Compare commits
11
Commits
| Author | SHA1 | Date | |
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ce55f75ac3 | ||
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fa98bf08e8 | ||
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170af2a4e9 | ||
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95d1497169 | ||
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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.md
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docs/**
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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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@@ -35,6 +35,7 @@ if (TARGET _internal_validate_engine_shaders)
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add_dependencies(ValidateShaders _internal_validate_engine_shaders)
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endif()
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destrum_enable_warnings(destrum_assets)
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destrum_enable_warnings(destrum)
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destrum_enable_warnings(lightkeeper)
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@@ -119,7 +119,7 @@ cmake --install build --config Release
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## Demo app
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`lightkeeper` is the current game application. It launches **Star Catcher**, a small playable loop built from the engine's scene and rendering systems. Move the blue catcher with `A`/`D` or the arrow keys, catch orange stars, and press `R` to restart after three misses. Press `Escape` to quit.
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`lightkeeper` is the current demo application. It creates an SDL window, initializes the Destrum app, loads assets, sets up a scene, renders meshes, skyboxes, and a skinned animated character.
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## Development notes
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+1
-1
Submodule TheChef updated: 14f7dd9423...0273340e3b
+43
-14
@@ -1,10 +1,43 @@
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add_subdirectory(third_party)
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# CPU side asset types and the cooked model format, shared with TheChef (no Vulkan / SDL dependencies)
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add_library(destrum_assets
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"src/Assets/ModelFile.cpp"
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"src/Assets/TextureFile.cpp"
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)
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add_library(destrum::assets ALIAS destrum_assets)
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set_target_properties(destrum_assets PROPERTIES
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CXX_STANDARD 20
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CXX_EXTENSIONS OFF
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)
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target_include_directories(destrum_assets PUBLIC "${CMAKE_CURRENT_LIST_DIR}/include")
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target_link_libraries(destrum_assets
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PUBLIC
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glm::glm
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assimp
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spdlog::spdlog
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)
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target_compile_definitions(destrum_assets
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PUBLIC
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GLM_FORCE_CTOR_INIT
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GLM_FORCE_XYZW_ONLY
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GLM_FORCE_EXPLICIT_CTOR
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GLM_FORCE_DEPTH_ZERO_TO_ONE
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GLM_ENABLE_EXPERIMENTAL
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)
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set(SRC_FILES
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"src/App.cpp"
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"src/Event.cpp"
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"src/Components/Animator.cpp"
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"src/Components/CameraComponent.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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@@ -32,18 +65,25 @@ set(SRC_FILES
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"src/Graphics/Swapchain.cpp"
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"src/Graphics/Util.cpp"
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"src/Graphics/RenderResources.cpp"
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"src/Graphics/ResourcesInspector.cpp"
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"src/Graphics/Managers/VulkanInstanceManager.cpp"
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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/ShadowMapPipeline.cpp"
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"src/Graphics/Pipelines/SkinningPipeline.cpp"
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"src/Graphics/Pipelines/ImguiPass.cpp"
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@@ -92,6 +132,8 @@ target_include_directories(destrum PRIVATE
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target_link_libraries(destrum
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PUBLIC
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destrum_assets
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volk::volk_headers
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vk-bootstrap::vk-bootstrap
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GPUOpen::VulkanMemoryAllocator
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@@ -129,15 +171,6 @@ else ()
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target_link_libraries(destrum PUBLIC SDL2::SDL2-static)
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endif ()
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target_compile_definitions(destrum
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PUBLIC
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GLM_FORCE_CTOR_INIT
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GLM_FORCE_XYZW_ONLY
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GLM_FORCE_EXPLICIT_CTOR
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GLM_FORCE_DEPTH_ZERO_TO_ONE
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GLM_ENABLE_EXPERIMENTAL
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)
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set(ASSETS_SRC_DIR "${CMAKE_CURRENT_LIST_DIR}/assets_src")
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set(ASSETS_RUNTIME_DIR "${CMAKE_CURRENT_LIST_DIR}/assets_runtime")
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#set(OUTPUT_ENGINE_ASSETS_DIR "${CMAKE_BINARY_DIR}/assets/engine")
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@@ -161,10 +194,6 @@ add_custom_target(_internal_clean_engine_assets
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)
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add_custom_target(_internal_cook_engine_assets
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COMMAND TheChef
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--input "${ASSETS_SRC_DIR}"
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--output "${ASSETS_RUNTIME_DIR}"
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--clean
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COMMAND TheChef
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--input "${ASSETS_SRC_DIR}"
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--output "${ASSETS_RUNTIME_DIR}"
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@@ -221,7 +250,7 @@ function(destrum_cook_engine_assets GAME_TARGET GAME_OUTPUT_DIR)
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install(DIRECTORY "${_engine_runtime}/" DESTINATION "bin/assets/engine")
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endfunction()
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install(TARGETS destrum
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install(TARGETS destrum destrum_assets
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ARCHIVE DESTINATION lib
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LIBRARY DESTINATION lib
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RUNTIME DESTINATION bin)
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@@ -35,6 +35,10 @@ vec4 sampleTextureCubeLinear(uint texID, vec3 p) {
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return texture(nonuniformEXT(samplerCube(textureCubes[texID], samplers[LINEAR_SAMPLER_ID])), p);
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}
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float sampleTexture2DShadow(uint texID, vec3 p) {
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return texture(nonuniformEXT(sampler2DShadow(textures[texID], samplers[SHADOW_SAMPLER_ID])), p);
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}
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float sampleTextureArrayShadow(uint texID, vec4 p) {
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return texture(nonuniformEXT(sampler2DArrayShadow(textureArrays[texID], samplers[SHADOW_SAMPLER_ID])), p);
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}
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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);
|
||||
|
||||
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();
|
||||
barrier();
|
||||
|
||||
// 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];
|
||||
|
||||
bool visible = light.type == TYPE_DIRECTIONAL_LIGHT;
|
||||
if (!visible) {
|
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vec3 viewPos = (pcs.sceneData.view * vec4(light.position, 1.0)).xyz;
|
||||
visible = sphereInsideTile(viewPos, light.range);
|
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}
|
||||
|
||||
if (visible) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
memoryBarrierShared();
|
||||
barrier();
|
||||
|
||||
if (localIndex == 0) {
|
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pcs.sceneData.tileLightIndices.data[tileOffset] = min(tileLightCount, uint(MAX_LIGHTS_PER_TILE));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
#ifndef LIGHTING_GLSL
|
||||
#define LIGHTING_GLSL
|
||||
|
||||
#include "lights.glsl"
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
// GGX / Trowbridge-Reitz normal distribution
|
||||
float distributionGGX(float NoH, float roughness)
|
||||
{
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float d = NoH * NoH * (a2 - 1.0) + 1.0;
|
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return a2 / (PI * d * d);
|
||||
}
|
||||
|
||||
// Smith-Schlick GGX, k remapped for direct lighting
|
||||
float geometrySmithGGX(float NoV, float NoL, float roughness)
|
||||
{
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0;
|
||||
float ggxV = NoV / (NoV * (1.0 - k) + k);
|
||||
float ggxL = NoL / (NoL * (1.0 - k) + k);
|
||||
return ggxV * ggxL;
|
||||
}
|
||||
|
||||
vec3 fresnelSchlick(float VoH, vec3 f0)
|
||||
{
|
||||
return f0 + (1.0 - f0) * pow(1.0 - VoH, 5.0);
|
||||
}
|
||||
|
||||
// Inverse square falloff, windowed so it reaches exactly 0 at the light range.
|
||||
// The range is also the sphere the light culling uses, so no light gets cut off at a tile edge.
|
||||
float calculateDistanceAttenuation(float distance, float range)
|
||||
{
|
||||
float window = clamp(1.0 - pow(distance / range, 4.0), 0.0, 1.0);
|
||||
return (window * window) / max(distance * distance, 0.0001);
|
||||
}
|
||||
|
||||
float calculateSpotAttenuation(Light light, vec3 l)
|
||||
{
|
||||
float cd = dot(normalize(light.direction), -l);
|
||||
return smoothstep(light.spotOuterCos, light.spotInnerCos, cd);
|
||||
}
|
||||
|
||||
vec3 calculateLight(Light light, vec3 fragPos, vec3 n, vec3 v,
|
||||
vec3 diffuseColor, float roughness, float metallic, vec3 f0, float occlusion)
|
||||
{
|
||||
vec3 l;
|
||||
float attenuation = 1.0;
|
||||
|
||||
if (light.type == TYPE_DIRECTIONAL_LIGHT) {
|
||||
l = normalize(-light.direction);
|
||||
} else {
|
||||
vec3 toLight = light.position - fragPos;
|
||||
float distance = length(toLight);
|
||||
l = toLight / max(distance, 0.0001);
|
||||
|
||||
attenuation = calculateDistanceAttenuation(distance, light.range);
|
||||
if (light.type == TYPE_SPOT_LIGHT) {
|
||||
attenuation *= calculateSpotAttenuation(light, l);
|
||||
}
|
||||
}
|
||||
|
||||
float NoL = clamp(dot(n, l), 0.0, 1.0);
|
||||
if (NoL <= 0.0 || attenuation <= 0.0) {
|
||||
return vec3(0.0);
|
||||
}
|
||||
|
||||
vec3 h = normalize(v + l);
|
||||
float NoV = clamp(dot(n, v), 0.0001, 1.0);
|
||||
float NoH = clamp(dot(n, h), 0.0, 1.0);
|
||||
float VoH = clamp(dot(v, h), 0.0, 1.0);
|
||||
|
||||
float D = distributionGGX(NoH, roughness);
|
||||
float G = geometrySmithGGX(NoV, NoL, roughness);
|
||||
vec3 F = fresnelSchlick(VoH, f0);
|
||||
|
||||
vec3 specular = (D * G * F) / (4.0 * NoV * NoL + 0.0001);
|
||||
vec3 kd = (vec3(1.0) - F) * (1.0 - metallic);
|
||||
vec3 diffuse = kd * diffuseColor / PI;
|
||||
|
||||
return (diffuse + specular) * light.color * light.intensity * attenuation * NoL * occlusion;
|
||||
}
|
||||
|
||||
// blue -> green -> red, used to visualise how many lights a tile has
|
||||
vec3 lightHeatmapColor(uint lightCount)
|
||||
{
|
||||
float t = clamp(float(lightCount) / 16.0, 0.0, 1.0);
|
||||
if (t < 0.5) {
|
||||
return mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), t * 2.0);
|
||||
}
|
||||
return mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), (t - 0.5) * 2.0);
|
||||
}
|
||||
|
||||
#endif // LIGHTING_GLSL
|
||||
@@ -0,0 +1,42 @@
|
||||
#ifndef LIGHTS_GLSL
|
||||
#define LIGHTS_GLSL
|
||||
|
||||
#extension GL_EXT_buffer_reference : require
|
||||
|
||||
#define TYPE_DIRECTIONAL_LIGHT 0
|
||||
#define TYPE_POINT_LIGHT 1
|
||||
#define TYPE_SPOT_LIGHT 2
|
||||
|
||||
// Forward+ tiling, must match LightCullingPipeline::TILE_SIZE / MAX_LIGHTS_PER_TILE
|
||||
#define LIGHT_TILE_SIZE 16
|
||||
#define MAX_LIGHTS_PER_TILE 255
|
||||
// Every tile stores its light count first, followed by MAX_LIGHTS_PER_TILE light indices
|
||||
#define LIGHT_TILE_STRIDE (MAX_LIGHTS_PER_TILE + 1)
|
||||
|
||||
// Must match GPULight in Light.h
|
||||
struct Light {
|
||||
vec3 position;
|
||||
float range;
|
||||
|
||||
vec3 color;
|
||||
float intensity;
|
||||
|
||||
// direction the light is pointing in (directional + spot lights)
|
||||
vec3 direction;
|
||||
uint type;
|
||||
|
||||
float spotInnerCos;
|
||||
float spotOuterCos;
|
||||
uint castShadows;
|
||||
float padding;
|
||||
};
|
||||
|
||||
layout (buffer_reference, std430) readonly buffer LightsBuffer {
|
||||
Light data[];
|
||||
};
|
||||
|
||||
layout (buffer_reference, std430) buffer TileLightIndicesBuffer {
|
||||
uint data[];
|
||||
};
|
||||
|
||||
#endif // LIGHTS_GLSL
|
||||
@@ -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 +5,8 @@
|
||||
#include "bindless.glsl"
|
||||
#include "scene_data.glsl"
|
||||
#include "mesh_pcs.glsl"
|
||||
#include "lighting.glsl"
|
||||
#include "shadows.glsl"
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
@@ -20,16 +22,13 @@ void main()
|
||||
uint samplerID = pcs.sceneData.materials.data[pcs.materialID].textureFilteringMode;
|
||||
|
||||
vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
|
||||
outFragColor = diffuse;
|
||||
|
||||
vec3 baseColor = diffuse.rgb;
|
||||
|
||||
// if (diffuse.a < 0.1) {
|
||||
// discard;
|
||||
// }
|
||||
//
|
||||
// vec3 baseColor = material.baseColor.rgb * diffuse.rgb;
|
||||
//
|
||||
// vec3 normal = normalize(inNormal).rgb;
|
||||
|
||||
vec3 normal = normalize(inNormal);
|
||||
// if (inTangent != vec4(0.0)) {
|
||||
// // FIXME: sometimes Blender doesn't export tangents for some objects
|
||||
// // for some reason. When we will start computing tangents manually,
|
||||
@@ -39,91 +38,74 @@ void main()
|
||||
// normal = inTBN * normalize(normal * 2.0 - 1.0);
|
||||
// normal = normalize(normal);
|
||||
// }
|
||||
//
|
||||
// #ifdef PBR
|
||||
// float metallicF = material.metallicRoughnessEmissive.r;
|
||||
// float roughnessF = material.metallicRoughnessEmissive.g;
|
||||
//
|
||||
// vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
|
||||
//
|
||||
// float roughness = roughnessF * metallicRoughness.g;
|
||||
// // roughness *= roughness; // from perceptual to linear
|
||||
// roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
|
||||
//
|
||||
// float metallic = metallicF * metallicRoughness.b;
|
||||
//
|
||||
// vec3 dielectricSpecular = vec3(0.04);
|
||||
// vec3 black = vec3(0.0);
|
||||
// vec3 diffuseColor = mix(baseColor * (1.0 - dielectricSpecular.r), black, metallic);
|
||||
// vec3 f0 = mix(dielectricSpecular, baseColor, metallic);
|
||||
// #else
|
||||
// vec3 diffuseColor = baseColor;
|
||||
// float metallic = 0.f;
|
||||
// float roughness = 1.f;
|
||||
// vec3 f0 = vec3(0.0);
|
||||
// #endif
|
||||
//
|
||||
// vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
|
||||
// vec3 fragPos = inPos.xyz;
|
||||
// vec3 n = normal;
|
||||
// vec3 v = normalize(cameraPos - fragPos);
|
||||
//
|
||||
// // diffuseColor = vec3(1.0);
|
||||
// // baseColor = vec3(1.0);
|
||||
//
|
||||
// vec3 fragColor = vec3(0.0);
|
||||
// for (int i = 0; i < pcs.sceneData.numLights; i++) {
|
||||
// Light light = pcs.sceneData.lights.data[i];
|
||||
//
|
||||
// vec3 l = light.direction;
|
||||
// if (light.type != TYPE_DIRECTIONAL_LIGHT) {
|
||||
// l = normalize(light.position - fragPos);
|
||||
// }
|
||||
// float NoL = clamp(dot(n, l), 0.0, 1.0);
|
||||
//
|
||||
// float occlusion = 1.0;
|
||||
// if (light.type == TYPE_DIRECTIONAL_LIGHT) {
|
||||
// occlusion = calculateCSMOcclusion(
|
||||
// fragPos, cameraPos, NoL,
|
||||
// pcs.sceneData.csmShadowMapId,
|
||||
// pcs.sceneData.cascadeFarPlaneZs,
|
||||
// pcs.sceneData.csmLightSpaceTMs);
|
||||
// } else if (light.type == TYPE_POINT_LIGHT && light.shadowMapID != 0) {
|
||||
// occlusion = calculatePointShadow(
|
||||
// fragPos, light.position, NoL,
|
||||
// light.shadowMapID,
|
||||
// pcs.sceneData.pointLightFarPlane);
|
||||
// }
|
||||
//
|
||||
// fragColor += calculateLight(light, fragPos, n, v, l,
|
||||
// diffuseColor, roughness, metallic, f0, occlusion);
|
||||
// }
|
||||
//
|
||||
// // emissive
|
||||
// float emissiveF = material.metallicRoughnessEmissive.b;
|
||||
// vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
|
||||
// fragColor += emissiveColor;
|
||||
//
|
||||
// // ambient
|
||||
// fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
|
||||
//
|
||||
// #if 0
|
||||
// // CSM DEBUG
|
||||
// uint cascadeIndex = chooseCascade(inPos, cameraPos, pcs.sceneData.cascadeFarPlaneZs);
|
||||
// fragColor *= debugShadowsFactor(cascadeIndex);
|
||||
// #endif
|
||||
//
|
||||
// #if 0
|
||||
// // TANGENT DEBUG
|
||||
// if (inTangent == vec4(0.0)) {
|
||||
// fragColor = vec3(1.0f, 0.0f, 0.0f);
|
||||
// }
|
||||
// #endif
|
||||
//
|
||||
// #if 1
|
||||
// // NORMAL DEBUG
|
||||
// // fragColor = normal;
|
||||
// #endif
|
||||
|
||||
// outFragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
float metallicF = material.metallicRoughnessEmissive.r;
|
||||
float roughnessF = material.metallicRoughnessEmissive.g;
|
||||
|
||||
vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
|
||||
|
||||
float roughness = roughnessF * metallicRoughness.g;
|
||||
// roughness *= roughness; // from perceptual to linear
|
||||
roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
|
||||
|
||||
float metallic = metallicF * metallicRoughness.b;
|
||||
|
||||
vec3 dielectricSpecular = vec3(0.04);
|
||||
vec3 black = vec3(0.0);
|
||||
vec3 diffuseColor = mix(baseColor * (1.0 - dielectricSpecular.r), black, metallic);
|
||||
vec3 f0 = mix(dielectricSpecular, baseColor, metallic);
|
||||
|
||||
vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
|
||||
vec3 fragPos = inPos.xyz;
|
||||
vec3 n = normal;
|
||||
vec3 v = normalize(cameraPos - fragPos);
|
||||
|
||||
// forward+: only loop over the lights the culling pass put in this pixel's tile
|
||||
uvec2 tileID = uvec2(gl_FragCoord.xy) / LIGHT_TILE_SIZE;
|
||||
uint tileOffset = (tileID.y * pcs.sceneData.tileCountX + tileID.x) * LIGHT_TILE_STRIDE;
|
||||
uint tileLightCount = pcs.sceneData.tileLightIndices.data[tileOffset];
|
||||
|
||||
vec3 fragColor = vec3(0.0);
|
||||
for (uint i = 0; i < tileLightCount; i++) {
|
||||
uint lightIndex = pcs.sceneData.tileLightIndices.data[tileOffset + 1 + i];
|
||||
Light light = pcs.sceneData.lights.data[lightIndex];
|
||||
|
||||
float occlusion = 1.0;
|
||||
if (light.castShadows != 0) {
|
||||
occlusion = calculateDirectionalShadow(
|
||||
fragPos, n,
|
||||
pcs.sceneData.lightViewProj,
|
||||
pcs.sceneData.shadowMapId,
|
||||
pcs.sceneData.shadowNormalOffset);
|
||||
}
|
||||
|
||||
fragColor += calculateLight(light, fragPos, n, v,
|
||||
diffuseColor, roughness, metallic, f0, occlusion);
|
||||
}
|
||||
|
||||
// emissive
|
||||
float emissiveF = material.metallicRoughnessEmissive.b;
|
||||
vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
|
||||
fragColor += emissiveColor;
|
||||
|
||||
// ambient
|
||||
fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
|
||||
|
||||
if (pcs.sceneData.debugLightHeatmap != 0) {
|
||||
fragColor = mix(fragColor, lightHeatmapColor(tileLightCount), 0.5);
|
||||
}
|
||||
|
||||
#if 0
|
||||
// TANGENT DEBUG
|
||||
if (inTangent == vec4(0.0)) {
|
||||
fragColor = vec3(1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
// NORMAL DEBUG
|
||||
fragColor = normal;
|
||||
#endif
|
||||
|
||||
outFragColor = vec4(fragColor, diffuse.a);
|
||||
}
|
||||
|
||||
@@ -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 +26,19 @@ layout (buffer_reference, scalar) readonly buffer SceneDataBuffer {
|
||||
float fogDensity;
|
||||
|
||||
MaterialsBuffer materials;
|
||||
|
||||
// forward+
|
||||
LightsBuffer lights;
|
||||
TileLightIndicesBuffer tileLightIndices;
|
||||
uint numLights;
|
||||
uint tileCountX;
|
||||
uint debugLightHeatmap;
|
||||
|
||||
// directional shadows
|
||||
uint shadowMapId;
|
||||
float shadowNormalOffset;
|
||||
uint padding;
|
||||
mat4 lightViewProj;
|
||||
} sceneDataBuffer;
|
||||
|
||||
#endif // SCENE_DATA_GLSL
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
#version 460
|
||||
|
||||
#extension GL_GOOGLE_include_directive : require
|
||||
|
||||
#include "mesh_pcs.glsl"
|
||||
|
||||
void main()
|
||||
{
|
||||
Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex];
|
||||
|
||||
gl_Position = pcs.sceneData.lightViewProj * pcs.transform * vec4(v.position, 1.0f);
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#ifndef SHADOWS_GLSL
|
||||
#define SHADOWS_GLSL
|
||||
|
||||
// expects bindless.glsl to be included before this file (it has no include guard)
|
||||
|
||||
// Returns 1.0 when fully lit, 0.0 when fully in shadow
|
||||
float calculateDirectionalShadow(vec3 fragPos, vec3 n, mat4 lightViewProj, uint shadowMapID, float normalOffset)
|
||||
{
|
||||
// pushing the sample point along the normal hides most of the shadow acne
|
||||
vec4 lightClip = lightViewProj * vec4(fragPos + n * normalOffset, 1.0);
|
||||
vec3 lightNDC = lightClip.xyz / lightClip.w;
|
||||
vec2 uv = lightNDC.xy * 0.5 + 0.5;
|
||||
|
||||
// outside the shadow map counts as lit
|
||||
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0))) || lightNDC.z > 1.0) {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[shadowMapID], samplers[SHADOW_SAMPLER_ID]), 0));
|
||||
|
||||
// 3x3 PCF, every tap is already bilinearly filtered by the compare sampler
|
||||
float shadowed = 0.0;
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
shadowed += sampleTexture2DShadow(shadowMapID, vec3(uv + vec2(x, y) * texelSize, lightNDC.z));
|
||||
}
|
||||
}
|
||||
|
||||
// the shadow sampler compares with GREATER_OR_EQUAL (it was set up for reversed Z),
|
||||
// with regular depth that returns 1 when the fragment is behind the occluder
|
||||
return 1.0 - shadowed / 9.0;
|
||||
}
|
||||
|
||||
#endif // SHADOWS_GLSL
|
||||
@@ -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(
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include <destrum/Graphics/GfxDevice.h>
|
||||
#include <destrum/Graphics/Renderer.h>
|
||||
#include <destrum/Graphics/Pipelines/ImguiPass.h>
|
||||
#include <destrum/Graphics/ResourcesInspector.h>
|
||||
|
||||
#include <destrum/Input/InputManager.h>
|
||||
|
||||
@@ -41,6 +42,9 @@ public:
|
||||
|
||||
virtual void onWindowResize(int, int) {};
|
||||
|
||||
// Called inside the "Windows" menu of the main menu bar, add toggles for the game's own windows here
|
||||
virtual void customWindowsMenu() {}
|
||||
|
||||
protected:
|
||||
SDL_Window* window{nullptr};
|
||||
AppParams m_params{};
|
||||
@@ -72,6 +76,17 @@ protected:
|
||||
float m_PhysicsTimeScale = 1.0f;
|
||||
int m_PhysicsStepsLastFrame = 0;
|
||||
|
||||
struct DebugWindows {
|
||||
bool stats{true};
|
||||
bool physics{true};
|
||||
bool inspector{true};
|
||||
bool imageCache{false};
|
||||
};
|
||||
|
||||
DebugWindows m_DebugWindows{};
|
||||
ResourcesInspector m_ResourcesInspector;
|
||||
|
||||
void drawWindowsMenu();
|
||||
void drawPhysicsPanel(float dt, float fixedDt, float accumulator);
|
||||
|
||||
};
|
||||
|
||||
@@ -28,6 +28,10 @@ public:
|
||||
|
||||
private:
|
||||
AssetManager() = default;
|
||||
|
||||
[[nodiscard]] ModelDoc::ModelAsset LoadCookedOrImport(
|
||||
const std::string& reference,
|
||||
const ModelDoc::LoadOptions& options) const;
|
||||
};
|
||||
|
||||
#endif // DESTRUM_ASSETMANAGER_H
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
#ifndef DESTRUM_MODELFILE_H
|
||||
#define DESTRUM_MODELFILE_H
|
||||
|
||||
#include <cstdint>
|
||||
#include <filesystem>
|
||||
#include <optional>
|
||||
#include <span>
|
||||
#include <string_view>
|
||||
#include <vector>
|
||||
|
||||
#include <destrum/Util/ModelDoc.h>
|
||||
|
||||
namespace ModelFile {
|
||||
inline constexpr std::uint32_t Version = 1;
|
||||
inline constexpr std::string_view Extension = ".dmodel";
|
||||
|
||||
inline constexpr ModelDoc::LoadOptions CookOptions{};
|
||||
|
||||
[[nodiscard]] bool SupportsLoadOptions(const ModelDoc::ModelAsset& model, const ModelDoc::LoadOptions& options);
|
||||
void ApplyLoadOptions(ModelDoc::ModelAsset& model, const ModelDoc::LoadOptions& options);
|
||||
|
||||
[[nodiscard]] std::vector<std::uint8_t> Write(const ModelDoc::ModelAsset& model);
|
||||
[[nodiscard]] ModelDoc::ModelAsset Read(std::span<const std::uint8_t> bytes);
|
||||
|
||||
void WriteToFile(const ModelDoc::ModelAsset& model, const std::filesystem::path& path);
|
||||
[[nodiscard]] ModelDoc::ModelAsset ReadFromFile(const std::filesystem::path& path);
|
||||
|
||||
[[nodiscard]] std::optional<std::uint32_t> ReadVersionFromFile(const std::filesystem::path& path);
|
||||
}
|
||||
|
||||
#endif // DESTRUM_MODELFILE_H
|
||||
@@ -0,0 +1,38 @@
|
||||
#ifndef DESTRUM_TEXTUREFILE_H
|
||||
#define DESTRUM_TEXTUREFILE_H
|
||||
|
||||
#include <cstdint>
|
||||
#include <filesystem>
|
||||
#include <optional>
|
||||
#include <span>
|
||||
#include <string_view>
|
||||
#include <vector>
|
||||
|
||||
namespace TextureFile {
|
||||
inline constexpr std::uint32_t Version = 1;
|
||||
inline constexpr std::string_view Extension = ".dtex";
|
||||
|
||||
enum class PixelFormat : std::uint32_t {
|
||||
RGBA16Float,
|
||||
};
|
||||
|
||||
struct Texture {
|
||||
std::uint32_t width{0};
|
||||
std::uint32_t height{0};
|
||||
PixelFormat format{PixelFormat::RGBA16Float};
|
||||
std::vector<std::uint8_t> pixels;
|
||||
};
|
||||
|
||||
[[nodiscard]] std::size_t BytesPerPixel(PixelFormat format);
|
||||
|
||||
[[nodiscard]] Texture FromRGBA32Float(std::uint32_t width, std::uint32_t height, std::span<const float> rgba);
|
||||
|
||||
[[nodiscard]] std::vector<std::uint8_t> Write(const Texture& texture);
|
||||
[[nodiscard]] Texture Read(std::span<const std::uint8_t> bytes);
|
||||
|
||||
void WriteToFile(const Texture& texture, const std::filesystem::path& path);
|
||||
[[nodiscard]] Texture ReadFromFile(const std::filesystem::path& path);
|
||||
[[nodiscard]] std::optional<std::uint32_t> ReadVersionFromFile(const std::filesystem::path& path);
|
||||
}
|
||||
|
||||
#endif // DESTRUM_TEXTUREFILE_H
|
||||
@@ -0,0 +1,44 @@
|
||||
#ifndef CAMERACOMPONENT_H
|
||||
#define CAMERACOMPONENT_H
|
||||
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/Graphics/Camera.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class CameraComponent final : public Component {
|
||||
public:
|
||||
explicit CameraComponent(GameObject& parent);
|
||||
|
||||
CameraComponent(const CameraComponent& other) = delete;
|
||||
CameraComponent(CameraComponent&& other) noexcept = delete;
|
||||
CameraComponent& operator=(const CameraComponent& other) = delete;
|
||||
CameraComponent& operator=(CameraComponent&& other) noexcept = delete;
|
||||
|
||||
std::string GetTypeName() const override { return "CameraComponent"; }
|
||||
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
void ImGuiInspector() override;
|
||||
|
||||
// Places the camera at this object's world transform, looking down its local -Z.
|
||||
[[nodiscard]] Camera& GetCamera(float aspectRatio);
|
||||
|
||||
void SetFieldOfView(float fovDegrees);
|
||||
[[nodiscard]] float GetFieldOfView() const { return m_FieldOfView; }
|
||||
|
||||
void SetClipPlanes(float zNear, float zFar);
|
||||
[[nodiscard]] float GetZNear() const { return m_ZNear; }
|
||||
[[nodiscard]] float GetZFar() const { return m_ZFar; }
|
||||
|
||||
void MakeCurrent();
|
||||
[[nodiscard]] bool IsCurrent() const;
|
||||
|
||||
private:
|
||||
Camera m_Camera{glm::vec3{0.0f}, glm::vec3{0.0f, 1.0f, 0.0f}};
|
||||
float m_FieldOfView{90.0f};
|
||||
float m_ZNear{0.01f};
|
||||
float m_ZFar{1000.0f};
|
||||
};
|
||||
|
||||
#endif // CAMERACOMPONENT_H
|
||||
@@ -0,0 +1,55 @@
|
||||
#ifndef LIGHTCOMPONENT_H
|
||||
#define LIGHTCOMPONENT_H
|
||||
|
||||
#include <destrum/ObjectModel/Component.h>
|
||||
#include <destrum/Graphics/Light.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class LightComponent final : public Component {
|
||||
public:
|
||||
explicit LightComponent(GameObject& parent, LightType type = LightType::Point);
|
||||
|
||||
LightComponent(const LightComponent& other) = delete;
|
||||
LightComponent(LightComponent&& other) noexcept = delete;
|
||||
LightComponent& operator=(const LightComponent& other) = delete;
|
||||
LightComponent& operator=(LightComponent&& other) noexcept = delete;
|
||||
|
||||
void Render(const RenderContext& ctx) override;
|
||||
|
||||
std::string GetTypeName() const override { return "LightComponent"; }
|
||||
|
||||
nlohmann::json Serialize() const override;
|
||||
void Deserialize(const nlohmann::json& data) override;
|
||||
void ImGuiInspector() override;
|
||||
|
||||
void SetType(LightType type) { m_Type = type; }
|
||||
[[nodiscard]] LightType GetType() const { return m_Type; }
|
||||
|
||||
void SetColor(const glm::vec3& color) { m_Color = color; }
|
||||
[[nodiscard]] const glm::vec3& GetColor() const { return m_Color; }
|
||||
|
||||
void SetIntensity(float intensity);
|
||||
[[nodiscard]] float GetIntensity() const { return m_Intensity; }
|
||||
|
||||
void SetRange(float range);
|
||||
[[nodiscard]] float GetRange() const { return m_Range; }
|
||||
|
||||
void SetConeAngles(float innerConeAngle, float outerConeAngle);
|
||||
[[nodiscard]] float GetInnerConeAngle() const { return m_InnerConeAngle; }
|
||||
[[nodiscard]] float GetOuterConeAngle() const { return m_OuterConeAngle; }
|
||||
|
||||
void SetCastShadows(bool castShadows) { m_CastShadows = castShadows; }
|
||||
[[nodiscard]] bool GetCastShadows() const { return m_CastShadows; }
|
||||
|
||||
private:
|
||||
LightType m_Type{LightType::Point};
|
||||
glm::vec3 m_Color{1.0f};
|
||||
float m_Intensity{1.0f};
|
||||
float m_Range{10.0f};
|
||||
float m_InnerConeAngle{0.35f};
|
||||
float m_OuterConeAngle{0.5f};
|
||||
bool m_CastShadows{false};
|
||||
};
|
||||
|
||||
#endif // LIGHTCOMPONENT_H
|
||||
@@ -101,6 +101,7 @@ public:
|
||||
float GetZFar() const { return m_zFar; }
|
||||
void SetZFar(float zFar) { m_zFar = zFar; }
|
||||
float GetFOVY() const { return fovAngle; }
|
||||
void SetFOVY(float fovDegrees) { fovAngle = fovDegrees; }
|
||||
float GetAspectRatio() const { return m_aspectRatio; }
|
||||
|
||||
glm::vec3 m_position{2.f, 0, 0};
|
||||
@@ -127,6 +128,7 @@ public:
|
||||
|
||||
void SetRotation(float yawRadians, float pitchRadians);
|
||||
void SetRotation(const glm::vec2& yawPitchRadians);
|
||||
void SetOrientation(const glm::vec3& forward, const glm::vec3& up);
|
||||
|
||||
float GetYaw() const { return m_yaw; }
|
||||
float GetPitch() const { return m_pitch; }
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
#ifndef LIGHT_H
|
||||
#define LIGHT_H
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
enum class LightType : std::uint32_t {
|
||||
Directional = 0,
|
||||
Point = 1,
|
||||
Spot = 2,
|
||||
};
|
||||
|
||||
struct Light {
|
||||
LightType type{LightType::Point};
|
||||
|
||||
glm::vec3 position{0.0f};
|
||||
glm::vec3 direction{0.0f, -1.0f, 0.0f};
|
||||
|
||||
glm::vec3 color{1.0f};
|
||||
float intensity{1.0f};
|
||||
|
||||
float range{10.0f};
|
||||
|
||||
float innerConeAngle{0.35f};
|
||||
float outerConeAngle{0.5f};
|
||||
|
||||
// directional lights only, the first one submitted each frame gets the shadow map
|
||||
bool castShadows{false};
|
||||
};
|
||||
|
||||
struct GPULight {
|
||||
glm::vec3 position;
|
||||
float range;
|
||||
|
||||
glm::vec3 color;
|
||||
float intensity;
|
||||
|
||||
glm::vec3 direction;
|
||||
std::uint32_t type;
|
||||
|
||||
float spotInnerCos;
|
||||
float spotOuterCos;
|
||||
std::uint32_t castShadows;
|
||||
float padding;
|
||||
};
|
||||
|
||||
static_assert(sizeof(GPULight) == 64, "GPULight must match the struct in lights.glsl");
|
||||
|
||||
#endif //LIGHT_H
|
||||
@@ -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
|
||||
@@ -1,8 +1,15 @@
|
||||
#ifndef DESTRUM_IMGUI_PASS_H
|
||||
#define DESTRUM_IMGUI_PASS_H
|
||||
|
||||
#include <array>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
#include <SDL.h>
|
||||
#include <imgui.h>
|
||||
|
||||
#include <destrum/Graphics/Swapchain.h>
|
||||
|
||||
class GfxDevice;
|
||||
|
||||
@@ -33,9 +40,19 @@ public:
|
||||
[[nodiscard]] bool wantsMouse() const;
|
||||
[[nodiscard]] bool wantsKeyboard() const;
|
||||
|
||||
// Wraps an image view for ImGui::Image in the frame that's being built. Call it every frame
|
||||
// you draw the image, the descriptor set is freed again once the GPU is done with that frame.
|
||||
// The image has to be in imageLayout by the time the UI gets rendered at the end of the frame.
|
||||
[[nodiscard]] ImTextureID getFrameTexture(
|
||||
VkImageView imageView,
|
||||
VkImageLayout imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
private:
|
||||
void initVulkanBackend();
|
||||
|
||||
void releaseTextures(std::vector<VkDescriptorSet>& textures);
|
||||
void releaseAllTextures();
|
||||
|
||||
void transitionToColorAttachment(
|
||||
VkCommandBuffer cmd,
|
||||
VkImage image,
|
||||
@@ -50,6 +67,17 @@ private:
|
||||
VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
|
||||
VkFormat colorFormat = VK_FORMAT_UNDEFINED;
|
||||
|
||||
struct FrameTexture {
|
||||
VkImageView imageView{VK_NULL_HANDLE};
|
||||
VkImageLayout imageLayout{VK_IMAGE_LAYOUT_UNDEFINED};
|
||||
VkDescriptorSet descriptorSet{VK_NULL_HANDLE};
|
||||
};
|
||||
|
||||
// created while building the current UI, not submitted yet
|
||||
std::vector<FrameTexture> pendingTextures;
|
||||
// submitted with a frame, freed once that frame's fence has been waited on
|
||||
std::array<std::vector<VkDescriptorSet>, FRAMES_IN_FLIGHT> inFlightTextures;
|
||||
|
||||
bool initialized = false;
|
||||
bool frameBegun = false;
|
||||
bool contextCreated = false;
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
#ifndef LIGHTCULLINGPIPELINE_H
|
||||
#define LIGHTCULLINGPIPELINE_H
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <destrum/Graphics/ComputePipeline.h>
|
||||
#include <destrum/Graphics/Light.h>
|
||||
#include <destrum/Graphics/ids.h>
|
||||
#include <destrum/Graphics/Resources/AppendableBuffer.h>
|
||||
#include <destrum/Graphics/Resources/Buffer.h>
|
||||
|
||||
class GfxDevice;
|
||||
class RenderResources;
|
||||
|
||||
class LightCullingPipeline final {
|
||||
public:
|
||||
|
||||
static constexpr std::uint32_t TILE_SIZE = 16;
|
||||
static constexpr std::uint32_t MAX_LIGHTS_PER_TILE = 255;
|
||||
static constexpr std::uint32_t TILE_STRIDE = MAX_LIGHTS_PER_TILE + 1;
|
||||
|
||||
static constexpr std::size_t MAX_LIGHTS = 1024;
|
||||
|
||||
void init(GfxDevice& gfxDevice, RenderResources& resources, glm::ivec2 drawImageSize);
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
void resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize);
|
||||
|
||||
void beginDrawing(std::size_t frameIndex);
|
||||
void appendLight(const Light& light);
|
||||
|
||||
void flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice);
|
||||
|
||||
void cullLights(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
ImageID depthImageId,
|
||||
VkExtent2D renderExtent);
|
||||
|
||||
[[nodiscard]] VkDeviceAddress getLightsBufferAddress() const;
|
||||
[[nodiscard]] VkDeviceAddress getTileLightIndicesBufferAddress() const { return tileLightIndicesBuffer.address; }
|
||||
|
||||
[[nodiscard]] std::uint32_t getNumLights() const;
|
||||
[[nodiscard]] glm::uvec2 getTileCount() const { return tileCount; }
|
||||
|
||||
private:
|
||||
void createTileBuffer(GfxDevice& gfxDevice, glm::ivec2 drawImageSize);
|
||||
|
||||
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
|
||||
std::unique_ptr<ComputePipeline> lightCullingPipeline;
|
||||
|
||||
struct PushConstants {
|
||||
VkDeviceAddress sceneDataBuffer;
|
||||
glm::uvec2 screenSize;
|
||||
std::uint32_t depthTexId;
|
||||
std::uint32_t padding;
|
||||
};
|
||||
|
||||
struct PerFrameData {
|
||||
AppendableBuffer<GPULight> lightsBuffer;
|
||||
};
|
||||
|
||||
std::array<PerFrameData, FRAMES_IN_FLIGHT> framesData;
|
||||
std::size_t currentFrameIndex{0};
|
||||
bool warnedAboutLightLimit{false};
|
||||
|
||||
GPUBuffer tileLightIndicesBuffer;
|
||||
glm::uvec2 tileCount{0u, 0u};
|
||||
|
||||
PerFrameData& getCurrentFrameData();
|
||||
const PerFrameData& getCurrentFrameData() const;
|
||||
};
|
||||
|
||||
#endif //LIGHTCULLINGPIPELINE_H
|
||||
@@ -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
|
||||
@@ -0,0 +1,65 @@
|
||||
#ifndef SHADOWMAPPIPELINE_H
|
||||
#define SHADOWMAPPIPELINE_H
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
#include <destrum/Graphics/Pipeline.h>
|
||||
#include <destrum/Graphics/ids.h>
|
||||
#include <destrum/Graphics/MeshDrawCommand.h>
|
||||
#include <destrum/Graphics/Resources/Buffer.h>
|
||||
|
||||
class GfxDevice;
|
||||
class RenderResources;
|
||||
|
||||
// Renders the depth of the scene as seen from a directional light, centered around the camera
|
||||
class ShadowMapPipeline final
|
||||
{
|
||||
public:
|
||||
static constexpr std::uint32_t SHADOW_MAP_SIZE = 2048;
|
||||
|
||||
void init(GfxDevice& gfxDevice, RenderResources& resources);
|
||||
void cleanup(VkDevice device);
|
||||
|
||||
void draw(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands);
|
||||
|
||||
[[nodiscard]] glm::mat4 calculateLightViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const;
|
||||
|
||||
[[nodiscard]] ImageID getShadowMapId() const { return shadowMapId; }
|
||||
[[nodiscard]] float getNormalOffset() const;
|
||||
|
||||
// half the width of the area around the camera that receives shadows
|
||||
void setShadowDistance(float distance) { shadowDistance = glm::max(distance, 1.0f); }
|
||||
[[nodiscard]] float getShadowDistance() const { return shadowDistance; }
|
||||
|
||||
private:
|
||||
struct PushConstants
|
||||
{
|
||||
glm::mat4 transform;
|
||||
VkDeviceAddress sceneDataBuffer;
|
||||
VkDeviceAddress vertexBuffer;
|
||||
std::uint32_t materialId;
|
||||
std::uint32_t padding;
|
||||
};
|
||||
|
||||
VkPipelineLayout m_pipelineLayout{VK_NULL_HANDLE};
|
||||
std::unique_ptr<Pipeline> m_pipeline;
|
||||
|
||||
VkFormat shadowMapFormat{VK_FORMAT_D32_SFLOAT};
|
||||
ImageID shadowMapId{NULL_IMAGE_ID};
|
||||
|
||||
float shadowDistance{25.0f};
|
||||
// how far in front of / behind the camera (along the light) casters are still captured
|
||||
float shadowDepthRange{100.0f};
|
||||
};
|
||||
|
||||
#endif //SHADOWMAPPIPELINE_H
|
||||
@@ -35,7 +35,6 @@ private:
|
||||
struct SkyboxPushConstants {
|
||||
glm::mat4 invViewProj;
|
||||
glm::vec4 skyboxRot[3];
|
||||
glm::vec3 cameraPos;
|
||||
std::uint32_t skyboxTextureId;
|
||||
};
|
||||
|
||||
|
||||
@@ -53,11 +53,19 @@ public:
|
||||
|
||||
[[nodiscard]] ImageID getWhiteTextureID() const { return whiteImageId; }
|
||||
[[nodiscard]] ImageID getErrorTextureID() const { return errorImageId; }
|
||||
[[nodiscard]] ImageID getDefaultNormalTextureID() const { return defaultNormalImageId; }
|
||||
|
||||
BindlessSetManager& getBindlessSetManager();
|
||||
VkDescriptorSetLayout getBindlessDescSetLayout() const;
|
||||
const VkDescriptorSet& getBindlessDescSet() const;
|
||||
void bindBindlessDescSet(VkCommandBuffer cmd, VkPipelineLayout layout) const;
|
||||
void bindBindlessDescSet(
|
||||
VkCommandBuffer cmd,
|
||||
VkPipelineLayout layout,
|
||||
VkPipelineBindPoint bindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS) const;
|
||||
|
||||
[[nodiscard]] bool isInitialized() const { return imageCache != nullptr && materialCache != nullptr; }
|
||||
|
||||
const ImageCache& images() const { return *imageCache; }
|
||||
|
||||
MeshCache& meshes() { return *meshCache; }
|
||||
const MeshCache& meshes() const { return *meshCache; }
|
||||
|
||||
@@ -1,10 +1,16 @@
|
||||
#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/Pipelines/ShadowMapPipeline.h>
|
||||
#include <destrum/Graphics/ids.h>
|
||||
#include <destrum/Graphics/MeshDrawCommand.h>
|
||||
#include <destrum/Graphics/Resources/NBuffer.h>
|
||||
@@ -12,14 +18,17 @@
|
||||
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
|
||||
#include <destrum/Graphics/Pipelines/SkinningPipeline.h>
|
||||
|
||||
#include "Pipelines/SkyboxPipeline.h"
|
||||
|
||||
class GameRenderer {
|
||||
class GameRenderer
|
||||
{
|
||||
public:
|
||||
struct SceneData {
|
||||
struct SceneData
|
||||
{
|
||||
const Camera& camera;
|
||||
glm::vec3 ambientColor;
|
||||
float ambientIntensity;
|
||||
@@ -37,11 +46,15 @@ public:
|
||||
void cleanup(GfxDevice& gfxDevice);
|
||||
|
||||
void drawMesh(MeshID id, const glm::mat4& transform, MaterialID materialId);
|
||||
void drawSkinnedMesh(MeshID id, const glm::mat4& transform, MaterialID materialId, SkinnedMesh* skinnedMesh, std::size_t jointMatricesStartIndex);
|
||||
void drawSkinnedMesh(MeshID id, const glm::mat4& transform, MaterialID materialId, SkinnedMesh* skinnedMesh,
|
||||
std::size_t jointMatricesStartIndex);
|
||||
void submitLight(const Light& light);
|
||||
const GPUImage& getDrawImage() const;
|
||||
|
||||
void resize(GfxDevice& gfxDevice, const glm::ivec2& newSize) {
|
||||
void resize(GfxDevice& gfxDevice, const glm::ivec2& newSize)
|
||||
{
|
||||
createDrawImage(gfxDevice, newSize, false);
|
||||
lightCullingPipeline->resize(gfxDevice, newSize);
|
||||
}
|
||||
|
||||
Material& getMaterialMutable(MaterialID id);
|
||||
@@ -51,23 +64,51 @@ public:
|
||||
|
||||
void flushMaterialUpdates(GfxDevice& gfxDevice);
|
||||
|
||||
[[nodiscard]] SkinningPipeline& getSkinningPipeline() const {
|
||||
[[nodiscard]] SkinningPipeline& getSkinningPipeline() const
|
||||
{
|
||||
return *skinningPipeline;
|
||||
}
|
||||
|
||||
void setRenderWireframe(bool wireframe) {
|
||||
void setRenderWireframe(bool wireframe)
|
||||
{
|
||||
meshPipeline->setRenderWireframe(wireframe);
|
||||
}
|
||||
|
||||
bool getRenderWireframe() {
|
||||
bool getRenderWireframe()
|
||||
{
|
||||
return meshPipeline->getRenderWireframe();
|
||||
}
|
||||
|
||||
void setRenderLightHeatmap(bool heatmap)
|
||||
{
|
||||
renderLightHeatmap = heatmap;
|
||||
}
|
||||
|
||||
bool getRenderLightHeatmap() const
|
||||
{
|
||||
return renderLightHeatmap;
|
||||
}
|
||||
|
||||
void setShadowDistance(float distance)
|
||||
{
|
||||
shadowMapPipeline->setShadowDistance(distance);
|
||||
}
|
||||
|
||||
float getShadowDistance() const
|
||||
{
|
||||
return shadowMapPipeline->getShadowDistance();
|
||||
}
|
||||
|
||||
RenderResources* getResources()
|
||||
{
|
||||
return resources;
|
||||
}
|
||||
|
||||
void drawQuads(
|
||||
VkCommandBuffer cmd,
|
||||
GfxDevice& gfxDevice,
|
||||
const glm::mat4& projection);
|
||||
|
||||
private:
|
||||
void createDrawImage(GfxDevice& gfxDevice, const glm::ivec2& drawImageSize, bool firstCreate);
|
||||
|
||||
@@ -88,31 +129,48 @@ private:
|
||||
VkSampleCountFlagBits samples{VK_SAMPLE_COUNT_1_BIT};
|
||||
|
||||
|
||||
struct GPUSceneData {
|
||||
// camera
|
||||
struct GPUSceneData
|
||||
{
|
||||
glm::mat4 view;
|
||||
glm::mat4 proj;
|
||||
glm::mat4 invProj;
|
||||
glm::mat4 viewProj;
|
||||
glm::vec4 cameraPos;
|
||||
|
||||
// ambient
|
||||
glm::vec3 ambientColor;
|
||||
float ambientIntensity;
|
||||
|
||||
// fog
|
||||
glm::vec3 fogColor;
|
||||
float fogDensity;
|
||||
|
||||
VkDeviceAddress materialsBuffer;
|
||||
|
||||
VkDeviceAddress lightsBuffer;
|
||||
VkDeviceAddress tileLightIndicesBuffer;
|
||||
std::uint32_t numLights;
|
||||
std::uint32_t tileCountX;
|
||||
std::uint32_t debugLightHeatmap;
|
||||
|
||||
std::uint32_t shadowMapId;
|
||||
float shadowNormalOffset;
|
||||
std::uint32_t padding;
|
||||
glm::mat4 lightViewProj;
|
||||
};
|
||||
|
||||
NBuffer sceneDataBuffer;
|
||||
|
||||
|
||||
std::unique_ptr<MeshPipeline> meshPipeline;
|
||||
std::unique_ptr<SkyboxPipeline> skyboxPipeline;
|
||||
std::unique_ptr<LineRenderingPass> lineRenderingPass;
|
||||
std::unique_ptr<QuadRendererPass> quadRendererPass;
|
||||
|
||||
std::unique_ptr<SkinningPipeline> skinningPipeline;
|
||||
std::unique_ptr<LightCullingPipeline> lightCullingPipeline;
|
||||
std::unique_ptr<ShadowMapPipeline> shadowMapPipeline;
|
||||
|
||||
std::optional<glm::vec3> shadowLightDirection;
|
||||
|
||||
bool renderLightHeatmap{false};
|
||||
bool initialized{false};
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
#ifndef CPUMESH_H
|
||||
#define CPUMESH_H
|
||||
|
||||
#include <cstdint>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
#include <destrum/Graphics/Skeleton.h>
|
||||
#include <destrum/Assets/AssetReference.h>
|
||||
|
||||
// ─── CPU Mesh ─────────────────────────────────────────────────────────────────
|
||||
struct CPUMesh {
|
||||
struct Vertex {
|
||||
glm::vec3 position;
|
||||
float uv_x{};
|
||||
glm::vec3 normal;
|
||||
float uv_y{};
|
||||
glm::vec4 tangent;
|
||||
};
|
||||
|
||||
struct SkinningData {
|
||||
glm::vec<4, std::uint32_t> jointIds;
|
||||
glm::vec4 weights;
|
||||
};
|
||||
|
||||
std::vector<std::uint32_t> indices;
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<SkinningData> skinningData; // empty if no skeleton
|
||||
|
||||
std::string name;
|
||||
AssetReference assetReference;
|
||||
|
||||
glm::vec3 minPos;
|
||||
glm::vec3 maxPos;
|
||||
|
||||
std::optional<Skeleton> skeleton; // present only for skinned meshes
|
||||
};
|
||||
|
||||
#endif // CPUMESH_H
|
||||
@@ -13,37 +13,8 @@
|
||||
#include <glm/mat4x4.hpp>
|
||||
|
||||
#include <destrum/Graphics/Resources/Buffer.h>
|
||||
#include <destrum/Graphics/Resources/CPUMesh.h>
|
||||
#include <destrum/Graphics/Frustum.h>
|
||||
#include <destrum/Graphics/Skeleton.h>
|
||||
#include <destrum/Assets/AssetReference.h>
|
||||
|
||||
// ─── CPU Mesh ─────────────────────────────────────────────────────────────────
|
||||
struct CPUMesh {
|
||||
struct Vertex {
|
||||
glm::vec3 position;
|
||||
float uv_x{};
|
||||
glm::vec3 normal;
|
||||
float uv_y{};
|
||||
glm::vec4 tangent;
|
||||
};
|
||||
|
||||
struct SkinningData {
|
||||
glm::vec<4, std::uint32_t> jointIds;
|
||||
glm::vec4 weights;
|
||||
};
|
||||
|
||||
std::vector<std::uint32_t> indices;
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<SkinningData> skinningData; // empty if no skeleton
|
||||
|
||||
std::string name;
|
||||
AssetReference assetReference;
|
||||
|
||||
glm::vec3 minPos;
|
||||
glm::vec3 maxPos;
|
||||
|
||||
std::optional<Skeleton> skeleton; // present only for skinned meshes
|
||||
};
|
||||
|
||||
// ─── GPU Mesh ─────────────────────────────────────────────────────────────────
|
||||
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
#ifndef RESOURCESINSPECTOR_H
|
||||
#define RESOURCESINSPECTOR_H
|
||||
|
||||
#include <destrum/Graphics/ids.h>
|
||||
|
||||
struct GPUImage;
|
||||
class ImguiPass;
|
||||
class RenderResources;
|
||||
|
||||
// ImGui windows for looking into the render resource caches
|
||||
class ResourcesInspector final
|
||||
{
|
||||
public:
|
||||
void drawImageCacheWindow(bool* open, const RenderResources& resources, ImguiPass& imguiPass);
|
||||
|
||||
private:
|
||||
struct PreviewInfo
|
||||
{
|
||||
bool previewable{false};
|
||||
const char* reason{""};
|
||||
};
|
||||
|
||||
[[nodiscard]] static PreviewInfo getPreviewInfo(const GPUImage& image);
|
||||
|
||||
void drawImagePreview(const GPUImage& image, float maxSize, ImguiPass& imguiPass) const;
|
||||
void drawImageDetails(ImageID id, const RenderResources& resources) const;
|
||||
[[nodiscard]] bool matchesFilter(ImageID id, const RenderResources& resources) const;
|
||||
|
||||
char filter[128]{};
|
||||
float thumbnailSize{48.0f};
|
||||
bool onlyPreviewable{false};
|
||||
ImageID selectedImageId{NULL_IMAGE_ID};
|
||||
};
|
||||
|
||||
#endif //RESOURCESINSPECTOR_H
|
||||
@@ -77,6 +77,8 @@ public:
|
||||
[[nodiscard]] VkFormat getFormat() const { return m_swapchain.image_format; }
|
||||
|
||||
private:
|
||||
void nameSwapchainObjects(VkDevice device) const;
|
||||
|
||||
struct FrameData {
|
||||
VkSemaphore swapchainSemaphore{VK_NULL_HANDLE};
|
||||
VkFence renderFence{VK_NULL_HANDLE};
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef UTIL_H
|
||||
#define UTIL_H
|
||||
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
#include <filesystem>
|
||||
#include <optional>
|
||||
#include <stdexcept>
|
||||
@@ -87,6 +89,9 @@ namespace vkutil {
|
||||
VkDeviceSize offset = 0,
|
||||
VkDeviceSize size = VK_WHOLE_SIZE);
|
||||
|
||||
// Object names (VK_EXT_debug_utils), shown in RenderDoc, Nsight and validation messages.
|
||||
// All of these are no-ops when the extension isn't loaded.
|
||||
void addDebugLabel(VkDevice device, VkObjectType objectType, std::uint64_t objectHandle, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkImage image, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkImageView imageView, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkShaderModule shaderModule, const char* label);
|
||||
@@ -94,6 +99,62 @@ namespace vkutil {
|
||||
void addDebugLabel(VkDevice device, VkPipelineLayout layout, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkBuffer buffer, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkSampler sampler, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkDescriptorPool descriptorPool, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkDescriptorSetLayout descriptorSetLayout, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkDescriptorSet descriptorSet, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkCommandPool commandPool, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkCommandBuffer commandBuffer, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkFence fence, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkSemaphore semaphore, const char* label);
|
||||
void addDebugLabel(VkDevice device, VkQueue queue, const char* label);
|
||||
|
||||
// Command buffer regions, they nest like a stack: every begin needs a matching end
|
||||
// in the same command buffer.
|
||||
[[nodiscard]] bool debugLabelsEnabled();
|
||||
void cmdBeginLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color = glm::vec4{1.0f});
|
||||
void cmdEndLabel(VkCommandBuffer cmd);
|
||||
void cmdInsertLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color = glm::vec4{1.0f});
|
||||
|
||||
// printf style, only formats when labels are actually recorded (cheap enough for per draw labels)
|
||||
template <typename... Args>
|
||||
void cmdBeginLabelFormatted(VkCommandBuffer cmd, const glm::vec4& color, const char* format, Args... args)
|
||||
{
|
||||
if (!debugLabelsEnabled()) {
|
||||
return;
|
||||
}
|
||||
|
||||
char label[256];
|
||||
std::snprintf(label, sizeof(label), format, args...);
|
||||
cmdBeginLabel(cmd, label, color);
|
||||
}
|
||||
|
||||
class ScopedCmdLabel {
|
||||
public:
|
||||
ScopedCmdLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color = glm::vec4{1.0f});
|
||||
~ScopedCmdLabel();
|
||||
|
||||
ScopedCmdLabel(const ScopedCmdLabel& other) = delete;
|
||||
ScopedCmdLabel(ScopedCmdLabel&& other) noexcept = delete;
|
||||
ScopedCmdLabel& operator=(const ScopedCmdLabel& other) = delete;
|
||||
ScopedCmdLabel& operator=(ScopedCmdLabel&& other) noexcept = delete;
|
||||
|
||||
private:
|
||||
VkCommandBuffer cmd{VK_NULL_HANDLE};
|
||||
};
|
||||
|
||||
// Colors used for the renderer's labels, so passes are easy to tell apart in a capture
|
||||
namespace labelColors {
|
||||
inline const glm::vec4 frame{0.8f, 0.8f, 0.8f, 1.0f};
|
||||
inline const glm::vec4 compute{0.9f, 0.5f, 0.1f, 1.0f};
|
||||
inline const glm::vec4 shadow{0.3f, 0.3f, 0.6f, 1.0f};
|
||||
inline const glm::vec4 depth{0.4f, 0.4f, 0.4f, 1.0f};
|
||||
inline const glm::vec4 opaque{0.2f, 0.7f, 0.3f, 1.0f};
|
||||
inline const glm::vec4 sky{0.3f, 0.6f, 0.9f, 1.0f};
|
||||
inline const glm::vec4 debug{0.9f, 0.2f, 0.6f, 1.0f};
|
||||
inline const glm::vec4 ui{0.9f, 0.9f, 0.2f, 1.0f};
|
||||
inline const glm::vec4 transfer{0.6f, 0.4f, 0.2f, 1.0f};
|
||||
inline const glm::vec4 draw{0.5f, 0.8f, 0.5f, 1.0f};
|
||||
}
|
||||
|
||||
struct RenderingInfoParams {
|
||||
VkExtent2D renderExtent;
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <filesystem>
|
||||
#include <cstddef>
|
||||
#include <vector>
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
#include "destrum/Graphics/TextureIntent.h"
|
||||
@@ -19,11 +20,12 @@ struct ImageData {
|
||||
if (this == &o) return *this;
|
||||
|
||||
// free current contents first
|
||||
this->~ImageData();
|
||||
freePixels();
|
||||
|
||||
// steal
|
||||
pixels = o.pixels;
|
||||
hdrPixels = o.hdrPixels;
|
||||
cookedPixels = std::move(o.cookedPixels);
|
||||
hdr = o.hdr;
|
||||
width = o.width;
|
||||
height = o.height;
|
||||
@@ -50,8 +52,11 @@ struct ImageData {
|
||||
ImageData(const ImageData&) = delete;
|
||||
ImageData& operator=(const ImageData&) = delete;
|
||||
|
||||
void freePixels();
|
||||
|
||||
unsigned char* pixels{nullptr};
|
||||
float* hdrPixels{nullptr};
|
||||
std::vector<unsigned char> cookedPixels; // owns `pixels` for cooked textures
|
||||
bool hdr{false};
|
||||
|
||||
int width{0};
|
||||
|
||||
@@ -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>
|
||||
@@ -10,8 +12,10 @@
|
||||
#include "destrum/Physics/JoltPhysicsWorld.h"
|
||||
#include "destrum/Physics/PhysicsSceneBridge.h"
|
||||
|
||||
class CameraComponent;
|
||||
class GameObject;
|
||||
class SceneSerializer;
|
||||
class PhysicsWorld;
|
||||
|
||||
class Scene final {
|
||||
friend Scene& SceneManager::CreateScene(const std::string& name);
|
||||
@@ -30,7 +34,7 @@ public:
|
||||
void FixedUpdate(float dt);
|
||||
void LateUpdate(float dt);
|
||||
void Render(const RenderContext& ctx);
|
||||
void RenderImgui();
|
||||
void RenderImgui(bool* open = nullptr);
|
||||
|
||||
void CleanupDestroyedGameObjects();
|
||||
void Unload();
|
||||
@@ -102,8 +106,13 @@ public:
|
||||
Event<> OnSceneLoaded;
|
||||
|
||||
PhysicsSceneBridge& GetPhysics() { return m_Physics; }
|
||||
|
||||
[[nodiscard]] CameraComponent* GetCurrentCamera() const;
|
||||
[[nodiscard]] std::vector<CameraComponent*> GetCameras() const;
|
||||
void SetCurrentCamera(const CameraComponent* camera);
|
||||
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>()};
|
||||
|
||||
@@ -123,6 +132,8 @@ private:
|
||||
bool m_ShowDemoWindow{false};
|
||||
ObjectId m_SelectedObjectId{InvalidObjectId};
|
||||
|
||||
ObjectId m_CurrentCameraId{InvalidObjectId};
|
||||
|
||||
std::function<void()> m_registerBindings;
|
||||
std::function<void()> m_unregisterBindings;
|
||||
bool m_bindingsUnloaded{false};
|
||||
|
||||
@@ -16,13 +16,14 @@ 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);
|
||||
void LateUpdate(float dt);
|
||||
|
||||
void Render(const RenderContext& ctx);
|
||||
void RenderImgui();
|
||||
void RenderImgui(bool* open = nullptr);
|
||||
|
||||
void HandleGameObjectDestroy();
|
||||
void DestroyGameObjects();
|
||||
@@ -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 +1,9 @@
|
||||
#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/CameraComponent.h>
|
||||
#include <destrum/Components/LightComponent.h>
|
||||
#include <destrum/Components/MeshRendererComponent.h>
|
||||
#include <destrum/Components/OrbitAndSpin.h>
|
||||
#include <destrum/Components/Rotator.h>
|
||||
@@ -15,6 +15,8 @@
|
||||
|
||||
#define DESTRUM_ENGINE_COMPONENTS(X) \
|
||||
X(MeshRendererComponent) \
|
||||
X(LightComponent) \
|
||||
X(CameraComponent) \
|
||||
X(Rotator) \
|
||||
X(Spinner) \
|
||||
X(OrbitAndSpin) \
|
||||
@@ -22,6 +24,6 @@
|
||||
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
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#ifndef DESTRUM_IMGUIUTILS_H
|
||||
#define DESTRUM_IMGUIUTILS_H
|
||||
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <string_view>
|
||||
#include <vector>
|
||||
@@ -21,7 +22,9 @@ namespace ImGuiUtils {
|
||||
std::string_view sceneName,
|
||||
const std::vector<std::shared_ptr<GameObject>>& objects,
|
||||
const std::vector<std::shared_ptr<GameObject>>& pendingAdditions,
|
||||
ObjectId& selectedObjectId);
|
||||
ObjectId& selectedObjectId,
|
||||
const std::function<GameObject*()>& createGameObject,
|
||||
bool* open = nullptr);
|
||||
}
|
||||
|
||||
#endif // DESTRUM_IMGUIUTILS_H
|
||||
|
||||
@@ -30,7 +30,9 @@
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <destrum/Graphics/Resources/Mesh.h>
|
||||
#include <spdlog/spdlog.h>
|
||||
|
||||
#include <destrum/Graphics/Resources/CPUMesh.h>
|
||||
#include <destrum/Assets/AssetReference.h>
|
||||
#include <destrum/Graphics/SkeletalAnimation.h>
|
||||
#include <destrum/Graphics/Skeleton.h>
|
||||
|
||||
+56
-11
@@ -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.
|
||||
@@ -195,13 +195,31 @@ void App::run()
|
||||
if (m_params.showDebugUi)
|
||||
{
|
||||
ZoneScopedN("Debug ImGui");
|
||||
SceneManager::GetInstance().RenderImgui();
|
||||
drawWindowsMenu();
|
||||
|
||||
ImGui::Begin("Debug");
|
||||
if (m_DebugWindows.inspector)
|
||||
{
|
||||
SceneManager::GetInstance().RenderImgui(&m_DebugWindows.inspector);
|
||||
}
|
||||
|
||||
if (m_DebugWindows.stats)
|
||||
{
|
||||
if (ImGui::Begin("Debug", &m_DebugWindows.stats))
|
||||
{
|
||||
ImGui::Text("FPS: %.2f", avgFPS);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
if (m_DebugWindows.physics)
|
||||
{
|
||||
drawPhysicsPanel(dt, fixedDt, accumulator);
|
||||
}
|
||||
|
||||
if (m_DebugWindows.imageCache)
|
||||
{
|
||||
m_ResourcesInspector.drawImageCacheWindow(&m_DebugWindows.imageCache, resources, imguiPass);
|
||||
}
|
||||
|
||||
TracyPlot("FPS", avgFPS);
|
||||
TracyPlot("Frame Time ms", dt * 1000.0f);
|
||||
@@ -359,9 +377,36 @@ void App::cleanup()
|
||||
}
|
||||
}
|
||||
|
||||
void App::drawWindowsMenu()
|
||||
{
|
||||
// ImGui appends to the main menu bar, so this ends up next to whatever menus the game added
|
||||
if (!ImGui::BeginMainMenuBar())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Windows"))
|
||||
{
|
||||
ImGui::MenuItem("Debug", nullptr, &m_DebugWindows.stats);
|
||||
ImGui::MenuItem("Physics", nullptr, &m_DebugWindows.physics);
|
||||
ImGui::MenuItem("Inspector", nullptr, &m_DebugWindows.inspector);
|
||||
ImGui::MenuItem("Image Cache", nullptr, &m_DebugWindows.imageCache);
|
||||
|
||||
customWindowsMenu();
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
|
||||
void App::drawPhysicsPanel(float dt, float fixedDt, float accumulator)
|
||||
{
|
||||
ImGui::Begin("Physics");
|
||||
if (!ImGui::Begin("Physics", &m_DebugWindows.physics))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui::Text("Frame dt: %.3f ms", dt * 1000.0f);
|
||||
ImGui::Text("Fixed dt: %.3f ms", fixedDt * 1000.0f);
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
#include <destrum/Assets/AssetManager.h>
|
||||
|
||||
#include <optional>
|
||||
#include <stdexcept>
|
||||
|
||||
#include <destrum/Assets/ModelFile.h>
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
|
||||
namespace {
|
||||
@@ -11,6 +13,34 @@ namespace {
|
||||
}
|
||||
return std::string{reference};
|
||||
}
|
||||
|
||||
std::optional<std::filesystem::path> FindCookedModel(const std::string& reference) {
|
||||
if (reference.find("://") == std::string::npos) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
try {
|
||||
const std::filesystem::path cookedPath = AssetFS::GetInstance().GetCookedPathForFile(reference);
|
||||
if (cookedPath.extension() == ModelFile::Extension) {
|
||||
return cookedPath;
|
||||
}
|
||||
} catch (const std::exception& exception) {
|
||||
spdlog::warn("Importing {} instead of using its cooked model: {}", reference, exception.what());
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// Cooked texture paths are relative to the model file, imported ones are absolute
|
||||
void ResolveTexturePaths(ModelDoc::ModelAsset& model, const std::filesystem::path& modelDir) {
|
||||
for (ModelDoc::MaterialInfo& material : model.materials) {
|
||||
for (ModelDoc::TextureInfo& texture : material.textures) {
|
||||
if (texture.embedded || texture.path.empty() || std::filesystem::path{texture.path}.is_absolute()) {
|
||||
continue;
|
||||
}
|
||||
texture.path = (modelDir / texture.path).lexically_normal().generic_string();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::filesystem::path AssetManager::Resolve(std::string_view reference) const {
|
||||
@@ -32,9 +62,7 @@ ModelDoc::ModelAsset AssetManager::LoadModel(
|
||||
const ModelDoc::LoadOptions& options) const
|
||||
{
|
||||
const std::string sourceReference = ToReference(reference);
|
||||
ModelDoc::ModelAsset model = ModelDoc::LoadModel(
|
||||
Resolve(sourceReference).generic_string(),
|
||||
options);
|
||||
ModelDoc::ModelAsset model = LoadCookedOrImport(sourceReference, options);
|
||||
|
||||
model.sourcePath = sourceReference;
|
||||
model.skeleton.assetReference.path = sourceReference;
|
||||
@@ -44,6 +72,9 @@ ModelDoc::ModelAsset AssetManager::LoadModel(
|
||||
primitive.mesh.assetReference.subresource = primitive.sourceMeshIndex != ModelDoc::InvalidIndex
|
||||
? "mesh:" + std::to_string(primitive.sourceMeshIndex)
|
||||
: "primitive:" + std::to_string(index);
|
||||
if (primitive.mesh.skeleton) {
|
||||
primitive.mesh.skeleton->assetReference.path = sourceReference;
|
||||
}
|
||||
}
|
||||
for (std::size_t index = 0; index < model.materials.size(); ++index) {
|
||||
auto& material = model.materials[index];
|
||||
@@ -59,6 +90,24 @@ ModelDoc::ModelAsset AssetManager::LoadModel(
|
||||
return model;
|
||||
}
|
||||
|
||||
ModelDoc::ModelAsset AssetManager::LoadCookedOrImport(
|
||||
const std::string& reference,
|
||||
const ModelDoc::LoadOptions& options) const
|
||||
{
|
||||
if (const auto cookedPath = FindCookedModel(reference)) {
|
||||
ModelDoc::ModelAsset model = ModelFile::ReadFromFile(*cookedPath);
|
||||
if (ModelFile::SupportsLoadOptions(model, options)) {
|
||||
ModelFile::ApplyLoadOptions(model, options);
|
||||
ResolveTexturePaths(model, cookedPath->parent_path());
|
||||
spdlog::debug("Loaded cooked model {}", reference);
|
||||
return model;
|
||||
}
|
||||
spdlog::debug("Importing {}, its cooked model doesn't match the requested load options", reference);
|
||||
}
|
||||
|
||||
return ModelDoc::LoadModel(Resolve(reference).generic_string(), options);
|
||||
}
|
||||
|
||||
std::vector<SkeletalAnimation> AssetManager::LoadAnimationClips(
|
||||
std::string_view reference,
|
||||
const Skeleton& targetSkeleton) const
|
||||
|
||||
@@ -0,0 +1,206 @@
|
||||
#ifndef DESTRUM_BINARYSTREAM_H
|
||||
#define DESTRUM_BINARYSTREAM_H
|
||||
|
||||
#include <array>
|
||||
#include <bit>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <optional>
|
||||
#include <span>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <type_traits>
|
||||
#include <vector>
|
||||
|
||||
namespace AssetBinary {
|
||||
static_assert(std::endian::native == std::endian::little, "Cooked assets are stored little endian");
|
||||
|
||||
using Magic = std::array<char, 4>;
|
||||
|
||||
template <typename T>
|
||||
concept RawCopyable = std::is_trivially_copyable_v<T>;
|
||||
|
||||
class BinaryWriter {
|
||||
public:
|
||||
template <RawCopyable T>
|
||||
void Write(const T& value) {
|
||||
const auto* bytes = reinterpret_cast<const std::uint8_t*>(&value);
|
||||
m_Bytes.insert(m_Bytes.end(), bytes, bytes + sizeof(T));
|
||||
}
|
||||
|
||||
template <RawCopyable T>
|
||||
void WriteArray(const std::vector<T>& values) {
|
||||
WriteCount(values.size());
|
||||
const auto* bytes = reinterpret_cast<const std::uint8_t*>(values.data());
|
||||
m_Bytes.insert(m_Bytes.end(), bytes, bytes + values.size() * sizeof(T));
|
||||
}
|
||||
|
||||
void WriteCount(std::size_t count) {
|
||||
Write(static_cast<std::uint64_t>(count));
|
||||
}
|
||||
|
||||
void WriteBool(bool value) {
|
||||
Write(static_cast<std::uint8_t>(value ? 1 : 0));
|
||||
}
|
||||
|
||||
void WriteString(std::string_view value) {
|
||||
WriteCount(value.size());
|
||||
m_Bytes.insert(m_Bytes.end(), value.begin(), value.end());
|
||||
}
|
||||
|
||||
void WriteStrings(const std::vector<std::string>& values) {
|
||||
WriteCount(values.size());
|
||||
for (const std::string& value : values) {
|
||||
WriteString(value);
|
||||
}
|
||||
}
|
||||
|
||||
void WriteHeader(const Magic& magic, std::uint32_t version) {
|
||||
Write(magic);
|
||||
Write(version);
|
||||
}
|
||||
|
||||
[[nodiscard]] std::vector<std::uint8_t> TakeBytes() {
|
||||
return std::move(m_Bytes);
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<std::uint8_t> m_Bytes;
|
||||
};
|
||||
|
||||
class BinaryReader {
|
||||
public:
|
||||
explicit BinaryReader(std::span<const std::uint8_t> bytes)
|
||||
: m_Bytes(bytes) {
|
||||
}
|
||||
|
||||
template <RawCopyable T>
|
||||
[[nodiscard]] T Read() {
|
||||
T value{};
|
||||
std::memcpy(&value, Take(sizeof(T)).data(), sizeof(T));
|
||||
return value;
|
||||
}
|
||||
|
||||
template <RawCopyable T>
|
||||
[[nodiscard]] std::vector<T> ReadArray() {
|
||||
const std::size_t count = ReadCount(sizeof(T));
|
||||
std::vector<T> values(count);
|
||||
if (count > 0) {
|
||||
std::memcpy(values.data(), Take(count * sizeof(T)).data(), count * sizeof(T));
|
||||
}
|
||||
return values;
|
||||
}
|
||||
|
||||
[[nodiscard]] std::size_t ReadCount(std::size_t minElementSize) {
|
||||
const auto count = Read<std::uint64_t>();
|
||||
if (count > Remaining() / minElementSize) {
|
||||
throw std::runtime_error("Cooked asset file is corrupt: element count is out of range");
|
||||
}
|
||||
return static_cast<std::size_t>(count);
|
||||
}
|
||||
|
||||
[[nodiscard]] bool ReadBool() {
|
||||
return Read<std::uint8_t>() != 0;
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string ReadString() {
|
||||
const std::size_t length = ReadCount(1);
|
||||
const auto bytes = Take(length);
|
||||
return std::string(bytes.begin(), bytes.end());
|
||||
}
|
||||
|
||||
[[nodiscard]] std::vector<std::string> ReadStrings() {
|
||||
std::vector<std::string> values(ReadCount(sizeof(std::uint64_t)));
|
||||
for (std::string& value : values) {
|
||||
value = ReadString();
|
||||
}
|
||||
return values;
|
||||
}
|
||||
|
||||
void ReadHeader(const Magic& magic, std::uint32_t version, std::string_view kind) {
|
||||
if (Read<Magic>() != magic) {
|
||||
throw std::runtime_error("Not a cooked " + std::string{kind} + " file");
|
||||
}
|
||||
|
||||
const auto fileVersion = Read<std::uint32_t>();
|
||||
if (fileVersion != version) {
|
||||
throw std::runtime_error(
|
||||
"Cooked " + std::string{kind} + " file has version " + std::to_string(fileVersion) +
|
||||
", expected " + std::to_string(version) + " (recook the asset)");
|
||||
}
|
||||
}
|
||||
|
||||
void ExpectEnd(std::string_view kind) const {
|
||||
if (m_Offset != m_Bytes.size()) {
|
||||
throw std::runtime_error("Cooked " + std::string{kind} + " file has unexpected data at the end");
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
[[nodiscard]] std::size_t Remaining() const {
|
||||
return m_Bytes.size() - m_Offset;
|
||||
}
|
||||
|
||||
[[nodiscard]] std::span<const std::uint8_t> Take(std::size_t size) {
|
||||
if (size > Remaining()) {
|
||||
throw std::runtime_error("Cooked asset file is truncated");
|
||||
}
|
||||
const auto bytes = m_Bytes.subspan(m_Offset, size);
|
||||
m_Offset += size;
|
||||
return bytes;
|
||||
}
|
||||
|
||||
std::span<const std::uint8_t> m_Bytes;
|
||||
std::size_t m_Offset{0};
|
||||
};
|
||||
|
||||
inline void WriteAllBytes(const std::filesystem::path& path, const std::vector<std::uint8_t>& bytes) {
|
||||
std::ofstream file(path, std::ios::binary | std::ios::trunc);
|
||||
if (!file) {
|
||||
throw std::runtime_error("Failed to open file for writing: " + path.string());
|
||||
}
|
||||
file.write(reinterpret_cast<const char*>(bytes.data()), static_cast<std::streamsize>(bytes.size()));
|
||||
if (!file) {
|
||||
throw std::runtime_error("Failed to write file: " + path.string());
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]] inline std::vector<std::uint8_t> ReadAllBytes(const std::filesystem::path& path) {
|
||||
std::ifstream file(path, std::ios::binary | std::ios::ate);
|
||||
if (!file) {
|
||||
throw std::runtime_error("Failed to open file: " + path.string());
|
||||
}
|
||||
|
||||
std::vector<std::uint8_t> bytes(static_cast<std::size_t>(file.tellg()));
|
||||
file.seekg(0);
|
||||
file.read(reinterpret_cast<char*>(bytes.data()), static_cast<std::streamsize>(bytes.size()));
|
||||
if (!file) {
|
||||
throw std::runtime_error("Failed to read file: " + path.string());
|
||||
}
|
||||
return bytes;
|
||||
}
|
||||
|
||||
[[nodiscard]] inline std::optional<std::uint32_t> ReadVersion(const std::filesystem::path& path, const Magic& magic) {
|
||||
std::ifstream file(path, std::ios::binary);
|
||||
if (!file) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
std::array<std::uint8_t, sizeof(Magic) + sizeof(std::uint32_t)> header{};
|
||||
file.read(reinterpret_cast<char*>(header.data()), static_cast<std::streamsize>(header.size()));
|
||||
if (!file) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
BinaryReader reader{header};
|
||||
if (reader.Read<Magic>() != magic) {
|
||||
return std::nullopt;
|
||||
}
|
||||
return reader.Read<std::uint32_t>();
|
||||
}
|
||||
}
|
||||
|
||||
#endif // DESTRUM_BINARYSTREAM_H
|
||||
@@ -0,0 +1,322 @@
|
||||
#include <destrum/Assets/ModelFile.h>
|
||||
|
||||
#include "BinaryStream.h"
|
||||
|
||||
namespace {
|
||||
using AssetBinary::BinaryReader;
|
||||
using AssetBinary::BinaryWriter;
|
||||
|
||||
static_assert(sizeof(CPUMesh::Vertex) == 48);
|
||||
static_assert(sizeof(CPUMesh::SkinningData) == 32);
|
||||
static_assert(sizeof(SkeletalAnimation::Keyframe) == 44);
|
||||
static_assert(sizeof(glm::mat4) == 64);
|
||||
|
||||
constexpr AssetBinary::Magic Magic{'D', 'M', 'D', 'L'};
|
||||
constexpr std::string_view Kind = "model";
|
||||
|
||||
void WriteAssetReference(BinaryWriter& writer, const AssetReference& reference) {
|
||||
writer.WriteString(reference.path);
|
||||
writer.WriteString(reference.subresource);
|
||||
}
|
||||
|
||||
AssetReference ReadAssetReference(BinaryReader& reader) {
|
||||
AssetReference reference;
|
||||
reference.path = reader.ReadString();
|
||||
reference.subresource = reader.ReadString();
|
||||
return reference;
|
||||
}
|
||||
|
||||
void WriteSkeleton(BinaryWriter& writer, const Skeleton& skeleton) {
|
||||
WriteAssetReference(writer, skeleton.assetReference);
|
||||
|
||||
writer.WriteCount(skeleton.hierarchy.size());
|
||||
for (const Skeleton::JointNode& node : skeleton.hierarchy) {
|
||||
writer.Write(node.id);
|
||||
writer.WriteArray(node.children);
|
||||
}
|
||||
|
||||
writer.WriteArray(skeleton.inverseBindMatrices);
|
||||
|
||||
writer.WriteCount(skeleton.joints.size());
|
||||
for (const Joint& joint : skeleton.joints) {
|
||||
writer.Write(joint.id);
|
||||
writer.Write(joint.localTranslation);
|
||||
writer.Write(joint.localRotation);
|
||||
writer.Write(joint.localScale);
|
||||
}
|
||||
|
||||
writer.WriteStrings(skeleton.jointNames);
|
||||
writer.WriteArray(skeleton.parentIndex);
|
||||
writer.Write(skeleton.rootPreTransform);
|
||||
}
|
||||
|
||||
Skeleton ReadSkeleton(BinaryReader& reader) {
|
||||
Skeleton skeleton;
|
||||
skeleton.assetReference = ReadAssetReference(reader);
|
||||
|
||||
skeleton.hierarchy.resize(reader.ReadCount(sizeof(JointId)));
|
||||
for (Skeleton::JointNode& node : skeleton.hierarchy) {
|
||||
node.id = reader.Read<JointId>();
|
||||
node.children = reader.ReadArray<JointId>();
|
||||
}
|
||||
|
||||
skeleton.inverseBindMatrices = reader.ReadArray<glm::mat4>();
|
||||
|
||||
skeleton.joints.resize(reader.ReadCount(sizeof(JointId)));
|
||||
for (Joint& joint : skeleton.joints) {
|
||||
joint.id = reader.Read<JointId>();
|
||||
joint.localTranslation = reader.Read<glm::vec3>();
|
||||
joint.localRotation = reader.Read<glm::quat>();
|
||||
joint.localScale = reader.Read<glm::vec3>();
|
||||
}
|
||||
|
||||
skeleton.jointNames = reader.ReadStrings();
|
||||
skeleton.parentIndex = reader.ReadArray<int>();
|
||||
skeleton.rootPreTransform = reader.Read<glm::mat4>();
|
||||
return skeleton;
|
||||
}
|
||||
|
||||
void WriteMesh(BinaryWriter& writer, const CPUMesh& mesh) {
|
||||
writer.WriteArray(mesh.indices);
|
||||
writer.WriteArray(mesh.vertices);
|
||||
writer.WriteArray(mesh.skinningData);
|
||||
writer.WriteString(mesh.name);
|
||||
WriteAssetReference(writer, mesh.assetReference);
|
||||
writer.Write(mesh.minPos);
|
||||
writer.Write(mesh.maxPos);
|
||||
|
||||
writer.WriteBool(mesh.skeleton.has_value());
|
||||
if (mesh.skeleton) {
|
||||
WriteSkeleton(writer, *mesh.skeleton);
|
||||
}
|
||||
}
|
||||
|
||||
CPUMesh ReadMesh(BinaryReader& reader) {
|
||||
CPUMesh mesh;
|
||||
mesh.indices = reader.ReadArray<std::uint32_t>();
|
||||
mesh.vertices = reader.ReadArray<CPUMesh::Vertex>();
|
||||
mesh.skinningData = reader.ReadArray<CPUMesh::SkinningData>();
|
||||
mesh.name = reader.ReadString();
|
||||
mesh.assetReference = ReadAssetReference(reader);
|
||||
mesh.minPos = reader.Read<glm::vec3>();
|
||||
mesh.maxPos = reader.Read<glm::vec3>();
|
||||
|
||||
if (reader.ReadBool()) {
|
||||
mesh.skeleton = ReadSkeleton(reader);
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
void WritePrimitive(BinaryWriter& writer, const ModelDoc::MeshPrimitive& primitive) {
|
||||
WriteMesh(writer, primitive.mesh);
|
||||
writer.Write(primitive.materialIndex);
|
||||
writer.WriteString(primitive.nodeName);
|
||||
writer.Write(primitive.sourceMeshIndex);
|
||||
writer.WriteBool(primitive.skinned);
|
||||
writer.Write(primitive.nodeWorldTransform);
|
||||
}
|
||||
|
||||
ModelDoc::MeshPrimitive ReadPrimitive(BinaryReader& reader) {
|
||||
ModelDoc::MeshPrimitive primitive;
|
||||
primitive.mesh = ReadMesh(reader);
|
||||
primitive.materialIndex = reader.Read<std::uint32_t>();
|
||||
primitive.nodeName = reader.ReadString();
|
||||
primitive.sourceMeshIndex = reader.Read<std::uint32_t>();
|
||||
primitive.skinned = reader.ReadBool();
|
||||
primitive.nodeWorldTransform = reader.Read<glm::mat4>();
|
||||
return primitive;
|
||||
}
|
||||
|
||||
void WriteTexture(BinaryWriter& writer, const ModelDoc::TextureInfo& texture) {
|
||||
writer.Write(static_cast<std::uint32_t>(texture.semantic));
|
||||
writer.WriteString(texture.rawPath);
|
||||
writer.WriteString(texture.path);
|
||||
writer.Write(static_cast<std::uint32_t>(texture.assimpType));
|
||||
writer.Write(texture.slot);
|
||||
writer.WriteBool(texture.embedded);
|
||||
}
|
||||
|
||||
ModelDoc::TextureInfo ReadTexture(BinaryReader& reader) {
|
||||
ModelDoc::TextureInfo texture;
|
||||
texture.semantic = static_cast<ModelDoc::TextureSemantic>(reader.Read<std::uint32_t>());
|
||||
texture.rawPath = reader.ReadString();
|
||||
texture.path = reader.ReadString();
|
||||
texture.assimpType = static_cast<aiTextureType>(reader.Read<std::uint32_t>());
|
||||
texture.slot = reader.Read<std::uint32_t>();
|
||||
texture.embedded = reader.ReadBool();
|
||||
return texture;
|
||||
}
|
||||
|
||||
void WriteMaterial(BinaryWriter& writer, const ModelDoc::MaterialInfo& material) {
|
||||
writer.WriteString(material.name);
|
||||
WriteAssetReference(writer, material.assetReference);
|
||||
writer.Write(material.baseColor);
|
||||
writer.Write(material.emissiveColor);
|
||||
writer.Write(material.metallicFactor);
|
||||
writer.Write(material.roughnessFactor);
|
||||
writer.Write(material.opacity);
|
||||
|
||||
writer.WriteCount(material.textures.size());
|
||||
for (const ModelDoc::TextureInfo& texture : material.textures) {
|
||||
WriteTexture(writer, texture);
|
||||
}
|
||||
}
|
||||
|
||||
ModelDoc::MaterialInfo ReadMaterial(BinaryReader& reader) {
|
||||
ModelDoc::MaterialInfo material;
|
||||
material.name = reader.ReadString();
|
||||
material.assetReference = ReadAssetReference(reader);
|
||||
material.baseColor = reader.Read<glm::vec4>();
|
||||
material.emissiveColor = reader.Read<glm::vec3>();
|
||||
material.metallicFactor = reader.Read<float>();
|
||||
material.roughnessFactor = reader.Read<float>();
|
||||
material.opacity = reader.Read<float>();
|
||||
|
||||
material.textures.resize(reader.ReadCount(1));
|
||||
for (ModelDoc::TextureInfo& texture : material.textures) {
|
||||
texture = ReadTexture(reader);
|
||||
}
|
||||
return material;
|
||||
}
|
||||
|
||||
void WriteAnimation(BinaryWriter& writer, const SkeletalAnimation& animation) {
|
||||
WriteAssetReference(writer, animation.assetReference);
|
||||
|
||||
writer.WriteCount(animation.tracks.size());
|
||||
for (const SkeletalAnimation::Track& track : animation.tracks) {
|
||||
writer.Write(track.jointIndex);
|
||||
writer.WriteArray(track.keyframes);
|
||||
}
|
||||
|
||||
writer.Write(animation.duration);
|
||||
writer.WriteBool(animation.looped);
|
||||
writer.WriteString(animation.name);
|
||||
writer.Write(animation.startFrame);
|
||||
|
||||
writer.WriteCount(animation.events.size());
|
||||
for (const auto& [frame, events] : animation.events) {
|
||||
writer.Write(frame);
|
||||
writer.WriteStrings(events);
|
||||
}
|
||||
}
|
||||
|
||||
SkeletalAnimation ReadAnimation(BinaryReader& reader) {
|
||||
SkeletalAnimation animation;
|
||||
animation.assetReference = ReadAssetReference(reader);
|
||||
|
||||
animation.tracks.resize(reader.ReadCount(sizeof(std::uint32_t)));
|
||||
for (SkeletalAnimation::Track& track : animation.tracks) {
|
||||
track.jointIndex = reader.Read<std::uint32_t>();
|
||||
track.keyframes = reader.ReadArray<SkeletalAnimation::Keyframe>();
|
||||
}
|
||||
|
||||
animation.duration = reader.Read<float>();
|
||||
animation.looped = reader.ReadBool();
|
||||
animation.name = reader.ReadString();
|
||||
animation.startFrame = reader.Read<int>();
|
||||
|
||||
const std::size_t eventFrameCount = reader.ReadCount(sizeof(int));
|
||||
for (std::size_t i = 0; i < eventFrameCount; ++i) {
|
||||
const int frame = reader.Read<int>();
|
||||
animation.events[frame] = reader.ReadStrings();
|
||||
}
|
||||
return animation;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::uint8_t> ModelFile::Write(const ModelDoc::ModelAsset& model) {
|
||||
BinaryWriter writer;
|
||||
writer.WriteHeader(Magic, Version);
|
||||
|
||||
writer.WriteString(model.sourcePath);
|
||||
|
||||
writer.WriteCount(model.primitives.size());
|
||||
for (const ModelDoc::MeshPrimitive& primitive : model.primitives) {
|
||||
WritePrimitive(writer, primitive);
|
||||
}
|
||||
|
||||
writer.WriteCount(model.materials.size());
|
||||
for (const ModelDoc::MaterialInfo& material : model.materials) {
|
||||
WriteMaterial(writer, material);
|
||||
}
|
||||
|
||||
WriteSkeleton(writer, model.skeleton);
|
||||
|
||||
writer.WriteCount(model.animations.size());
|
||||
for (const SkeletalAnimation& animation : model.animations) {
|
||||
WriteAnimation(writer, animation);
|
||||
}
|
||||
|
||||
return writer.TakeBytes();
|
||||
}
|
||||
|
||||
ModelDoc::ModelAsset ModelFile::Read(std::span<const std::uint8_t> bytes) {
|
||||
BinaryReader reader{bytes};
|
||||
reader.ReadHeader(Magic, Version, Kind);
|
||||
|
||||
ModelDoc::ModelAsset model;
|
||||
model.sourcePath = reader.ReadString();
|
||||
|
||||
model.primitives.resize(reader.ReadCount(1));
|
||||
for (ModelDoc::MeshPrimitive& primitive : model.primitives) {
|
||||
primitive = ReadPrimitive(reader);
|
||||
}
|
||||
|
||||
model.materials.resize(reader.ReadCount(1));
|
||||
for (ModelDoc::MaterialInfo& material : model.materials) {
|
||||
material = ReadMaterial(reader);
|
||||
}
|
||||
|
||||
model.skeleton = ReadSkeleton(reader);
|
||||
|
||||
model.animations.resize(reader.ReadCount(1));
|
||||
for (SkeletalAnimation& animation : model.animations) {
|
||||
animation = ReadAnimation(reader);
|
||||
}
|
||||
|
||||
reader.ExpectEnd(Kind);
|
||||
return model;
|
||||
}
|
||||
|
||||
void ModelFile::WriteToFile(const ModelDoc::ModelAsset& model, const std::filesystem::path& path) {
|
||||
AssetBinary::WriteAllBytes(path, Write(model));
|
||||
}
|
||||
|
||||
ModelDoc::ModelAsset ModelFile::ReadFromFile(const std::filesystem::path& path) {
|
||||
return Read(AssetBinary::ReadAllBytes(path));
|
||||
}
|
||||
|
||||
std::optional<std::uint32_t> ModelFile::ReadVersionFromFile(const std::filesystem::path& path) {
|
||||
return AssetBinary::ReadVersion(path, Magic);
|
||||
}
|
||||
|
||||
bool ModelFile::SupportsLoadOptions(const ModelDoc::ModelAsset& model, const ModelDoc::LoadOptions& options) {
|
||||
const bool sameImport =
|
||||
options.meshImportMode == CookOptions.meshImportMode &&
|
||||
options.flipUVs == CookOptions.flipUVs &&
|
||||
options.generateTangents == CookOptions.generateTangents &&
|
||||
options.generateSmoothNormals == CookOptions.generateSmoothNormals &&
|
||||
options.joinIdenticalVertices == CookOptions.joinIdenticalVertices &&
|
||||
options.limitBoneWeights == CookOptions.limitBoneWeights &&
|
||||
options.bakeStaticNodeTransforms == CookOptions.bakeStaticNodeTransforms;
|
||||
|
||||
// Meshes are built against the skeleton, so skinned models without it import differently
|
||||
const bool sameMeshes = options.loadSkeleton || !model.IsSkinned();
|
||||
|
||||
return sameImport && sameMeshes;
|
||||
}
|
||||
|
||||
void ModelFile::ApplyLoadOptions(ModelDoc::ModelAsset& model, const ModelDoc::LoadOptions& options) {
|
||||
if (!options.loadMaterials) {
|
||||
model.materials.clear();
|
||||
for (ModelDoc::MeshPrimitive& primitive : model.primitives) {
|
||||
primitive.materialIndex = ModelDoc::InvalidIndex;
|
||||
}
|
||||
}
|
||||
if (!options.loadSkeleton) {
|
||||
model.skeleton = Skeleton{};
|
||||
}
|
||||
if (!options.loadAnimations) {
|
||||
model.animations.clear();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
#include <destrum/Assets/TextureFile.h>
|
||||
|
||||
#include <glm/gtc/packing.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
#include "BinaryStream.h"
|
||||
|
||||
namespace {
|
||||
using AssetBinary::BinaryReader;
|
||||
using AssetBinary::BinaryWriter;
|
||||
|
||||
constexpr AssetBinary::Magic Magic{'D', 'T', 'E', 'X'};
|
||||
constexpr std::string_view Kind = "texture";
|
||||
|
||||
std::size_t ExpectedByteSize(const TextureFile::Texture& texture) {
|
||||
return std::size_t{texture.width} * texture.height * TextureFile::BytesPerPixel(texture.format);
|
||||
}
|
||||
}
|
||||
|
||||
std::size_t TextureFile::BytesPerPixel(PixelFormat format) {
|
||||
switch (format) {
|
||||
case PixelFormat::RGBA16Float:
|
||||
return 4 * sizeof(std::uint16_t);
|
||||
}
|
||||
throw std::runtime_error("Unknown cooked texture pixel format");
|
||||
}
|
||||
|
||||
TextureFile::Texture TextureFile::FromRGBA32Float(std::uint32_t width, std::uint32_t height, std::span<const float> rgba) {
|
||||
const std::size_t pixelCount = std::size_t{width} * height;
|
||||
if (rgba.size() != pixelCount * 4) {
|
||||
throw std::invalid_argument("RGBA pixel data doesn't match the texture size");
|
||||
}
|
||||
|
||||
Texture texture{
|
||||
.width = width,
|
||||
.height = height,
|
||||
.format = PixelFormat::RGBA16Float,
|
||||
};
|
||||
texture.pixels.resize(pixelCount * BytesPerPixel(texture.format));
|
||||
|
||||
for (std::size_t i = 0; i < pixelCount; ++i) {
|
||||
const glm::vec4 color{rgba[i * 4 + 0], rgba[i * 4 + 1], rgba[i * 4 + 2], rgba[i * 4 + 3]};
|
||||
const std::uint64_t packed = glm::packHalf4x16(color);
|
||||
std::memcpy(&texture.pixels[i * sizeof(packed)], &packed, sizeof(packed));
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
std::vector<std::uint8_t> TextureFile::Write(const Texture& texture) {
|
||||
if (texture.pixels.size() != ExpectedByteSize(texture)) {
|
||||
throw std::invalid_argument("Texture pixel data doesn't match its size and format");
|
||||
}
|
||||
|
||||
BinaryWriter writer;
|
||||
writer.WriteHeader(Magic, Version);
|
||||
writer.Write(texture.width);
|
||||
writer.Write(texture.height);
|
||||
writer.Write(static_cast<std::uint32_t>(texture.format));
|
||||
writer.WriteArray(texture.pixels);
|
||||
return writer.TakeBytes();
|
||||
}
|
||||
|
||||
TextureFile::Texture TextureFile::Read(std::span<const std::uint8_t> bytes) {
|
||||
BinaryReader reader{bytes};
|
||||
reader.ReadHeader(Magic, Version, Kind);
|
||||
|
||||
Texture texture;
|
||||
texture.width = reader.Read<std::uint32_t>();
|
||||
texture.height = reader.Read<std::uint32_t>();
|
||||
texture.format = static_cast<PixelFormat>(reader.Read<std::uint32_t>());
|
||||
texture.pixels = reader.ReadArray<std::uint8_t>();
|
||||
reader.ExpectEnd(Kind);
|
||||
|
||||
if (texture.pixels.size() != ExpectedByteSize(texture)) {
|
||||
throw std::runtime_error("Cooked texture file is corrupt: pixel data doesn't match its size");
|
||||
}
|
||||
return texture;
|
||||
}
|
||||
|
||||
void TextureFile::WriteToFile(const Texture& texture, const std::filesystem::path& path) {
|
||||
AssetBinary::WriteAllBytes(path, Write(texture));
|
||||
}
|
||||
|
||||
TextureFile::Texture TextureFile::ReadFromFile(const std::filesystem::path& path) {
|
||||
return Read(AssetBinary::ReadAllBytes(path));
|
||||
}
|
||||
|
||||
std::optional<std::uint32_t> TextureFile::ReadVersionFromFile(const std::filesystem::path& path) {
|
||||
return AssetBinary::ReadVersion(path, Magic);
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
#include <destrum/Components/CameraComponent.h>
|
||||
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
#include <destrum/Scene/Scene.h>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
CameraComponent::CameraComponent(GameObject& parent)
|
||||
: Component(parent, "CameraComponent")
|
||||
{
|
||||
}
|
||||
|
||||
Camera& CameraComponent::GetCamera(float aspectRatio)
|
||||
{
|
||||
auto& transform = GetTransform();
|
||||
const glm::quat rotation = transform.GetWorldRotation();
|
||||
|
||||
m_Camera.m_position = transform.GetWorldPosition();
|
||||
m_Camera.SetOrientation(rotation * glm::vec3{0.0f, 0.0f, -1.0f}, rotation * glm::vec3{0.0f, 1.0f, 0.0f});
|
||||
m_Camera.SetFOVY(m_FieldOfView);
|
||||
m_Camera.SetZNear(m_ZNear);
|
||||
m_Camera.SetZFar(m_ZFar);
|
||||
m_Camera.setAspectRatio(aspectRatio);
|
||||
return m_Camera;
|
||||
}
|
||||
|
||||
void CameraComponent::SetFieldOfView(float fovDegrees)
|
||||
{
|
||||
m_FieldOfView = std::clamp(fovDegrees, 1.0f, 179.0f);
|
||||
}
|
||||
|
||||
void CameraComponent::SetClipPlanes(float zNear, float zFar)
|
||||
{
|
||||
m_ZNear = std::max(zNear, 0.0001f);
|
||||
m_ZFar = std::max(zFar, m_ZNear + 0.01f);
|
||||
}
|
||||
|
||||
void CameraComponent::MakeCurrent()
|
||||
{
|
||||
if (Scene* scene = GetGameObject()->GetScene()) {
|
||||
scene->SetCurrentCamera(this);
|
||||
}
|
||||
}
|
||||
|
||||
bool CameraComponent::IsCurrent() const
|
||||
{
|
||||
const Scene* scene = GetGameObject()->GetScene();
|
||||
return scene != nullptr && scene->GetCurrentCamera() == this;
|
||||
}
|
||||
|
||||
nlohmann::json CameraComponent::Serialize() const {
|
||||
return {
|
||||
{"fieldOfView", m_FieldOfView},
|
||||
{"zNear", m_ZNear},
|
||||
{"zFar", m_ZFar}
|
||||
};
|
||||
}
|
||||
|
||||
void CameraComponent::Deserialize(const nlohmann::json& data) {
|
||||
if (data.contains("fieldOfView")) {
|
||||
SetFieldOfView(data.at("fieldOfView").get<float>());
|
||||
}
|
||||
SetClipPlanes(data.value("zNear", m_ZNear), data.value("zFar", m_ZFar));
|
||||
}
|
||||
|
||||
void CameraComponent::ImGuiInspector() {
|
||||
bool current = IsCurrent();
|
||||
if (ImGui::Checkbox("Current Camera", ¤t) && current) {
|
||||
MakeCurrent();
|
||||
}
|
||||
|
||||
float fieldOfView = m_FieldOfView;
|
||||
if (ImGui::DragFloat("Field Of View", &fieldOfView, 0.5f, 1.0f, 179.0f)) {
|
||||
SetFieldOfView(fieldOfView);
|
||||
}
|
||||
|
||||
float zNear = m_ZNear;
|
||||
float zFar = m_ZFar;
|
||||
const bool nearChanged = ImGui::DragFloat("Near", &zNear, 0.01f, 0.0001f, 100.0f);
|
||||
const bool farChanged = ImGui::DragFloat("Far", &zFar, 1.0f, 0.1f, 100000.0f);
|
||||
if (nearChanged || farChanged) {
|
||||
SetClipPlanes(zNear, zFar);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
#include <destrum/Components/LightComponent.h>
|
||||
|
||||
#include <destrum/Graphics/RenderContext.h>
|
||||
#include <destrum/ObjectModel/Transform.h>
|
||||
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
LightComponent::LightComponent(GameObject& parent, LightType type)
|
||||
: Component(parent, "LightComponent")
|
||||
, m_Type(type)
|
||||
{
|
||||
}
|
||||
|
||||
void LightComponent::SetIntensity(float intensity)
|
||||
{
|
||||
m_Intensity = std::max(intensity, 0.0f);
|
||||
}
|
||||
|
||||
void LightComponent::SetRange(float range)
|
||||
{
|
||||
m_Range = std::max(range, 0.01f);
|
||||
}
|
||||
|
||||
void LightComponent::SetConeAngles(float innerConeAngle, float outerConeAngle)
|
||||
{
|
||||
m_InnerConeAngle = std::clamp(innerConeAngle, 0.0f, glm::half_pi<float>());
|
||||
m_OuterConeAngle = std::clamp(outerConeAngle, m_InnerConeAngle, glm::half_pi<float>());
|
||||
}
|
||||
|
||||
void LightComponent::Render(const RenderContext& ctx)
|
||||
{
|
||||
auto& transform = GetTransform();
|
||||
|
||||
ctx.renderer.submitLight(Light{
|
||||
.type = m_Type,
|
||||
.position = transform.GetWorldPosition(),
|
||||
.direction = transform.GetWorldRotation() * glm::vec3{0.0f, 0.0f, -1.0f},
|
||||
.color = m_Color,
|
||||
.intensity = m_Intensity,
|
||||
.range = m_Range,
|
||||
.innerConeAngle = m_InnerConeAngle,
|
||||
.outerConeAngle = m_OuterConeAngle,
|
||||
.castShadows = m_CastShadows,
|
||||
});
|
||||
}
|
||||
|
||||
nlohmann::json LightComponent::Serialize() const {
|
||||
return {
|
||||
{"type", static_cast<std::uint32_t>(m_Type)},
|
||||
{"color", {m_Color.x, m_Color.y, m_Color.z}},
|
||||
{"intensity", m_Intensity},
|
||||
{"range", m_Range},
|
||||
{"innerConeAngle", m_InnerConeAngle},
|
||||
{"outerConeAngle", m_OuterConeAngle},
|
||||
{"castShadows", m_CastShadows}
|
||||
};
|
||||
}
|
||||
|
||||
void LightComponent::Deserialize(const nlohmann::json& data) {
|
||||
if (data.contains("type")) {
|
||||
const auto type = data.at("type").get<std::uint32_t>();
|
||||
if (type <= static_cast<std::uint32_t>(LightType::Spot)) {
|
||||
m_Type = static_cast<LightType>(type);
|
||||
}
|
||||
}
|
||||
if (data.contains("color")) {
|
||||
const auto& value = data.at("color");
|
||||
m_Color = {value.at(0).get<float>(), value.at(1).get<float>(), value.at(2).get<float>()};
|
||||
}
|
||||
if (data.contains("intensity")) {
|
||||
SetIntensity(data.at("intensity").get<float>());
|
||||
}
|
||||
if (data.contains("range")) {
|
||||
SetRange(data.at("range").get<float>());
|
||||
}
|
||||
|
||||
float innerConeAngle = m_InnerConeAngle;
|
||||
float outerConeAngle = m_OuterConeAngle;
|
||||
if (data.contains("innerConeAngle")) {
|
||||
innerConeAngle = data.at("innerConeAngle").get<float>();
|
||||
}
|
||||
if (data.contains("outerConeAngle")) {
|
||||
outerConeAngle = data.at("outerConeAngle").get<float>();
|
||||
}
|
||||
SetConeAngles(innerConeAngle, outerConeAngle);
|
||||
|
||||
if (data.contains("castShadows")) {
|
||||
m_CastShadows = data.at("castShadows").get<bool>();
|
||||
}
|
||||
}
|
||||
|
||||
void LightComponent::ImGuiInspector() {
|
||||
constexpr std::array typeNames{"Directional", "Point", "Spot"};
|
||||
|
||||
int type = static_cast<int>(m_Type);
|
||||
if (ImGui::Combo("Type", &type, typeNames.data(), static_cast<int>(typeNames.size()))) {
|
||||
SetType(static_cast<LightType>(type));
|
||||
}
|
||||
|
||||
ImGui::ColorEdit3("Color", &m_Color.x);
|
||||
|
||||
float intensity = m_Intensity;
|
||||
if (ImGui::DragFloat("Intensity", &intensity, 0.05f, 0.0f)) {
|
||||
SetIntensity(intensity);
|
||||
}
|
||||
|
||||
if (m_Type == LightType::Directional) {
|
||||
ImGui::Checkbox("Cast Shadows", &m_CastShadows);
|
||||
ImGui::SameLine();
|
||||
ImGui::TextDisabled("(first directional light only)");
|
||||
return;
|
||||
}
|
||||
|
||||
float range = m_Range;
|
||||
if (ImGui::DragFloat("Range", &range, 0.05f, 0.01f)) {
|
||||
SetRange(range);
|
||||
}
|
||||
|
||||
if (m_Type == LightType::Spot) {
|
||||
float innerConeAngle = m_InnerConeAngle;
|
||||
float outerConeAngle = m_OuterConeAngle;
|
||||
bool changed = ImGui::SliderAngle("Inner Cone", &innerConeAngle, 0.0f, 90.0f);
|
||||
changed |= ImGui::SliderAngle("Outer Cone", &outerConeAngle, 0.0f, 90.0f);
|
||||
if (changed) {
|
||||
SetConeAngles(innerConeAngle, outerConeAngle);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -33,6 +33,9 @@ void MeshRendererComponent::Start() {
|
||||
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT
|
||||
);
|
||||
|
||||
const std::string bufferName = GetGameObject()->GetName() + " (skinned vertices)";
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), m_skinnedMesh->skinnedVertexBuffer.buffer, bufferName.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -74,6 +74,7 @@ void BindlessSetManager::init(
|
||||
};
|
||||
|
||||
VK_CHECK(vkCreateDescriptorPool(device, &poolInfo, nullptr, &descPool));
|
||||
vkutil::addDebugLabel(device, descPool, "bindless descriptor pool");
|
||||
}
|
||||
|
||||
{ // build desc set layout
|
||||
@@ -111,6 +112,7 @@ void BindlessSetManager::init(
|
||||
};
|
||||
|
||||
VK_CHECK(vkCreateDescriptorSetLayout(device, &info, nullptr, &descSetLayout));
|
||||
vkutil::addDebugLabel(device, descSetLayout, "bindless descriptor set layout");
|
||||
}
|
||||
|
||||
{ // alloc desc set
|
||||
@@ -122,6 +124,7 @@ void BindlessSetManager::init(
|
||||
};
|
||||
|
||||
VK_CHECK(vkAllocateDescriptorSets(device, &allocInfo, &descSet));
|
||||
vkutil::addDebugLabel(device, descSet, "bindless descriptor set");
|
||||
}
|
||||
|
||||
initDefaultSamplers(device, maxAnisotropy);
|
||||
|
||||
@@ -114,7 +114,16 @@ void Camera::SetRotation(const glm::vec2& yawPitchRadians) {
|
||||
SetRotation(yawPitchRadians.x, yawPitchRadians.y);
|
||||
}
|
||||
|
||||
void Camera::SetTarget(const glm::vec3& target) {
|
||||
void Camera::SetOrientation(const glm::vec3& forward, const glm::vec3& up) {
|
||||
m_useTarget = false;
|
||||
m_forward = glm::normalize(forward);
|
||||
m_right = glm::normalize(glm::cross(m_forward, up));
|
||||
m_up = glm::normalize(glm::cross(m_right, m_forward));
|
||||
m_yaw = std::atan2(m_forward.z, m_forward.x);
|
||||
m_pitch = std::asin(glm::clamp(m_forward.y, -1.0f, 1.0f));
|
||||
}
|
||||
|
||||
void Camera::SetTarget(const glm::vec3&) {
|
||||
}
|
||||
|
||||
void Camera::ClearTarget() {
|
||||
|
||||
@@ -99,8 +99,13 @@ void ComputePipeline::CreateComputePipeline(const std::string& compPath,
|
||||
throw std::runtime_error("Can't make compute pipeline!");
|
||||
}
|
||||
|
||||
vkutil::addDebugLabel(m_device.getDevice(), m_compShaderModule, compFileName.c_str());
|
||||
|
||||
if (!configInfo.name.empty()) {
|
||||
vkutil::addDebugLabel(GameState::GetInstance().Gfx().getDevice(), m_computePipeline, configInfo.name.c_str());
|
||||
vkutil::addDebugLabel(m_device.getDevice(), m_computePipeline, configInfo.name.c_str());
|
||||
|
||||
const std::string layoutName = configInfo.name + " Layout";
|
||||
vkutil::addDebugLabel(m_device.getDevice(), configInfo.pipelineLayout, layoutName.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -156,6 +156,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
|
||||
|
||||
auto swapchainLayout = VK_IMAGE_LAYOUT_UNDEFINED; {
|
||||
ZoneScopedN("Clear Swapchain Image");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Clear Swapchain Image", vkutil::labelColors::transfer);
|
||||
|
||||
const VkImageSubresourceRange clearRange = vkinit::imageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT);
|
||||
vkutil::transitionImage(cmd, swapchainImage, swapchainLayout, VK_IMAGE_LAYOUT_GENERAL);
|
||||
@@ -167,6 +168,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
|
||||
|
||||
if (true) {
|
||||
ZoneScopedN("Copy DrawImage To Swapchain");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Copy DrawImage To Swapchain", vkutil::labelColors::transfer);
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
@@ -190,6 +192,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
|
||||
|
||||
if (props.imguiPass) {
|
||||
ZoneScopedN("ImGui Render");
|
||||
vkutil::ScopedCmdLabel label(cmd, "ImGui Render", vkutil::labelColors::ui);
|
||||
|
||||
props.imguiPass->render(
|
||||
cmd,
|
||||
@@ -202,6 +205,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
|
||||
|
||||
{
|
||||
ZoneScopedN("Transition Swapchain To Present");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Transition Swapchain To Present", vkutil::labelColors::transfer);
|
||||
|
||||
vkutil::transitionImage(cmd, swapchainImage, swapchainLayout, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
|
||||
swapchainLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
|
||||
@@ -11,7 +11,14 @@
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
#include <destrum/Assets/TextureFile.h>
|
||||
|
||||
ImageData::~ImageData()
|
||||
{
|
||||
freePixels();
|
||||
}
|
||||
|
||||
void ImageData::freePixels()
|
||||
{
|
||||
if (shouldSTBFree) {
|
||||
if (pixels) stbi_image_free(pixels);
|
||||
@@ -22,6 +29,12 @@ ImageData::~ImageData()
|
||||
if (hdrPixels) free(hdrPixels);
|
||||
spdlog::debug("Freed TinyEXR image memory");
|
||||
}
|
||||
|
||||
cookedPixels.clear();
|
||||
pixels = nullptr;
|
||||
hdrPixels = nullptr;
|
||||
shouldSTBFree = false;
|
||||
shouldEXRFree = false;
|
||||
}
|
||||
|
||||
namespace util
|
||||
@@ -33,13 +46,46 @@ namespace util
|
||||
return ext == ".exr";
|
||||
}
|
||||
|
||||
static bool isCookedTextureExt(const std::filesystem::path& p)
|
||||
{
|
||||
auto ext = p.extension().string();
|
||||
for (auto& c : ext) c = char(::tolower(c));
|
||||
return ext == TextureFile::Extension;
|
||||
}
|
||||
|
||||
static VkFormat toVkFormat(TextureFile::PixelFormat format)
|
||||
{
|
||||
switch (format) {
|
||||
case TextureFile::PixelFormat::RGBA16Float: return VK_FORMAT_R16G16B16A16_SFLOAT;
|
||||
}
|
||||
return VK_FORMAT_UNDEFINED;
|
||||
}
|
||||
|
||||
ImageData loadImage(const std::filesystem::path& p, TextureIntent intent)
|
||||
{
|
||||
ImageData data;
|
||||
|
||||
|
||||
|
||||
// ---------- EXR ----------
|
||||
if (isCookedTextureExt(p)) {
|
||||
try {
|
||||
TextureFile::Texture texture = TextureFile::ReadFromFile(p);
|
||||
|
||||
data.cookedPixels = std::move(texture.pixels);
|
||||
data.pixels = data.cookedPixels.data();
|
||||
data.width = static_cast<int>(texture.width);
|
||||
data.height = static_cast<int>(texture.height);
|
||||
data.channels = 4;
|
||||
|
||||
data.vkFormat = toVkFormat(texture.format);
|
||||
data.byteSize = data.cookedPixels.size();
|
||||
} catch (const std::exception& exception) {
|
||||
spdlog::error("Failed to read cooked texture '{}': {}", p.string(), exception.what());
|
||||
return {};
|
||||
}
|
||||
return data;
|
||||
}
|
||||
|
||||
if (isExrExt(p)) {
|
||||
float* out = nullptr;
|
||||
int w = 0, h = 0;
|
||||
|
||||
@@ -40,6 +40,10 @@ void VulkanImmediateExecutor::init(
|
||||
};
|
||||
VK_CHECK(vkCreateFence(deviceHandle, &fenceCreateInfo, nullptr, &immFence));
|
||||
|
||||
vkutil::addDebugLabel(deviceHandle, immCommandPool, "immediate command pool");
|
||||
vkutil::addDebugLabel(deviceHandle, immCommandBuffer, "immediate command buffer");
|
||||
vkutil::addDebugLabel(deviceHandle, immFence, "immediate fence");
|
||||
|
||||
initialized = true;
|
||||
} catch (...) {
|
||||
cleanup(deviceHandle);
|
||||
|
||||
@@ -26,6 +26,11 @@ void FrameManager::init(VkDevice dev, std::uint32_t queueFamily) {
|
||||
const auto cmdAllocInfo = vkinit::commandBufferAllocateInfo(commandPool, 1);
|
||||
auto& mainCommandBuffer = frames[i].commandBuffer;
|
||||
VK_CHECK(vkAllocateCommandBuffers(device, &cmdAllocInfo, &mainCommandBuffer));
|
||||
|
||||
const std::string poolName = "frame " + std::to_string(i) + " command pool";
|
||||
const std::string cmdName = "frame " + std::to_string(i) + " command buffer";
|
||||
vkutil::addDebugLabel(device, commandPool, poolName.c_str());
|
||||
vkutil::addDebugLabel(device, mainCommandBuffer, cmdName.c_str());
|
||||
}
|
||||
} catch (...) {
|
||||
cleanup(dev);
|
||||
|
||||
@@ -178,7 +178,9 @@ std::optional<GPUImage> ImageManager::loadImageFromFile(
|
||||
}
|
||||
|
||||
image.debugName = path.string();
|
||||
vkutil::addDebugLabel(device, image.image, path.string().c_str());
|
||||
vkutil::addDebugLabel(device, image.image, image.debugName.c_str());
|
||||
const std::string viewName = image.debugName + " (view)";
|
||||
vkutil::addDebugLabel(device, image.imageView, viewName.c_str());
|
||||
|
||||
return image;
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
@@ -156,6 +156,9 @@ void MeshCache::uploadMesh(GfxDevice& gfxDevice, const CPUMesh& cpuMesh, GPUMesh
|
||||
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE);
|
||||
|
||||
const auto skinningBufferName = cpuMesh.name + " (skinning data)";
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), gpuMesh.skinningDataBuffer.buffer, skinningBufferName.c_str());
|
||||
|
||||
auto skinningStaging =
|
||||
gfxDevice.createBuffer(
|
||||
skinningDataSize,
|
||||
|
||||
@@ -146,11 +146,11 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
|
||||
|
||||
CreateShaderModule(vertCode, &m_vertShaderModule);
|
||||
|
||||
// vkutil::addDebugLabel(
|
||||
// m_device.getDevice(),
|
||||
// m_fragShaderModule,
|
||||
// VertFileName.c_str()
|
||||
// );
|
||||
vkutil::addDebugLabel(
|
||||
m_device.getDevice(),
|
||||
m_vertShaderModule,
|
||||
VertFileName.c_str()
|
||||
);
|
||||
|
||||
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
|
||||
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
@@ -173,11 +173,11 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
|
||||
|
||||
CreateShaderModule(fragCode, &m_fragShaderModule);
|
||||
|
||||
// vkutil::addDebugLabel(
|
||||
// m_device.getDevice(),
|
||||
// m_fragShaderModule,
|
||||
// FragFileName.c_str()
|
||||
// );
|
||||
vkutil::addDebugLabel(
|
||||
m_device.getDevice(),
|
||||
m_fragShaderModule,
|
||||
FragFileName.c_str()
|
||||
);
|
||||
|
||||
|
||||
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
|
||||
@@ -231,18 +231,17 @@ void Pipeline::CreateGraphicsPipeline(const std::string& vertPath, const std::st
|
||||
pipelineInfo.basePipelineIndex = -1;
|
||||
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
|
||||
|
||||
if (!configInfo.name.empty()) {
|
||||
// DebugLabel::SetObjectName(
|
||||
// reinterpret_cast<uint64_t>(pipelineInfo.layout),
|
||||
// VK_OBJECT_TYPE_PIPELINE_LAYOUT,
|
||||
// configInfo.name.c_str()
|
||||
// );
|
||||
}
|
||||
|
||||
|
||||
if (vkCreateGraphicsPipelines(m_device.getDevice(), VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &m_graphicsPipeline) != VK_SUCCESS) {
|
||||
throw std::runtime_error("Can't make pipeline!");
|
||||
}
|
||||
|
||||
if (!configInfo.name.empty()) {
|
||||
vkutil::addDebugLabel(m_device.getDevice(), m_graphicsPipeline, configInfo.name.c_str());
|
||||
|
||||
const std::string layoutName = configInfo.name + " Layout";
|
||||
vkutil::addDebugLabel(m_device.getDevice(), configInfo.pipelineLayout, layoutName.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
void Pipeline::CreateShaderModule(const std::vector<char>& code, VkShaderModule* shaderModule) const {
|
||||
|
||||
@@ -122,8 +122,22 @@ void ImguiPass::beginFrame() {
|
||||
return;
|
||||
}
|
||||
|
||||
// the previous UI was built but never rendered (e.g. the frame got skipped while resizing),
|
||||
// so the GPU never saw these
|
||||
std::vector<VkDescriptorSet> unusedTextures;
|
||||
for (const FrameTexture& texture : pendingTextures) {
|
||||
unusedTextures.push_back(texture.descriptorSet);
|
||||
}
|
||||
pendingTextures.clear();
|
||||
releaseTextures(unusedTextures);
|
||||
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
|
||||
if (SDL_GetRelativeMouseMode() == SDL_TRUE) {
|
||||
ImGui::GetIO().MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
frameBegun = true;
|
||||
@@ -150,6 +164,18 @@ void ImguiPass::render(
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
// beginFrame on the gfx device already waited for this frame index' fence,
|
||||
// so the textures it used last time around can go
|
||||
auto& inFlight = inFlightTextures[gfx->getCurrentFrameIndex() % FRAMES_IN_FLIGHT];
|
||||
releaseTextures(inFlight);
|
||||
|
||||
for (const FrameTexture& texture : pendingTextures) {
|
||||
inFlight.push_back(texture.descriptorSet);
|
||||
}
|
||||
pendingTextures.clear();
|
||||
}
|
||||
|
||||
ImDrawData* drawData = ImGui::GetDrawData();
|
||||
if (drawData == nullptr || drawData->CmdListsCount == 0) {
|
||||
return;
|
||||
@@ -195,6 +221,8 @@ void ImguiPass::onSwapchainRecreated() {
|
||||
const auto newFormat = gfx->getSwapchainFormat();
|
||||
if (newFormat != colorFormat) {
|
||||
if (vulkanInitialized) {
|
||||
// the swapchain recreate waited for the device, nothing is in flight anymore
|
||||
releaseAllTextures();
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
vulkanInitialized = false;
|
||||
}
|
||||
@@ -219,6 +247,7 @@ void ImguiPass::cleanup() {
|
||||
}
|
||||
|
||||
if (vulkanInitialized) {
|
||||
releaseAllTextures();
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
vulkanInitialized = false;
|
||||
}
|
||||
@@ -288,3 +317,49 @@ void ImguiPass::transitionToColorAttachment(
|
||||
|
||||
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
|
||||
}
|
||||
|
||||
ImTextureID ImguiPass::getFrameTexture(VkImageView imageView, VkImageLayout imageLayout) {
|
||||
if (!vulkanInitialized || imageView == VK_NULL_HANDLE) {
|
||||
return ImTextureID{};
|
||||
}
|
||||
|
||||
for (const FrameTexture& texture : pendingTextures) {
|
||||
if (texture.imageView == imageView && texture.imageLayout == imageLayout) {
|
||||
return reinterpret_cast<ImTextureID>(texture.descriptorSet);
|
||||
}
|
||||
}
|
||||
|
||||
const VkDescriptorSet descriptorSet = ImGui_ImplVulkan_AddTexture(imageView, imageLayout);
|
||||
if (descriptorSet == VK_NULL_HANDLE) {
|
||||
return ImTextureID{};
|
||||
}
|
||||
|
||||
pendingTextures.push_back(FrameTexture{
|
||||
.imageView = imageView,
|
||||
.imageLayout = imageLayout,
|
||||
.descriptorSet = descriptorSet,
|
||||
});
|
||||
return reinterpret_cast<ImTextureID>(descriptorSet);
|
||||
}
|
||||
|
||||
void ImguiPass::releaseTextures(std::vector<VkDescriptorSet>& textures) {
|
||||
if (vulkanInitialized) {
|
||||
for (VkDescriptorSet descriptorSet : textures) {
|
||||
ImGui_ImplVulkan_RemoveTexture(descriptorSet);
|
||||
}
|
||||
}
|
||||
textures.clear();
|
||||
}
|
||||
|
||||
void ImguiPass::releaseAllTextures() {
|
||||
std::vector<VkDescriptorSet> textures;
|
||||
for (const FrameTexture& texture : pendingTextures) {
|
||||
textures.push_back(texture.descriptorSet);
|
||||
}
|
||||
pendingTextures.clear();
|
||||
releaseTextures(textures);
|
||||
|
||||
for (auto& inFlight : inFlightTextures) {
|
||||
releaseTextures(inFlight);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,272 @@
|
||||
#include <destrum/Graphics/Pipelines/LightCullingPipeline.h>
|
||||
|
||||
#include "destrum/FS/AssetFS.h"
|
||||
#include "destrum/Graphics/GfxDevice.h"
|
||||
#include "destrum/Graphics/RenderResources.h"
|
||||
#include "destrum/Graphics/Util.h"
|
||||
|
||||
#include <array>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
#include <stdexcept>
|
||||
|
||||
#include "volk.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
void LightCullingPipeline::init(GfxDevice& gfxDevice, RenderResources& resources, glm::ivec2 drawImageSize)
|
||||
{
|
||||
try
|
||||
{
|
||||
const auto& device = gfxDevice.getDevice();
|
||||
|
||||
const auto pushConstant = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(PushConstants),
|
||||
};
|
||||
|
||||
const auto pushConstants = std::array{pushConstant};
|
||||
|
||||
const auto layouts = std::array{
|
||||
resources.getBindlessDescSetLayout()
|
||||
};
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
|
||||
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
|
||||
pipelineLayoutInfo.pSetLayouts = layouts.data();
|
||||
pipelineLayoutInfo.pushConstantRangeCount = static_cast<std::uint32_t>(pushConstants.size());
|
||||
pipelineLayoutInfo.pPushConstantRanges = pushConstants.data();
|
||||
|
||||
if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &m_pipelineLayout) != VK_SUCCESS)
|
||||
{
|
||||
throw std::runtime_error("Could not make light culling pipeline layout");
|
||||
}
|
||||
|
||||
ComputePipelineConfigInfo pipelineConfig{};
|
||||
pipelineConfig.name = "light culling compute pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
const auto lightCullingShaderPath = AssetFS::GetInstance().GetCookedPathForFile(
|
||||
"engine://shaders/light_culling.comp");
|
||||
|
||||
lightCullingPipeline = std::make_unique<ComputePipeline>(
|
||||
gfxDevice,
|
||||
lightCullingShaderPath.generic_string(),
|
||||
pipelineConfig
|
||||
);
|
||||
|
||||
for (std::size_t i = 0; i < FRAMES_IN_FLIGHT; ++i)
|
||||
{
|
||||
auto& lightsBuffer = framesData[i].lightsBuffer;
|
||||
lightsBuffer.capacity = MAX_LIGHTS;
|
||||
lightsBuffer.buffer = gfxDevice.createBuffer(
|
||||
MAX_LIGHTS * sizeof(GPULight),
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
|
||||
VMA_MEMORY_USAGE_CPU_TO_GPU);
|
||||
vkutil::addDebugLabel(device, lightsBuffer.buffer.buffer, "lights");
|
||||
}
|
||||
|
||||
createTileBuffer(gfxDevice, drawImageSize);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void LightCullingPipeline::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
for (auto& frame : framesData)
|
||||
{
|
||||
gfxDevice.destroyBuffer(frame.lightsBuffer.buffer);
|
||||
frame.lightsBuffer.buffer = {};
|
||||
frame.lightsBuffer.size = 0;
|
||||
}
|
||||
|
||||
gfxDevice.destroyBuffer(tileLightIndicesBuffer);
|
||||
tileLightIndicesBuffer = {};
|
||||
tileCount = glm::uvec2{0u, 0u};
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(gfxDevice.getDevice(), m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
lightCullingPipeline.reset();
|
||||
}
|
||||
|
||||
void LightCullingPipeline::resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
|
||||
{
|
||||
gfxDevice.waitIdle();
|
||||
|
||||
gfxDevice.destroyBuffer(tileLightIndicesBuffer);
|
||||
tileLightIndicesBuffer = {};
|
||||
createTileBuffer(gfxDevice, drawImageSize);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::createTileBuffer(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
|
||||
{
|
||||
assert(drawImageSize.x > 0 && drawImageSize.y > 0);
|
||||
|
||||
tileCount = glm::uvec2{
|
||||
(static_cast<std::uint32_t>(drawImageSize.x) + TILE_SIZE - 1) / TILE_SIZE,
|
||||
(static_cast<std::uint32_t>(drawImageSize.y) + TILE_SIZE - 1) / TILE_SIZE,
|
||||
};
|
||||
|
||||
const std::size_t numTiles = static_cast<std::size_t>(tileCount.x) * tileCount.y;
|
||||
tileLightIndicesBuffer = gfxDevice.createBuffer(
|
||||
numTiles * TILE_STRIDE * sizeof(std::uint32_t),
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), tileLightIndicesBuffer.buffer, "tile light indices");
|
||||
|
||||
spdlog::debug("Forward+ light grid: {}x{} tiles", tileCount.x, tileCount.y);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::beginDrawing(std::size_t frameIndex)
|
||||
{
|
||||
currentFrameIndex = frameIndex;
|
||||
getCurrentFrameData().lightsBuffer.clear();
|
||||
}
|
||||
|
||||
void LightCullingPipeline::appendLight(const Light& light)
|
||||
{
|
||||
auto& lightsBuffer = getCurrentFrameData().lightsBuffer;
|
||||
if (lightsBuffer.size >= lightsBuffer.capacity)
|
||||
{
|
||||
if (!warnedAboutLightLimit)
|
||||
{
|
||||
spdlog::warn("Light limit of {} reached, extra lights are ignored", MAX_LIGHTS);
|
||||
warnedAboutLightLimit = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const float directionLength = glm::length(light.direction);
|
||||
const glm::vec3 direction = directionLength > 1e-6f
|
||||
? light.direction / directionLength
|
||||
: glm::vec3{0.0f, -1.0f, 0.0f};
|
||||
|
||||
const auto gpuLight = GPULight{
|
||||
.position = light.position,
|
||||
.range = light.range,
|
||||
.color = light.color,
|
||||
.intensity = light.intensity,
|
||||
.direction = direction,
|
||||
.type = static_cast<std::uint32_t>(light.type),
|
||||
.spotInnerCos = std::cos(light.innerConeAngle),
|
||||
.spotOuterCos = std::cos(light.outerConeAngle),
|
||||
.castShadows = light.castShadows ? 1u : 0u,
|
||||
.padding = 0.0f,
|
||||
};
|
||||
lightsBuffer.append(gpuLight);
|
||||
}
|
||||
|
||||
void LightCullingPipeline::flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice)
|
||||
{
|
||||
auto& buffer = getCurrentFrameData().lightsBuffer.buffer;
|
||||
gfxDevice.getMemoryManager().flushAllocation(buffer, 0, VK_WHOLE_SIZE);
|
||||
vkutil::bufferHostWriteToShaderReadBarrier(
|
||||
cmd,
|
||||
buffer.buffer,
|
||||
0,
|
||||
static_cast<VkDeviceSize>(MAX_LIGHTS * sizeof(GPULight)));
|
||||
}
|
||||
|
||||
void LightCullingPipeline::cullLights(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
ImageID depthImageId,
|
||||
VkExtent2D renderExtent)
|
||||
{
|
||||
if (!lightCullingPipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
// previous frame's mesh pass might still be reading the tile lists
|
||||
const VkBufferMemoryBarrier2 tileBufferBarrier{
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
|
||||
.srcStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
|
||||
.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
|
||||
.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.buffer = tileLightIndicesBuffer.buffer,
|
||||
.offset = 0,
|
||||
.size = VK_WHOLE_SIZE,
|
||||
};
|
||||
|
||||
const VkDependencyInfo dependencyInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
|
||||
.bufferMemoryBarrierCount = 1,
|
||||
.pBufferMemoryBarriers = &tileBufferBarrier,
|
||||
};
|
||||
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
|
||||
}
|
||||
|
||||
lightCullingPipeline->bind(cmd);
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout, VK_PIPELINE_BIND_POINT_COMPUTE);
|
||||
|
||||
const auto cs = PushConstants{
|
||||
.sceneDataBuffer = sceneDataBuffer.address,
|
||||
.screenSize = glm::uvec2{renderExtent.width, renderExtent.height},
|
||||
.depthTexId = static_cast<std::uint32_t>(depthImageId),
|
||||
.padding = 0,
|
||||
};
|
||||
|
||||
vkCmdPushConstants(cmd,
|
||||
m_pipelineLayout,
|
||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
||||
0,
|
||||
sizeof(PushConstants),
|
||||
&cs);
|
||||
|
||||
// one workgroup per tile
|
||||
vkCmdDispatch(cmd, tileCount.x, tileCount.y, 1);
|
||||
|
||||
const VkBufferMemoryBarrier2 tileBufferBarrier{
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
|
||||
.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
|
||||
.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
|
||||
.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
|
||||
.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
.buffer = tileLightIndicesBuffer.buffer,
|
||||
.offset = 0,
|
||||
.size = VK_WHOLE_SIZE,
|
||||
};
|
||||
|
||||
const VkDependencyInfo dependencyInfo{
|
||||
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
|
||||
.bufferMemoryBarrierCount = 1,
|
||||
.pBufferMemoryBarriers = &tileBufferBarrier,
|
||||
};
|
||||
vkCmdPipelineBarrier2(cmd, &dependencyInfo);
|
||||
}
|
||||
|
||||
VkDeviceAddress LightCullingPipeline::getLightsBufferAddress() const
|
||||
{
|
||||
return getCurrentFrameData().lightsBuffer.buffer.address;
|
||||
}
|
||||
|
||||
std::uint32_t LightCullingPipeline::getNumLights() const
|
||||
{
|
||||
return static_cast<std::uint32_t>(getCurrentFrameData().lightsBuffer.size);
|
||||
}
|
||||
|
||||
LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData()
|
||||
{
|
||||
return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
|
||||
}
|
||||
|
||||
const LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData() const
|
||||
{
|
||||
return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -9,6 +9,7 @@
|
||||
#include <destrum/Graphics/RenderResources.h>
|
||||
#include <destrum/Graphics/Caches/MeshCache.h>
|
||||
#include <destrum/Graphics/Frustum.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
|
||||
#include "volk.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
@@ -23,7 +24,8 @@ void MeshPipeline::init(
|
||||
VkFormat drawImageFormat,
|
||||
VkFormat depthImageFormat)
|
||||
{
|
||||
try {
|
||||
try
|
||||
{
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
|
||||
|
||||
@@ -59,6 +61,29 @@ void MeshPipeline::init(
|
||||
throw std::runtime_error("Could not create mesh pipeline layout");
|
||||
}
|
||||
|
||||
{
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
pipelineConfig.name = "Mesh Depth Prepass Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
pipelineConfig.colorAttachments = {};
|
||||
pipelineConfig.colorBlendInfo.attachmentCount = 0;
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
m_depthPrepassPipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
"",
|
||||
pipelineConfig
|
||||
);
|
||||
}
|
||||
|
||||
{
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
@@ -71,18 +96,50 @@ void MeshPipeline::init(
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
// depth was already written by the pre-pass, only shade the visible surface
|
||||
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
||||
|
||||
m_pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragShader.string(),
|
||||
pipelineConfig
|
||||
);
|
||||
} catch (...) {
|
||||
}
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice.getDevice());
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPipeline::drawDepthPrepass(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_depthPrepassPipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_depthPrepassPipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::draw(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
@@ -92,13 +149,35 @@ void MeshPipeline::draw(
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_pipeline) {
|
||||
if (!m_pipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_pipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::drawMeshes(
|
||||
VkCommandBuffer cmd,
|
||||
const Pipeline& pipeline,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
const MeshCache& meshCache = resources.meshes();
|
||||
|
||||
m_pipeline->bind(cmd);
|
||||
pipeline.bind(cmd);
|
||||
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
|
||||
|
||||
@@ -130,8 +209,10 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto frustum = edge::createFrustumFromCamera(camera);
|
||||
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc) {
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere)) {
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc)
|
||||
{
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -139,7 +220,18 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto& mesh = meshCache.getMesh(dc.meshId);
|
||||
|
||||
if (dc.meshId != prevMeshId) {
|
||||
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
|
||||
vkutil::cmdBeginLabelFormatted(
|
||||
cmd,
|
||||
vkutil::labelColors::draw,
|
||||
"%s [mesh %zu, material %u%s]",
|
||||
meshKey.empty() ? "Mesh" : meshKey.c_str(),
|
||||
dc.meshId,
|
||||
dc.materialId,
|
||||
dc.skinnedMesh != nullptr ? ", skinned" : "");
|
||||
|
||||
if (dc.meshId != prevMeshId)
|
||||
{
|
||||
prevMeshId = dc.meshId;
|
||||
|
||||
vkCmdBindIndexBuffer(
|
||||
@@ -173,28 +265,34 @@ void MeshPipeline::draw(
|
||||
);
|
||||
|
||||
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
|
||||
|
||||
vkutil::cmdEndLabel(cmd);
|
||||
};
|
||||
|
||||
if (!sortedDrawCommands.empty()) {
|
||||
for (std::size_t drawIndex : sortedDrawCommands) {
|
||||
if (!sortedDrawCommands.empty())
|
||||
{
|
||||
for (std::size_t drawIndex : sortedDrawCommands)
|
||||
{
|
||||
assert(drawIndex < drawCommands.size());
|
||||
drawOne(drawCommands[drawIndex]);
|
||||
}
|
||||
} else {
|
||||
for (const MeshDrawCommand& dc : drawCommands) {
|
||||
}
|
||||
else
|
||||
{
|
||||
for (const MeshDrawCommand& dc : drawCommands)
|
||||
{
|
||||
drawOne(dc);
|
||||
}
|
||||
}
|
||||
|
||||
// Optional:
|
||||
// spdlog::debug("Actual mesh draw calls: {}", actualDrawCalls);
|
||||
}
|
||||
|
||||
void MeshPipeline::cleanup(VkDevice device)
|
||||
{
|
||||
m_pipeline.reset();
|
||||
m_depthPrepassPipeline.reset();
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE) {
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
@@ -0,0 +1,338 @@
|
||||
#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);
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), vertexBuffer.buffer, "quad vertices");
|
||||
|
||||
const std::size_t indexBytes = InitialQuadCapacity * IndicesPerQuad * sizeof(std::uint32_t);
|
||||
indexBuffer = gfxDevice.createBuffer(
|
||||
indexBytes,
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
||||
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), indexBuffer.buffer, "quad indices");
|
||||
|
||||
quadCapacity = InitialQuadCapacity;
|
||||
|
||||
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);
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), vertexBuffer.buffer, "quad vertices");
|
||||
|
||||
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);
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), indexBuffer.buffer, "quad indices");
|
||||
|
||||
quadCapacity = newCapacity;
|
||||
}
|
||||
@@ -0,0 +1,265 @@
|
||||
#include <destrum/Graphics/Pipelines/ShadowMapPipeline.h>
|
||||
|
||||
#include <array>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <stdexcept>
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <destrum/FS/AssetFS.h>
|
||||
#include <destrum/Graphics/GfxDevice.h>
|
||||
#include <destrum/Graphics/RenderResources.h>
|
||||
#include <destrum/Graphics/Caches/MeshCache.h>
|
||||
#include <destrum/Graphics/Util.h>
|
||||
|
||||
#include "volk.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
void ShadowMapPipeline::init(GfxDevice& gfxDevice, RenderResources& resources)
|
||||
{
|
||||
try
|
||||
{
|
||||
const auto vertexShader =
|
||||
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/shadow.vert");
|
||||
|
||||
const auto bufferRange = VkPushConstantRange{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(PushConstants),
|
||||
};
|
||||
|
||||
const auto pushConstantRanges = std::array{bufferRange};
|
||||
|
||||
const auto layouts = std::array{
|
||||
resources.getBindlessDescSetLayout()
|
||||
};
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
|
||||
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
|
||||
pipelineLayoutInfo.pSetLayouts = layouts.data();
|
||||
pipelineLayoutInfo.pushConstantRangeCount = static_cast<std::uint32_t>(pushConstantRanges.size());
|
||||
pipelineLayoutInfo.pPushConstantRanges = pushConstantRanges.data();
|
||||
|
||||
if (vkCreatePipelineLayout(
|
||||
gfxDevice.getDevice(),
|
||||
&pipelineLayoutInfo,
|
||||
nullptr,
|
||||
&m_pipelineLayout) != VK_SUCCESS)
|
||||
{
|
||||
throw std::runtime_error("Could not create shadow map pipeline layout");
|
||||
}
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
pipelineConfig.name = "Shadow Map Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
pipelineConfig.colorAttachments = {};
|
||||
pipelineConfig.colorBlendInfo.attachmentCount = 0;
|
||||
pipelineConfig.depthAttachment = shadowMapFormat;
|
||||
|
||||
// the light projection isn't Y flipped like the camera's, so the winding is mirrored
|
||||
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
|
||||
pipelineConfig.rasterizationInfo.depthBiasEnable = VK_TRUE;
|
||||
pipelineConfig.rasterizationInfo.depthBiasConstantFactor = 0.0f;
|
||||
pipelineConfig.rasterizationInfo.depthBiasSlopeFactor = 2.0f;
|
||||
|
||||
m_pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
"",
|
||||
pipelineConfig
|
||||
);
|
||||
|
||||
const auto createInfo = vkutil::CreateImageInfo{
|
||||
.format = shadowMapFormat,
|
||||
.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
|
||||
.extent = VkExtent3D{SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1},
|
||||
};
|
||||
|
||||
shadowMapId = resources.createImage(gfxDevice, createInfo, "shadow map", nullptr, shadowMapId);
|
||||
spdlog::info("Created {0}x{0} shadow map with id {1}", SHADOW_MAP_SIZE, shadowMapId);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice.getDevice());
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void ShadowMapPipeline::cleanup(VkDevice device)
|
||||
{
|
||||
m_pipeline.reset();
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
shadowMapId = NULL_IMAGE_ID;
|
||||
}
|
||||
|
||||
glm::mat4 ShadowMapPipeline::calculateLightViewProj(const glm::vec3& lightDirection, const glm::vec3& center) const
|
||||
{
|
||||
const glm::vec3 direction = glm::normalize(lightDirection);
|
||||
const glm::vec3 up = std::abs(direction.y) > 0.99f ? glm::vec3{0.0f, 0.0f, 1.0f} : glm::vec3{0.0f, 1.0f, 0.0f};
|
||||
|
||||
const glm::mat4 lightView = glm::lookAt(glm::vec3{0.0f}, direction, up);
|
||||
|
||||
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
|
||||
glm::vec3 lightSpaceCenter = glm::vec3(lightView * glm::vec4(center, 1.0f));
|
||||
lightSpaceCenter.x = std::floor(lightSpaceCenter.x / texelSize) * texelSize;
|
||||
lightSpaceCenter.y = std::floor(lightSpaceCenter.y / texelSize) * texelSize;
|
||||
|
||||
const glm::mat4 lightProj = glm::orthoRH_ZO(
|
||||
lightSpaceCenter.x - shadowDistance,
|
||||
lightSpaceCenter.x + shadowDistance,
|
||||
lightSpaceCenter.y - shadowDistance,
|
||||
lightSpaceCenter.y + shadowDistance,
|
||||
-lightSpaceCenter.z - shadowDepthRange,
|
||||
-lightSpaceCenter.z + shadowDepthRange);
|
||||
|
||||
return lightProj * lightView;
|
||||
}
|
||||
|
||||
float ShadowMapPipeline::getNormalOffset() const
|
||||
{
|
||||
const float texelSize = (2.0f * shadowDistance) / static_cast<float>(SHADOW_MAP_SIZE);
|
||||
return texelSize * 1.5f;
|
||||
}
|
||||
|
||||
void ShadowMapPipeline::draw(
|
||||
VkCommandBuffer cmd,
|
||||
const RenderResources& resources,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_pipeline || shadowMapId == NULL_IMAGE_ID)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const auto& shadowMap = resources.getImage(shadowMapId);
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
shadowMap.image,
|
||||
shadowMap.layout,
|
||||
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
shadowMap.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = shadowMap.getExtent2D(),
|
||||
.depthImageView = shadowMap.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
|
||||
|
||||
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
|
||||
|
||||
m_pipeline->bind(cmd);
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
|
||||
|
||||
const auto viewport = VkViewport{
|
||||
.x = 0.f,
|
||||
.y = 0.f,
|
||||
.width = static_cast<float>(SHADOW_MAP_SIZE),
|
||||
.height = static_cast<float>(SHADOW_MAP_SIZE),
|
||||
.minDepth = 0.f,
|
||||
.maxDepth = 1.f,
|
||||
};
|
||||
vkCmdSetViewport(cmd, 0, 1, &viewport);
|
||||
|
||||
const auto scissor = VkRect2D{
|
||||
.offset = {},
|
||||
.extent = shadowMap.getExtent2D(),
|
||||
};
|
||||
vkCmdSetScissor(cmd, 0, 1, &scissor);
|
||||
|
||||
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
|
||||
|
||||
const MeshCache& meshCache = resources.meshes();
|
||||
MeshID prevMeshId = NULL_MESH_ID;
|
||||
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc)
|
||||
{
|
||||
if (!dc.castShadow)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const auto& mesh = meshCache.getMesh(dc.meshId);
|
||||
|
||||
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
|
||||
vkutil::cmdBeginLabelFormatted(
|
||||
cmd,
|
||||
vkutil::labelColors::draw,
|
||||
"%s [mesh %zu, material %u%s]",
|
||||
meshKey.empty() ? "Mesh" : meshKey.c_str(),
|
||||
dc.meshId,
|
||||
dc.materialId,
|
||||
dc.skinnedMesh != nullptr ? ", skinned" : "");
|
||||
|
||||
if (dc.meshId != prevMeshId)
|
||||
{
|
||||
prevMeshId = dc.meshId;
|
||||
vkCmdBindIndexBuffer(cmd, mesh.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
}
|
||||
|
||||
const auto pushConstants = PushConstants{
|
||||
.transform = dc.transformMatrix,
|
||||
.sceneDataBuffer = sceneDataBuffer.address,
|
||||
.vertexBuffer =
|
||||
dc.skinnedMesh != nullptr
|
||||
? dc.skinnedMesh->skinnedVertexBuffer.address
|
||||
: mesh.vertexBuffer.address,
|
||||
.materialId = dc.materialId,
|
||||
.padding = 0,
|
||||
};
|
||||
|
||||
vkCmdPushConstants(
|
||||
cmd,
|
||||
m_pipelineLayout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0,
|
||||
sizeof(PushConstants),
|
||||
&pushConstants);
|
||||
|
||||
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
|
||||
|
||||
vkutil::cmdEndLabel(cmd);
|
||||
};
|
||||
|
||||
if (!sortedDrawCommands.empty())
|
||||
{
|
||||
for (std::size_t drawIndex : sortedDrawCommands)
|
||||
{
|
||||
assert(drawIndex < drawCommands.size());
|
||||
drawOne(drawCommands[drawIndex]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (const MeshDrawCommand& dc : drawCommands)
|
||||
{
|
||||
drawOne(dc);
|
||||
}
|
||||
}
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
shadowMap.image,
|
||||
shadowMap.layout,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
shadowMap.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
}
|
||||
@@ -53,6 +53,9 @@ void SkinningPipeline::init(GfxDevice& gfxDevice) {
|
||||
MAX_JOINT_MATRICES * sizeof(glm::mat4),
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
|
||||
VMA_MEMORY_USAGE_CPU_TO_GPU);
|
||||
|
||||
const std::string bufferName = "joint matrices (frame " + std::to_string(i) + ")";
|
||||
vkutil::addDebugLabel(device, jointMatricesBuffer.buffer.buffer, bufferName.c_str());
|
||||
}
|
||||
} catch (...) {
|
||||
cleanup(gfxDevice);
|
||||
@@ -84,6 +87,9 @@ void SkinningPipeline::doSkinning(VkCommandBuffer cmd,
|
||||
assert(mesh.hasSkeleton);
|
||||
assert(dc.skinnedMesh);
|
||||
|
||||
const std::string& meshKey = meshCache.getMeshKey(dc.meshId);
|
||||
vkutil::ScopedCmdLabel label(cmd, meshKey.empty() ? "Skin Mesh" : meshKey.c_str(), vkutil::labelColors::compute);
|
||||
|
||||
const auto cs = PushConstants{
|
||||
.jointMatricesBuffer = getCurrentFrameData(frameIndex).jointMatricesBuffer.buffer.address,
|
||||
.jointMatricesStartIndex = static_cast<std::uint32_t>(dc.jointMatricesStartIndex),
|
||||
|
||||
@@ -119,14 +119,16 @@ void SkyboxPipeline::draw(
|
||||
|
||||
const glm::mat3 r = glm::mat3(skyboxRotation);
|
||||
|
||||
// rotation only, translation in the inverse makes the sky jitter far from the origin
|
||||
const glm::mat4 viewRotation = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
|
||||
const auto pcs = SkyboxPushConstants{
|
||||
.invViewProj = glm::inverse(camera.GetViewProjectionMatrix()),
|
||||
.invViewProj = glm::inverse(camera.GetProjectionMatrix() * viewRotation),
|
||||
.skyboxRot = {
|
||||
glm::vec4(r[0], 0.f),
|
||||
glm::vec4(r[1], 0.f),
|
||||
glm::vec4(r[2], 0.f)
|
||||
},
|
||||
.cameraPos = camera.GetPosition(),
|
||||
.skyboxTextureId = static_cast<std::uint32_t>(skyboxTextureId),
|
||||
};
|
||||
|
||||
|
||||
@@ -130,6 +130,8 @@ ImageID RenderResources::createImage(
|
||||
|
||||
if (!debugName.empty()) {
|
||||
vkutil::addDebugLabel(gfxDevice.getVkDevice(), image.image, debugName.c_str());
|
||||
const std::string viewName = debugName + " (view)";
|
||||
vkutil::addDebugLabel(gfxDevice.getVkDevice(), image.imageView, viewName.c_str());
|
||||
image.debugName = debugName;
|
||||
}
|
||||
|
||||
@@ -266,10 +268,13 @@ const VkDescriptorSet& RenderResources::getBindlessDescSet() const {
|
||||
return imageCache->bindlessSetManager.getDescSet();
|
||||
}
|
||||
|
||||
void RenderResources::bindBindlessDescSet(VkCommandBuffer cmd, VkPipelineLayout layout) const {
|
||||
void RenderResources::bindBindlessDescSet(
|
||||
VkCommandBuffer cmd,
|
||||
VkPipelineLayout layout,
|
||||
VkPipelineBindPoint bindPoint) const {
|
||||
vkCmdBindDescriptorSets(
|
||||
cmd,
|
||||
VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
bindPoint,
|
||||
layout,
|
||||
0,
|
||||
1,
|
||||
|
||||
@@ -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 +41,23 @@ 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);
|
||||
|
||||
shadowMapPipeline = std::make_unique<ShadowMapPipeline>();
|
||||
shadowMapPipeline->init(gfxDevice, _resources);
|
||||
|
||||
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 +68,9 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
|
||||
flushMaterialUpdates(gfxDevice);
|
||||
meshDrawCommands.clear();
|
||||
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
shadowLightDirection.reset();
|
||||
QuadRenderingManager::GetInstance().ClearQuads();
|
||||
}
|
||||
|
||||
void GameRenderer::endDrawing()
|
||||
@@ -59,13 +81,16 @@ void GameRenderer::endDrawing()
|
||||
std::stable_sort(
|
||||
sortedMeshDrawCommands.begin(),
|
||||
sortedMeshDrawCommands.end(),
|
||||
[this](std::size_t left, std::size_t right) {
|
||||
[this](std::size_t left, std::size_t right)
|
||||
{
|
||||
const auto& lhs = meshDrawCommands[left];
|
||||
const auto& rhs = meshDrawCommands[right];
|
||||
if (lhs.meshId != rhs.meshId) {
|
||||
if (lhs.meshId != rhs.meshId)
|
||||
{
|
||||
return lhs.meshId < rhs.meshId;
|
||||
}
|
||||
if (lhs.materialId != rhs.materialId) {
|
||||
if (lhs.materialId != rhs.materialId)
|
||||
{
|
||||
return lhs.materialId < rhs.materialId;
|
||||
}
|
||||
return (lhs.skinnedMesh != nullptr) < (rhs.skinnedMesh != nullptr);
|
||||
@@ -76,9 +101,11 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
{
|
||||
ZoneScopedN("GameRenderer::draw");
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "GameRenderer::draw");
|
||||
vkutil::ScopedCmdLabel frameLabel(cmd, "GameRenderer::draw", vkutil::labelColors::frame);
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Skinning");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Skinning", vkutil::labelColors::compute);
|
||||
|
||||
skinningPipeline->flushCurrentFrame(
|
||||
cmd,
|
||||
@@ -95,9 +122,24 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Lights Buffer Flush");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Lights Buffer Flush", vkutil::labelColors::transfer);
|
||||
|
||||
lightCullingPipeline->flushCurrentFrame(cmd, gfxDevice);
|
||||
}
|
||||
|
||||
const glm::mat4 lightViewProj = shadowLightDirection
|
||||
? shadowMapPipeline->calculateLightViewProj(
|
||||
*shadowLightDirection,
|
||||
sceneData.camera.GetPosition())
|
||||
: glm::mat4{1.0f};
|
||||
|
||||
// TODO: there has to be a better way to do this
|
||||
const auto gpuSceneData = GPUSceneData{
|
||||
.view = sceneData.camera.GetViewMatrix(),
|
||||
.proj = sceneData.camera.GetProjectionMatrix(),
|
||||
.invProj = glm::inverse(sceneData.camera.GetProjectionMatrix()),
|
||||
.viewProj = sceneData.camera.GetViewProjectionMatrix(),
|
||||
.cameraPos = glm::vec4{sceneData.camera.m_position, 1.f},
|
||||
.ambientColor = {sceneData.ambientColor},
|
||||
@@ -105,10 +147,20 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
.fogColor = {sceneData.fogColor},
|
||||
.fogDensity = sceneData.fogDensity,
|
||||
.materialsBuffer = resources->materials().getMaterialDataBufferAddress(),
|
||||
.lightsBuffer = lightCullingPipeline->getLightsBufferAddress(),
|
||||
.tileLightIndicesBuffer = lightCullingPipeline->getTileLightIndicesBufferAddress(),
|
||||
.numLights = lightCullingPipeline->getNumLights(),
|
||||
.tileCountX = lightCullingPipeline->getTileCount().x,
|
||||
.debugLightHeatmap = renderLightHeatmap ? 1u : 0u,
|
||||
.shadowMapId = static_cast<std::uint32_t>(shadowMapPipeline->getShadowMapId()),
|
||||
.shadowNormalOffset = shadowMapPipeline->getNormalOffset(),
|
||||
.padding = 0,
|
||||
.lightViewProj = lightViewProj,
|
||||
};
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Material Buffer Barrier");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Material Buffer Barrier", vkutil::labelColors::transfer);
|
||||
|
||||
vkutil::bufferHostWriteToShaderReadBarrier(
|
||||
cmd,
|
||||
@@ -120,6 +172,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Upload Scene Data");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Upload Scene Data", vkutil::labelColors::transfer);
|
||||
|
||||
sceneDataBuffer.uploadNewData(
|
||||
cmd,
|
||||
@@ -154,16 +207,81 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
if (shadowLightDirection)
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Shadow Map");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Shadow Map", vkutil::labelColors::shadow);
|
||||
|
||||
shadowMapPipeline->draw(
|
||||
cmd,
|
||||
*resources,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
meshDrawCommands,
|
||||
sortedMeshDrawCommands);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Depth Prepass");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Depth Prepass", vkutil::labelColors::depth);
|
||||
|
||||
auto depthPrepassInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
depthPrepassInfo.renderingInfo.pDepthAttachment = &depthPrepassInfo.depthAttachment;
|
||||
|
||||
vkCmdBeginRendering(cmd, &depthPrepassInfo.renderingInfo);
|
||||
|
||||
meshPipeline->drawDepthPrepass(
|
||||
cmd,
|
||||
drawImage.getExtent2D(),
|
||||
*resources,
|
||||
camera,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
meshDrawCommands,
|
||||
sortedMeshDrawCommands);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Light Culling");
|
||||
vkutil::ScopedCmdLabel label(cmd, "Light Culling", vkutil::labelColors::compute);
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
lightCullingPipeline->cullLights(
|
||||
cmd,
|
||||
*resources,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
depthImageId,
|
||||
drawImage.getExtent2D());
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.colorImageView = drawImage.imageView,
|
||||
.colorImageClearValue = glm::vec4{0.f, 0.f, 0.f, 1.f},
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
renderInfo.renderingInfo.pColorAttachments = &renderInfo.colorAttachment;
|
||||
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
|
||||
|
||||
vkutil::cmdBeginLabel(cmd, "Forward Pass", vkutil::labelColors::opaque);
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "vkCmdBeginRendering");
|
||||
|
||||
@@ -172,6 +290,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "MeshPipeline::draw");
|
||||
vkutil::ScopedCmdLabel label(cmd, "MeshPipeline::draw", vkutil::labelColors::opaque);
|
||||
|
||||
meshPipeline->draw(
|
||||
cmd,
|
||||
@@ -185,6 +304,7 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "SkyboxPipeline::draw");
|
||||
vkutil::ScopedCmdLabel label(cmd, "SkyboxPipeline::draw", vkutil::labelColors::sky);
|
||||
|
||||
skyboxPipeline->draw(cmd, *resources, camera);
|
||||
}
|
||||
@@ -194,20 +314,70 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
}
|
||||
// vkutil::cmdEndLabel(cmd);
|
||||
|
||||
vkutil::cmdEndLabel(cmd);
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "LineRenderingPass::draw");
|
||||
vkutil::ScopedCmdLabel label(cmd, "LineRenderingPass::draw", vkutil::labelColors::debug);
|
||||
|
||||
lineRenderingPass->draw(
|
||||
cmd,
|
||||
gfxDevice,
|
||||
drawImage,
|
||||
camera,
|
||||
LineRenderingManager::GetInstance());
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "QuadRendererPass::draw");
|
||||
vkutil::ScopedCmdLabel label(cmd, "QuadRendererPass::draw", vkutil::labelColors::ui);
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
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 (shadowMapPipeline)
|
||||
shadowMapPipeline->cleanup(device);
|
||||
|
||||
if (skyboxPipeline)
|
||||
skyboxPipeline->cleanup(device);
|
||||
|
||||
@@ -228,6 +398,11 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
|
||||
meshPipeline.reset();
|
||||
skyboxPipeline.reset();
|
||||
skinningPipeline.reset();
|
||||
lineRenderingPass.reset();
|
||||
quadRendererPass.reset();
|
||||
lightCullingPipeline.reset();
|
||||
shadowMapPipeline.reset();
|
||||
shadowLightDirection.reset();
|
||||
pendingMaterialUploads.clear();
|
||||
meshDrawCommands.clear();
|
||||
sortedMeshDrawCommands.clear();
|
||||
@@ -270,6 +445,22 @@ void GameRenderer::drawSkinnedMesh(MeshID id,
|
||||
});
|
||||
}
|
||||
|
||||
void GameRenderer::submitLight(const Light& light)
|
||||
{
|
||||
Light submittedLight = light;
|
||||
|
||||
// there's a single shadow map, the first shadow casting directional light gets it
|
||||
submittedLight.castShadows =
|
||||
light.castShadows && light.type == LightType::Directional && !shadowLightDirection;
|
||||
|
||||
if (submittedLight.castShadows)
|
||||
{
|
||||
shadowLightDirection = light.direction;
|
||||
}
|
||||
|
||||
lightCullingPipeline->appendLight(submittedLight);
|
||||
}
|
||||
|
||||
const GPUImage& GameRenderer::getDrawImage() const
|
||||
{
|
||||
assert(resources);
|
||||
@@ -296,7 +487,8 @@ void GameRenderer::setSkyboxTexture(ImageID skyboxImageId)
|
||||
|
||||
void GameRenderer::flushMaterialUpdates(GfxDevice& gfxDevice)
|
||||
{
|
||||
if (!pendingMaterialUploads.empty()) {
|
||||
if (!pendingMaterialUploads.empty())
|
||||
{
|
||||
// Material data is currently shared by all frame contexts. Wait before
|
||||
// mutating it so an older in-flight frame cannot read the overwritten
|
||||
// range. This can later be replaced with per-frame material buffers.
|
||||
|
||||
@@ -71,6 +71,8 @@ void CubeMap::RenderToCubemap(
|
||||
}
|
||||
|
||||
gfxDevice.getImmediateExecuter().immediateSubmit([&](VkCommandBuffer cmd) {
|
||||
vkutil::ScopedCmdLabel label(cmd, "HDRI To Cubemap", vkutil::labelColors::sky);
|
||||
|
||||
VkImageMemoryBarrier barrier{VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
@@ -108,6 +110,8 @@ void CubeMap::RenderToCubemap(
|
||||
scissor.extent = {size, size};
|
||||
|
||||
for (std::uint32_t face = 0; face < 6; ++face) {
|
||||
vkutil::cmdBeginLabelFormatted(cmd, vkutil::labelColors::draw, "Cubemap Face %u", face);
|
||||
|
||||
PC pc{};
|
||||
pc.viewMtx = viewMatrices[face];
|
||||
pc.projMtx = m_projection;
|
||||
@@ -153,6 +157,8 @@ void CubeMap::RenderToCubemap(
|
||||
vkCmdDraw(cmd, 36, 1, 0, 0);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
|
||||
vkutil::cmdEndLabel(cmd);
|
||||
}
|
||||
|
||||
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
@@ -199,6 +205,8 @@ void CubeMap::CreateCubeMap(
|
||||
.mipMap = false,
|
||||
.isCubemap = true
|
||||
});
|
||||
cubeMapImage.debugName = "skybox cubemap";
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), cubeMapImage.image, cubeMapImage.debugName.c_str());
|
||||
|
||||
std::array<VkImageView, 6> faceViews{};
|
||||
|
||||
@@ -220,6 +228,9 @@ void CubeMap::CreateCubeMap(
|
||||
&viewInfo,
|
||||
nullptr,
|
||||
&faceViews[face]));
|
||||
|
||||
const std::string faceViewName = "skybox cubemap face " + std::to_string(face) + " (view)";
|
||||
vkutil::addDebugLabel(gfxDevice.getDevice(), faceViews[face], faceViewName.c_str());
|
||||
}
|
||||
|
||||
spdlog::info("HDRI image id = {}", m_hdrImage);
|
||||
@@ -305,6 +316,7 @@ void CubeMap::InitCubemapPipeline(
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
pipelineConfig.name = "HDRI To Cubemap Pipeline";
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
@@ -0,0 +1,439 @@
|
||||
#include <destrum/Graphics/ResourcesInspector.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <charconv>
|
||||
#include <system_error>
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <vector>
|
||||
|
||||
#include <imgui.h>
|
||||
#include <vulkan/vk_enum_string_helper.h>
|
||||
|
||||
#include <destrum/Graphics/Caches/ImageCache.h>
|
||||
#include <destrum/Graphics/Caches/MaterialCache.h>
|
||||
#include <destrum/Graphics/Pipelines/ImguiPass.h>
|
||||
#include <destrum/Graphics/RenderResources.h>
|
||||
|
||||
namespace
|
||||
{
|
||||
[[nodiscard]] const char* StripPrefix(const char* name, const char* prefix)
|
||||
{
|
||||
const std::size_t length = std::strlen(prefix);
|
||||
return std::strncmp(name, prefix, length) == 0 ? name + length : name;
|
||||
}
|
||||
|
||||
[[nodiscard]] const char* FormatName(VkFormat format)
|
||||
{
|
||||
return StripPrefix(string_VkFormat(format), "VK_FORMAT_");
|
||||
}
|
||||
|
||||
[[nodiscard]] const char* LayoutName(VkImageLayout layout)
|
||||
{
|
||||
return StripPrefix(string_VkImageLayout(layout), "VK_IMAGE_LAYOUT_");
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string UsageNames(VkImageUsageFlags usage)
|
||||
{
|
||||
struct UsageName
|
||||
{
|
||||
VkImageUsageFlagBits bit;
|
||||
const char* name;
|
||||
};
|
||||
|
||||
constexpr UsageName usageNames[] = {
|
||||
{VK_IMAGE_USAGE_SAMPLED_BIT, "sampled"},
|
||||
{VK_IMAGE_USAGE_STORAGE_BIT, "storage"},
|
||||
{VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, "color attachment"},
|
||||
{VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, "depth attachment"},
|
||||
{VK_IMAGE_USAGE_TRANSFER_SRC_BIT, "transfer src"},
|
||||
{VK_IMAGE_USAGE_TRANSFER_DST_BIT, "transfer dst"},
|
||||
};
|
||||
|
||||
std::string result;
|
||||
for (const UsageName& usageName : usageNames)
|
||||
{
|
||||
if ((usage & usageName.bit) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (!result.empty())
|
||||
{
|
||||
result += ", ";
|
||||
}
|
||||
result += usageName.name;
|
||||
}
|
||||
return result.empty() ? "none" : result;
|
||||
}
|
||||
|
||||
[[nodiscard]] bool IsDepthFormat(VkFormat format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case VK_FORMAT_D16_UNORM:
|
||||
case VK_FORMAT_X8_D24_UNORM_PACK32:
|
||||
case VK_FORMAT_D32_SFLOAT:
|
||||
case VK_FORMAT_D16_UNORM_S8_UINT:
|
||||
case VK_FORMAT_D24_UNORM_S8_UINT:
|
||||
case VK_FORMAT_D32_SFLOAT_S8_UINT:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]] bool ContainsCaseInsensitive(std::string_view haystack, std::string_view needle)
|
||||
{
|
||||
const auto it = std::search(
|
||||
haystack.begin(), haystack.end(),
|
||||
needle.begin(), needle.end(),
|
||||
[](char a, char b)
|
||||
{
|
||||
return std::tolower(static_cast<unsigned char>(a)) == std::tolower(static_cast<unsigned char>(b));
|
||||
});
|
||||
return it != haystack.end();
|
||||
}
|
||||
|
||||
[[nodiscard]] const char* TextureIntentName(TextureIntent intent)
|
||||
{
|
||||
switch (intent)
|
||||
{
|
||||
case TextureIntent::ColorSrgb: return "color (sRGB)";
|
||||
case TextureIntent::DataLinear: return "data (linear)";
|
||||
}
|
||||
return "unknown";
|
||||
}
|
||||
}
|
||||
|
||||
ResourcesInspector::PreviewInfo ResourcesInspector::getPreviewInfo(const GPUImage& image)
|
||||
{
|
||||
if (image.image == VK_NULL_HANDLE || image.imageView == VK_NULL_HANDLE)
|
||||
{
|
||||
return {false, "no image view"};
|
||||
}
|
||||
if ((image.usage & VK_IMAGE_USAGE_SAMPLED_BIT) == 0)
|
||||
{
|
||||
return {false, "not sampleable"};
|
||||
}
|
||||
if (image.isCubemap)
|
||||
{
|
||||
return {false, "cubemap"};
|
||||
}
|
||||
if (image.numLayers > 1)
|
||||
{
|
||||
return {false, "image array"};
|
||||
}
|
||||
|
||||
if (image.getLayout() == VK_IMAGE_LAYOUT_UNDEFINED)
|
||||
{
|
||||
return {false, "never written"};
|
||||
}
|
||||
|
||||
// ImGui reads the image when the UI gets rendered at the very end of the frame. Render targets
|
||||
// like the draw / depth image are in an attachment or transfer layout by then.
|
||||
if (image.getLayout() != VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||||
{
|
||||
return {false, "render target"};
|
||||
}
|
||||
|
||||
return {true, ""};
|
||||
}
|
||||
|
||||
void ResourcesInspector::drawImagePreview(const GPUImage& image, float maxSize, ImguiPass& imguiPass) const
|
||||
{
|
||||
const float width = static_cast<float>(image.extent.width);
|
||||
const float height = static_cast<float>(image.extent.height);
|
||||
const float scale = maxSize / std::max({width, height, 1.0f});
|
||||
const ImVec2 size{std::max(width * scale, 1.0f), std::max(height * scale, 1.0f)};
|
||||
|
||||
const PreviewInfo preview = getPreviewInfo(image);
|
||||
if (preview.previewable)
|
||||
{
|
||||
const ImTextureID textureId = imguiPass.getFrameTexture(image.imageView);
|
||||
if (textureId != ImTextureID{})
|
||||
{
|
||||
ImGui::ImageWithBg(textureId, size, ImVec2{0.0f, 0.0f}, ImVec2{1.0f, 1.0f}, ImVec4{0.1f, 0.1f, 0.1f, 1.0f});
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// placeholder box with the reason it can't be shown
|
||||
const ImVec2 boxSize{maxSize, std::min(maxSize, std::max(size.y, ImGui::GetTextLineHeight() * 2.0f))};
|
||||
const ImVec2 min = ImGui::GetCursorScreenPos();
|
||||
const ImVec2 max{min.x + boxSize.x, min.y + boxSize.y};
|
||||
|
||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||
drawList->AddRectFilled(min, max, ImGui::GetColorU32(ImGuiCol_FrameBg));
|
||||
drawList->AddRect(min, max, ImGui::GetColorU32(ImGuiCol_Border));
|
||||
|
||||
// small thumbnails just get a dash, the reason is in the tooltip
|
||||
const char* text = ImGui::CalcTextSize(preview.reason).x <= boxSize.x - 8.0f ? preview.reason : "-";
|
||||
const ImVec2 textSize = ImGui::CalcTextSize(text);
|
||||
drawList->AddText(
|
||||
ImVec2{min.x + (boxSize.x - textSize.x) * 0.5f, min.y + (boxSize.y - textSize.y) * 0.5f},
|
||||
ImGui::GetColorU32(ImGuiCol_TextDisabled),
|
||||
text);
|
||||
|
||||
ImGui::Dummy(boxSize);
|
||||
}
|
||||
|
||||
void ResourcesInspector::drawImageDetails(ImageID id, const RenderResources& resources) const
|
||||
{
|
||||
const ImageCache& cache = resources.images();
|
||||
const GPUImage& image = cache.images[id];
|
||||
|
||||
ImGui::Text("Image ID: %u", static_cast<unsigned>(id));
|
||||
ImGui::TextWrapped("Name: %s", image.debugName.empty() ? "<unnamed>" : image.debugName.c_str());
|
||||
|
||||
if (id == resources.getWhiteTextureID())
|
||||
{
|
||||
ImGui::TextColored(ImVec4{0.6f, 0.8f, 1.0f, 1.0f}, "Default white (also metallic/roughness + emissive default)");
|
||||
}
|
||||
if (id == resources.getErrorTextureID())
|
||||
{
|
||||
ImGui::TextColored(ImVec4{1.0f, 0.4f, 0.8f, 1.0f}, "Error texture (used when a load fails)");
|
||||
}
|
||||
if (id == resources.getDefaultNormalTextureID())
|
||||
{
|
||||
ImGui::TextColored(ImVec4{0.6f, 0.8f, 1.0f, 1.0f}, "Default normal map");
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::Text("Size: %u x %u", image.extent.width, image.extent.height);
|
||||
ImGui::Text("Format: %s%s", FormatName(image.format), IsDepthFormat(image.format) ? " (shown as red)" : "");
|
||||
ImGui::Text("Mips: %u Layers: %u%s", image.mipLevels, image.numLayers, image.isCubemap ? " cubemap" : "");
|
||||
ImGui::Text("Layout: %s", LayoutName(image.getLayout()));
|
||||
if (const PreviewInfo preview = getPreviewInfo(image); !preview.previewable)
|
||||
{
|
||||
ImGui::TextDisabled("No preview: %s", preview.reason);
|
||||
}
|
||||
ImGui::TextWrapped("Usage: %s", UsageNames(image.usage).c_str());
|
||||
|
||||
if (const auto it = cache.loadedImagesInfo.find(id); it != cache.loadedImagesInfo.end())
|
||||
{
|
||||
ImGui::Separator();
|
||||
ImGui::TextWrapped("File: %s", it->second.path.generic_string().c_str());
|
||||
ImGui::Text("Intent: %s%s", TextureIntentName(it->second.intent), it->second.mipMap ? ", mipmapped" : "");
|
||||
}
|
||||
|
||||
const MaterialCache& materials = resources.materials();
|
||||
std::vector<std::size_t> users;
|
||||
for (std::size_t materialId = 0; materialId < materials.materials.size(); ++materialId)
|
||||
{
|
||||
if (materials.materials[materialId].diffuseTexture == id)
|
||||
{
|
||||
users.push_back(materialId);
|
||||
}
|
||||
}
|
||||
|
||||
if (!users.empty())
|
||||
{
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Diffuse texture of %zu material(s):", users.size());
|
||||
|
||||
constexpr std::size_t maxListed = 8;
|
||||
for (std::size_t i = 0; i < std::min(users.size(), maxListed); ++i)
|
||||
{
|
||||
const Material& material = materials.materials[users[i]];
|
||||
ImGui::BulletText(
|
||||
"#%zu %s",
|
||||
users[i],
|
||||
material.name.empty() ? "<unnamed>" : material.name.c_str());
|
||||
}
|
||||
if (users.size() > maxListed)
|
||||
{
|
||||
ImGui::TextDisabled("... and %zu more", users.size() - maxListed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool ResourcesInspector::matchesFilter(ImageID id, const RenderResources& resources) const
|
||||
{
|
||||
const std::string_view filterText{filter};
|
||||
if (filterText.empty())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// a plain number matches the image id exactly
|
||||
unsigned filterId = 0;
|
||||
const auto [end, error] = std::from_chars(filterText.data(), filterText.data() + filterText.size(), filterId);
|
||||
if (error == std::errc{} && end == filterText.data() + filterText.size())
|
||||
{
|
||||
return filterId == id;
|
||||
}
|
||||
|
||||
const ImageCache& cache = resources.images();
|
||||
if (ContainsCaseInsensitive(cache.images[id].debugName, filterText))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (const auto it = cache.loadedImagesInfo.find(id); it != cache.loadedImagesInfo.end())
|
||||
{
|
||||
return ContainsCaseInsensitive(it->second.path.generic_string(), filterText);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ResourcesInspector::drawImageCacheWindow(bool* open, const RenderResources& resources, ImguiPass& imguiPass)
|
||||
{
|
||||
if (!ImGui::Begin("Image Cache", open))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!resources.isInitialized())
|
||||
{
|
||||
ImGui::TextDisabled("Render resources aren't initialized yet");
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
const ImageCache& cache = resources.images();
|
||||
|
||||
std::vector<ImageID> visibleIds;
|
||||
std::size_t imageCount = 0;
|
||||
for (std::size_t i = 0; i < cache.images.size(); ++i)
|
||||
{
|
||||
const auto id = static_cast<ImageID>(i);
|
||||
const GPUImage& image = cache.images[i];
|
||||
if (image.image == VK_NULL_HANDLE)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
++imageCount;
|
||||
if (!matchesFilter(id, resources))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (onlyPreviewable && !getPreviewInfo(image).previewable)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
visibleIds.push_back(id);
|
||||
}
|
||||
|
||||
ImGui::Text("%zu images (bindless capacity %u)", imageCount, cache.getMaxImageCount());
|
||||
|
||||
ImGui::SetNextItemWidth(220.0f);
|
||||
ImGui::InputTextWithHint("##filter", "Filter by name, path or ID", filter, sizeof(filter));
|
||||
ImGui::SameLine();
|
||||
ImGui::SetNextItemWidth(140.0f);
|
||||
ImGui::SliderFloat("Thumbnail", &thumbnailSize, 24.0f, 256.0f, "%.0f px");
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Previewable only", &onlyPreviewable);
|
||||
|
||||
if (selectedImageId != NULL_IMAGE_ID &&
|
||||
(selectedImageId >= cache.images.size() || cache.images[selectedImageId].image == VK_NULL_HANDLE))
|
||||
{
|
||||
selectedImageId = NULL_IMAGE_ID;
|
||||
}
|
||||
|
||||
if (selectedImageId != NULL_IMAGE_ID)
|
||||
{
|
||||
if (ImGui::CollapsingHeader("Selected Image", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
drawImagePreview(cache.images[selectedImageId], 256.0f, imguiPass);
|
||||
ImGui::SameLine();
|
||||
ImGui::BeginGroup();
|
||||
drawImageDetails(selectedImageId, resources);
|
||||
if (ImGui::SmallButton("Clear selection"))
|
||||
{
|
||||
selectedImageId = NULL_IMAGE_ID;
|
||||
}
|
||||
ImGui::EndGroup();
|
||||
}
|
||||
}
|
||||
|
||||
constexpr ImGuiTableFlags tableFlags =
|
||||
ImGuiTableFlags_Borders |
|
||||
ImGuiTableFlags_RowBg |
|
||||
ImGuiTableFlags_ScrollY |
|
||||
ImGuiTableFlags_Resizable |
|
||||
ImGuiTableFlags_SizingStretchProp;
|
||||
|
||||
if (ImGui::BeginTable("##images", 6, tableFlags))
|
||||
{
|
||||
ImGui::TableSetupScrollFreeze(0, 1);
|
||||
ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_WidthFixed, 40.0f);
|
||||
ImGui::TableSetupColumn("Preview", ImGuiTableColumnFlags_WidthFixed, thumbnailSize + 4.0f);
|
||||
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch, 3.0f);
|
||||
ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, 90.0f);
|
||||
ImGui::TableSetupColumn("Format", ImGuiTableColumnFlags_WidthStretch, 1.5f);
|
||||
ImGui::TableSetupColumn("Layout", ImGuiTableColumnFlags_WidthStretch, 1.5f);
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
// only the visible rows get a texture descriptor
|
||||
const float rowHeight = thumbnailSize + ImGui::GetStyle().CellPadding.y * 2.0f;
|
||||
ImGuiListClipper clipper;
|
||||
clipper.Begin(static_cast<int>(visibleIds.size()), rowHeight);
|
||||
while (clipper.Step())
|
||||
{
|
||||
for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; ++row)
|
||||
{
|
||||
const ImageID id = visibleIds[static_cast<std::size_t>(row)];
|
||||
const GPUImage& image = cache.images[id];
|
||||
|
||||
ImGui::PushID(static_cast<int>(id));
|
||||
ImGui::TableNextRow(ImGuiTableRowFlags_None, thumbnailSize);
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
const std::string idLabel = std::to_string(id);
|
||||
if (ImGui::Selectable(
|
||||
idLabel.c_str(),
|
||||
selectedImageId == id,
|
||||
ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap,
|
||||
ImVec2{0.0f, thumbnailSize}))
|
||||
{
|
||||
selectedImageId = selectedImageId == id ? NULL_IMAGE_ID : id;
|
||||
}
|
||||
|
||||
if (ImGui::BeginItemTooltip())
|
||||
{
|
||||
drawImagePreview(image, 256.0f, imguiPass);
|
||||
drawImageDetails(id, resources);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
drawImagePreview(image, thumbnailSize, imguiPass);
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
if (const auto it = cache.loadedImagesInfo.find(id); it != cache.loadedImagesInfo.end())
|
||||
{
|
||||
// loaded images are named after their full path, the file name is enough here
|
||||
ImGui::TextWrapped("%s", it->second.path.filename().generic_string().c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::TextWrapped("%s", image.debugName.empty() ? "<unnamed>" : image.debugName.c_str());
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::Text("%u x %u", image.extent.width, image.extent.height);
|
||||
if (image.mipLevels > 1)
|
||||
{
|
||||
ImGui::TextDisabled("%u mips", image.mipLevels);
|
||||
}
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::TextUnformatted(FormatName(image.format));
|
||||
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::TextUnformatted(LayoutName(image.getLayout()));
|
||||
|
||||
ImGui::PopID();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
@@ -21,6 +21,22 @@ void Swapchain::initSync(VkDevice device) {
|
||||
for (std::uint32_t i = 0; i < FRAMES_IN_FLIGHT; ++i) {
|
||||
VK_CHECK(vkCreateFence(device, &fenceCreateInfo, nullptr, &frames[i].renderFence));
|
||||
VK_CHECK(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &frames[i].swapchainSemaphore));
|
||||
|
||||
const auto fenceName = std::format("frame {} render fence", i);
|
||||
const auto semaphoreName = std::format("frame {} swapchain semaphore", i);
|
||||
vkutil::addDebugLabel(device, frames[i].renderFence, fenceName.c_str());
|
||||
vkutil::addDebugLabel(device, frames[i].swapchainSemaphore, semaphoreName.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
void Swapchain::nameSwapchainObjects(VkDevice device) const {
|
||||
for (std::size_t i = 0; i < images.size(); ++i) {
|
||||
const auto imageName = std::format("swapchain image {}", i);
|
||||
const auto viewName = std::format("swapchain image {} (view)", i);
|
||||
const auto semaphoreName = std::format("swapchain image {} render semaphore", i);
|
||||
vkutil::addDebugLabel(device, images[i], imageName.c_str());
|
||||
vkutil::addDebugLabel(device, imageViews[i], viewName.c_str());
|
||||
vkutil::addDebugLabel(device, imageRenderSemaphores[i], semaphoreName.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,6 +101,8 @@ void Swapchain::createSwapchain(
|
||||
VK_CHECK(vkCreateSemaphore(vkbDevice, &sci, nullptr, &sem));
|
||||
}
|
||||
|
||||
nameSwapchainObjects(vkbDevice);
|
||||
|
||||
extent = m_swapchain.extent;
|
||||
dirty = false;
|
||||
}
|
||||
@@ -187,6 +205,8 @@ void Swapchain::recreateSwapchain(
|
||||
VK_CHECK(vkCreateSemaphore(vkbDevice, &sci, nullptr, &sem));
|
||||
}
|
||||
|
||||
nameSwapchainObjects(vkbDevice);
|
||||
|
||||
extent = m_swapchain.extent;
|
||||
dirty = false;
|
||||
}
|
||||
|
||||
+101
-101
@@ -188,54 +188,124 @@ void vkutil::bufferHostWriteToTransferReadBarrier(
|
||||
}
|
||||
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkImage image, const char* label) {
|
||||
void vkutil::addDebugLabel(VkDevice device, VkObjectType objectType, std::uint64_t objectHandle, const char* label) {
|
||||
if (!vkSetDebugUtilsObjectNameEXT || device == VK_NULL_HANDLE || objectHandle == 0 || label == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_IMAGE,
|
||||
.objectHandle = (std::uint64_t)image,
|
||||
.objectType = objectType,
|
||||
.objectHandle = objectHandle,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkImage image, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_IMAGE, reinterpret_cast<std::uint64_t>(image), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkImageView imageView, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_IMAGE_VIEW, reinterpret_cast<std::uint64_t>(imageView), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkShaderModule shaderModule, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_SHADER_MODULE,
|
||||
.objectHandle = (std::uint64_t)shaderModule,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_SHADER_MODULE, reinterpret_cast<std::uint64_t>(shaderModule), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkPipeline pipeline, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_PIPELINE,
|
||||
.objectHandle = (std::uint64_t)pipeline,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_PIPELINE, reinterpret_cast<std::uint64_t>(pipeline), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkPipelineLayout layout, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_PIPELINE_LAYOUT, reinterpret_cast<std::uint64_t>(layout), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkBuffer buffer, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_BUFFER,
|
||||
.objectHandle = (std::uint64_t)buffer,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_BUFFER, reinterpret_cast<std::uint64_t>(buffer), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkSampler sampler, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_SAMPLER,
|
||||
.objectHandle = (std::uint64_t)sampler,
|
||||
.pObjectName = label,
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_SAMPLER, reinterpret_cast<std::uint64_t>(sampler), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkDescriptorPool descriptorPool, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_DESCRIPTOR_POOL, reinterpret_cast<std::uint64_t>(descriptorPool), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkDescriptorSetLayout descriptorSetLayout, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT, reinterpret_cast<std::uint64_t>(descriptorSetLayout), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkDescriptorSet descriptorSet, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_DESCRIPTOR_SET, reinterpret_cast<std::uint64_t>(descriptorSet), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkCommandPool commandPool, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_COMMAND_POOL, reinterpret_cast<std::uint64_t>(commandPool), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkCommandBuffer commandBuffer, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_COMMAND_BUFFER, reinterpret_cast<std::uint64_t>(commandBuffer), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkFence fence, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_FENCE, reinterpret_cast<std::uint64_t>(fence), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkSemaphore semaphore, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_SEMAPHORE, reinterpret_cast<std::uint64_t>(semaphore), label);
|
||||
}
|
||||
|
||||
void vkutil::addDebugLabel(VkDevice device, VkQueue queue, const char* label) {
|
||||
addDebugLabel(device, VK_OBJECT_TYPE_QUEUE, reinterpret_cast<std::uint64_t>(queue), label);
|
||||
}
|
||||
|
||||
bool vkutil::debugLabelsEnabled() {
|
||||
return vkCmdBeginDebugUtilsLabelEXT != nullptr && vkCmdEndDebugUtilsLabelEXT != nullptr;
|
||||
}
|
||||
|
||||
void vkutil::cmdBeginLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color) {
|
||||
if (!debugLabelsEnabled() || label == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto labelInfo = VkDebugUtilsLabelEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT,
|
||||
.pLabelName = label,
|
||||
.color = {color.x, color.y, color.z, color.w},
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
vkCmdBeginDebugUtilsLabelEXT(cmd, &labelInfo);
|
||||
}
|
||||
|
||||
void vkutil::cmdEndLabel(VkCommandBuffer cmd) {
|
||||
if (!debugLabelsEnabled()) {
|
||||
return;
|
||||
}
|
||||
vkCmdEndDebugUtilsLabelEXT(cmd);
|
||||
}
|
||||
|
||||
void vkutil::cmdInsertLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color) {
|
||||
if (!vkCmdInsertDebugUtilsLabelEXT || label == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const auto labelInfo = VkDebugUtilsLabelEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT,
|
||||
.pLabelName = label,
|
||||
.color = {color.x, color.y, color.z, color.w},
|
||||
};
|
||||
vkCmdInsertDebugUtilsLabelEXT(cmd, &labelInfo);
|
||||
}
|
||||
|
||||
vkutil::ScopedCmdLabel::ScopedCmdLabel(VkCommandBuffer cmd, const char* label, const glm::vec4& color)
|
||||
: cmd(cmd) {
|
||||
cmdBeginLabel(cmd, label, color);
|
||||
}
|
||||
|
||||
vkutil::ScopedCmdLabel::~ScopedCmdLabel() {
|
||||
cmdEndLabel(cmd);
|
||||
}
|
||||
|
||||
vkutil::RenderInfo vkutil::createRenderingInfo(const RenderingInfoParams& params) {
|
||||
@@ -319,76 +389,6 @@ VkShaderModule vkutil::loadShaderModule(const std::filesystem::path& path, VkDev
|
||||
return shaderModule;
|
||||
}
|
||||
|
||||
void addDebugLabel(VkDevice device, VkImage image, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_IMAGE,
|
||||
.objectHandle = (std::uint64_t)image,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void addDebugLabel(VkDevice device, VkImageView imageView, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_IMAGE_VIEW,
|
||||
.objectHandle = (std::uint64_t)imageView,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void addDebugLabel(VkDevice device, VkShaderModule shaderModule, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_SHADER_MODULE,
|
||||
.objectHandle = (std::uint64_t)shaderModule,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void addDebugLabel(VkDevice device, VkPipeline pipeline, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_PIPELINE,
|
||||
.objectHandle = (std::uint64_t)pipeline,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void addDebugLabel(VkDevice device, VkPipelineLayout layout, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_PIPELINE_LAYOUT,
|
||||
.objectHandle = (std::uint64_t)layout,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void addDebugLabel(VkDevice device, VkBuffer buffer, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_BUFFER,
|
||||
.objectHandle = (std::uint64_t)buffer,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
void addDebugLabel(VkDevice device, VkSampler sampler, const char* label) {
|
||||
const auto nameInfo = VkDebugUtilsObjectNameInfoEXT{
|
||||
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
|
||||
.objectType = VK_OBJECT_TYPE_SAMPLER,
|
||||
.objectHandle = (std::uint64_t)sampler,
|
||||
.pObjectName = label,
|
||||
};
|
||||
if (vkSetDebugUtilsObjectNameEXT) vkSetDebugUtilsObjectNameEXT(device, &nameInfo);
|
||||
}
|
||||
|
||||
vkutil::RenderInfo createRenderingInfo(const vkutil::RenderingInfoParams& params) {
|
||||
return vkutil::createRenderingInfo(params);
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <destrum/Scene/Scene.h>
|
||||
#include <destrum/Components/CameraComponent.h>
|
||||
#include <destrum/ObjectModel/GameObject.h>
|
||||
#include <destrum/Util/ImGuiUtils.h>
|
||||
|
||||
@@ -23,7 +24,12 @@ 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) {
|
||||
}
|
||||
|
||||
@@ -159,12 +165,42 @@ void Scene::Render(const RenderContext& ctx) {
|
||||
|
||||
}
|
||||
|
||||
void Scene::RenderImgui() {
|
||||
CameraComponent* Scene::GetCurrentCamera() const {
|
||||
const auto cameras = GetCameras();
|
||||
for (CameraComponent* camera : cameras) {
|
||||
if (camera->GetGameObject()->GetId() == m_CurrentCameraId) {
|
||||
return camera;
|
||||
}
|
||||
}
|
||||
return cameras.empty() ? nullptr : cameras.front();
|
||||
}
|
||||
|
||||
std::vector<CameraComponent*> Scene::GetCameras() const {
|
||||
std::vector<CameraComponent*> cameras;
|
||||
for (const auto& object : m_objects) {
|
||||
if (object == nullptr || object->IsBeingDestroyed() || !object->IsActiveInHierarchy()) {
|
||||
continue;
|
||||
}
|
||||
CameraComponent* camera = object->GetComponent<CameraComponent>();
|
||||
if (camera != nullptr && camera->isEnabled()) {
|
||||
cameras.push_back(camera);
|
||||
}
|
||||
}
|
||||
return cameras;
|
||||
}
|
||||
|
||||
void Scene::SetCurrentCamera(const CameraComponent* camera) {
|
||||
m_CurrentCameraId = camera != nullptr ? camera->GetGameObject()->GetId() : InvalidObjectId;
|
||||
}
|
||||
|
||||
void Scene::RenderImgui(bool* open) {
|
||||
ImGuiUtils::RenderSceneInspector(
|
||||
m_name,
|
||||
m_objects,
|
||||
m_pendingAdditions,
|
||||
m_SelectedObjectId);
|
||||
m_SelectedObjectId,
|
||||
[this] { return CreateGameObject("GameObject"); },
|
||||
open);
|
||||
}
|
||||
|
||||
void Scene::CleanupDestroyedGameObjects() {
|
||||
|
||||
@@ -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));
|
||||
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));
|
||||
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));
|
||||
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));
|
||||
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();
|
||||
void SceneManager::RenderImgui(bool* open) {
|
||||
for (const auto& scene : m_activeScenes) {
|
||||
scene->RenderImgui(open);
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
@@ -223,6 +297,9 @@ bool SceneSerializer::Save(Scene& scene, const std::filesystem::path& path) {
|
||||
root["version"] = 2;
|
||||
root["name"] = scene.GetName();
|
||||
root["objects"] = json::array();
|
||||
if (scene.m_CurrentCameraId != InvalidObjectId) {
|
||||
root["currentCamera"] = scene.m_CurrentCameraId;
|
||||
}
|
||||
|
||||
for (const auto& objectPtr : scene.GetObjects()) {
|
||||
if (!objectPtr || objectPtr->IsBeingDestroyed()) {
|
||||
@@ -290,30 +367,45 @@ 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 +414,16 @@ 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 +442,16 @@ 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 +500,8 @@ 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 +522,8 @@ 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 +536,8 @@ 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 +552,8 @@ 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) {
|
||||
@@ -449,12 +565,16 @@ 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);
|
||||
if (root.contains("name")) {
|
||||
scene.m_name = root.at("name").get<std::string>();
|
||||
}
|
||||
scene.m_CurrentCameraId = root.value("currentCamera", InvalidObjectId);
|
||||
|
||||
if (progressCallback) progressCallback(0.9f);
|
||||
|
||||
for (const auto& object : scene.m_objects) {
|
||||
if (object) {
|
||||
@@ -467,5 +587,27 @@ 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);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -123,7 +123,9 @@ namespace ImGuiUtils {
|
||||
std::string_view sceneName,
|
||||
const std::vector<std::shared_ptr<GameObject>>& objectsSource,
|
||||
const std::vector<std::shared_ptr<GameObject>>& pendingAdditions,
|
||||
ObjectId& selectedObjectId) {
|
||||
ObjectId& selectedObjectId,
|
||||
const std::function<GameObject*()>& createGameObject,
|
||||
bool* open) {
|
||||
RegisterEngineComponents();
|
||||
|
||||
std::vector<GameObject*> objects;
|
||||
@@ -154,7 +156,7 @@ namespace ImGuiUtils {
|
||||
}
|
||||
|
||||
ImGui::SetNextWindowSize(ImVec2(640.0f, 520.0f), ImGuiCond_FirstUseEver);
|
||||
if (!ImGui::Begin("Inspector")) {
|
||||
if (!ImGui::Begin("Inspector", open)) {
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
@@ -165,6 +167,15 @@ namespace ImGuiUtils {
|
||||
ImGui::Text("Scene: %s", displaySceneName.c_str());
|
||||
ImGui::SameLine();
|
||||
ImGui::TextDisabled("%zu GameObjects | %zu roots", objects.size(), roots.size());
|
||||
if (createGameObject) {
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("+ Add GameObject")) {
|
||||
if (GameObject* created = createGameObject()) {
|
||||
objects.push_back(created);
|
||||
selectedObjectId = created->GetId();
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
const float availableWidth = ImGui::GetContentRegionAvail().x;
|
||||
|
||||
Vendored
+24
@@ -64,8 +64,32 @@ set(ASSIMP_BUILD_TESTS OFF CACHE BOOL "" FORCE)
|
||||
set(ASSIMP_INJECT_DEBUG_POSTFIX OFF CACHE BOOL "" FORCE)
|
||||
set(ASSIMP_INSTALL OFF CACHE BOOL "" FORCE)
|
||||
set(ASSIMP_WARNINGS_AS_ERRORS OFF CACHE BOOL "" FORCE)
|
||||
|
||||
# assimp is unbearably slow unoptimized (a big FBX takes ~10s), so build it optimized even in Debug.
|
||||
# This only affects targets created inside the assimp directory (including its bundled zlib).
|
||||
set(DESTRUM_SAVED_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
|
||||
set(DESTRUM_SAVED_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
|
||||
if (MSVC)
|
||||
foreach (flags_var CMAKE_C_FLAGS_DEBUG CMAKE_CXX_FLAGS_DEBUG)
|
||||
string(REPLACE "/RTC1" "" ${flags_var} "${${flags_var}}")
|
||||
string(REPLACE "/Od" "/O2" ${flags_var} "${${flags_var}}")
|
||||
string(REPLACE "/Ob0" "/Ob2" ${flags_var} "${${flags_var}}")
|
||||
endforeach ()
|
||||
else ()
|
||||
string(APPEND CMAKE_C_FLAGS_DEBUG " -O2")
|
||||
string(APPEND CMAKE_CXX_FLAGS_DEBUG " -O2")
|
||||
endif ()
|
||||
|
||||
add_subdirectory(assimp)
|
||||
|
||||
# assimp's own CMakeLists appends "/Od" to the Debug flags again, target options come later and win
|
||||
if (MSVC)
|
||||
target_compile_options(assimp PRIVATE $<$<CONFIG:Debug>:/O2>)
|
||||
endif ()
|
||||
|
||||
set(CMAKE_C_FLAGS_DEBUG "${DESTRUM_SAVED_C_FLAGS_DEBUG}")
|
||||
set(CMAKE_CXX_FLAGS_DEBUG "${DESTRUM_SAVED_CXX_FLAGS_DEBUG}")
|
||||
|
||||
set(IMGUI_DIR "${CMAKE_CURRENT_LIST_DIR}/imgui")
|
||||
|
||||
add_library(imgui STATIC
|
||||
|
||||
Vendored
+1
-1
Submodule destrum/third_party/imgui updated: d15966ff6c...7e1b65d26d
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user