures/capybara_male_light_brown_dif.ddsc.DECA.RE.pngballs")
);
const auto charTextureID = resources.loadImageFromFile(gfxDevice, charTexturePath);
// const auto charTextureID = gfxDevice.loadImageFromFile(AssetFS::GetInstance().GetFullPath("engine://char.jpg"));
const auto charMaterialID = resources.materials().addMaterial({
.baseColor = ModelDocUtils::GetImportedBaseColor(
charModel, charPrimitive),
.diffuseTexture = charTextureID,
.name = ModelDocUtils::GetImportedMaterialName(
charModel, charPrimitive, "CharacterMaterial"),
});
const auto charMeshComp = CharObj->AddComponent<MeshRendererComponent>();
charMeshComp->SetMeshID(charMeshID);
charMeshComp->SetMaterialID(charMaterialID);
const auto animator = CharObj->AddComponent<Animator>();
animator->setSkeleton(std::move(charModel.skeleton));
std::string firstAnimationName;
for (auto& clip : charModel.animations)
{
spdlog::info("Loaded animation: '{}' ({:.2f}s)", clip.name, clip.duration);
if (firstAnimationName.empty())
firstAnimationName = clip.name;
animator->addClip(std::make_shared<SkeletalAnimation>(std::move(clip)));
}
if (!firstAnimationName.empty())
{
spdlog::info("Playing animation: '{}'", firstAnimationName);
animator->play(firstAnimationName);
}
animator->play("capybara_canter_fwd_01|capybara_canter_fwd_01|run");
CharObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 0.f, 0.f));
CharObj->GetTransform().SetWorldScale(0.01f, 0.01f, 0.01f);
// ModelDoc::LoadOptions options{};
// options.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
@@ -447,12 +449,59 @@ void LightKeeper::customInit()
triggerObj->AddComponent<TriggerLoggerComponent>();
triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
auto playerObj = scene.CreateGameObject("Player");
playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 2.0f, -5.0f));
auto* fps = playerObj->AddComponent<FirstPersonController>();
m_Player = playerObj;
m_FPSController = fps;
scene.GetPhysics().RegisterGameObject(*playerObj);
// 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);
// sun->SetCastShadows(true);
// sunObj->GetTransform().SetWorldRotation(glm::vec3{-50.0f, 30.0f, 0.0f});
//
// // static shadow casters, so the sun's shadows are visible without spawning balls
// for (int i = 0; i < 3; i++)
// {
// auto casterObj = scene.CreateGameObject("ShadowCaster " + std::to_string(i));
// auto* casterMesh = casterObj->AddComponent<MeshRendererComponent>();
// casterMesh->SetMeshID(sphereMesh);
// casterMesh->SetMaterialID(sphereMaterial);
// casterObj->GetTransform().SetWorldPosition(glm::vec3{-4.0f + 4.0f * static_cast<float>(i), 0.5f, 3.0f});
// casterObj->GetTransform().SetWorldScale(glm::vec3{0.015f});
// }
//
// 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>();
// m_Player = playerObj;
// m_FPSController = fps;
// scene.GetPhysics().RegisterGameObject(*playerObj);
const auto texPath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
texID = resources.loadImageFromFile(gfxDevice, texPath);
@@ -490,8 +539,8 @@ void LightKeeper::customUpdate(float dt)
renderer.setRenderWireframe(!renderer.getRenderWireframe());
}
if (m_params.showDebugUi) {
ImGui::Begin("Test");
if (m_params.showDebugUi && showTestWindow) {
ImGui::Begin("Test", &showTestWindow);
if (ImGui::Button("SPawn ball"))
{
auto sphere = SceneManager::GetInstance().GetCurrentScene().CreateGameObject("Sphere");
@@ -514,6 +563,12 @@ void LightKeeper::customUpdate(float dt)
}
void LightKeeper::customWindowsMenu()
{
ImGui::Separator();
ImGui::MenuItem("Test", nullptr, &showTestWindow);
}
void LightKeeper::drawDebugMenuBar()
{
if (!ImGui::BeginMainMenuBar()) {
@@ -553,6 +608,11 @@ 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();
}
+39
View File
@@ -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 +449,42 @@ 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);
light->SetCastShadows(true);
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");
check(loaded->GetCastShadows(),
"LightComponent must round-trip its cast shadows flag");
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 +599,7 @@ int main()
testJoltSphereCollisions();
testSceneJoltSphereCollisions();
testAnimatorAssetReferences();
testLightComponentRoundTrip();
testSimpleColorMaterial();
testAssetReferenceCacheKeys();
testTriggerZone();