Compare commits
7
Commits
| Author | SHA1 | Date | |
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4bf87bd91b | ||
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c96b2282fb | ||
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e8a56405df | ||
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c9fb6e991a | ||
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d515a36403 | ||
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287e5c6885 | ||
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7f65a151b5 |
@@ -8,3 +8,6 @@ lightkeeper/assets_runtime
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.idea/**
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build/**
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# Claude Code
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CLAUDE.md
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@@ -44,6 +44,7 @@
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[submodule "destrum/third_party/imgui"]
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path = destrum/third_party/imgui
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url = https://github.com/ocornut/imgui.git
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branch = docking
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[submodule "destrum/third_party/jolt"]
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path = destrum/third_party/jolt
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url = https://github.com/jrouwe/JoltPhysics.git
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+1
-1
Submodule TheChef updated: 14f7dd9423...38230f5092
@@ -5,6 +5,7 @@ set(SRC_FILES
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"src/Event.cpp"
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"src/Components/Animator.cpp"
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"src/Components/LightComponent.cpp"
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"src/Components/MeshRendererComponent.cpp"
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"src/Components/Rotator.cpp"
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"src/Components/Spinner.cpp"
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@@ -37,13 +38,18 @@ set(SRC_FILES
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"src/Graphics/Managers/MemoryManager.cpp"
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"src/Graphics/Managers/FrameManager.cpp"
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"src/Graphics/Managers/ImageManager.cpp"
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"src/Graphics/Managers/LineRenderingManager.cpp"
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"src/Graphics/Managers/QuadRenderingManager.cpp"
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"src/Graphics/Resources/GPUImage.cpp"
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"src/Graphics/Resources/NBuffer.cpp"
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"src/Graphics/Resources/Cubemap.cpp"
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"src/Graphics/Pipelines/MeshPipeline.cpp"
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"src/Graphics/Pipelines/LineRenderingPass.cpp"
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"src/Graphics/Pipelines/QuadRendererPass.cpp"
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"src/Graphics/Pipelines/SkyboxPipeline.cpp"
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"src/Graphics/Pipelines/LightCullingPipeline.cpp"
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"src/Graphics/Pipelines/SkinningPipeline.cpp"
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"src/Graphics/Pipelines/ImguiPass.cpp"
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@@ -0,0 +1,154 @@
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#version 460
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_buffer_reference : require
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#extension GL_EXT_scalar_block_layout : require
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#include "bindless.glsl"
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#include "scene_data.glsl"
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// Forward+ light culling.
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// One workgroup per LIGHT_TILE_SIZE x LIGHT_TILE_SIZE screen tile:
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// 1. find the min/max depth of the tile from the depth pre-pass
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// 2. build the tile frustum in view space
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// 3. test every light against it and write the visible ones to the tile's light list
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layout (push_constant, scalar) uniform constants
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{
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SceneDataBuffer sceneData;
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uvec2 screenSize;
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uint depthTexID;
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uint padding;
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} pcs;
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layout (local_size_x = LIGHT_TILE_SIZE, local_size_y = LIGHT_TILE_SIZE, local_size_z = 1) in;
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#define THREADS_PER_TILE (LIGHT_TILE_SIZE * LIGHT_TILE_SIZE)
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shared uint tileMinDepth;
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shared uint tileMaxDepth;
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shared uint tileLightCount;
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// left, right, bottom, top side planes (view space, through the camera origin)
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shared vec4 tilePlanes[4];
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// view space distances along -Z
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shared float tileNearDistance;
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shared float tileFarDistance;
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vec3 unprojectToView(vec2 ndc, float depth)
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{
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vec4 p = pcs.sceneData.invProj * vec4(ndc, depth, 1.0);
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return p.xyz / p.w;
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}
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// Plane through the camera origin and two points, normal facing towards `inside`
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vec4 makeSidePlane(vec3 a, vec3 b, vec3 inside)
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{
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vec3 n = normalize(cross(a, b));
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if (dot(n, inside) < 0.0) {
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n = -n;
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}
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return vec4(n, 0.0);
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}
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bool sphereInsideTile(vec3 center, float radius)
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{
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float distance = -center.z;
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if (distance + radius < tileNearDistance || distance - radius > tileFarDistance) {
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return false;
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}
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for (int i = 0; i < 4; i++) {
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if (dot(tilePlanes[i].xyz, center) + tilePlanes[i].w < -radius) {
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return false;
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}
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}
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return true;
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}
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void main()
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{
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uint localIndex = gl_LocalInvocationIndex;
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uvec2 tileID = gl_WorkGroupID.xy;
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uint tileIndex = tileID.y * pcs.sceneData.tileCountX + tileID.x;
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uint tileOffset = tileIndex * LIGHT_TILE_STRIDE;
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if (localIndex == 0) {
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tileMinDepth = 0xFFFFFFFFu;
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tileMaxDepth = 0u;
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tileLightCount = 0u;
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}
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memoryBarrierShared();
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barrier();
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// 1. min / max depth
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uvec2 pixel = gl_GlobalInvocationID.xy;
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if (all(lessThan(pixel, pcs.screenSize))) {
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float depth = texelFetch(
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sampler2D(textures[pcs.depthTexID], samplers[NEAREST_SAMPLER_ID]),
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ivec2(pixel),
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0).r;
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// depth == 1.0 is the cleared far plane (sky), nothing there receives light.
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// Depth is always positive, so its bits can be compared as uints.
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if (depth < 1.0) {
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uint depthBits = floatBitsToUint(depth);
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atomicMin(tileMinDepth, depthBits);
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atomicMax(tileMaxDepth, depthBits);
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}
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}
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memoryBarrierShared();
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barrier();
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// 2. tile frustum
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bool tileHasGeometry = tileMinDepth != 0xFFFFFFFFu;
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if (localIndex == 0 && tileHasGeometry) {
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vec2 screenSize = vec2(pcs.screenSize);
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vec2 ndcMin = vec2(tileID * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
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vec2 ndcMax = vec2((tileID + 1) * LIGHT_TILE_SIZE) / screenSize * 2.0 - 1.0;
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vec2 ndcCenter = (ndcMin + ndcMax) * 0.5;
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vec3 corner00 = unprojectToView(vec2(ndcMin.x, ndcMin.y), 1.0);
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vec3 corner10 = unprojectToView(vec2(ndcMax.x, ndcMin.y), 1.0);
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vec3 corner11 = unprojectToView(vec2(ndcMax.x, ndcMax.y), 1.0);
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vec3 corner01 = unprojectToView(vec2(ndcMin.x, ndcMax.y), 1.0);
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vec3 center = unprojectToView(ndcCenter, 1.0);
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tilePlanes[0] = makeSidePlane(corner01, corner00, center);
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tilePlanes[1] = makeSidePlane(corner10, corner11, center);
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tilePlanes[2] = makeSidePlane(corner00, corner10, center);
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tilePlanes[3] = makeSidePlane(corner11, corner01, center);
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tileNearDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMinDepth)).z;
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tileFarDistance = -unprojectToView(ndcCenter, uintBitsToFloat(tileMaxDepth)).z;
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}
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memoryBarrierShared();
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barrier();
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// 3. cull lights, every thread takes a slice of the light list
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if (tileHasGeometry) {
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for (uint i = localIndex; i < pcs.sceneData.numLights; i += THREADS_PER_TILE) {
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Light light = pcs.sceneData.lights.data[i];
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bool visible = light.type == TYPE_DIRECTIONAL_LIGHT;
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if (!visible) {
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vec3 viewPos = (pcs.sceneData.view * vec4(light.position, 1.0)).xyz;
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visible = sphereInsideTile(viewPos, light.range);
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}
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if (visible) {
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uint slot = atomicAdd(tileLightCount, 1u);
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if (slot < MAX_LIGHTS_PER_TILE) {
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pcs.sceneData.tileLightIndices.data[tileOffset + 1 + slot] = i;
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}
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}
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}
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}
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memoryBarrierShared();
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barrier();
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if (localIndex == 0) {
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pcs.sceneData.tileLightIndices.data[tileOffset] = min(tileLightCount, uint(MAX_LIGHTS_PER_TILE));
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}
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}
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@@ -0,0 +1,96 @@
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#ifndef LIGHTING_GLSL
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#define LIGHTING_GLSL
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#include "lights.glsl"
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#define PI 3.14159265359
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// GGX / Trowbridge-Reitz normal distribution
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float distributionGGX(float NoH, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float d = NoH * NoH * (a2 - 1.0) + 1.0;
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return a2 / (PI * d * d);
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}
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// Smith-Schlick GGX, k remapped for direct lighting
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float geometrySmithGGX(float NoV, float NoL, float roughness)
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{
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float r = roughness + 1.0;
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float k = (r * r) / 8.0;
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float ggxV = NoV / (NoV * (1.0 - k) + k);
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float ggxL = NoL / (NoL * (1.0 - k) + k);
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return ggxV * ggxL;
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}
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vec3 fresnelSchlick(float VoH, vec3 f0)
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{
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return f0 + (1.0 - f0) * pow(1.0 - VoH, 5.0);
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}
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// Inverse square falloff, windowed so it reaches exactly 0 at the light range.
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// The range is also the sphere the light culling uses, so no light gets cut off at a tile edge.
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float calculateDistanceAttenuation(float distance, float range)
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{
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float window = clamp(1.0 - pow(distance / range, 4.0), 0.0, 1.0);
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return (window * window) / max(distance * distance, 0.0001);
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}
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float calculateSpotAttenuation(Light light, vec3 l)
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{
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float cd = dot(normalize(light.direction), -l);
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return smoothstep(light.spotOuterCos, light.spotInnerCos, cd);
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}
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vec3 calculateLight(Light light, vec3 fragPos, vec3 n, vec3 v,
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vec3 diffuseColor, float roughness, float metallic, vec3 f0)
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{
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vec3 l;
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float attenuation = 1.0;
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if (light.type == TYPE_DIRECTIONAL_LIGHT) {
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l = normalize(-light.direction);
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} else {
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vec3 toLight = light.position - fragPos;
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float distance = length(toLight);
|
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l = toLight / max(distance, 0.0001);
|
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|
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attenuation = calculateDistanceAttenuation(distance, light.range);
|
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if (light.type == TYPE_SPOT_LIGHT) {
|
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attenuation *= calculateSpotAttenuation(light, l);
|
||||
}
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||||
}
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float NoL = clamp(dot(n, l), 0.0, 1.0);
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if (NoL <= 0.0 || attenuation <= 0.0) {
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return vec3(0.0);
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}
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vec3 h = normalize(v + l);
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float NoV = clamp(dot(n, v), 0.0001, 1.0);
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float NoH = clamp(dot(n, h), 0.0, 1.0);
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float VoH = clamp(dot(v, h), 0.0, 1.0);
|
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|
||||
float D = distributionGGX(NoH, roughness);
|
||||
float G = geometrySmithGGX(NoV, NoL, roughness);
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vec3 F = fresnelSchlick(VoH, f0);
|
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|
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vec3 specular = (D * G * F) / (4.0 * NoV * NoL + 0.0001);
|
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vec3 kd = (vec3(1.0) - F) * (1.0 - metallic);
|
||||
vec3 diffuse = kd * diffuseColor / PI;
|
||||
|
||||
return (diffuse + specular) * light.color * light.intensity * attenuation * NoL;
|
||||
}
|
||||
|
||||
// blue -> green -> red, used to visualise how many lights a tile has
|
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vec3 lightHeatmapColor(uint lightCount)
|
||||
{
|
||||
float t = clamp(float(lightCount) / 16.0, 0.0, 1.0);
|
||||
if (t < 0.5) {
|
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return mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), t * 2.0);
|
||||
}
|
||||
return mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), (t - 0.5) * 2.0);
|
||||
}
|
||||
|
||||
#endif // LIGHTING_GLSL
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@@ -0,0 +1,41 @@
|
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#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
|
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#define LIGHT_TILE_SIZE 16
|
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#define MAX_LIGHTS_PER_TILE 255
|
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// Every tile stores its light count first, followed by MAX_LIGHTS_PER_TILE light indices
|
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#define LIGHT_TILE_STRIDE (MAX_LIGHTS_PER_TILE + 1)
|
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|
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// Must match GPULight in Light.h
|
||||
struct Light {
|
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vec3 position;
|
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float range;
|
||||
|
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vec3 color;
|
||||
float intensity;
|
||||
|
||||
// direction the light is pointing in (directional + spot lights)
|
||||
vec3 direction;
|
||||
uint type;
|
||||
|
||||
float spotInnerCos;
|
||||
float spotOuterCos;
|
||||
vec2 padding;
|
||||
};
|
||||
|
||||
layout (buffer_reference, std430) readonly buffer LightsBuffer {
|
||||
Light data[];
|
||||
};
|
||||
|
||||
layout (buffer_reference, std430) buffer TileLightIndicesBuffer {
|
||||
uint data[];
|
||||
};
|
||||
|
||||
#endif // LIGHTS_GLSL
|
||||
@@ -0,0 +1,9 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec4 inColor;
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outFragColor = inColor;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec4 inPosition;
|
||||
layout (location = 1) in vec4 inColor;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
layout (push_constant) uniform LinePushConstants {
|
||||
mat4 viewProjection;
|
||||
} pcs;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = pcs.viewProjection * inPosition;
|
||||
outColor = inColor;
|
||||
}
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "bindless.glsl"
|
||||
#include "scene_data.glsl"
|
||||
#include "mesh_pcs.glsl"
|
||||
#include "lighting.glsl"
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
@@ -20,16 +21,13 @@ 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 +37,65 @@ 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];
|
||||
|
||||
fragColor += calculateLight(light, fragPos, n, v,
|
||||
diffuseColor, roughness, metallic, f0);
|
||||
}
|
||||
|
||||
// emissive
|
||||
float emissiveF = material.metallicRoughnessEmissive.b;
|
||||
vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
|
||||
fragColor += emissiveColor;
|
||||
|
||||
// ambient
|
||||
fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
|
||||
|
||||
if (pcs.sceneData.debugLightHeatmap != 0) {
|
||||
fragColor = mix(fragColor, lightHeatmapColor(tileLightCount), 0.5);
|
||||
}
|
||||
|
||||
#if 0
|
||||
// TANGENT DEBUG
|
||||
if (inTangent == vec4(0.0)) {
|
||||
fragColor = vec3(1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
// NORMAL DEBUG
|
||||
fragColor = normal;
|
||||
#endif
|
||||
|
||||
outFragColor = vec4(fragColor, diffuse.a);
|
||||
}
|
||||
|
||||
@@ -10,6 +10,10 @@ layout (location = 2) out vec3 outNormal;
|
||||
layout (location = 3) out vec4 outTangent;
|
||||
layout (location = 4) out mat3 outTBN;
|
||||
|
||||
// The depth pre-pass reuses this shader, positions have to match bit for bit
|
||||
// so the main pass can depth test against it with LESS_OR_EQUAL
|
||||
invariant gl_Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 460
|
||||
#extension GL_GOOGLE_include_directive : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
|
||||
#include "bindless.glsl"
|
||||
|
||||
layout(location = 0) in vec2 inUV;
|
||||
layout(location = 1) in vec4 inColor;
|
||||
layout(location = 2) flat in uint inTexId;
|
||||
|
||||
layout(location = 0) out vec4 outFragColor;
|
||||
|
||||
void main() {
|
||||
vec4 texColor = sampleTexture2DLinear(inTexId, inUV);
|
||||
outFragColor = texColor * inColor;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 460
|
||||
#extension GL_GOOGLE_include_directive : require
|
||||
|
||||
layout(location = 0) in vec2 inPosition;
|
||||
layout(location = 1) in vec2 inUV;
|
||||
layout(location = 2) in vec4 inColor;
|
||||
layout(location = 3) in uint inTexId;
|
||||
|
||||
layout(location = 0) out vec2 outUV;
|
||||
layout(location = 1) out vec4 outColor;
|
||||
layout(location = 2) flat out uint outTexId;
|
||||
|
||||
layout(push_constant) uniform QuadPushConstants {
|
||||
mat4 viewProjection;
|
||||
} pcs;
|
||||
|
||||
void main() {
|
||||
gl_Position = pcs.viewProjection * vec4(inPosition, 0.0, 1.0);
|
||||
outUV = inUV;
|
||||
outColor = inColor;
|
||||
outTexId = inTexId;
|
||||
}
|
||||
@@ -6,11 +6,14 @@
|
||||
#extension GL_EXT_buffer_reference : require
|
||||
|
||||
#include "materials.glsl"
|
||||
#include "lights.glsl"
|
||||
|
||||
// Must match GameRenderer::GPUSceneData
|
||||
layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
|
||||
// camera
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 invProj;
|
||||
mat4 viewProj;
|
||||
vec4 cameraPos;
|
||||
|
||||
@@ -23,6 +26,14 @@ layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
|
||||
float fogDensity;
|
||||
|
||||
MaterialsBuffer materials;
|
||||
|
||||
// forward+
|
||||
LightsBuffer lights;
|
||||
TileLightIndicesBuffer tileLightIndices;
|
||||
uint numLights;
|
||||
uint tileCountX;
|
||||
uint debugLightHeatmap;
|
||||
uint padding;
|
||||
} sceneDataBuffer;
|
||||
|
||||
#endif // SCENE_DATA_GLSL
|
||||
|
||||
@@ -10,7 +10,6 @@ layout(location = 0) out vec4 outColor;
|
||||
layout(push_constant) uniform SkyboxPC {
|
||||
mat4 invViewProj;
|
||||
vec4 skyboxRot[3];
|
||||
vec3 cameraPos;
|
||||
uint skyboxTextureId;
|
||||
} pcs;
|
||||
|
||||
@@ -22,7 +21,8 @@ void main()
|
||||
vec4 world = pcs.invViewProj * ndc;
|
||||
vec3 worldPos = world.xyz / world.w;
|
||||
|
||||
vec3 dir = normalize(worldPos - pcs.cameraPos);
|
||||
// invViewProj has no translation, so the camera sits at the origin
|
||||
vec3 dir = normalize(worldPos);
|
||||
dir.y *= -1.0;
|
||||
|
||||
mat3 skyboxRot = mat3(
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
#ifndef LIGHTCOMPONENT_H
|
||||
#define LIGHTCOMPONENT_H
|
||||
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/Graphics/Light.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class LightComponent final : public Component {
|
||||
public:
|
||||
explicit LightComponent(GameObject& parent, LightType type = LightType::Point);
|
||||
|
||||
LightComponent(const LightComponent& other) = delete;
|
||||
LightComponent(LightComponent&& other) noexcept = delete;
|
||||
LightComponent& operator=(const LightComponent& other) = delete;
|
||||
LightComponent& operator=(LightComponent&& other) noexcept = delete;
|
||||
|
||||
void Render(const RenderContext& ctx) override;
|
||||
|
||||
std::string GetTypeName() const override { return "LightComponent"; }
|
||||
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
void ImGuiInspector() override;
|
||||
|
||||
void SetType(LightType type) { m_Type = type; }
|
||||
[[nodiscard]] LightType GetType() const { return m_Type; }
|
||||
|
||||
void SetColor(const glm::vec3& color) { m_Color = color; }
|
||||
[[nodiscard]] const glm::vec3& GetColor() const { return m_Color; }
|
||||
|
||||
void SetIntensity(float intensity);
|
||||
[[nodiscard]] float GetIntensity() const { return m_Intensity; }
|
||||
|
||||
void SetRange(float range);
|
||||
[[nodiscard]] float GetRange() const { return m_Range; }
|
||||
|
||||
void SetConeAngles(float innerConeAngle, float outerConeAngle);
|
||||
[[nodiscard]] float GetInnerConeAngle() const { return m_InnerConeAngle; }
|
||||
[[nodiscard]] float GetOuterConeAngle() const { return m_OuterConeAngle; }
|
||||
|
||||
private:
|
||||
LightType m_Type{LightType::Point};
|
||||
glm::vec3 m_Color{1.0f};
|
||||
float m_Intensity{1.0f};
|
||||
float m_Range{10.0f};
|
||||
float m_InnerConeAngle{0.35f};
|
||||
float m_OuterConeAngle{0.5f};
|
||||
};
|
||||
|
||||
#endif // LIGHTCOMPONENT_H
|
||||
@@ -0,0 +1,47 @@
|
||||
#ifndef LIGHT_H
|
||||
#define LIGHT_H
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
enum class LightType : std::uint32_t {
|
||||
Directional = 0,
|
||||
Point = 1,
|
||||
Spot = 2,
|
||||
};
|
||||
|
||||
struct Light {
|
||||
LightType type{LightType::Point};
|
||||
|
||||
glm::vec3 position{0.0f};
|
||||
glm::vec3 direction{0.0f, -1.0f, 0.0f};
|
||||
|
||||
glm::vec3 color{1.0f};
|
||||
float intensity{1.0f};
|
||||
|
||||
float range{10.0f};
|
||||
|
||||
float innerConeAngle{0.35f};
|
||||
float outerConeAngle{0.5f};
|
||||
};
|
||||
|
||||
struct GPULight {
|
||||
glm::vec3 position;
|
||||
float range;
|
||||
|
||||
glm::vec3 color;
|
||||
float intensity;
|
||||
|
||||
glm::vec3 direction;
|
||||
std::uint32_t type;
|
||||
|
||||
float spotInnerCos;
|
||||
float spotOuterCos;
|
||||
glm::vec2 padding;
|
||||
};
|
||||
|
||||
static_assert(sizeof(GPULight) == 64, "GPULight must match the struct in lights.glsl");
|
||||
|
||||
#endif //LIGHT_H
|
||||
@@ -0,0 +1,37 @@
|
||||
#ifndef DESTRUM_LINERENDERINGMANAGER_H
|
||||
#define DESTRUM_LINERENDERINGMANAGER_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
#include <destrum/Singleton.h>
|
||||
|
||||
struct Line {
|
||||
glm::vec3 start{};
|
||||
glm::vec3 end{};
|
||||
glm::vec4 color{1.0f};
|
||||
};
|
||||
|
||||
class LineRenderingManager final : public Singleton<LineRenderingManager> {
|
||||
public:
|
||||
friend class Singleton<LineRenderingManager>;
|
||||
|
||||
void SubmitLine(const Line& line);
|
||||
void SubmitLine(
|
||||
const glm::vec3& start,
|
||||
const glm::vec3& end,
|
||||
const glm::vec4& color = glm::vec4{1.0f});
|
||||
|
||||
[[nodiscard]] const std::vector<Line>& GetLines() const { return lines; }
|
||||
|
||||
void ClearLines();
|
||||
|
||||
private:
|
||||
LineRenderingManager() = default;
|
||||
|
||||
std::vector<Line> lines;
|
||||
};
|
||||
|
||||
#endif // DESTRUM_LINERENDERINGMANAGER_H
|
||||
@@ -0,0 +1,45 @@
|
||||
#ifndef DESTRUM_QUADRENDERINGMANAGER_H
|
||||
#define DESTRUM_QUADRENDERINGMANAGER_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <destrum/Graphics/ids.h>
|
||||
#include <destrum/Singleton.h>
|
||||
|
||||
struct QuadSubmission {
|
||||
glm::vec2 position;
|
||||
glm::vec2 size;
|
||||
float rotation;
|
||||
glm::vec4 color;
|
||||
ImageID textureId;
|
||||
};
|
||||
|
||||
class QuadRenderingManager final : public Singleton<QuadRenderingManager> {
|
||||
public:
|
||||
friend class Singleton<QuadRenderingManager>;
|
||||
|
||||
void SubmitQuad(
|
||||
const glm::vec2& position,
|
||||
const glm::vec2& size,
|
||||
const glm::vec4& color = glm::vec4{1.0f},
|
||||
ImageID textureId = NULL_IMAGE_ID);
|
||||
|
||||
void SubmitQuad(
|
||||
const glm::vec2& position,
|
||||
const glm::vec2& size,
|
||||
float rotation,
|
||||
const glm::vec4& color = glm::vec4{1.0f},
|
||||
ImageID textureId = NULL_IMAGE_ID);
|
||||
|
||||
[[nodiscard]] const std::vector<QuadSubmission>& GetQuads() const { return quads; }
|
||||
void ClearQuads();
|
||||
|
||||
private:
|
||||
QuadRenderingManager() = default;
|
||||
|
||||
std::vector<QuadSubmission> quads;
|
||||
};
|
||||
|
||||
#endif // DESTRUM_QUADRENDERINGMANAGER_H
|
||||
@@ -0,0 +1,78 @@
|
||||
#ifndef LIGHTCULLINGPIPELINE_H
|
||||
#define LIGHTCULLINGPIPELINE_H
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <destrum/Graphics/ComputePipeline.h>
|
||||
#include <destrum/Graphics/Light.h>
|
||||
#include <destrum/Graphics/ids.h>
|
||||
#include <destrum/Graphics/Resources/AppendableBuffer.h>
|
||||
#include <destrum/Graphics/Resources/Buffer.h>
|
||||
|
||||
class GfxDevice;
|
||||
class RenderResources;
|
||||
|
||||
class LightCullingPipeline final {
|
||||
public:
|
||||
|
||||
static constexpr std::uint32_t TILE_SIZE = 16;
|
||||
static constexpr std::uint32_t MAX_LIGHTS_PER_TILE = 255;
|
||||
static constexpr std::uint32_t TILE_STRIDE = MAX_LIGHTS_PER_TILE + 1;
|
||||
|
||||
static constexpr std::size_t MAX_LIGHTS = 1024;
|
||||
|
||||
void init(GfxDevice& gfxDevice, RenderResources& resources, glm::ivec2 drawImageSize);
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
void resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize);
|
||||
|
||||
void beginDrawing(std::size_t frameIndex);
|
||||
void appendLight(const Light& light);
|
||||
|
||||
void flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice);
|
||||
|
||||
void cullLights(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
ImageID depthImageId,
|
||||
VkExtent2D renderExtent);
|
||||
|
||||
[[nodiscard]] VkDeviceAddress getLightsBufferAddress() const;
|
||||
[[nodiscard]] VkDeviceAddress getTileLightIndicesBufferAddress() const { return tileLightIndicesBuffer.address; }
|
||||
|
||||
[[nodiscard]] std::uint32_t getNumLights() const;
|
||||
[[nodiscard]] glm::uvec2 getTileCount() const { return tileCount; }
|
||||
|
||||
private:
|
||||
void createTileBuffer(GfxDevice& gfxDevice, glm::ivec2 drawImageSize);
|
||||
|
||||
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
|
||||
std::unique_ptr<ComputePipeline> lightCullingPipeline;
|
||||
|
||||
struct PushConstants {
|
||||
VkDeviceAddress sceneDataBuffer;
|
||||
glm::uvec2 screenSize;
|
||||
std::uint32_t depthTexId;
|
||||
std::uint32_t padding;
|
||||
};
|
||||
|
||||
struct PerFrameData {
|
||||
AppendableBuffer<GPULight> lightsBuffer;
|
||||
};
|
||||
|
||||
std::array<PerFrameData, FRAMES_IN_FLIGHT> framesData;
|
||||
std::size_t currentFrameIndex{0};
|
||||
bool warnedAboutLightLimit{false};
|
||||
|
||||
GPUBuffer tileLightIndicesBuffer;
|
||||
glm::uvec2 tileCount{0u, 0u};
|
||||
|
||||
PerFrameData& getCurrentFrameData();
|
||||
const PerFrameData& getCurrentFrameData() const;
|
||||
};
|
||||
|
||||
#endif //LIGHTCULLINGPIPELINE_H
|
||||
@@ -0,0 +1,42 @@
|
||||
#ifndef DESTRUM_LINERENDERINGPASS_H
|
||||
#define DESTRUM_LINERENDERINGPASS_H
|
||||
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
#include <destrum/Graphics/Resources/NBuffer.h>
|
||||
|
||||
class Camera;
|
||||
class GfxDevice;
|
||||
struct GPUImage;
|
||||
class Pipeline;
|
||||
|
||||
class LineRenderingPass final {
|
||||
public:
|
||||
void init(GfxDevice& gfxDevice, VkFormat drawImageFormat);
|
||||
void draw(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
const GPUImage& target,
|
||||
const Camera& camera,
|
||||
LineRenderingManager& lineManager);
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
private:
|
||||
struct LineVertex {
|
||||
glm::vec4 position;
|
||||
glm::vec4 color;
|
||||
};
|
||||
|
||||
void ensureVertexCapacity(GfxDevice& gfxDevice, std::size_t requiredVertices);
|
||||
|
||||
VkPipelineLayout pipelineLayout{VK_NULL_HANDLE};
|
||||
std::unique_ptr<Pipeline> pipeline;
|
||||
NBuffer vertexBuffer;
|
||||
std::size_t vertexCapacity{0};
|
||||
};
|
||||
|
||||
#endif // DESTRUM_LINERENDERINGPASS_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 +1,47 @@
|
||||
#ifndef DESTRUM_QUADRENDERERPASS_H
|
||||
#define DESTRUM_QUADRENDERERPASS_H
|
||||
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
#include <destrum/Graphics/Resources/Buffer.h>
|
||||
|
||||
|
||||
class GfxDevice;
|
||||
class Pipeline;
|
||||
struct GPUImage;
|
||||
class RenderResources;
|
||||
|
||||
class QuadRendererPass final {
|
||||
public:
|
||||
void init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat);
|
||||
void draw(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
RenderResources& resources,
|
||||
const GPUImage& target,
|
||||
const glm::mat4& projection);
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
private:
|
||||
struct QuadVertex {
|
||||
glm::vec2 position;
|
||||
glm::vec2 uv;
|
||||
glm::vec4 color;
|
||||
std::uint32_t textureId;
|
||||
};
|
||||
|
||||
void ensureCapacity(GfxDevice& gfxDevice, std::size_t requiredQuads);
|
||||
|
||||
VkPipelineLayout pipelineLayout{VK_NULL_HANDLE};
|
||||
std::unique_ptr<Pipeline> pipeline;
|
||||
GPUBuffer vertexBuffer{};
|
||||
GPUBuffer indexBuffer{};
|
||||
std::size_t quadCapacity{0};
|
||||
};
|
||||
|
||||
#endif // DESTRUM_QUADRENDERERPASS_H
|
||||
@@ -35,7 +35,6 @@ private:
|
||||
struct SkyboxPushConstants {
|
||||
glm::mat4 invViewProj;
|
||||
glm::vec4 skyboxRot[3];
|
||||
glm::vec3 cameraPos;
|
||||
std::uint32_t skyboxTextureId;
|
||||
};
|
||||
|
||||
|
||||
@@ -57,7 +57,10 @@ public:
|
||||
BindlessSetManager& getBindlessSetManager();
|
||||
VkDescriptorSetLayout getBindlessDescSetLayout() const;
|
||||
const VkDescriptorSet& getBindlessDescSet() const;
|
||||
void bindBindlessDescSet(VkCommandBuffer cmd, VkPipelineLayout layout) const;
|
||||
void bindBindlessDescSet(
|
||||
VkCommandBuffer cmd,
|
||||
VkPipelineLayout layout,
|
||||
VkPipelineBindPoint bindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS) const;
|
||||
|
||||
MeshCache& meshes() { return *meshCache; }
|
||||
const MeshCache& meshes() const { return *meshCache; }
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
#ifndef RENDERER_H
|
||||
#define RENDERER_H
|
||||
|
||||
#include <glm/mat4x4.hpp>
|
||||
#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/ids.h>
|
||||
#include <destrum/Graphics/MeshDrawCommand.h>
|
||||
#include <destrum/Graphics/Resources/NBuffer.h>
|
||||
@@ -17,9 +22,11 @@
|
||||
|
||||
#include "Pipelines/SkyboxPipeline.h"
|
||||
|
||||
class GameRenderer {
|
||||
class GameRenderer
|
||||
{
|
||||
public:
|
||||
struct SceneData {
|
||||
struct SceneData
|
||||
{
|
||||
const Camera& camera;
|
||||
glm::vec3 ambientColor;
|
||||
float ambientIntensity;
|
||||
@@ -37,11 +44,15 @@ public:
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
void drawMesh(MeshID id, const glm::mat4& transform, MaterialID materialId);
|
||||
void drawSkinnedMesh(MeshID id, const glm::mat4& transform, MaterialID materialId, SkinnedMesh* skinnedMesh, std::size_t jointMatricesStartIndex);
|
||||
void drawSkinnedMesh(MeshID id, const glm::mat4& transform, MaterialID materialId, SkinnedMesh* skinnedMesh,
|
||||
std::size_t jointMatricesStartIndex);
|
||||
void submitLight(const Light& light);
|
||||
const GPUImage& getDrawImage() const;
|
||||
|
||||
void resize(GfxDevice& gfxDevice, const glm::ivec2& newSize) {
|
||||
void resize(GfxDevice& gfxDevice, const glm::ivec2& newSize)
|
||||
{
|
||||
createDrawImage(gfxDevice, newSize, false);
|
||||
lightCullingPipeline->resize(gfxDevice, newSize);
|
||||
}
|
||||
|
||||
Material& getMaterialMutable(MaterialID id);
|
||||
@@ -51,23 +62,41 @@ 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;
|
||||
}
|
||||
|
||||
RenderResources* getResources()
|
||||
{
|
||||
return resources;
|
||||
}
|
||||
|
||||
void drawQuads(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
const glm::mat4& projection);
|
||||
|
||||
private:
|
||||
void createDrawImage(GfxDevice& gfxDevice, const glm::ivec2& drawImageSize, bool firstCreate);
|
||||
|
||||
@@ -88,31 +117,41 @@ private:
|
||||
VkSampleCountFlagBits samples{VK_SAMPLE_COUNT_1_BIT};
|
||||
|
||||
|
||||
struct GPUSceneData {
|
||||
// camera
|
||||
struct GPUSceneData
|
||||
{
|
||||
glm::mat4 view;
|
||||
glm::mat4 proj;
|
||||
glm::mat4 invProj;
|
||||
glm::mat4 viewProj;
|
||||
glm::vec4 cameraPos;
|
||||
|
||||
// ambient
|
||||
glm::vec3 ambientColor;
|
||||
float ambientIntensity;
|
||||
|
||||
// fog
|
||||
glm::vec3 fogColor;
|
||||
float fogDensity;
|
||||
|
||||
VkDeviceAddress materialsBuffer;
|
||||
|
||||
VkDeviceAddress lightsBuffer;
|
||||
VkDeviceAddress tileLightIndicesBuffer;
|
||||
std::uint32_t numLights;
|
||||
std::uint32_t tileCountX;
|
||||
std::uint32_t debugLightHeatmap;
|
||||
std::uint32_t padding;
|
||||
};
|
||||
|
||||
NBuffer sceneDataBuffer;
|
||||
|
||||
|
||||
std::unique_ptr<MeshPipeline> meshPipeline;
|
||||
std::unique_ptr<SkyboxPipeline> skyboxPipeline;
|
||||
std::unique_ptr<LineRenderingPass> lineRenderingPass;
|
||||
std::unique_ptr<QuadRendererPass> quadRendererPass;
|
||||
|
||||
std::unique_ptr<SkinningPipeline> skinningPipeline;
|
||||
std::unique_ptr<LightCullingPipeline> lightCullingPipeline;
|
||||
|
||||
bool renderLightHeatmap{false};
|
||||
bool initialized{false};
|
||||
};
|
||||
|
||||
|
||||
@@ -30,8 +30,8 @@ public:
|
||||
|
||||
int MouseX() const { return m_mouseX; }
|
||||
int MouseY() const { return m_mouseY; }
|
||||
int MouseDeltaX() const { return m_mouseDX; }
|
||||
int MouseDeltaY() const { return m_mouseDY; }
|
||||
int MouseDeltaX() const { return m_mouseRelDX; }
|
||||
int MouseDeltaY() const { return m_mouseRelDY; }
|
||||
|
||||
int WheelX() const { return m_wheelX; }
|
||||
int WheelY() const { return m_wheelY; }
|
||||
@@ -81,6 +81,9 @@ public:
|
||||
|
||||
void SetAxisDeadzone(int deadzone) { m_axisDeadzone = deadzone; } // 0..32767
|
||||
|
||||
void SetMouseCaptured(bool captured);
|
||||
[[nodiscard]] bool IsMouseCaptured() const { return m_MouseCaptured; }
|
||||
|
||||
private:
|
||||
// Key states
|
||||
std::unordered_set<SDL_Scancode> m_keysDown;
|
||||
@@ -92,10 +95,9 @@ private:
|
||||
std::unordered_set<Uint8> m_mousePressed;
|
||||
std::unordered_set<Uint8> m_mouseReleased;
|
||||
|
||||
// Mouse position + delta
|
||||
// Mouse position + relative delta (accumulated from SDL xrel/yrel)
|
||||
int m_mouseX = 0, m_mouseY = 0;
|
||||
int m_prevMouseX = 0, m_prevMouseY = 0;
|
||||
int m_mouseDX = 0, m_mouseDY = 0;
|
||||
int m_mouseRelDX = 0, m_mouseRelDY = 0;
|
||||
|
||||
int m_wheelX = 0, m_wheelY = 0;
|
||||
|
||||
@@ -125,6 +127,8 @@ private:
|
||||
|
||||
int m_axisDeadzone = 8000; // typical deadzone
|
||||
|
||||
bool m_MouseCaptured = false;
|
||||
|
||||
private:
|
||||
bool QueryBinding(const Binding& b, ButtonState state) const;
|
||||
|
||||
|
||||
@@ -59,6 +59,16 @@ public:
|
||||
virtual void ResolveReferences(const ObjectMap&) {
|
||||
}
|
||||
|
||||
// Trigger callbacks called when this component's owner overlaps a sensor.
|
||||
// Only called when the owner has a Collider set as a trigger (or overlaps one).
|
||||
virtual void OnTriggerEnter(GameObject* other) {
|
||||
(void)other;
|
||||
}
|
||||
|
||||
virtual void OnTriggerExit(GameObject* other) {
|
||||
(void)other;
|
||||
}
|
||||
|
||||
bool HasStarted{false};
|
||||
|
||||
protected:
|
||||
|
||||
@@ -55,6 +55,8 @@ public:
|
||||
float maxDistance,
|
||||
PhysicsRaycastHit& hit) const override;
|
||||
|
||||
std::vector<TriggerEvent> ConsumeTriggerEvents() override;
|
||||
|
||||
private:
|
||||
class Impl;
|
||||
std::unique_ptr<Impl> m_Impl;
|
||||
|
||||
@@ -21,6 +21,7 @@ class PhysicsSceneBridge final {
|
||||
public:
|
||||
explicit PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world);
|
||||
|
||||
[[nodiscard]] bool IsValid() const { return m_World != nullptr; }
|
||||
[[nodiscard]] PhysicsWorld& GetWorld() { return *m_World; }
|
||||
[[nodiscard]] const PhysicsWorld& GetWorld() const { return *m_World; }
|
||||
|
||||
|
||||
@@ -116,3 +116,9 @@ struct PhysicsBodyDesc {
|
||||
bool useGravity{true};
|
||||
bool allowSleep{true};
|
||||
};
|
||||
|
||||
struct TriggerEvent {
|
||||
GameObject* owner{nullptr};
|
||||
GameObject* other{nullptr};
|
||||
bool entered{true};
|
||||
};
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <unordered_set>
|
||||
@@ -49,6 +51,9 @@ public:
|
||||
float maxDistance,
|
||||
PhysicsRaycastHit& hit) const = 0;
|
||||
|
||||
// Trigger events accumulated during the last Step().
|
||||
virtual std::vector<TriggerEvent> ConsumeTriggerEvents() { return {}; }
|
||||
|
||||
private:
|
||||
std::unordered_set<Rigidbody*> m_RegisteredRigidbodies;
|
||||
};
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include <destrum/Event.h>
|
||||
#include <destrum/ObjectModel/ObjectId.h>
|
||||
#include <destrum/Scene/SceneManager.h>
|
||||
@@ -12,6 +14,7 @@
|
||||
|
||||
class GameObject;
|
||||
class SceneSerializer;
|
||||
class PhysicsWorld;
|
||||
|
||||
class Scene final {
|
||||
friend Scene& SceneManager::CreateScene(const std::string& name);
|
||||
@@ -104,6 +107,7 @@ public:
|
||||
PhysicsSceneBridge& GetPhysics() { return m_Physics; }
|
||||
private:
|
||||
explicit Scene(const std::string& name);
|
||||
explicit Scene(const std::string& name, std::unique_ptr<PhysicsWorld> physicsWorld);
|
||||
|
||||
PhysicsSceneBridge m_Physics{std::make_unique<JoltPhysicsWorld>()};
|
||||
|
||||
|
||||
@@ -16,6 +16,7 @@ public:
|
||||
Scene& CreateScene(const std::string& name);
|
||||
|
||||
Scene& GetCurrentScene() const;
|
||||
const std::vector<std::shared_ptr<Scene>>& GetActiveScenes() const { return m_activeScenes; }
|
||||
|
||||
void Update(float dt);
|
||||
void FixedUpdate(float dt);
|
||||
@@ -34,7 +35,9 @@ public:
|
||||
void Destroy();
|
||||
|
||||
void SwitchScene(int index);
|
||||
int GetActiveSceneId() const { return m_scenes.empty() ? -1 : m_ActiveSceneIndex; }
|
||||
void AddActiveScene(int index);
|
||||
void RemoveActiveScene(int index);
|
||||
int GetActiveSceneId() const;
|
||||
|
||||
[[nodiscard]] const std::vector<std::shared_ptr<Scene>>& GetScenes() const { return m_scenes; }
|
||||
|
||||
@@ -47,8 +50,7 @@ private:
|
||||
|
||||
SceneManager() = default;
|
||||
|
||||
int m_ActiveSceneIndex{0};
|
||||
|
||||
std::vector<std::shared_ptr<Scene>> m_activeScenes;
|
||||
std::vector<std::shared_ptr<Scene>> m_scenes;
|
||||
};
|
||||
|
||||
|
||||
@@ -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) \
|
||||
@@ -22,6 +22,6 @@
|
||||
X(Rigidbody) \
|
||||
X(BoxCollider) \
|
||||
X(SphereCollider) \
|
||||
X(CapsuleCollider)
|
||||
X(CapsuleCollider) \
|
||||
|
||||
#endif // DESTRUM_ENGINECOMPONENTLIST_H
|
||||
|
||||
@@ -2,13 +2,34 @@
|
||||
#define DESTRUM_SCENESERIALIZER_H
|
||||
|
||||
#include <filesystem>
|
||||
#include <functional>
|
||||
#include <future>
|
||||
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
class Scene;
|
||||
|
||||
class SceneSerializer final {
|
||||
public:
|
||||
struct LoadResult {
|
||||
bool success{false};
|
||||
std::string errorMessage;
|
||||
nlohmann::json root;
|
||||
};
|
||||
|
||||
static bool Save(Scene& scene, const std::filesystem::path& path);
|
||||
static bool Load(Scene& scene, const std::filesystem::path& path);
|
||||
|
||||
static bool Load(Scene& scene, const std::filesystem::path& path,
|
||||
std::function<void(float)> progressCallback = nullptr);
|
||||
|
||||
static LoadResult LoadSceneFile(const std::filesystem::path& path);
|
||||
|
||||
static bool ConstructScene(Scene& scene, LoadResult& result,
|
||||
std::function<void(float)> progressCallback = nullptr);
|
||||
|
||||
// Parse the scene file on a background thread. Call LoadFromJson on the
|
||||
// main thread once the future is ready.
|
||||
static std::future<LoadResult> LoadSceneFileAsync(const std::filesystem::path& path);
|
||||
};
|
||||
|
||||
#endif //DESTRUM_SCENESERIALIZER_H
|
||||
|
||||
+8
-8
@@ -131,6 +131,12 @@ void App::run()
|
||||
|
||||
imguiPass.handleEvent(event);
|
||||
|
||||
const bool mouseEvent =
|
||||
event.type == SDL_MOUSEBUTTONDOWN ||
|
||||
event.type == SDL_MOUSEBUTTONUP ||
|
||||
event.type == SDL_MOUSEMOTION ||
|
||||
event.type == SDL_MOUSEWHEEL;
|
||||
|
||||
if (event.type == SDL_QUIT)
|
||||
{
|
||||
isRunning = false;
|
||||
@@ -149,19 +155,13 @@ void App::run()
|
||||
}
|
||||
}
|
||||
|
||||
const bool mouseEvent =
|
||||
event.type == SDL_MOUSEBUTTONDOWN ||
|
||||
event.type == SDL_MOUSEBUTTONUP ||
|
||||
event.type == SDL_MOUSEMOTION ||
|
||||
event.type == SDL_MOUSEWHEEL;
|
||||
|
||||
const bool keyboardEvent =
|
||||
event.type == SDL_KEYDOWN ||
|
||||
event.type == SDL_KEYUP ||
|
||||
event.type == SDL_TEXTINPUT;
|
||||
|
||||
const bool capturedByImgui =
|
||||
(mouseEvent && imguiPass.wantsMouse()) ||
|
||||
(mouseEvent && !InputManager::GetInstance().IsMouseCaptured() && imguiPass.wantsMouse()) ||
|
||||
(keyboardEvent && imguiPass.wantsKeyboard());
|
||||
|
||||
if (!capturedByImgui)
|
||||
@@ -176,7 +176,7 @@ void App::run()
|
||||
}
|
||||
}
|
||||
|
||||
if (!isRunning) break;
|
||||
if (!isRunning) break;
|
||||
|
||||
// Consume SDL events before updating the base camera so held and
|
||||
// newly pressed inputs are applied in the same frame.
|
||||
|
||||
@@ -0,0 +1,126 @@
|
||||
#include <destrum/Components/LightComponent.h>
|
||||
|
||||
#include <destrum/Graphics/RenderContext.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
LightComponent::LightComponent(GameObject& parent, LightType type)
|
||||
: Component(parent, "LightComponent")
|
||||
, m_Type(type)
|
||||
{
|
||||
}
|
||||
|
||||
void LightComponent::SetIntensity(float intensity)
|
||||
{
|
||||
m_Intensity = std::max(intensity, 0.0f);
|
||||
}
|
||||
|
||||
void LightComponent::SetRange(float range)
|
||||
{
|
||||
m_Range = std::max(range, 0.01f);
|
||||
}
|
||||
|
||||
void LightComponent::SetConeAngles(float innerConeAngle, float outerConeAngle)
|
||||
{
|
||||
m_InnerConeAngle = std::clamp(innerConeAngle, 0.0f, glm::half_pi<float>());
|
||||
m_OuterConeAngle = std::clamp(outerConeAngle, m_InnerConeAngle, glm::half_pi<float>());
|
||||
}
|
||||
|
||||
void LightComponent::Render(const RenderContext& ctx)
|
||||
{
|
||||
auto& transform = GetTransform();
|
||||
|
||||
ctx.renderer.submitLight(Light{
|
||||
.type = m_Type,
|
||||
.position = transform.GetWorldPosition(),
|
||||
.direction = transform.GetWorldRotation() * glm::vec3{0.0f, 0.0f, -1.0f},
|
||||
.color = m_Color,
|
||||
.intensity = m_Intensity,
|
||||
.range = m_Range,
|
||||
.innerConeAngle = m_InnerConeAngle,
|
||||
.outerConeAngle = m_OuterConeAngle,
|
||||
});
|
||||
}
|
||||
|
||||
nlohmann::json LightComponent::Serialize() const {
|
||||
return {
|
||||
{"type", static_cast<std::uint32_t>(m_Type)},
|
||||
{"color", {m_Color.x, m_Color.y, m_Color.z}},
|
||||
{"intensity", m_Intensity},
|
||||
{"range", m_Range},
|
||||
{"innerConeAngle", m_InnerConeAngle},
|
||||
{"outerConeAngle", m_OuterConeAngle}
|
||||
};
|
||||
}
|
||||
|
||||
void LightComponent::Deserialize(const nlohmann::json& data) {
|
||||
if (data.contains("type")) {
|
||||
const auto type = data.at("type").get<std::uint32_t>();
|
||||
if (type <= static_cast<std::uint32_t>(LightType::Spot)) {
|
||||
m_Type = static_cast<LightType>(type);
|
||||
}
|
||||
}
|
||||
if (data.contains("color")) {
|
||||
const auto& value = data.at("color");
|
||||
m_Color = {value.at(0).get<float>(), value.at(1).get<float>(), value.at(2).get<float>()};
|
||||
}
|
||||
if (data.contains("intensity")) {
|
||||
SetIntensity(data.at("intensity").get<float>());
|
||||
}
|
||||
if (data.contains("range")) {
|
||||
SetRange(data.at("range").get<float>());
|
||||
}
|
||||
|
||||
float innerConeAngle = m_InnerConeAngle;
|
||||
float outerConeAngle = m_OuterConeAngle;
|
||||
if (data.contains("innerConeAngle")) {
|
||||
innerConeAngle = data.at("innerConeAngle").get<float>();
|
||||
}
|
||||
if (data.contains("outerConeAngle")) {
|
||||
outerConeAngle = data.at("outerConeAngle").get<float>();
|
||||
}
|
||||
SetConeAngles(innerConeAngle, outerConeAngle);
|
||||
}
|
||||
|
||||
void LightComponent::ImGuiInspector() {
|
||||
constexpr std::array typeNames{"Directional", "Point", "Spot"};
|
||||
|
||||
int type = static_cast<int>(m_Type);
|
||||
if (ImGui::Combo("Type", &type, typeNames.data(), static_cast<int>(typeNames.size()))) {
|
||||
SetType(static_cast<LightType>(type));
|
||||
}
|
||||
|
||||
ImGui::ColorEdit3("Color", &m_Color.x);
|
||||
|
||||
float intensity = m_Intensity;
|
||||
if (ImGui::DragFloat("Intensity", &intensity, 0.05f, 0.0f)) {
|
||||
SetIntensity(intensity);
|
||||
}
|
||||
|
||||
if (m_Type == LightType::Directional) {
|
||||
return;
|
||||
}
|
||||
|
||||
float range = m_Range;
|
||||
if (ImGui::DragFloat("Range", &range, 0.05f, 0.01f)) {
|
||||
SetRange(range);
|
||||
}
|
||||
|
||||
if (m_Type == LightType::Spot) {
|
||||
float innerConeAngle = m_InnerConeAngle;
|
||||
float outerConeAngle = m_OuterConeAngle;
|
||||
bool changed = ImGui::SliderAngle("Inner Cone", &innerConeAngle, 0.0f, 90.0f);
|
||||
changed |= ImGui::SliderAngle("Outer Cone", &outerConeAngle, 0.0f, 90.0f);
|
||||
if (changed) {
|
||||
SetConeAngles(innerConeAngle, outerConeAngle);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -114,7 +114,7 @@ void Camera::SetRotation(const glm::vec2& yawPitchRadians) {
|
||||
SetRotation(yawPitchRadians.x, yawPitchRadians.y);
|
||||
}
|
||||
|
||||
void Camera::SetTarget(const glm::vec3& target) {
|
||||
void Camera::SetTarget(const glm::vec3&) {
|
||||
}
|
||||
|
||||
void Camera::ClearTarget() {
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
|
||||
void LineRenderingManager::SubmitLine(const Line& line)
|
||||
{
|
||||
lines.push_back(line);
|
||||
}
|
||||
|
||||
void LineRenderingManager::SubmitLine(
|
||||
const glm::vec3& start,
|
||||
const glm::vec3& end,
|
||||
const glm::vec4& color)
|
||||
{
|
||||
SubmitLine(Line{
|
||||
.start = start,
|
||||
.end = end,
|
||||
.color = color,
|
||||
});
|
||||
}
|
||||
|
||||
void LineRenderingManager::ClearLines()
|
||||
{
|
||||
lines.clear();
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
|
||||
void QuadRenderingManager::SubmitQuad(
|
||||
const glm::vec2& position,
|
||||
const glm::vec2& size,
|
||||
const glm::vec4& color,
|
||||
ImageID textureId)
|
||||
{
|
||||
SubmitQuad(position, size, 0.0f, color, textureId);
|
||||
}
|
||||
|
||||
void QuadRenderingManager::SubmitQuad(
|
||||
const glm::vec2& position,
|
||||
const glm::vec2& size,
|
||||
float rotation,
|
||||
const glm::vec4& color,
|
||||
ImageID textureId)
|
||||
{
|
||||
quads.push_back(QuadSubmission{
|
||||
.position = position,
|
||||
.size = size,
|
||||
.rotation = rotation,
|
||||
.color = color,
|
||||
.textureId = textureId,
|
||||
});
|
||||
}
|
||||
|
||||
void QuadRenderingManager::ClearQuads()
|
||||
{
|
||||
quads.clear();
|
||||
}
|
||||
@@ -124,6 +124,11 @@ void ImguiPass::beginFrame() {
|
||||
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
|
||||
if (SDL_GetRelativeMouseMode() == SDL_TRUE) {
|
||||
ImGui::GetIO().MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
frameBegun = true;
|
||||
|
||||
@@ -0,0 +1,271 @@
|
||||
#include <destrum/Graphics/Pipelines/LightCullingPipeline.h>
|
||||
|
||||
#include "destrum/FS/AssetFS.h"
|
||||
#include "destrum/Graphics/GfxDevice.h"
|
||||
#include "destrum/Graphics/RenderResources.h"
|
||||
#include "destrum/Graphics/Util.h"
|
||||
|
||||
#include <array>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
#include <stdexcept>
|
||||
|
||||
#include "volk.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
void LightCullingPipeline::init(GfxDevice& gfxDevice, RenderResources& resources, glm::ivec2 drawImageSize)
|
||||
{
|
||||
try
|
||||
{
|
||||
const auto& device = gfxDevice.getDevice();
|
||||
|
||||
const auto pushConstant = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(PushConstants),
|
||||
};
|
||||
|
||||
const auto pushConstants = std::array{pushConstant};
|
||||
|
||||
const auto layouts = std::array{
|
||||
resources.getBindlessDescSetLayout()
|
||||
};
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
|
||||
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
|
||||
pipelineLayoutInfo.pSetLayouts = layouts.data();
|
||||
pipelineLayoutInfo.pushConstantRangeCount = static_cast<std::uint32_t>(pushConstants.size());
|
||||
pipelineLayoutInfo.pPushConstantRanges = pushConstants.data();
|
||||
|
||||
if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &m_pipelineLayout) != VK_SUCCESS)
|
||||
{
|
||||
throw std::runtime_error("Could not make light culling pipeline layout");
|
||||
}
|
||||
|
||||
ComputePipelineConfigInfo pipelineConfig{};
|
||||
pipelineConfig.name = "light culling compute pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
const auto lightCullingShaderPath = AssetFS::GetInstance().GetCookedPathForFile(
|
||||
"engine://shaders/light_culling.comp");
|
||||
|
||||
lightCullingPipeline = std::make_unique<ComputePipeline>(
|
||||
gfxDevice,
|
||||
lightCullingShaderPath.generic_string(),
|
||||
pipelineConfig
|
||||
);
|
||||
|
||||
for (std::size_t i = 0; i < FRAMES_IN_FLIGHT; ++i)
|
||||
{
|
||||
auto& lightsBuffer = framesData[i].lightsBuffer;
|
||||
lightsBuffer.capacity = MAX_LIGHTS;
|
||||
lightsBuffer.buffer = gfxDevice.createBuffer(
|
||||
MAX_LIGHTS * sizeof(GPULight),
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
|
||||
VMA_MEMORY_USAGE_CPU_TO_GPU);
|
||||
vkutil::addDebugLabel(device, lightsBuffer.buffer.buffer, "lights");
|
||||
}
|
||||
|
||||
createTileBuffer(gfxDevice, drawImageSize);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void LightCullingPipeline::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
for (auto& frame : framesData)
|
||||
{
|
||||
gfxDevice.destroyBuffer(frame.lightsBuffer.buffer);
|
||||
frame.lightsBuffer.buffer = {};
|
||||
frame.lightsBuffer.size = 0;
|
||||
}
|
||||
|
||||
gfxDevice.destroyBuffer(tileLightIndicesBuffer);
|
||||
tileLightIndicesBuffer = {};
|
||||
tileCount = glm::uvec2{0u, 0u};
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(gfxDevice.getDevice(), m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
lightCullingPipeline.reset();
|
||||
}
|
||||
|
||||
void LightCullingPipeline::resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
|
||||
{
|
||||
gfxDevice.waitIdle();
|
||||
|
||||
gfxDevice.destroyBuffer(tileLightIndicesBuffer);
|
||||
tileLightIndicesBuffer = {};
|
||||
createTileBuffer(gfxDevice, drawImageSize);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::createTileBuffer(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
|
||||
{
|
||||
assert(drawImageSize.x > 0 && drawImageSize.y > 0);
|
||||
|
||||
tileCount = glm::uvec2{
|
||||
(static_cast<std::uint32_t>(drawImageSize.x) + TILE_SIZE - 1) / TILE_SIZE,
|
||||
(static_cast<std::uint32_t>(drawImageSize.y) + TILE_SIZE - 1) / TILE_SIZE,
|
||||
};
|
||||
|
||||
const std::size_t numTiles = static_cast<std::size_t>(tileCount.x) * tileCount.y;
|
||||
tileLightIndicesBuffer = gfxDevice.createBuffer(
|
||||
numTiles * TILE_STRIDE * sizeof(std::uint32_t),
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), tileLightIndicesBuffer.buffer, "tile light indices");
|
||||
|
||||
spdlog::debug("Forward+ light grid: {}x{} tiles", tileCount.x, tileCount.y);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::beginDrawing(std::size_t frameIndex)
|
||||
{
|
||||
currentFrameIndex = frameIndex;
|
||||
getCurrentFrameData().lightsBuffer.clear();
|
||||
}
|
||||
|
||||
void LightCullingPipeline::appendLight(const Light& light)
|
||||
{
|
||||
auto& lightsBuffer = getCurrentFrameData().lightsBuffer;
|
||||
if (lightsBuffer.size >= lightsBuffer.capacity)
|
||||
{
|
||||
if (!warnedAboutLightLimit)
|
||||
{
|
||||
spdlog::warn("Light limit of {} reached, extra lights are ignored", MAX_LIGHTS);
|
||||
warnedAboutLightLimit = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const float directionLength = glm::length(light.direction);
|
||||
const glm::vec3 direction = directionLength > 1e-6f
|
||||
? light.direction / directionLength
|
||||
: glm::vec3{0.0f, -1.0f, 0.0f};
|
||||
|
||||
const auto gpuLight = GPULight{
|
||||
.position = light.position,
|
||||
.range = light.range,
|
||||
.color = light.color,
|
||||
.intensity = light.intensity,
|
||||
.direction = direction,
|
||||
.type = static_cast<std::uint32_t>(light.type),
|
||||
.spotInnerCos = std::cos(light.innerConeAngle),
|
||||
.spotOuterCos = std::cos(light.outerConeAngle),
|
||||
.padding = glm::vec2{0.0f},
|
||||
};
|
||||
lightsBuffer.append(gpuLight);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice)
|
||||
{
|
||||
auto& buffer = getCurrentFrameData().lightsBuffer.buffer;
|
||||
gfxDevice.getMemoryManager().flushAllocation(buffer, 0, VK_WHOLE_SIZE);
|
||||
vkutil::bufferHostWriteToShaderReadBarrier(
|
||||
cmd,
|
||||
buffer.buffer,
|
||||
0,
|
||||
static_cast<VkDeviceSize>(MAX_LIGHTS * sizeof(GPULight)));
|
||||
}
|
||||
|
||||
void LightCullingPipeline::cullLights(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
ImageID depthImageId,
|
||||
VkExtent2D renderExtent)
|
||||
{
|
||||
if (!lightCullingPipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
// previous frame's mesh pass might still be reading the tile lists
|
||||
const VkBufferMemoryBarrier2 tileBufferBarrier{
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
|
||||
.srcStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
|
||||
.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
|
||||
.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.buffer = tileLightIndicesBuffer.buffer,
|
||||
.offset = 0,
|
||||
.size = VK_WHOLE_SIZE,
|
||||
};
|
||||
|
||||
const VkDependencyInfo dependencyInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
|
||||
.bufferMemoryBarrierCount = 1,
|
||||
.pBufferMemoryBarriers = &tileBufferBarrier,
|
||||
};
|
||||
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
|
||||
}
|
||||
|
||||
lightCullingPipeline->bind(cmd);
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout, VK_PIPELINE_BIND_POINT_COMPUTE);
|
||||
|
||||
const auto cs = PushConstants{
|
||||
.sceneDataBuffer = sceneDataBuffer.address,
|
||||
.screenSize = glm::uvec2{renderExtent.width, renderExtent.height},
|
||||
.depthTexId = static_cast<std::uint32_t>(depthImageId),
|
||||
.padding = 0,
|
||||
};
|
||||
|
||||
vkCmdPushConstants(cmd,
|
||||
m_pipelineLayout,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
0,
|
||||
sizeof(PushConstants),
|
||||
&cs);
|
||||
|
||||
// one workgroup per tile
|
||||
vkCmdDispatch(cmd, tileCount.x, tileCount.y, 1);
|
||||
|
||||
const VkBufferMemoryBarrier2 tileBufferBarrier{
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
|
||||
.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
|
||||
.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
|
||||
.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.buffer = tileLightIndicesBuffer.buffer,
|
||||
.offset = 0,
|
||||
.size = VK_WHOLE_SIZE,
|
||||
};
|
||||
|
||||
const VkDependencyInfo dependencyInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
|
||||
.bufferMemoryBarrierCount = 1,
|
||||
.pBufferMemoryBarriers = &tileBufferBarrier,
|
||||
};
|
||||
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
|
||||
}
|
||||
|
||||
VkDeviceAddress LightCullingPipeline::getLightsBufferAddress() const
|
||||
{
|
||||
return getCurrentFrameData().lightsBuffer.buffer.address;
|
||||
}
|
||||
|
||||
std::uint32_t LightCullingPipeline::getNumLights() const
|
||||
{
|
||||
return static_cast<std::uint32_t>(getCurrentFrameData().lightsBuffer.size);
|
||||
}
|
||||
|
||||
LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData()
|
||||
{
|
||||
return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
|
||||
}
|
||||
|
||||
const LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData() const
|
||||
{
|
||||
return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
|
||||
}
|
||||
@@ -0,0 +1,232 @@
|
||||
#include <destrum/Graphics/Pipelines/LineRenderingPass.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
#include <limits>
|
||||
#include <stdexcept>
|
||||
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Graphics/Camera.h>
|
||||
#include <destrum/Graphics/GPUImage.h>
|
||||
#include <destrum/Graphics/GfxDevice.h>
|
||||
#include <destrum/Graphics/Pipeline.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
|
||||
#include "volk.h"
|
||||
|
||||
namespace {
|
||||
constexpr std::size_t InitialVertexCapacity = 256;
|
||||
}
|
||||
|
||||
void LineRenderingPass::init(GfxDevice& gfxDevice, VkFormat drawImageFormat)
|
||||
{
|
||||
try {
|
||||
vertexBuffer.init(
|
||||
gfxDevice,
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
InitialVertexCapacity * sizeof(LineVertex),
|
||||
"line vertices");
|
||||
vertexCapacity = InitialVertexCapacity;
|
||||
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/line.vert");
|
||||
const auto fragmentShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/line.frag");
|
||||
|
||||
const auto pushConstantRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(glm::mat4),
|
||||
};
|
||||
|
||||
const auto pipelineLayoutInfo = VkPipelineLayoutCreateInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
|
||||
.pushConstantRangeCount = 1,
|
||||
.pPushConstantRanges = &pushConstantRange,
|
||||
};
|
||||
|
||||
VK_CHECK(vkCreatePipelineLayout(
|
||||
gfxDevice.getDevice(),
|
||||
&pipelineLayoutInfo,
|
||||
nullptr,
|
||||
&pipelineLayout));
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
pipelineConfig.name = "Line Rendering Pipeline";
|
||||
pipelineConfig.pipelineLayout = pipelineLayout;
|
||||
pipelineConfig.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
|
||||
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
|
||||
pipelineConfig.depthStencilInfo.depthTestEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = VK_FORMAT_UNDEFINED;
|
||||
|
||||
pipelineConfig.vertexBindingDescriptions = {
|
||||
VkVertexInputBindingDescription{
|
||||
.binding = 0,
|
||||
.stride = sizeof(LineVertex),
|
||||
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
|
||||
}
|
||||
};
|
||||
pipelineConfig.vertexAttributeDescriptions = {
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 0,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
.offset = offsetof(LineVertex, position),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 1,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
.offset = offsetof(LineVertex, color),
|
||||
},
|
||||
};
|
||||
|
||||
pipelineConfig.colorBlendAttachment.blendEnable = VK_TRUE;
|
||||
pipelineConfig.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.dstColorBlendFactor =
|
||||
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
|
||||
pipelineConfig.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
|
||||
pipelineConfig.colorBlendAttachment.dstAlphaBlendFactor =
|
||||
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
|
||||
pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragmentShader.string(),
|
||||
pipelineConfig);
|
||||
} catch (...) {
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void LineRenderingPass::draw(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
const GPUImage& target,
|
||||
const Camera& camera,
|
||||
LineRenderingManager& lineManager)
|
||||
{
|
||||
const auto& lines = lineManager.GetLines();
|
||||
if (!pipeline || lines.empty()) {
|
||||
lineManager.ClearLines();
|
||||
return;
|
||||
}
|
||||
|
||||
if (lines.size() > std::numeric_limits<std::size_t>::max() / 2) {
|
||||
throw std::overflow_error("Too many lines submitted for rendering");
|
||||
}
|
||||
|
||||
std::vector<LineVertex> vertices;
|
||||
vertices.reserve(lines.size() * 2);
|
||||
for (const Line& line : lines) {
|
||||
vertices.push_back(LineVertex{
|
||||
.position = glm::vec4{line.start, 1.0f},
|
||||
.color = line.color,
|
||||
});
|
||||
vertices.push_back(LineVertex{
|
||||
.position = glm::vec4{line.end, 1.0f},
|
||||
.color = line.color,
|
||||
});
|
||||
}
|
||||
|
||||
if (vertices.size() > std::numeric_limits<std::uint32_t>::max()) {
|
||||
throw std::overflow_error("Too many line vertices submitted for rendering");
|
||||
}
|
||||
|
||||
ensureVertexCapacity(gfxDevice, vertices.size());
|
||||
vertexBuffer.uploadNewData(
|
||||
cmd,
|
||||
gfxDevice.getCurrentFrameIndex(),
|
||||
vertices.data(),
|
||||
vertices.size() * sizeof(LineVertex));
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = target.getExtent2D(),
|
||||
.colorImageView = target.imageView,
|
||||
});
|
||||
|
||||
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
|
||||
|
||||
pipeline->bind(cmd);
|
||||
|
||||
const auto viewport = VkViewport{
|
||||
.x = 0.0f,
|
||||
.y = 0.0f,
|
||||
.width = static_cast<float>(target.extent.width),
|
||||
.height = static_cast<float>(target.extent.height),
|
||||
.minDepth = 0.0f,
|
||||
.maxDepth = 1.0f,
|
||||
};
|
||||
vkCmdSetViewport(cmd, 0, 1, &viewport);
|
||||
|
||||
const auto scissor = VkRect2D{
|
||||
.offset = {},
|
||||
.extent = target.getExtent2D(),
|
||||
};
|
||||
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
||||
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
|
||||
|
||||
const glm::mat4 viewProjection = camera.GetViewProjectionMatrix();
|
||||
vkCmdPushConstants(
|
||||
cmd,
|
||||
pipelineLayout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0,
|
||||
sizeof(viewProjection),
|
||||
&viewProjection);
|
||||
|
||||
const VkBuffer vertexBufferHandle = vertexBuffer.getBuffer().buffer;
|
||||
const VkDeviceSize vertexBufferOffset = 0;
|
||||
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBufferHandle, &vertexBufferOffset);
|
||||
vkCmdDraw(cmd, static_cast<std::uint32_t>(vertices.size()), 1, 0, 0);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
lineManager.ClearLines();
|
||||
}
|
||||
|
||||
void LineRenderingPass::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
pipeline.reset();
|
||||
|
||||
if (pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE) {
|
||||
vkDestroyPipelineLayout(gfxDevice.getDevice(), pipelineLayout, nullptr);
|
||||
}
|
||||
pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
vertexBuffer.cleanup(gfxDevice);
|
||||
vertexCapacity = 0;
|
||||
}
|
||||
|
||||
void LineRenderingPass::ensureVertexCapacity(
|
||||
GfxDevice& gfxDevice,
|
||||
std::size_t requiredVertices)
|
||||
{
|
||||
if (requiredVertices <= vertexCapacity) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::size_t newCapacity = std::max(vertexCapacity, InitialVertexCapacity);
|
||||
while (newCapacity < requiredVertices) {
|
||||
if (newCapacity > std::numeric_limits<std::size_t>::max() / 2) {
|
||||
newCapacity = requiredVertices;
|
||||
break;
|
||||
}
|
||||
newCapacity *= 2;
|
||||
}
|
||||
|
||||
gfxDevice.waitIdle();
|
||||
vertexBuffer.cleanup(gfxDevice);
|
||||
vertexBuffer.init(
|
||||
gfxDevice,
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
newCapacity * sizeof(LineVertex),
|
||||
"line vertices");
|
||||
vertexCapacity = newCapacity;
|
||||
}
|
||||
@@ -23,66 +23,122 @@ void MeshPipeline::init(
|
||||
VkFormat drawImageFormat,
|
||||
VkFormat depthImageFormat)
|
||||
{
|
||||
try {
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
|
||||
try
|
||||
{
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
|
||||
|
||||
const auto fragShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.frag");
|
||||
const auto fragShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.frag");
|
||||
|
||||
const auto bufferRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(PushConstants),
|
||||
};
|
||||
const auto bufferRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(PushConstants),
|
||||
};
|
||||
|
||||
const auto pushConstantRanges = std::array{bufferRange};
|
||||
const auto pushConstantRanges = std::array{bufferRange};
|
||||
|
||||
const auto layouts = std::array{
|
||||
resources.getBindlessDescSetLayout()
|
||||
};
|
||||
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();
|
||||
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(
|
||||
if (vkCreatePipelineLayout(
|
||||
gfxDevice.getDevice(),
|
||||
&pipelineLayoutInfo,
|
||||
nullptr,
|
||||
&m_pipelineLayout) != VK_SUCCESS)
|
||||
{
|
||||
throw std::runtime_error("Could not create mesh pipeline layout");
|
||||
{
|
||||
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);
|
||||
|
||||
pipelineConfig.name = "Mesh Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
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
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
pipelineConfig.name = "Mesh Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
m_pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragShader.string(),
|
||||
pipelineConfig
|
||||
);
|
||||
} catch (...) {
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice.getDevice());
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPipeline::drawDepthPrepass(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_depthPrepassPipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_depthPrepassPipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::draw(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
@@ -92,13 +148,35 @@ void MeshPipeline::draw(
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_pipeline) {
|
||||
if (!m_pipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_pipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::drawMeshes(
|
||||
VkCommandBuffer cmd,
|
||||
const Pipeline& pipeline,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
const MeshCache& meshCache = resources.meshes();
|
||||
|
||||
m_pipeline->bind(cmd);
|
||||
pipeline.bind(cmd);
|
||||
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
|
||||
|
||||
@@ -130,8 +208,10 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto frustum = edge::createFrustumFromCamera(camera);
|
||||
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc) {
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere)) {
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc)
|
||||
{
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -139,7 +219,8 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto& mesh = meshCache.getMesh(dc.meshId);
|
||||
|
||||
if (dc.meshId != prevMeshId) {
|
||||
if (dc.meshId != prevMeshId)
|
||||
{
|
||||
prevMeshId = dc.meshId;
|
||||
|
||||
vkCmdBindIndexBuffer(
|
||||
@@ -156,9 +237,9 @@ void MeshPipeline::draw(
|
||||
.transform = dc.transformMatrix,
|
||||
.sceneDataBuffer = sceneDataBuffer.address,
|
||||
.vertexBuffer =
|
||||
dc.skinnedMesh != nullptr
|
||||
? dc.skinnedMesh->skinnedVertexBuffer.address
|
||||
: mesh.vertexBuffer.address,
|
||||
dc.skinnedMesh != nullptr
|
||||
? dc.skinnedMesh->skinnedVertexBuffer.address
|
||||
: mesh.vertexBuffer.address,
|
||||
.materialId = dc.materialId,
|
||||
.padding = 0,
|
||||
};
|
||||
@@ -175,26 +256,30 @@ void MeshPipeline::draw(
|
||||
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
|
||||
};
|
||||
|
||||
if (!sortedDrawCommands.empty()) {
|
||||
for (std::size_t drawIndex : sortedDrawCommands) {
|
||||
if (!sortedDrawCommands.empty())
|
||||
{
|
||||
for (std::size_t drawIndex : sortedDrawCommands)
|
||||
{
|
||||
assert(drawIndex < drawCommands.size());
|
||||
drawOne(drawCommands[drawIndex]);
|
||||
}
|
||||
} else {
|
||||
for (const MeshDrawCommand& dc : drawCommands) {
|
||||
}
|
||||
else
|
||||
{
|
||||
for (const MeshDrawCommand& dc : drawCommands)
|
||||
{
|
||||
drawOne(dc);
|
||||
}
|
||||
}
|
||||
|
||||
// Optional:
|
||||
// spdlog::debug("Actual mesh draw calls: {}", actualDrawCalls);
|
||||
}
|
||||
|
||||
void MeshPipeline::cleanup(VkDevice device)
|
||||
{
|
||||
m_pipeline.reset();
|
||||
m_depthPrepassPipeline.reset();
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE) {
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
@@ -0,0 +1,334 @@
|
||||
#include <destrum/Graphics/Pipelines/QuadRendererPass.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <limits>
|
||||
#include <stdexcept>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Graphics/GfxDevice.h>
|
||||
#include <destrum/Graphics/GPUImage.h>
|
||||
#include <destrum/Graphics/Pipeline.h>
|
||||
#include <destrum/Graphics/RenderResources.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
|
||||
#include "volk.h"
|
||||
|
||||
namespace {
|
||||
constexpr std::size_t InitialQuadCapacity = 256;
|
||||
constexpr std::size_t VerticesPerQuad = 4;
|
||||
constexpr std::size_t IndicesPerQuad = 6;
|
||||
|
||||
glm::vec2 rotatePoint(const glm::vec2& point, float cosA, float sinA) {
|
||||
return glm::vec2{
|
||||
point.x * cosA - point.y * sinA,
|
||||
point.x * sinA + point.y * cosA,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void QuadRendererPass::init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat)
|
||||
{
|
||||
try {
|
||||
const std::size_t vertexBytes = InitialQuadCapacity * VerticesPerQuad * sizeof(QuadVertex);
|
||||
vertexBuffer = gfxDevice.createBuffer(
|
||||
vertexBytes,
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
|
||||
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);
|
||||
|
||||
quadCapacity = InitialQuadCapacity;
|
||||
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/quad.vert");
|
||||
const auto fragmentShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/quad.frag");
|
||||
|
||||
const auto pushConstantRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(glm::mat4),
|
||||
};
|
||||
|
||||
const auto layouts = std::array{
|
||||
resources.getBindlessDescSetLayout()
|
||||
};
|
||||
|
||||
const auto pipelineLayoutInfo = VkPipelineLayoutCreateInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
|
||||
.setLayoutCount = static_cast<std::uint32_t>(layouts.size()),
|
||||
.pSetLayouts = layouts.data(),
|
||||
.pushConstantRangeCount = 1,
|
||||
.pPushConstantRanges = &pushConstantRange,
|
||||
};
|
||||
|
||||
VK_CHECK(vkCreatePipelineLayout(
|
||||
gfxDevice.getDevice(),
|
||||
&pipelineLayoutInfo,
|
||||
nullptr,
|
||||
&pipelineLayout));
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
pipelineConfig.name = "Quad Rendering Pipeline";
|
||||
pipelineConfig.pipelineLayout = pipelineLayout;
|
||||
pipelineConfig.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
|
||||
pipelineConfig.depthStencilInfo.depthTestEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = VK_FORMAT_UNDEFINED;
|
||||
|
||||
pipelineConfig.vertexBindingDescriptions = {
|
||||
VkVertexInputBindingDescription{
|
||||
.binding = 0,
|
||||
.stride = sizeof(QuadVertex),
|
||||
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
|
||||
}
|
||||
};
|
||||
pipelineConfig.vertexAttributeDescriptions = {
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 0,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||
.offset = offsetof(QuadVertex, position),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 1,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||
.offset = offsetof(QuadVertex, uv),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 2,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||
.offset = offsetof(QuadVertex, color),
|
||||
},
|
||||
VkVertexInputAttributeDescription{
|
||||
.location = 3,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32_UINT,
|
||||
.offset = offsetof(QuadVertex, textureId),
|
||||
},
|
||||
};
|
||||
|
||||
pipelineConfig.colorBlendAttachment.blendEnable = VK_TRUE;
|
||||
pipelineConfig.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
|
||||
pipelineConfig.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
|
||||
pipelineConfig.colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
pipelineConfig.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
|
||||
pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragmentShader.string(),
|
||||
pipelineConfig);
|
||||
} catch (...) {
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void QuadRendererPass::draw(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
RenderResources& resources,
|
||||
const GPUImage& target,
|
||||
const glm::mat4& projection)
|
||||
{
|
||||
auto& quadManager = QuadRenderingManager::GetInstance();
|
||||
const auto& quads = quadManager.GetQuads();
|
||||
if (!pipeline || quads.empty()) {
|
||||
quadManager.ClearQuads();
|
||||
return;
|
||||
}
|
||||
|
||||
const std::size_t numQuads = quads.size();
|
||||
if (numQuads > std::numeric_limits<std::size_t>::max() / VerticesPerQuad) {
|
||||
throw std::overflow_error("Too many quads submitted for rendering");
|
||||
}
|
||||
|
||||
const std::size_t numVertices = numQuads * VerticesPerQuad;
|
||||
const std::size_t numIndices = numQuads * IndicesPerQuad;
|
||||
|
||||
if (numVertices > std::numeric_limits<std::uint32_t>::max()) {
|
||||
throw std::overflow_error("Too many quad vertices submitted for rendering");
|
||||
}
|
||||
|
||||
ensureCapacity(gfxDevice, numQuads);
|
||||
|
||||
const ImageID whiteTextureId = resources.getWhiteTextureID();
|
||||
|
||||
auto* vertexMapped = reinterpret_cast<std::uint8_t*>(vertexBuffer.info.pMappedData);
|
||||
auto* indexMapped = reinterpret_cast<std::uint8_t*>(indexBuffer.info.pMappedData);
|
||||
|
||||
constexpr std::array<glm::vec2, 4> localCorners = {{
|
||||
glm::vec2{-0.5f, -0.5f},
|
||||
glm::vec2{ 0.5f, -0.5f},
|
||||
glm::vec2{ 0.5f, 0.5f},
|
||||
glm::vec2{-0.5f, 0.5f},
|
||||
}};
|
||||
|
||||
constexpr std::array<glm::vec2, 4> uvs = {{
|
||||
glm::vec2{0.0f, 1.0f},
|
||||
glm::vec2{1.0f, 1.0f},
|
||||
glm::vec2{1.0f, 0.0f},
|
||||
glm::vec2{0.0f, 0.0f},
|
||||
}};
|
||||
|
||||
auto* vertWrite = reinterpret_cast<QuadVertex*>(vertexMapped);
|
||||
auto* idxWrite = reinterpret_cast<std::uint32_t*>(indexMapped);
|
||||
std::uint32_t vertexBase = 0;
|
||||
|
||||
for (const auto& quad : quads) {
|
||||
const float cosA = std::cos(quad.rotation);
|
||||
const float sinA = std::sin(quad.rotation);
|
||||
const glm::vec2 halfSize = quad.size * 0.5f;
|
||||
const ImageID texId = (quad.textureId == NULL_IMAGE_ID) ? whiteTextureId : quad.textureId;
|
||||
|
||||
for (std::size_t v = 0; v < VerticesPerQuad; ++v) {
|
||||
glm::vec2 localPos = localCorners[v] * halfSize;
|
||||
glm::vec2 rotatedPos = rotatePoint(localPos, cosA, sinA);
|
||||
glm::vec2 worldPos = quad.position + rotatedPos;
|
||||
|
||||
vertWrite[vertexBase + v] = QuadVertex{
|
||||
.position = worldPos,
|
||||
.uv = uvs[v],
|
||||
.color = quad.color,
|
||||
.textureId = static_cast<std::uint32_t>(texId),
|
||||
};
|
||||
}
|
||||
|
||||
const std::uint32_t idxOffset = vertexBase / 4 * 6;
|
||||
idxWrite[idxOffset + 0] = vertexBase + 0;
|
||||
idxWrite[idxOffset + 1] = vertexBase + 1;
|
||||
idxWrite[idxOffset + 2] = vertexBase + 2;
|
||||
idxWrite[idxOffset + 3] = vertexBase + 0;
|
||||
idxWrite[idxOffset + 4] = vertexBase + 2;
|
||||
idxWrite[idxOffset + 5] = vertexBase + 3;
|
||||
vertexBase += VerticesPerQuad;
|
||||
}
|
||||
|
||||
auto& memMgr = gfxDevice.getMemoryManager();
|
||||
memMgr.flushAllocation(vertexBuffer, 0, numVertices * sizeof(QuadVertex));
|
||||
memMgr.flushAllocation(indexBuffer, 0, numIndices * sizeof(std::uint32_t));
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = target.getExtent2D(),
|
||||
.colorImageView = target.imageView,
|
||||
});
|
||||
|
||||
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
|
||||
|
||||
pipeline->bind(cmd);
|
||||
resources.bindBindlessDescSet(cmd, pipelineLayout);
|
||||
|
||||
const auto viewport = VkViewport{
|
||||
.x = 0.0f,
|
||||
.y = 0.0f,
|
||||
.width = static_cast<float>(target.extent.width),
|
||||
.height = static_cast<float>(target.extent.height),
|
||||
.minDepth = 0.0f,
|
||||
.maxDepth = 1.0f,
|
||||
};
|
||||
vkCmdSetViewport(cmd, 0, 1, &viewport);
|
||||
|
||||
const auto scissor = VkRect2D{
|
||||
.offset = {},
|
||||
.extent = target.getExtent2D(),
|
||||
};
|
||||
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
||||
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
|
||||
|
||||
vkCmdPushConstants(
|
||||
cmd,
|
||||
pipelineLayout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0,
|
||||
sizeof(glm::mat4),
|
||||
&projection);
|
||||
|
||||
const VkBuffer vertexBufferHandle = vertexBuffer.buffer;
|
||||
const VkDeviceSize vertexBufferOffset = 0;
|
||||
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBufferHandle, &vertexBufferOffset);
|
||||
|
||||
const VkBuffer indexBufferHandle = indexBuffer.buffer;
|
||||
vkCmdBindIndexBuffer(cmd, indexBufferHandle, 0, VK_INDEX_TYPE_UINT32);
|
||||
|
||||
vkCmdDrawIndexed(cmd, static_cast<std::uint32_t>(numIndices), 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
quadManager.ClearQuads();
|
||||
}
|
||||
|
||||
void QuadRendererPass::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
pipeline.reset();
|
||||
|
||||
if (pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE) {
|
||||
vkDestroyPipelineLayout(gfxDevice.getDevice(), pipelineLayout, nullptr);
|
||||
}
|
||||
pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
if (vertexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(vertexBuffer);
|
||||
}
|
||||
if (indexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(indexBuffer);
|
||||
}
|
||||
quadCapacity = 0;
|
||||
}
|
||||
|
||||
void QuadRendererPass::ensureCapacity(
|
||||
GfxDevice& gfxDevice,
|
||||
std::size_t requiredQuads)
|
||||
{
|
||||
if (requiredQuads <= quadCapacity) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::size_t newCapacity = std::max(quadCapacity, InitialQuadCapacity);
|
||||
while (newCapacity < requiredQuads) {
|
||||
if (newCapacity > std::numeric_limits<std::size_t>::max() / 2) {
|
||||
newCapacity = requiredQuads;
|
||||
break;
|
||||
}
|
||||
newCapacity *= 2;
|
||||
}
|
||||
|
||||
gfxDevice.waitIdle();
|
||||
|
||||
if (vertexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(vertexBuffer);
|
||||
}
|
||||
vertexBuffer = gfxDevice.createBuffer(
|
||||
newCapacity * VerticesPerQuad * sizeof(QuadVertex),
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
|
||||
if (indexBuffer.buffer != VK_NULL_HANDLE) {
|
||||
gfxDevice.destroyBuffer(indexBuffer);
|
||||
}
|
||||
indexBuffer = gfxDevice.createBuffer(
|
||||
newCapacity * IndicesPerQuad * sizeof(std::uint32_t),
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
|
||||
quadCapacity = newCapacity;
|
||||
}
|
||||
@@ -119,14 +119,16 @@ void SkyboxPipeline::draw(
|
||||
|
||||
const glm::mat3 r = glm::mat3(skyboxRotation);
|
||||
|
||||
// rotation only, translation in the inverse makes the sky jitter far from the origin
|
||||
const glm::mat4 viewRotation = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
|
||||
const auto pcs = SkyboxPushConstants{
|
||||
.invViewProj = glm::inverse(camera.GetViewProjectionMatrix()),
|
||||
.invViewProj = glm::inverse(camera.GetProjectionMatrix() * viewRotation),
|
||||
.skyboxRot = {
|
||||
glm::vec4(r[0], 0.f),
|
||||
glm::vec4(r[1], 0.f),
|
||||
glm::vec4(r[2], 0.f)
|
||||
},
|
||||
.cameraPos = camera.GetPosition(),
|
||||
.skyboxTextureId = static_cast<std::uint32_t>(skyboxTextureId),
|
||||
};
|
||||
|
||||
|
||||
@@ -266,10 +266,13 @@ const VkDescriptorSet& RenderResources::getBindlessDescSet() const {
|
||||
return imageCache->bindlessSetManager.getDescSet();
|
||||
}
|
||||
|
||||
void RenderResources::bindBindlessDescSet(VkCommandBuffer cmd, VkPipelineLayout layout) const {
|
||||
void RenderResources::bindBindlessDescSet(
|
||||
VkCommandBuffer cmd,
|
||||
VkPipelineLayout layout,
|
||||
VkPipelineBindPoint bindPoint) const {
|
||||
vkCmdBindDescriptorSets(
|
||||
cmd,
|
||||
VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
bindPoint,
|
||||
layout,
|
||||
0,
|
||||
1,
|
||||
|
||||
@@ -1,10 +1,14 @@
|
||||
#include <destrum/Graphics/Renderer.h>
|
||||
|
||||
#include <destrum/Graphics/Managers/LineRenderingManager.h>
|
||||
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <numeric>
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "volk.h"
|
||||
#include "destrum/Util/GameState.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
@@ -17,7 +21,8 @@ GameRenderer::GameRenderer()
|
||||
|
||||
void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::ivec2 drawImageSize)
|
||||
{
|
||||
try {
|
||||
try
|
||||
{
|
||||
resources = &_resources;
|
||||
sceneDataBuffer.init(
|
||||
gfxDevice,
|
||||
@@ -36,9 +41,20 @@ void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::
|
||||
skinningPipeline = std::make_unique<SkinningPipeline>();
|
||||
skinningPipeline->init(gfxDevice);
|
||||
|
||||
lightCullingPipeline = std::make_unique<LightCullingPipeline>();
|
||||
lightCullingPipeline->init(gfxDevice, _resources, drawImageSize);
|
||||
|
||||
lineRenderingPass = std::make_unique<LineRenderingPass>();
|
||||
lineRenderingPass->init(gfxDevice, drawImageFormat);
|
||||
|
||||
quadRendererPass = std::make_unique<QuadRendererPass>();
|
||||
quadRendererPass->init(gfxDevice, _resources, drawImageFormat);
|
||||
|
||||
GameState::GetInstance().SetRenderer(this);
|
||||
initialized = true;
|
||||
} catch (...) {
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
@@ -49,6 +65,8 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
|
||||
flushMaterialUpdates(gfxDevice);
|
||||
meshDrawCommands.clear();
|
||||
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
QuadRenderingManager::GetInstance().ClearQuads();
|
||||
}
|
||||
|
||||
void GameRenderer::endDrawing()
|
||||
@@ -59,13 +77,16 @@ void GameRenderer::endDrawing()
|
||||
std::stable_sort(
|
||||
sortedMeshDrawCommands.begin(),
|
||||
sortedMeshDrawCommands.end(),
|
||||
[this](std::size_t left, std::size_t right) {
|
||||
[this](std::size_t left, std::size_t right)
|
||||
{
|
||||
const auto& lhs = meshDrawCommands[left];
|
||||
const auto& rhs = meshDrawCommands[right];
|
||||
if (lhs.meshId != rhs.meshId) {
|
||||
if (lhs.meshId != rhs.meshId)
|
||||
{
|
||||
return lhs.meshId < rhs.meshId;
|
||||
}
|
||||
if (lhs.materialId != rhs.materialId) {
|
||||
if (lhs.materialId != rhs.materialId)
|
||||
{
|
||||
return lhs.materialId < rhs.materialId;
|
||||
}
|
||||
return (lhs.skinnedMesh != nullptr) < (rhs.skinnedMesh != nullptr);
|
||||
@@ -95,9 +116,17 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Lights Buffer Flush");
|
||||
|
||||
lightCullingPipeline->flushCurrentFrame(cmd, gfxDevice);
|
||||
}
|
||||
|
||||
// TODO: there has to be a better way to do this
|
||||
const auto gpuSceneData = GPUSceneData{
|
||||
.view = sceneData.camera.GetViewMatrix(),
|
||||
.proj = sceneData.camera.GetProjectionMatrix(),
|
||||
.invProj = glm::inverse(sceneData.camera.GetProjectionMatrix()),
|
||||
.viewProj = sceneData.camera.GetViewProjectionMatrix(),
|
||||
.cameraPos = glm::vec4{sceneData.camera.m_position, 1.f},
|
||||
.ambientColor = {sceneData.ambientColor},
|
||||
@@ -105,6 +134,12 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
.fogColor = {sceneData.fogColor},
|
||||
.fogDensity = sceneData.fogDensity,
|
||||
.materialsBuffer = resources->materials().getMaterialDataBufferAddress(),
|
||||
.lightsBuffer = lightCullingPipeline->getLightsBufferAddress(),
|
||||
.tileLightIndicesBuffer = lightCullingPipeline->getTileLightIndicesBufferAddress(),
|
||||
.numLights = lightCullingPipeline->getNumLights(),
|
||||
.tileCountX = lightCullingPipeline->getTileCount().x,
|
||||
.debugLightHeatmap = renderLightHeatmap ? 1u : 0u,
|
||||
.padding = 0,
|
||||
};
|
||||
|
||||
{
|
||||
@@ -154,12 +189,60 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Depth Prepass");
|
||||
|
||||
auto depthPrepassInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
depthPrepassInfo.renderingInfo.pDepthAttachment = &depthPrepassInfo.depthAttachment;
|
||||
|
||||
vkCmdBeginRendering(cmd, &depthPrepassInfo.renderingInfo);
|
||||
|
||||
meshPipeline->drawDepthPrepass(
|
||||
cmd,
|
||||
drawImage.getExtent2D(),
|
||||
*resources,
|
||||
camera,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
meshDrawCommands,
|
||||
sortedMeshDrawCommands);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Light Culling");
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
lightCullingPipeline->cullLights(
|
||||
cmd,
|
||||
*resources,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
depthImageId,
|
||||
drawImage.getExtent2D());
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.colorImageView = drawImage.imageView,
|
||||
.colorImageClearValue = glm::vec4{0.f, 0.f, 0.f, 1.f},
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
renderInfo.renderingInfo.pColorAttachments = &renderInfo.colorAttachment;
|
||||
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
|
||||
@@ -194,20 +277,64 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "LineRenderingPass::draw");
|
||||
|
||||
lineRenderingPass->draw(
|
||||
cmd,
|
||||
gfxDevice,
|
||||
drawImage,
|
||||
camera,
|
||||
LineRenderingManager::GetInstance());
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "QuadRendererPass::draw");
|
||||
|
||||
quadRendererPass->draw(
|
||||
cmd,
|
||||
gfxDevice,
|
||||
*resources,
|
||||
drawImage,
|
||||
glm::ortho(0.0f,
|
||||
static_cast<float>(drawImage.extent.width),
|
||||
static_cast<float>(drawImage.extent.height),
|
||||
0.0f, -1.0f, 1.0f));
|
||||
}
|
||||
// vkutil::cmdEndLabel(cmd);
|
||||
}
|
||||
|
||||
void GameRenderer::drawQuads(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
const glm::mat4& projection)
|
||||
{
|
||||
const auto& drawImage = resources->getImage(drawImageId);
|
||||
quadRendererPass->draw(cmd, gfxDevice, *resources, drawImage, projection);
|
||||
}
|
||||
|
||||
void GameRenderer::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
VkDevice device = gfxDevice.getDevice();
|
||||
|
||||
if (device != VK_NULL_HANDLE) {
|
||||
if (device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDeviceWaitIdle(device);
|
||||
}
|
||||
|
||||
if (skinningPipeline)
|
||||
skinningPipeline->cleanup(gfxDevice);
|
||||
|
||||
if (lineRenderingPass)
|
||||
lineRenderingPass->cleanup(gfxDevice);
|
||||
|
||||
if (quadRendererPass)
|
||||
quadRendererPass->cleanup(gfxDevice);
|
||||
|
||||
if (lightCullingPipeline)
|
||||
lightCullingPipeline->cleanup(gfxDevice);
|
||||
|
||||
if (skyboxPipeline)
|
||||
skyboxPipeline->cleanup(device);
|
||||
|
||||
@@ -228,6 +355,9 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
|
||||
meshPipeline.reset();
|
||||
skyboxPipeline.reset();
|
||||
skinningPipeline.reset();
|
||||
lineRenderingPass.reset();
|
||||
quadRendererPass.reset();
|
||||
lightCullingPipeline.reset();
|
||||
pendingMaterialUploads.clear();
|
||||
meshDrawCommands.clear();
|
||||
sortedMeshDrawCommands.clear();
|
||||
@@ -270,6 +400,11 @@ void GameRenderer::drawSkinnedMesh(MeshID id,
|
||||
});
|
||||
}
|
||||
|
||||
void GameRenderer::submitLight(const Light& light)
|
||||
{
|
||||
lightCullingPipeline->appendLight(light);
|
||||
}
|
||||
|
||||
const GPUImage& GameRenderer::getDrawImage() const
|
||||
{
|
||||
assert(resources);
|
||||
@@ -296,7 +431,8 @@ void GameRenderer::setSkyboxTexture(ImageID skyboxImageId)
|
||||
|
||||
void GameRenderer::flushMaterialUpdates(GfxDevice& gfxDevice)
|
||||
{
|
||||
if (!pendingMaterialUploads.empty()) {
|
||||
if (!pendingMaterialUploads.empty())
|
||||
{
|
||||
// Material data is currently shared by all frame contexts. Wait before
|
||||
// mutating it so an older in-flight frame cannot read the overwritten
|
||||
// range. This can later be replaced with per-frame material buffers.
|
||||
|
||||
@@ -46,11 +46,11 @@ void InputManager::BeginFrame() {
|
||||
|
||||
m_textInput.clear();
|
||||
|
||||
// Update mouse delta based on last known position
|
||||
m_mouseDX = m_mouseX - m_prevMouseX;
|
||||
m_mouseDY = m_mouseY - m_prevMouseY;
|
||||
m_prevMouseX = m_mouseX;
|
||||
m_prevMouseY = m_mouseY;
|
||||
// Relative mouse accumulators are filled during SDL event processing
|
||||
// and consumed by game code each frame. Reset them here (before events
|
||||
// are processed) so this frame accumulates fresh deltas.
|
||||
m_mouseRelDX = 0;
|
||||
m_mouseRelDY = 0;
|
||||
|
||||
// Clear controller "edge" sets + snapshot axes
|
||||
for (auto& [id, pad]: m_pads) {
|
||||
@@ -60,6 +60,12 @@ void InputManager::BeginFrame() {
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::SetMouseCaptured(bool captured) {
|
||||
if (captured == m_MouseCaptured) return;
|
||||
m_MouseCaptured = captured;
|
||||
SDL_SetRelativeMouseMode(captured ? SDL_TRUE : SDL_FALSE);
|
||||
}
|
||||
|
||||
void InputManager::AddController(int deviceIndex) {
|
||||
if (!SDL_IsGameController(deviceIndex)) return;
|
||||
|
||||
@@ -134,6 +140,8 @@ bool InputManager::ProcessEvent(const SDL_Event& e) {
|
||||
case SDL_MOUSEMOTION: {
|
||||
m_mouseX = e.motion.x;
|
||||
m_mouseY = e.motion.y;
|
||||
m_mouseRelDX += e.motion.xrel;
|
||||
m_mouseRelDY += e.motion.yrel;
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
@@ -26,9 +26,12 @@
|
||||
#include <cstdarg>
|
||||
#include <cstdio>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <stdexcept>
|
||||
#include <thread>
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
@@ -276,6 +279,84 @@ namespace
|
||||
throw std::runtime_error("Cannot create Jolt body without a valid shape.");
|
||||
}
|
||||
}
|
||||
|
||||
class SensorContactListener final : public ContactListener
|
||||
{
|
||||
public:
|
||||
using BodyPair = std::pair<BodyID, BodyID>;
|
||||
|
||||
struct PairHash {
|
||||
std::size_t operator()(const BodyPair& p) const {
|
||||
return std::hash<uint32_t>{}(
|
||||
p.first.GetIndexAndSequenceNumber() ^
|
||||
(p.second.GetIndexAndSequenceNumber() << 7));
|
||||
}
|
||||
};
|
||||
|
||||
struct PairData {
|
||||
GameObject* objA{nullptr};
|
||||
GameObject* objB{nullptr};
|
||||
bool sensorA{false};
|
||||
bool sensorB{false};
|
||||
};
|
||||
|
||||
ValidateResult OnContactValidate(const Body&, const Body&, RVec3Arg,
|
||||
const CollideShapeResult&) override
|
||||
{
|
||||
return ValidateResult::AcceptAllContactsForThisBodyPair;
|
||||
}
|
||||
|
||||
void OnContactAdded(const Body& body1, const Body& body2,
|
||||
const ContactManifold&, ContactSettings& ioSettings) override
|
||||
{
|
||||
if (body1.IsSensor() || body2.IsSensor())
|
||||
{
|
||||
PairData data;
|
||||
data.objA = reinterpret_cast<GameObject*>(body1.GetUserData());
|
||||
data.objB = reinterpret_cast<GameObject*>(body2.GetUserData());
|
||||
data.sensorA = body1.IsSensor();
|
||||
data.sensorB = body2.IsSensor();
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Overlaps.insert_or_assign(MakePair(body1.GetID(), body2.GetID()), data);
|
||||
}
|
||||
}
|
||||
|
||||
void OnContactPersisted(const Body& body1, const Body& body2,
|
||||
const ContactManifold&, ContactSettings&) override
|
||||
{
|
||||
}
|
||||
|
||||
void OnContactRemoved(const SubShapeIDPair& subShapePair) override
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Overlaps.erase(MakePair(subShapePair.GetBody1ID(), subShapePair.GetBody2ID()));
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_Overlaps.clear();
|
||||
}
|
||||
|
||||
std::unordered_map<BodyPair, PairData, PairHash> SwapOverlaps()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
return std::move(m_Overlaps);
|
||||
}
|
||||
|
||||
private:
|
||||
static BodyPair MakePair(BodyID a, BodyID b)
|
||||
{
|
||||
if (a.GetIndexAndSequenceNumber() < b.GetIndexAndSequenceNumber())
|
||||
{
|
||||
return {a, b};
|
||||
}
|
||||
return {b, a};
|
||||
}
|
||||
|
||||
std::mutex m_Mutex;
|
||||
std::unordered_map<BodyPair, PairData, PairHash> m_Overlaps;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
class JoltPhysicsWorld::Impl
|
||||
@@ -307,6 +388,7 @@ public:
|
||||
m_ObjectVsBroadPhaseLayerFilter,
|
||||
m_ObjectLayerPairFilter);
|
||||
|
||||
m_PhysicsSystem.SetContactListener(&m_SensorListener);
|
||||
m_PhysicsSystem.SetGravity(ToJoltVec3(settings.gravity));
|
||||
}
|
||||
|
||||
@@ -426,6 +508,15 @@ public:
|
||||
collisionSteps,
|
||||
m_TempAllocator.get(),
|
||||
m_JobSystem.get());
|
||||
|
||||
ProcessSensorOverlaps();
|
||||
}
|
||||
|
||||
std::vector<TriggerEvent> ConsumeTriggerEvents()
|
||||
{
|
||||
std::vector<TriggerEvent> events;
|
||||
m_TriggerEvents.swap(events);
|
||||
return events;
|
||||
}
|
||||
|
||||
void SyncKinematicBodiesToPhysics()
|
||||
@@ -626,6 +717,43 @@ private:
|
||||
return {};
|
||||
}
|
||||
|
||||
void ProcessSensorOverlaps()
|
||||
{
|
||||
const auto currentOverlaps = m_SensorListener.SwapOverlaps();
|
||||
|
||||
for (const auto& [pair, data] : currentOverlaps)
|
||||
{
|
||||
if (m_PreviousSensorOverlaps.find(pair) == m_PreviousSensorOverlaps.end())
|
||||
{
|
||||
if (data.sensorA && data.objA)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objA, data.objB, true});
|
||||
}
|
||||
if (data.sensorB && data.objB)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objB, data.objA, true});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& [pair, data] : m_PreviousSensorOverlaps)
|
||||
{
|
||||
if (currentOverlaps.find(pair) == currentOverlaps.end())
|
||||
{
|
||||
if (data.sensorA && data.objA)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objA, data.objB, false});
|
||||
}
|
||||
if (data.sensorB && data.objB)
|
||||
{
|
||||
m_TriggerEvents.push_back({data.objB, data.objA, false});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_PreviousSensorOverlaps = std::move(currentOverlaps);
|
||||
}
|
||||
|
||||
Settings m_Settings{};
|
||||
|
||||
BPLayerInterfaceImpl m_BPLayerInterface{};
|
||||
@@ -639,6 +767,10 @@ private:
|
||||
|
||||
std::unordered_map<std::uint32_t, BodyRecord> m_Bodies;
|
||||
std::uint32_t m_NextHandle{0};
|
||||
|
||||
SensorContactListener m_SensorListener;
|
||||
std::unordered_map<SensorContactListener::BodyPair, SensorContactListener::PairData, SensorContactListener::PairHash> m_PreviousSensorOverlaps;
|
||||
std::vector<TriggerEvent> m_TriggerEvents;
|
||||
};
|
||||
|
||||
JoltPhysicsWorld::JoltPhysicsWorld(const Settings& settings)
|
||||
@@ -710,3 +842,8 @@ bool JoltPhysicsWorld::Raycast(const glm::vec3& origin,
|
||||
{
|
||||
return m_Impl->Raycast(origin, direction, maxDistance, hit);
|
||||
}
|
||||
|
||||
std::vector<TriggerEvent> JoltPhysicsWorld::ConsumeTriggerEvents()
|
||||
{
|
||||
return m_Impl->ConsumeTriggerEvents();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include <destrum/Physics/PhysicsSceneBridge.h>
|
||||
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
|
||||
PhysicsSceneBridge::PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world)
|
||||
@@ -8,14 +9,16 @@ PhysicsSceneBridge::PhysicsSceneBridge(std::unique_ptr<PhysicsWorld> world)
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::RegisterGameObject(GameObject& object) {
|
||||
if (!m_World) return;
|
||||
if (auto* rb = object.GetComponent<Rigidbody>()) {
|
||||
if (!rb->HasPhysicsBody() || rb->GetPhysicsWorld() != &GetWorld()) {
|
||||
if (!rb->HasPhysicsBody() || rb->GetPhysicsWorld() != m_World.get()) {
|
||||
m_World->RegisterRigidbody(*rb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::UnregisterGameObject(GameObject& object) {
|
||||
if (!m_World) return;
|
||||
if (auto* rb = object.GetComponent<Rigidbody>()) {
|
||||
if (rb->GetPhysicsWorld() == m_World.get()) {
|
||||
m_World->UnregisterRigidbody(*rb);
|
||||
@@ -24,13 +27,29 @@ void PhysicsSceneBridge::UnregisterGameObject(GameObject& object) {
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::RefreshGameObject(GameObject& object) {
|
||||
if (!m_World) return;
|
||||
if (auto* rb = object.GetComponent<Rigidbody>()) {
|
||||
m_World->RefreshRigidbody(*rb);
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSceneBridge::FixedUpdate(float fixedDt) {
|
||||
if (!m_World) return;
|
||||
m_World->SyncKinematicBodiesToPhysics();
|
||||
m_World->Step(fixedDt);
|
||||
|
||||
for (const auto& event : m_World->ConsumeTriggerEvents()) {
|
||||
if (event.owner == nullptr) continue;
|
||||
for (const auto& component : event.owner->GetComponents()) {
|
||||
if (component && !component->IsBeingDestroyed() && component->isEnabled()) {
|
||||
if (event.entered) {
|
||||
component->OnTriggerEnter(event.other);
|
||||
} else {
|
||||
component->OnTriggerExit(event.other);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_World->SyncDynamicBodiesToTransforms();
|
||||
}
|
||||
|
||||
@@ -23,7 +23,12 @@ namespace {
|
||||
}
|
||||
|
||||
Scene::Scene(const std::string& name)
|
||||
: m_name(name),
|
||||
: Scene(name, std::make_unique<JoltPhysicsWorld>()) {
|
||||
}
|
||||
|
||||
Scene::Scene(const std::string& name, std::unique_ptr<PhysicsWorld> physicsWorld)
|
||||
: m_Physics(std::move(physicsWorld)),
|
||||
m_name(name),
|
||||
m_id(++m_idCounter) {
|
||||
}
|
||||
|
||||
|
||||
@@ -8,50 +8,40 @@
|
||||
#include <destrum/Util/DeltaTime.h>
|
||||
|
||||
Scene& SceneManager::GetCurrentScene() const {
|
||||
if (m_scenes.empty()) {
|
||||
throw std::out_of_range("No scenes are available");
|
||||
if (m_activeScenes.empty()) {
|
||||
throw std::out_of_range("No active scenes are available");
|
||||
}
|
||||
|
||||
if (m_ActiveSceneIndex < 0 || m_ActiveSceneIndex >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Active scene index is invalid");
|
||||
}
|
||||
|
||||
return *m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)];
|
||||
return *m_activeScenes.front();
|
||||
}
|
||||
|
||||
void SceneManager::Update(float dt) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->Update(dt);
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->Update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::FixedUpdate(float dt) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->FixedUpdate(dt);
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->FixedUpdate(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::LateUpdate(float dt) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->LateUpdate(dt);
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->LateUpdate(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::Render(const RenderContext& ctx) {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->Render(ctx);
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->Render(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::RenderImgui() {
|
||||
if (m_scenes.empty()) return;
|
||||
(void)GetCurrentScene();
|
||||
const auto scene = m_scenes.at(static_cast<std::size_t>(m_ActiveSceneIndex));
|
||||
scene->RenderImgui();
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->RenderImgui();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::HandleGameObjectDestroy() {
|
||||
@@ -61,7 +51,7 @@ void SceneManager::HandleGameObjectDestroy() {
|
||||
}
|
||||
|
||||
void SceneManager::DestroyGameObjects() {
|
||||
for (const auto& scene: m_scenes) {
|
||||
for (const auto& scene : m_scenes) {
|
||||
scene->DestroyGameObjects();
|
||||
}
|
||||
}
|
||||
@@ -73,37 +63,22 @@ void SceneManager::UnloadAllScenes() {
|
||||
}
|
||||
|
||||
void SceneManager::HandleSceneDestroy() {
|
||||
const std::shared_ptr<Scene> activeScene =
|
||||
m_ActiveSceneIndex >= 0 &&
|
||||
m_ActiveSceneIndex < static_cast<int>(m_scenes.size())
|
||||
? m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]
|
||||
: nullptr;
|
||||
|
||||
for (auto it = m_scenes.begin(); it != m_scenes.end();) {
|
||||
if ((*it)->IsBeingUnloaded()) {
|
||||
const auto activeIt = std::find(m_activeScenes.begin(), m_activeScenes.end(), *it);
|
||||
if (activeIt != m_activeScenes.end()) {
|
||||
m_activeScenes.erase(activeIt);
|
||||
}
|
||||
it = m_scenes.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_scenes.empty()) {
|
||||
m_ActiveSceneIndex = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (activeScene != nullptr) {
|
||||
const auto activeIt = std::find(m_scenes.begin(), m_scenes.end(), activeScene);
|
||||
if (activeIt != m_scenes.end()) {
|
||||
m_ActiveSceneIndex = static_cast<int>(std::distance(m_scenes.begin(), activeIt));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
m_ActiveSceneIndex = std::clamp(
|
||||
m_ActiveSceneIndex,
|
||||
0,
|
||||
static_cast<int>(m_scenes.size()) - 1);
|
||||
// Remove any stale active scenes that are no longer in the scene list.
|
||||
std::erase_if(m_activeScenes, [this](const auto& scene) {
|
||||
return std::find(m_scenes.begin(), m_scenes.end(), scene) == m_scenes.end();
|
||||
});
|
||||
}
|
||||
|
||||
void SceneManager::HandleScene() {
|
||||
@@ -113,7 +88,6 @@ void SceneManager::HandleScene() {
|
||||
|
||||
void SceneManager::Destroy() {
|
||||
if (m_scenes.empty()) {
|
||||
m_ActiveSceneIndex = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -124,25 +98,60 @@ void SceneManager::Destroy() {
|
||||
}
|
||||
|
||||
void SceneManager::SwitchScene(int index) {
|
||||
// InputManager::GetInstance().RemoveAllBindings();
|
||||
|
||||
if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Scene index out of range");
|
||||
}
|
||||
if (index == m_ActiveSceneIndex) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]->UnloadBindings();
|
||||
m_ActiveSceneIndex = index;
|
||||
m_scenes[static_cast<std::size_t>(m_ActiveSceneIndex)]->LoadBindings();
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->UnloadBindings();
|
||||
}
|
||||
m_activeScenes.clear();
|
||||
m_activeScenes.push_back(m_scenes[static_cast<std::size_t>(index)]);
|
||||
m_activeScenes.back()->LoadBindings();
|
||||
}
|
||||
|
||||
Scene &SceneManager::CreateScene(const std::string &name) {
|
||||
void SceneManager::AddActiveScene(int index) {
|
||||
if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Scene index out of range");
|
||||
}
|
||||
|
||||
const auto& scene = m_scenes[static_cast<std::size_t>(index)];
|
||||
if (std::find(m_activeScenes.begin(), m_activeScenes.end(), scene) == m_activeScenes.end()) {
|
||||
scene->LoadBindings();
|
||||
m_activeScenes.push_back(scene);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneManager::RemoveActiveScene(int index) {
|
||||
if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
|
||||
throw std::out_of_range("Scene index out of range");
|
||||
}
|
||||
|
||||
const auto& scene = m_scenes[static_cast<std::size_t>(index)];
|
||||
const auto it = std::find(m_activeScenes.begin(), m_activeScenes.end(), scene);
|
||||
if (it != m_activeScenes.end()) {
|
||||
(*it)->UnloadBindings();
|
||||
m_activeScenes.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
int SceneManager::GetActiveSceneId() const {
|
||||
if (m_scenes.empty() || m_activeScenes.empty()) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
const auto it = std::find(m_scenes.begin(), m_scenes.end(), m_activeScenes.front());
|
||||
if (it == m_scenes.end()) {
|
||||
return -1;
|
||||
}
|
||||
return static_cast<int>(std::distance(m_scenes.begin(), it));
|
||||
}
|
||||
|
||||
Scene& SceneManager::CreateScene(const std::string& name) {
|
||||
const auto scene = std::shared_ptr<Scene>(new Scene(name));
|
||||
m_scenes.push_back(scene);
|
||||
if (m_scenes.size() == 1) {
|
||||
m_ActiveSceneIndex = 0;
|
||||
m_activeScenes.push_back(scene);
|
||||
}
|
||||
return *scene;
|
||||
}
|
||||
}
|
||||
@@ -16,8 +16,10 @@
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/ObjectModel/ObjectId.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
#include <destrum/Assets/AssetReference.h>
|
||||
#include <destrum/Components/Physics/Collider.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Serialization/ComponentFactory.h>
|
||||
#include <destrum/Serialization/ComponentRegistry.h>
|
||||
|
||||
@@ -201,6 +203,78 @@ namespace {
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[[nodiscard]] bool AssetFileExists(const std::string& path) {
|
||||
if (path.empty()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
std::filesystem::path fullPath;
|
||||
if (path.find("://") != std::string::npos) {
|
||||
try {
|
||||
fullPath = AssetFS::GetInstance().GetFullPath(path);
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
fullPath = path;
|
||||
}
|
||||
|
||||
return std::filesystem::exists(fullPath);
|
||||
}
|
||||
|
||||
void ValidateAssetReferences(const json& root, const std::filesystem::path& scenePath) {
|
||||
const auto report = [&](const std::string& objectName, const std::string& detail) {
|
||||
std::cerr << "Scene asset warning (" << scenePath << "): " << objectName
|
||||
<< " references \"" << detail << "\" which could not be found\n";
|
||||
};
|
||||
|
||||
for (const auto& objectJson : root.at("objects")) {
|
||||
const std::string objectName = objectJson.value("name", "GameObject");
|
||||
if (!objectJson.contains("components")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (const auto& componentJson : objectJson.at("components")) {
|
||||
if (!componentJson.contains("data")) {
|
||||
continue;
|
||||
}
|
||||
const auto& data = componentJson.at("data");
|
||||
|
||||
// MeshRendererComponent: meshKey / materialKey are asset cache keys.
|
||||
for (const char* key : {"meshKey", "materialKey"}) {
|
||||
if (data.contains(key) && data.at(key).is_string()) {
|
||||
const std::string cacheKey = data.at(key).get<std::string>();
|
||||
if (cacheKey.empty()) continue;
|
||||
const auto asset = AssetReference::fromCacheKey(cacheKey);
|
||||
if (asset && !AssetFileExists(asset->path)) {
|
||||
report(objectName, cacheKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Generic: any nested object with a "path" field is an AssetReference.
|
||||
std::function<void(const json&)> walk = [&](const json& node) {
|
||||
if (node.is_object()) {
|
||||
if (node.contains("path") && node.at("path").is_string()) {
|
||||
const std::string path = node.at("path").get<std::string>();
|
||||
if (!path.empty() && !AssetFileExists(path)) {
|
||||
report(objectName, path);
|
||||
}
|
||||
}
|
||||
for (auto it = node.begin(); it != node.end(); ++it) {
|
||||
walk(it.value());
|
||||
}
|
||||
} else if (node.is_array()) {
|
||||
for (const auto& element : node) {
|
||||
walk(element);
|
||||
}
|
||||
}
|
||||
};
|
||||
walk(data);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
|
||||
@@ -290,30 +364,45 @@ bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
SceneSerializer::LoadResult SceneSerializer::LoadSceneFile(const std::filesystem::path& path) {
|
||||
LoadResult result;
|
||||
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open()) {
|
||||
result.errorMessage = "Failed to open scene file for reading: " + path.string();
|
||||
std::cerr << result.errorMessage << '\n';
|
||||
return result;
|
||||
}
|
||||
|
||||
try {
|
||||
file >> result.root;
|
||||
if (!ValidateSceneJson(result.root)) {
|
||||
result.errorMessage = "Invalid scene data: " + path.string();
|
||||
std::cerr << result.errorMessage << '\n';
|
||||
return result;
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
result.errorMessage = "Failed to parse scene file: " + std::string(exception.what());
|
||||
std::cerr << result.errorMessage << '\n';
|
||||
return result;
|
||||
}
|
||||
|
||||
ValidateAssetReferences(result.root, path);
|
||||
result.success = true;
|
||||
return result;
|
||||
}
|
||||
|
||||
bool SceneSerializer::ConstructScene(Scene& scene, LoadResult& result,
|
||||
std::function<void(float)> progressCallback) {
|
||||
if (scene.IsIterating()) {
|
||||
std::cerr << "Cannot load a scene during an update or render phase: "
|
||||
<< scene.GetName() << '\n';
|
||||
return false;
|
||||
}
|
||||
|
||||
RegisterEngineComponents();
|
||||
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open scene file for reading: " << path << '\n';
|
||||
return false;
|
||||
}
|
||||
|
||||
json root;
|
||||
try {
|
||||
file >> root;
|
||||
if (!ValidateSceneJson(root)) {
|
||||
std::cerr << "Invalid scene data: " << path << '\n';
|
||||
return false;
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
std::cerr << "Failed to parse scene file: " << exception.what() << '\n';
|
||||
if (!result.success) {
|
||||
std::cerr << "Cannot construct scene from a failed load result: "
|
||||
<< result.errorMessage << '\n';
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -322,9 +411,16 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RegisterEngineComponents();
|
||||
if (progressCallback) progressCallback(0.35f);
|
||||
|
||||
const json& root = result.root;
|
||||
|
||||
// Build the replacement separately. The current scene is not touched
|
||||
// until all objects, transforms, and components have loaded successfully.
|
||||
Scene stagingScene(scene.GetName());
|
||||
// No physics world is created for the staging scene - physics bodies are
|
||||
// registered directly in the live scene's world once loading succeeds.
|
||||
Scene stagingScene(scene.GetName(), nullptr);
|
||||
std::unordered_map<ObjectId, GameObject*> idMap;
|
||||
std::vector<const json*> objectJsonList;
|
||||
std::vector<GameObject*> registeredObjects;
|
||||
@@ -343,7 +439,16 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
objectJsonList.push_back(&objectJson);
|
||||
}
|
||||
|
||||
stagingScene.CommitPendingAdditions();
|
||||
if (progressCallback) progressCallback(0.4f);
|
||||
|
||||
// Move objects from pending to objects list without physics registration
|
||||
// (staging scene has no physics world).
|
||||
for (auto& pending : stagingScene.m_pendingAdditions) {
|
||||
if (pending) {
|
||||
stagingScene.m_objects.emplace_back(std::move(pending));
|
||||
}
|
||||
}
|
||||
stagingScene.m_pendingAdditions.clear();
|
||||
|
||||
for (const json* objectJson : objectJsonList) {
|
||||
const ObjectId id = objectJson->at("id").get<ObjectId>();
|
||||
@@ -392,6 +497,8 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.5f);
|
||||
|
||||
for (const json* objectJson : objectJsonList) {
|
||||
GameObject* object = idMap.at(objectJson->at("id").get<ObjectId>());
|
||||
if (!objectJson->contains("components")) {
|
||||
@@ -412,6 +519,8 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.6f);
|
||||
|
||||
for (const auto& objectPtr : stagingScene.GetObjects()) {
|
||||
if (!objectPtr) {
|
||||
continue;
|
||||
@@ -424,6 +533,8 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.7f);
|
||||
|
||||
// Register the replacement bodies in the live physics world before
|
||||
// touching the current scene. If any body fails, the old scene and
|
||||
// its physics state can remain intact.
|
||||
@@ -438,6 +549,8 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
registeredObjects.push_back(objectPtr.get());
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.8f);
|
||||
} catch (const std::exception& exception) {
|
||||
std::cerr << "Failed to load scene: " << exception.what() << '\n';
|
||||
for (GameObject* object : registeredObjects) {
|
||||
@@ -449,6 +562,7 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
return false;
|
||||
}
|
||||
|
||||
scene.UnloadBindings();
|
||||
scene.RemoveAll();
|
||||
scene.m_objects = std::move(stagingScene.m_objects);
|
||||
scene.m_pendingAdditions = std::move(stagingScene.m_pendingAdditions);
|
||||
@@ -456,6 +570,8 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
scene.m_name = root.at("name").get<std::string>();
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.9f);
|
||||
|
||||
for (const auto& object : scene.m_objects) {
|
||||
if (object) {
|
||||
object->SetScene(&scene);
|
||||
@@ -467,5 +583,27 @@ bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path) {
|
||||
}
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(1.0f);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SceneSerializer::Load(Scene& scene, const std::filesystem::path& path,
|
||||
std::function<void(float)> progressCallback) {
|
||||
if (progressCallback) progressCallback(0.0f);
|
||||
|
||||
auto result = LoadSceneFile(path);
|
||||
if (!result.success) {
|
||||
if (progressCallback) progressCallback(1.0f);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (progressCallback) progressCallback(0.3f);
|
||||
return ConstructScene(scene, result, std::move(progressCallback));
|
||||
}
|
||||
|
||||
std::future<SceneSerializer::LoadResult> SceneSerializer::LoadSceneFileAsync(
|
||||
const std::filesystem::path& path) {
|
||||
return std::async(std::launch::async, [path]() {
|
||||
return LoadSceneFile(path);
|
||||
});
|
||||
}
|
||||
|
||||
Vendored
+1
-1
Submodule destrum/third_party/imgui updated: d15966ff6c...7e1b65d26d
@@ -6,6 +6,11 @@ set(GAME_SRC
|
||||
src/main.cpp
|
||||
|
||||
src/Lightkeeper.cpp
|
||||
|
||||
src/components/GameComponentRegistry.cpp
|
||||
src/components/FirstPersonController.cpp
|
||||
src/components/PrintComponent.cpp
|
||||
src/components/TriggerLoggerComponent.cpp
|
||||
)
|
||||
|
||||
add_executable(lightkeeper ${GAME_SRC})
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "destrum/Graphics/Resources/Cubemap.h"
|
||||
#include "destrum/ObjectModel/GameObject.h"
|
||||
|
||||
class FirstPersonController;
|
||||
class LightKeeper final : public App {
|
||||
public:
|
||||
LightKeeper();
|
||||
@@ -21,19 +22,33 @@ public:
|
||||
void customFixedUpdate(float dt) override;
|
||||
|
||||
void onWindowResize(int newWidth, int newHeight) override;
|
||||
|
||||
private:
|
||||
void drawDebugMenuBar();
|
||||
void saveCurrentScene();
|
||||
void loadScene();
|
||||
void createEmptyScene();
|
||||
void submitBoxColliderDebugLines();
|
||||
|
||||
Camera camera{glm::vec3(0.f, 0.f, -5.f), glm::vec3(0, 1, 0)};
|
||||
|
||||
MeshID sphereMesh;
|
||||
MaterialID sphereMaterial;
|
||||
|
||||
ImageID texID;
|
||||
|
||||
std::unique_ptr<CubeMap> skyboxCubemap;
|
||||
|
||||
GameObject* capybara = nullptr;
|
||||
GameObject* m_Player = nullptr;
|
||||
FirstPersonController* m_FPSController = nullptr;
|
||||
|
||||
char scenePath[512]{"scenes/debug_scene.json"};
|
||||
char newSceneName[128]{"EmptyScene"};
|
||||
std::string sceneStatus;
|
||||
bool renderBoxColliders{false};
|
||||
bool renderQuads{true};
|
||||
bool renderDebugLines{true};
|
||||
};
|
||||
|
||||
#endif //LIGHTKEEPER_H
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
#ifndef LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
|
||||
#define LIGHTKEEPER_FIRSTPERSONCONTROLLER_H
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <destrum/Input/InputManager.h>
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
|
||||
class Rigidbody;
|
||||
class CapsuleCollider;
|
||||
|
||||
class FirstPersonController final : public Component {
|
||||
public:
|
||||
explicit FirstPersonController(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "FirstPersonController"; }
|
||||
|
||||
void Start() override;
|
||||
void Update(float dt) override;
|
||||
void FixedUpdate(float fixedDt) override;
|
||||
void ImGuiInspector() override;
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
|
||||
[[nodiscard]] float GetYaw() const { return m_Yaw; }
|
||||
[[nodiscard]] float GetPitch() const { return m_Pitch; }
|
||||
[[nodiscard]] float GetEyeHeight() const { return m_EyeHeight; }
|
||||
|
||||
void SetMovementSpeed(float speed) { m_MovementSpeed = speed; }
|
||||
[[nodiscard]] float GetMovementSpeed() const { return m_MovementSpeed; }
|
||||
|
||||
void SetMouseSensitivity(float sens) { m_MouseSensitivity = sens; }
|
||||
[[nodiscard]] float GetMouseSensitivity() const { return m_MouseSensitivity; }
|
||||
|
||||
[[nodiscard]] bool IsMouseCaptured() const { return InputManager::GetInstance().IsMouseCaptured(); }
|
||||
void SetMouseCaptured(bool captured);
|
||||
|
||||
private:
|
||||
Rigidbody* m_Rigidbody{nullptr};
|
||||
CapsuleCollider* m_Capsule{nullptr};
|
||||
|
||||
float m_Yaw{0.0f};
|
||||
float m_Pitch{0.0f};
|
||||
float m_MovementSpeed{5.0f};
|
||||
float m_MouseSensitivity{0.002f};
|
||||
float m_EyeHeight{1.6f};
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,13 @@
|
||||
#ifndef LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
#define LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
|
||||
#include <components/FirstPersonController.h>
|
||||
#include <components/PrintComponent.h>
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
#define LIGHTKEEPER_GAME_COMPONENTS(X) \
|
||||
X(FirstPersonController) \
|
||||
X(PrintComponent) \
|
||||
X(TriggerLoggerComponent)
|
||||
|
||||
#endif // LIGHTKEEPER_GAMECOMPONENTLIST_H
|
||||
@@ -0,0 +1,6 @@
|
||||
#ifndef LIGHTKEEPER_GAMECOMPONENTREGISTRY_H
|
||||
#define LIGHTKEEPER_GAMECOMPONENTREGISTRY_H
|
||||
|
||||
void RegisterGameComponents();
|
||||
|
||||
#endif // LIGHTKEEPER_GAMECOMPONENTREGISTRY_H
|
||||
@@ -0,0 +1,28 @@
|
||||
#ifndef DESTRUM_PRINTCOMPONENT_H
|
||||
#define DESTRUM_PRINTCOMPONENT_H
|
||||
#include "destrum/ObjectModel/Component.h"
|
||||
|
||||
class PrintComponent: public Component {
|
||||
public:
|
||||
|
||||
PrintComponent(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "PrintComponent"; }
|
||||
void Start() override;
|
||||
void Update(float dt) override;
|
||||
void ImGuiInspector() override;
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json&) override;
|
||||
|
||||
void SetMessage(std::string_view message)
|
||||
{
|
||||
m_message = message;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
std::string m_message{};
|
||||
|
||||
};
|
||||
|
||||
#endif //DESTRUM_PRINTCOMPONENT_H
|
||||
@@ -0,0 +1,22 @@
|
||||
#ifndef DESTRUM_TRIGGERLOGGERCOMPONENT_H
|
||||
#define DESTRUM_TRIGGERLOGGERCOMPONENT_H
|
||||
#include "destrum/ObjectModel/Component.h"
|
||||
|
||||
class TriggerLoggerComponent: public Component {
|
||||
public:
|
||||
TriggerLoggerComponent(GameObject& parent);
|
||||
|
||||
std::string GetTypeName() const override { return "TriggerLoggerComponent"; }
|
||||
|
||||
void OnTriggerEnter(GameObject* other) override;
|
||||
void OnTriggerExit(GameObject* other) override;
|
||||
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json&) override;
|
||||
|
||||
int triggerEnterCount{0};
|
||||
int triggerExitCount{0};
|
||||
std::string lastOtherName;
|
||||
};
|
||||
|
||||
#endif //DESTRUM_TRIGGERLOGGERCOMPONENT_H
|
||||
+272
-70
@@ -1,7 +1,12 @@
|
||||
#include "Lightkeeper.h"
|
||||
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#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>
|
||||
@@ -16,6 +21,9 @@
|
||||
#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>
|
||||
|
||||
|
||||
#include <filesystem>
|
||||
@@ -24,6 +32,8 @@
|
||||
#include <string_view>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "components/GameComponentRegistry.h"
|
||||
#include "components/PrintComponent.h"
|
||||
#include "destrum/Components/Physics/SphereCollider.h"
|
||||
#include "destrum/Util/ModelDocUtils.h"
|
||||
|
||||
@@ -60,6 +70,8 @@ LightKeeper::~LightKeeper()
|
||||
|
||||
void LightKeeper::customInit()
|
||||
{
|
||||
RegisterGameComponents();
|
||||
|
||||
resources.init(gfxDevice);
|
||||
renderer.init(gfxDevice, resources, m_params.renderSize);
|
||||
|
||||
@@ -426,100 +438,285 @@ void LightKeeper::customInit()
|
||||
|
||||
sphereMaterial = resources.materials().addSimpleColorMaterial({0.5f, 0.3f, 0.8f}, "Blue");
|
||||
|
||||
|
||||
// Trigger zone: a static box with a TriggerLoggerComponent.
|
||||
// Spheres spawned via the "Spawn ball" button fall through it.
|
||||
auto triggerObj = scene.CreateGameObject("TriggerBox");
|
||||
auto triggerBox = triggerObj->AddComponent<BoxCollider>(glm::vec3{3.0f, 3.0f, 3.0f});
|
||||
triggerBox->SetTrigger(true);
|
||||
auto triggerRb = triggerObj->AddComponent<Rigidbody>();
|
||||
triggerRb->SetType(RigidbodyType::Static);
|
||||
triggerObj->AddComponent<TriggerLoggerComponent>();
|
||||
triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
|
||||
|
||||
// Forward+ test lights: a dim sun and a ring of colored point lights orbiting the origin
|
||||
auto sunObj = scene.CreateGameObject("Sun");
|
||||
auto* sun = sunObj->AddComponent<LightComponent>(LightType::Directional);
|
||||
sun->SetColor(glm::vec3{1.0f, 0.95f, 0.85f});
|
||||
sun->SetIntensity(1.0f);
|
||||
sunObj->GetTransform().SetWorldRotation(glm::vec3{-50.0f, 30.0f, 0.0f});
|
||||
|
||||
constexpr int pointLightCount = 32;
|
||||
constexpr float pointLightRingRadius = 6.0f;
|
||||
for (int i = 0; i < pointLightCount; i++)
|
||||
{
|
||||
const float t = static_cast<float>(i) / static_cast<float>(pointLightCount);
|
||||
const float angle = t * glm::two_pi<float>();
|
||||
|
||||
auto lightObj = scene.CreateGameObject("PointLight " + std::to_string(i));
|
||||
lightObj->GetTransform().SetWorldPosition(glm::vec3{
|
||||
std::cos(angle) * pointLightRingRadius,
|
||||
-0.25f,
|
||||
std::sin(angle) * pointLightRingRadius
|
||||
});
|
||||
|
||||
auto* light = lightObj->AddComponent<LightComponent>(LightType::Point);
|
||||
light->SetColor(glm::vec3{
|
||||
0.5f + 0.5f * std::cos(glm::two_pi<float>() * t),
|
||||
0.5f + 0.5f * std::cos(glm::two_pi<float>() * (t + 0.33f)),
|
||||
0.5f + 0.5f * std::cos(glm::two_pi<float>() * (t + 0.67f))
|
||||
});
|
||||
light->SetIntensity(1.0f);
|
||||
light->SetRange(3.0f);
|
||||
|
||||
auto* orbit = lightObj->AddComponent<Rotator>(pointLightRingRadius, 0.5f);
|
||||
orbit->SetAxis(glm::vec3{0.0f, 1.0f, 0.0f});
|
||||
orbit->SetPivotPosition(glm::vec3{0.0f, -0.25f, 0.0f});
|
||||
}
|
||||
|
||||
auto playerObj = scene.CreateGameObject("Player");
|
||||
playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 2.0f, -5.0f));
|
||||
auto* fps = playerObj->AddComponent<FirstPersonController>();
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
void LightKeeper::customUpdate(float dt)
|
||||
{
|
||||
// LightKeeper owns a camera that hides App::camera; update this instance
|
||||
// after SDL events have been consumed.
|
||||
camera.Update(dt);
|
||||
if (m_FPSController != nullptr && m_FPSController->IsMouseCaptured())
|
||||
{
|
||||
auto& playerTransform = m_Player->GetTransform();
|
||||
const glm::vec3 playerPos = playerTransform.GetWorldPosition();
|
||||
camera.SetRotation(m_FPSController->GetYaw(), m_FPSController->GetPitch());
|
||||
camera.m_position = playerPos + glm::vec3(0.0f, m_FPSController->GetEyeHeight(), 0.0f);
|
||||
camera.CalculateViewMatrix();
|
||||
camera.CalculateProjectionMatrix();
|
||||
}
|
||||
else
|
||||
{
|
||||
camera.Update(dt);
|
||||
}
|
||||
SceneManager::GetInstance().Update(dt);
|
||||
SceneManager::GetInstance().LateUpdate(dt);
|
||||
|
||||
if (m_params.showDebugUi) {
|
||||
drawDebugMenuBar();
|
||||
}
|
||||
|
||||
LineRenderingManager::GetInstance().SubmitLine({0, 0, 0}, {0, 10, 0}, {255, 0, 0, 255});
|
||||
|
||||
if (InputManager::GetInstance().WasKeyPressed(SDL_SCANCODE_1))
|
||||
{
|
||||
renderer.setRenderWireframe(!renderer.getRenderWireframe());
|
||||
}
|
||||
|
||||
ImGui::Begin("Test");
|
||||
if (ImGui::Button("SPawn ball"))
|
||||
{
|
||||
auto sphere = SceneManager::GetInstance().GetCurrentScene().CreateGameObject("Sphere");
|
||||
sphere->AddComponent<SphereCollider>(1.5f);
|
||||
auto rb = sphere->AddComponent<Rigidbody>();
|
||||
rb->SetMass(1000);
|
||||
if (m_params.showDebugUi) {
|
||||
ImGui::Begin("Test");
|
||||
if (ImGui::Button("SPawn ball"))
|
||||
{
|
||||
auto sphere = SceneManager::GetInstance().GetCurrentScene().CreateGameObject("Sphere");
|
||||
sphere->AddComponent<SphereCollider>(1.5f);
|
||||
auto rb = sphere->AddComponent<Rigidbody>();
|
||||
rb->SetMass(1000);
|
||||
|
||||
auto meshRenderComp = sphere->AddComponent<MeshRendererComponent>();
|
||||
meshRenderComp->SetMaterialID(sphereMaterial);
|
||||
meshRenderComp->SetMeshID(sphereMesh);
|
||||
auto meshRenderComp = sphere->AddComponent<MeshRendererComponent>();
|
||||
meshRenderComp->SetMaterialID(sphereMaterial);
|
||||
meshRenderComp->SetMeshID(sphereMesh);
|
||||
|
||||
sphere->GetTransform().SetWorldPosition((std::rand() % 2) - 0.5f, 100, (std::rand() % 2) - 0.5f);
|
||||
sphere->GetTransform().SetWorldScale(glm::vec3{0.015f});
|
||||
sphere->GetTransform().SetWorldPosition((std::rand() % 2) - 0.5f, 100, (std::rand() % 2) - 0.5f);
|
||||
sphere->GetTransform().SetWorldScale(glm::vec3{0.015f});
|
||||
|
||||
|
||||
SceneManager::GetInstance().GetCurrentScene().GetPhysics().RefreshGameObject(*sphere);
|
||||
SceneManager::GetInstance().GetCurrentScene().GetPhysics().RefreshGameObject(*sphere);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Scene Debug");
|
||||
ImGui::InputText("Scene path", scenePath, sizeof(scenePath));
|
||||
ImGui::InputText("New scene name", newSceneName, sizeof(newSceneName));
|
||||
}
|
||||
|
||||
if (ImGui::Button("Save Current Scene")) {
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
const auto parent = path.parent_path();
|
||||
if (!parent.empty()) {
|
||||
std::filesystem::create_directories(parent);
|
||||
}
|
||||
void LightKeeper::drawDebugMenuBar()
|
||||
{
|
||||
if (!ImGui::BeginMainMenuBar()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (SceneSerializer::Save(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Saved scene to " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to save scene to " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Save failed: "} + exception.what();
|
||||
if (ImGui::BeginMenu("File")) {
|
||||
ImGui::TextDisabled("Scene");
|
||||
|
||||
ImGui::SetNextItemWidth(320.0f);
|
||||
ImGui::InputText("Scene path", scenePath, sizeof(scenePath));
|
||||
|
||||
ImGui::SetNextItemWidth(320.0f);
|
||||
ImGui::InputText("New scene name", newSceneName, sizeof(newSceneName));
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("New Empty Scene")) {
|
||||
createEmptyScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Load")) {
|
||||
loadScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Save")) {
|
||||
saveCurrentScene();
|
||||
}
|
||||
|
||||
if (!sceneStatus.empty()) {
|
||||
ImGui::Separator();
|
||||
ImGui::TextWrapped("%s", sceneStatus.c_str());
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Render")) {
|
||||
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();
|
||||
}
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
|
||||
void LightKeeper::saveCurrentScene()
|
||||
{
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
const auto parent = path.parent_path();
|
||||
if (!parent.empty()) {
|
||||
std::filesystem::create_directories(parent);
|
||||
}
|
||||
|
||||
if (SceneSerializer::Save(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Saved scene to " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to save scene to " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Save failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::loadScene()
|
||||
{
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
if (SceneSerializer::Load(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Loaded scene from " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to load scene from " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Load failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::createEmptyScene()
|
||||
{
|
||||
try {
|
||||
const std::string name = newSceneName[0] != '\0'
|
||||
? newSceneName
|
||||
: "EmptyScene";
|
||||
auto& sceneManager = SceneManager::GetInstance();
|
||||
const int newSceneIndex = sceneManager.GetSceneCount();
|
||||
sceneManager.CreateScene(name);
|
||||
sceneManager.SwitchScene(newSceneIndex);
|
||||
sceneStatus = "Created and switched to scene '" + name + "'";
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"New scene failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
void LightKeeper::submitBoxColliderDebugLines()
|
||||
{
|
||||
if (!renderBoxColliders) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& sceneManager = SceneManager::GetInstance();
|
||||
if (sceneManager.GetSceneCount() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
Scene& scene = sceneManager.GetCurrentScene();
|
||||
auto& lineManager = LineRenderingManager::GetInstance();
|
||||
constexpr std::array<std::array<std::size_t, 2>, 12> edges{{
|
||||
{{0, 1}}, {{1, 3}}, {{3, 2}}, {{2, 0}},
|
||||
{{4, 5}}, {{5, 7}}, {{7, 6}}, {{6, 4}},
|
||||
{{0, 4}}, {{1, 5}}, {{2, 6}}, {{3, 7}},
|
||||
}};
|
||||
|
||||
for (const auto& objectPtr : scene.GetObjects()) {
|
||||
if (!objectPtr || objectPtr->IsBeingDestroyed() ||
|
||||
!objectPtr->IsActiveInHierarchy()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto* boxCollider = objectPtr->GetComponent<BoxCollider>();
|
||||
if (boxCollider == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collider dimensions are already in world units. Physics does not
|
||||
// apply the GameObject scale when constructing the shape.
|
||||
const glm::vec3 center = boxCollider->GetCenterOffset();
|
||||
const glm::vec3 halfExtents = boxCollider->GetHalfExtents();
|
||||
const std::array<glm::vec3, 8> localCorners{
|
||||
center + glm::vec3{-halfExtents.x, -halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, -halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, halfExtents.y, -halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, -halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, -halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{-halfExtents.x, halfExtents.y, halfExtents.z},
|
||||
center + glm::vec3{ halfExtents.x, halfExtents.y, halfExtents.z},
|
||||
};
|
||||
|
||||
Transform& transform = objectPtr->GetTransform();
|
||||
const glm::vec3 worldPosition = transform.GetWorldPosition();
|
||||
const glm::quat worldRotation = transform.GetWorldRotation();
|
||||
std::array<glm::vec3, 8> worldCorners{};
|
||||
for (std::size_t index = 0; index < localCorners.size(); ++index) {
|
||||
worldCorners[index] = worldPosition + worldRotation * localCorners[index];
|
||||
}
|
||||
|
||||
const glm::vec4 color = boxCollider->IsTrigger()
|
||||
? glm::vec4{1.0f, 0.75f, 0.1f, 1.0f}
|
||||
: glm::vec4{0.1f, 0.8f, 1.0f, 1.0f};
|
||||
for (const auto& edge : edges) {
|
||||
lineManager.SubmitLine(
|
||||
worldCorners[edge[0]],
|
||||
worldCorners[edge[1]],
|
||||
color);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Load Scene")) {
|
||||
try {
|
||||
const auto path = ResolveScenePath(scenePath, m_params.exeDir);
|
||||
if (SceneSerializer::Load(
|
||||
SceneManager::GetInstance().GetCurrentScene(),
|
||||
path)) {
|
||||
sceneStatus = "Loaded scene from " + path.string();
|
||||
} else {
|
||||
sceneStatus = "Failed to load scene from " + path.string();
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"Load failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui::Button("New Empty Scene")) {
|
||||
try {
|
||||
const std::string name = newSceneName[0] != '\0'
|
||||
? newSceneName
|
||||
: "EmptyScene";
|
||||
auto& sceneManager = SceneManager::GetInstance();
|
||||
const int newSceneIndex = sceneManager.GetSceneCount();
|
||||
sceneManager.CreateScene(name);
|
||||
sceneManager.SwitchScene(newSceneIndex);
|
||||
sceneStatus = "Created and switched to scene '" + name + "'";
|
||||
} catch (const std::exception& exception) {
|
||||
sceneStatus = std::string{"New scene failed: "} + exception.what();
|
||||
}
|
||||
}
|
||||
|
||||
if (!sceneStatus.empty()) {
|
||||
ImGui::TextWrapped("%s", sceneStatus.c_str());
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void LightKeeper::customDraw()
|
||||
@@ -530,6 +727,11 @@ void LightKeeper::customDraw()
|
||||
}
|
||||
|
||||
renderer.beginDrawing(gfxDevice);
|
||||
submitBoxColliderDebugLines();
|
||||
|
||||
QuadRenderingManager::GetInstance().SubmitQuad(
|
||||
glm::vec2{100.0f, 100.0f}, glm::vec2{200.0f, 200.0f}, 0.0f,
|
||||
glm::vec4{1.0f}, texID);
|
||||
|
||||
const RenderContext ctx{
|
||||
.renderer = renderer,
|
||||
|
||||
@@ -0,0 +1,140 @@
|
||||
#include <components/FirstPersonController.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
|
||||
#include <destrum/Components/Physics/CapsuleCollider.h>
|
||||
#include <destrum/Components/Physics/Rigidbody.h>
|
||||
#include <destrum/Input/InputManager.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/Physics/PhysicsWorld.h>
|
||||
#include <destrum/Scene/Scene.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
FirstPersonController::FirstPersonController(GameObject& parent)
|
||||
: Component(parent, "FirstPersonController")
|
||||
{
|
||||
}
|
||||
|
||||
void FirstPersonController::SetMouseCaptured(bool captured)
|
||||
{
|
||||
InputManager::GetInstance().SetMouseCaptured(captured);
|
||||
}
|
||||
|
||||
void FirstPersonController::Start()
|
||||
{
|
||||
auto* obj = GetGameObject();
|
||||
m_Capsule = obj->AddComponent<CapsuleCollider>(0.5f, 2.0f);
|
||||
m_Rigidbody = obj->AddComponent<Rigidbody>();
|
||||
m_Rigidbody->SetMass(80.0f);
|
||||
m_Rigidbody->SetAllowSleep(false);
|
||||
m_Rigidbody->SetUseGravity(true);
|
||||
}
|
||||
|
||||
void FirstPersonController::Update(float)
|
||||
{
|
||||
const auto& input = InputManager::GetInstance();
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_F5))
|
||||
{
|
||||
SetMouseCaptured(!IsMouseCaptured());
|
||||
}
|
||||
|
||||
if (!IsMouseCaptured())
|
||||
{
|
||||
if (input.WasMousePressed(SDL_BUTTON_LEFT) && !ImGui::GetIO().WantCaptureMouse)
|
||||
{
|
||||
SetMouseCaptured(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_ESCAPE))
|
||||
{
|
||||
SetMouseCaptured(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (input.WasKeyPressed(SDL_SCANCODE_SPACE) && m_Rigidbody->HasPhysicsBody())
|
||||
{
|
||||
m_Rigidbody->AddImpulse(glm::vec3(0.0f, 400.0f, 0.0f));
|
||||
}
|
||||
|
||||
m_Yaw += static_cast<float>(input.MouseDeltaX()) * m_MouseSensitivity;
|
||||
m_Pitch -= static_cast<float>(input.MouseDeltaY()) * m_MouseSensitivity;
|
||||
m_Pitch = glm::clamp(m_Pitch, glm::radians(-89.0f), glm::radians(89.0f));
|
||||
}
|
||||
|
||||
void FirstPersonController::FixedUpdate(float)
|
||||
{
|
||||
if (!IsMouseCaptured() || m_Rigidbody == nullptr || !m_Rigidbody->HasPhysicsBody())
|
||||
return;
|
||||
|
||||
const auto& input = InputManager::GetInstance();
|
||||
|
||||
const float cosY = glm::cos(m_Yaw);
|
||||
const float sinY = glm::sin(m_Yaw);
|
||||
const glm::vec3 forward{cosY, 0.0f, sinY};
|
||||
const glm::vec3 right{-sinY, 0.0f, cosY};
|
||||
|
||||
glm::vec3 moveDir(0.0f);
|
||||
if (input.IsKeyDown(SDL_SCANCODE_W)) moveDir += forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_S)) moveDir -= forward;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_D)) moveDir += right;
|
||||
if (input.IsKeyDown(SDL_SCANCODE_A)) moveDir -= right;
|
||||
|
||||
glm::vec3 velocity(0.0f);
|
||||
if (glm::length2(moveDir) > 0.0f)
|
||||
{
|
||||
moveDir = glm::normalize(moveDir);
|
||||
velocity = moveDir * m_MovementSpeed;
|
||||
}
|
||||
|
||||
velocity.y = m_Rigidbody->GetLinearVelocity().y;
|
||||
m_Rigidbody->SetLinearVelocity(velocity);
|
||||
|
||||
auto* world = m_Rigidbody->GetPhysicsWorld();
|
||||
if (world != nullptr)
|
||||
{
|
||||
PhysicsTransform xform = world->GetBodyTransform(m_Rigidbody->GetBody());
|
||||
xform.rotation = glm::quat(glm::vec3(0.0f, m_Yaw, 0.0f));
|
||||
world->SetBodyTransform(m_Rigidbody->GetBody(), xform);
|
||||
}
|
||||
}
|
||||
|
||||
void FirstPersonController::ImGuiInspector()
|
||||
{
|
||||
Component::ImGuiInspector();
|
||||
ImGui::DragFloat("Movement Speed", &m_MovementSpeed, 0.1f, 0.0f, 100.0f);
|
||||
ImGui::DragFloat("Mouse Sensitivity", &m_MouseSensitivity, 0.0001f, 0.0f, 0.1f);
|
||||
ImGui::DragFloat("Eye Height", &m_EyeHeight, 0.01f, 0.0f, 5.0f);
|
||||
ImGui::Text("Yaw: %.1f deg", glm::degrees(m_Yaw));
|
||||
ImGui::Text("Pitch: %.1f deg", glm::degrees(m_Pitch));
|
||||
bool captured = IsMouseCaptured();
|
||||
ImGui::Checkbox("Mouse Captured", &captured);
|
||||
if (captured != IsMouseCaptured()) {
|
||||
SetMouseCaptured(captured);
|
||||
}
|
||||
}
|
||||
|
||||
nlohmann::json FirstPersonController::Serialize() const
|
||||
{
|
||||
return {
|
||||
{"movementSpeed", m_MovementSpeed},
|
||||
{"mouseSensitivity", m_MouseSensitivity},
|
||||
{"eyeHeight", m_EyeHeight},
|
||||
{"yaw", m_Yaw},
|
||||
{"pitch", m_Pitch},
|
||||
};
|
||||
}
|
||||
|
||||
void FirstPersonController::Deserialize(const nlohmann::json& data)
|
||||
{
|
||||
if (data.contains("movementSpeed")) m_MovementSpeed = data.at("movementSpeed").get<float>();
|
||||
if (data.contains("mouseSensitivity")) m_MouseSensitivity = data.at("mouseSensitivity").get<float>();
|
||||
if (data.contains("eyeHeight")) m_EyeHeight = data.at("eyeHeight").get<float>();
|
||||
if (data.contains("yaw")) m_Yaw = data.at("yaw").get<float>();
|
||||
if (data.contains("pitch")) m_Pitch = data.at("pitch").get<float>();
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
#include <components/GameComponentRegistry.h>
|
||||
|
||||
#include <destrum/Serialization/ComponentFactory.h>
|
||||
|
||||
#include <components/GameComponentList.h>
|
||||
|
||||
void RegisterGameComponents()
|
||||
{
|
||||
static bool registered = false;
|
||||
if (registered) {
|
||||
return;
|
||||
}
|
||||
|
||||
registered = true;
|
||||
|
||||
#define LIGHTKEEPER_REGISTER_COMPONENT(ComponentType) \
|
||||
ComponentFactory::Register<ComponentType>(#ComponentType);
|
||||
LIGHTKEEPER_GAME_COMPONENTS(LIGHTKEEPER_REGISTER_COMPONENT)
|
||||
#undef LIGHTKEEPER_REGISTER_COMPONENT
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#include <components/PrintComponent.h>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
PrintComponent::PrintComponent(GameObject& parent) : Component(parent, "PrintComponent")
|
||||
{
|
||||
}
|
||||
|
||||
void PrintComponent::Start()
|
||||
{
|
||||
}
|
||||
|
||||
void PrintComponent::Update(float dt)
|
||||
{
|
||||
spdlog::debug(m_message);
|
||||
}
|
||||
|
||||
void PrintComponent::ImGuiInspector()
|
||||
{
|
||||
Component::ImGuiInspector();
|
||||
}
|
||||
|
||||
nlohmann::json PrintComponent::Serialize() const
|
||||
{
|
||||
return {"message", m_message};
|
||||
}
|
||||
|
||||
void PrintComponent::Deserialize(const nlohmann::json& basic_jsons)
|
||||
{
|
||||
if (basic_jsons.contains("message"))
|
||||
{
|
||||
m_message = basic_jsons.at("message").get<std::string>();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
#include <components/TriggerLoggerComponent.h>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
|
||||
TriggerLoggerComponent::TriggerLoggerComponent(GameObject& parent)
|
||||
: Component(parent, "TriggerLoggerComponent") {}
|
||||
|
||||
void TriggerLoggerComponent::OnTriggerEnter(GameObject* other) {
|
||||
++triggerEnterCount;
|
||||
lastOtherName = other ? other->GetName() : "null";
|
||||
spdlog::info(
|
||||
"TriggerLogger: ENTER {} -> {} (enters: {}, exits: {})",
|
||||
GetGameObject()->GetName(),
|
||||
lastOtherName,
|
||||
triggerEnterCount,
|
||||
triggerExitCount);
|
||||
}
|
||||
|
||||
void TriggerLoggerComponent::OnTriggerExit(GameObject* other) {
|
||||
++triggerExitCount;
|
||||
lastOtherName = other ? other->GetName() : "null";
|
||||
spdlog::info(
|
||||
"TriggerLogger: EXIT {} -> {} (enters: {}, exits: {})",
|
||||
GetGameObject()->GetName(),
|
||||
lastOtherName,
|
||||
triggerEnterCount,
|
||||
triggerExitCount);
|
||||
}
|
||||
|
||||
nlohmann::json TriggerLoggerComponent::Serialize() const {
|
||||
return {
|
||||
{"triggerEnterCount", triggerEnterCount},
|
||||
{"triggerExitCount", triggerExitCount}
|
||||
};
|
||||
}
|
||||
|
||||
void TriggerLoggerComponent::Deserialize(const nlohmann::json& data) {
|
||||
if (data.contains("triggerEnterCount")) {
|
||||
triggerEnterCount = data.at("triggerEnterCount").get<int>();
|
||||
}
|
||||
if (data.contains("triggerExitCount")) {
|
||||
triggerExitCount = data.at("triggerExitCount").get<int>();
|
||||
}
|
||||
}
|
||||
@@ -20,9 +20,12 @@
|
||||
#include <destrum/Physics/JoltPhysicsWorld.h>
|
||||
#include <destrum/Components/Physics/SphereCollider.h>
|
||||
#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>
|
||||
|
||||
namespace {
|
||||
class TestComponent final : public Component {
|
||||
@@ -169,6 +172,7 @@ namespace {
|
||||
|
||||
const char* canonicalNames[] = {
|
||||
"MeshRendererComponent",
|
||||
"LightComponent",
|
||||
"Rotator",
|
||||
"Spinner",
|
||||
"OrbitAndSpin",
|
||||
@@ -189,6 +193,29 @@ namespace {
|
||||
"RigidBody legacy alias must not be registered");
|
||||
}
|
||||
|
||||
void testLineRenderingManager()
|
||||
{
|
||||
auto& lineManager = LineRenderingManager::GetInstance();
|
||||
lineManager.ClearLines();
|
||||
|
||||
lineManager.SubmitLine(
|
||||
glm::vec3{0.0f},
|
||||
glm::vec3{1.0f, 0.0f, 0.0f},
|
||||
glm::vec4{1.0f, 0.0f, 0.0f, 1.0f});
|
||||
lineManager.SubmitLine(Line{
|
||||
.start = glm::vec3{1.0f},
|
||||
.end = glm::vec3{2.0f},
|
||||
.color = glm::vec4{0.0f, 1.0f, 0.0f, 1.0f},
|
||||
});
|
||||
|
||||
check(lineManager.GetLines().size() == 2,
|
||||
"line rendering manager must retain submitted lines");
|
||||
|
||||
lineManager.ClearLines();
|
||||
check(lineManager.GetLines().empty(),
|
||||
"line rendering manager must clear transient lines");
|
||||
}
|
||||
|
||||
void testAssetPathValidation()
|
||||
{
|
||||
const auto root = std::filesystem::temp_directory_path() / "destrum_asset_test";
|
||||
@@ -422,6 +449,39 @@ namespace {
|
||||
"Animator scene data must not embed animation keyframes");
|
||||
}
|
||||
|
||||
void testLightComponentRoundTrip()
|
||||
{
|
||||
GameObject object{"light"};
|
||||
auto* light = object.AddComponent<LightComponent>(LightType::Spot);
|
||||
light->SetColor(glm::vec3{1.0f, 0.5f, 0.25f});
|
||||
light->SetIntensity(4.0f);
|
||||
light->SetRange(7.5f);
|
||||
light->SetConeAngles(0.2f, 0.4f);
|
||||
|
||||
const auto data = light->Serialize();
|
||||
|
||||
GameObject loadedObject{"loaded light"};
|
||||
auto* loaded = loadedObject.AddComponent<LightComponent>();
|
||||
loaded->Deserialize(data);
|
||||
|
||||
check(loaded->GetType() == LightType::Spot,
|
||||
"LightComponent must round-trip its type");
|
||||
check(loaded->GetColor() == glm::vec3{1.0f, 0.5f, 0.25f},
|
||||
"LightComponent must round-trip its color");
|
||||
check(loaded->GetIntensity() == 4.0f && loaded->GetRange() == 7.5f,
|
||||
"LightComponent must round-trip intensity and range");
|
||||
check(loaded->GetInnerConeAngle() == 0.2f && loaded->GetOuterConeAngle() == 0.4f,
|
||||
"LightComponent must round-trip its cone angles");
|
||||
|
||||
loaded->SetConeAngles(0.5f, 0.1f);
|
||||
check(loaded->GetOuterConeAngle() >= loaded->GetInnerConeAngle(),
|
||||
"LightComponent outer cone must never be smaller than the inner cone");
|
||||
|
||||
loaded->SetRange(0.0f);
|
||||
check(loaded->GetRange() > 0.0f,
|
||||
"LightComponent range must stay positive");
|
||||
}
|
||||
|
||||
void testSimpleColorMaterial()
|
||||
{
|
||||
const auto material = Material::SimpleColor(
|
||||
@@ -459,6 +519,65 @@ namespace {
|
||||
check(!AssetReference::fromCacheKey("CharacterMedium.fbx").has_value(),
|
||||
"plain cache names must not be treated as file-backed assets");
|
||||
}
|
||||
|
||||
class TriggerTracker final : public Component {
|
||||
public:
|
||||
explicit TriggerTracker(GameObject& owner)
|
||||
: Component(owner, "TriggerTracker") {}
|
||||
|
||||
void Update(float) override {}
|
||||
std::string GetTypeName() const override { return "TriggerTracker"; }
|
||||
|
||||
void OnTriggerEnter(GameObject* other) override {
|
||||
++enterCount;
|
||||
lastOther = other;
|
||||
enterObjectName = other ? other->GetName() : "null";
|
||||
}
|
||||
|
||||
void OnTriggerExit(GameObject* other) override {
|
||||
++exitCount;
|
||||
}
|
||||
|
||||
int enterCount{0};
|
||||
int exitCount{0};
|
||||
GameObject* lastOther{nullptr};
|
||||
std::string enterObjectName;
|
||||
};
|
||||
|
||||
void testTriggerZone()
|
||||
{
|
||||
Scene& scene = SceneManager::GetInstance().CreateScene("trigger-test");
|
||||
|
||||
// Trigger box at origin (Static rigidbody + BoxCollider as trigger).
|
||||
GameObject* triggerObj = scene.CreateGameObject("TriggerZone");
|
||||
triggerObj->AddComponent<BoxCollider>(glm::vec3{3.0f, 3.0f, 3.0f});
|
||||
triggerObj->GetComponent<BoxCollider>()->SetTrigger(true);
|
||||
auto* triggerRb = triggerObj->AddComponent<Rigidbody>();
|
||||
triggerRb->SetType(RigidbodyType::Static);
|
||||
auto* tracker = triggerObj->AddComponent<TriggerTracker>();
|
||||
|
||||
// Falling sphere above the trigger.
|
||||
GameObject* sphere = scene.CreateGameObject("FallingSphere");
|
||||
sphere->AddComponent<SphereCollider>(0.5f);
|
||||
sphere->AddComponent<Rigidbody>();
|
||||
sphere->GetTransform().SetWorldPosition({0.0f, 8.0f, 0.0f});
|
||||
|
||||
scene.CommitPendingAdditions();
|
||||
|
||||
// Run physics for enough steps that the sphere falls into the trigger.
|
||||
for (int step = 0; step < 120; ++step) {
|
||||
scene.FixedUpdate(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
check(tracker->enterCount >= 1,
|
||||
"falling sphere must trigger OnTriggerEnter at least once");
|
||||
check(tracker->exitCount >= 1,
|
||||
"falling sphere passing through trigger must exit");
|
||||
check(tracker->enterObjectName == "FallingSphere",
|
||||
"OnTriggerEnter must report the correct entering object");
|
||||
|
||||
SceneManager::GetInstance().Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
@@ -469,6 +588,7 @@ int main()
|
||||
testEventRemoval();
|
||||
testComponentRemoval();
|
||||
testEngineComponentRegistration();
|
||||
testLineRenderingManager();
|
||||
testAssetPathValidation();
|
||||
testLegacySceneLoad();
|
||||
testSceneLoadRollback();
|
||||
@@ -476,8 +596,10 @@ int main()
|
||||
testJoltSphereCollisions();
|
||||
testSceneJoltSphereCollisions();
|
||||
testAnimatorAssetReferences();
|
||||
testLightComponentRoundTrip();
|
||||
testSimpleColorMaterial();
|
||||
testAssetReferenceCacheKeys();
|
||||
testTriggerZone();
|
||||
std::cout << "destrum tests passed\n";
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user