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Seele/src/Engine/Graphics/RenderPass/WaterRenderer.cpp
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#include "WaterRenderer.h"
#include "Asset/AssetRegistry.h"
#include "Component/WaterTile.h"
#include "Graphics/Graphics.h"
#include "Graphics/Shader.h"
using namespace Seele;
WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescriptorLayout viewParamsLayout)
: graphics(graphics), scene(scene) {
skyBox = AssetRegistry::findTexture("", "skyboxsun5deg_tn")->getTexture().cast<Gfx::TextureCube>();
logN = (int)log2(params.N);
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threadGroupsX = (uint32)ceil(params.N / 8.0f);
threadGroupsY = (uint32)ceil(params.N / 8.0f);
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materialUniforms = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData =
{
.size = sizeof(MaterialParams),
.data = (uint8*)&materialParams,
},
.name = "WaterMaterialParams",
});
materialUniforms->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
paramsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData =
{
.size = sizeof(ComputeParams),
},
.name = "WaterComputeParams",
});
paramsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
initialSpectrumTextures = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
.width = params.N,
.height = params.N,
.elements = 4,
.useMip = true,
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
.name = "InitialSpectrumTextures",
});
initialSpectrumTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
boyancyData = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R16_SFLOAT,
.width = params.N,
.height = params.N,
.useMip = false,
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
.name = "Bouyancy",
});
boyancyData->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
displacementTextures = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
.width = params.N,
.height = params.N,
.elements = 4,
.useMip = true,
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
.name = "DisplacementTexture",
});
displacementTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
slopeTextures = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R32G32_SFLOAT,
.width = params.N,
.height = params.N,
.elements = 4,
.useMip = true,
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
.name = "SlopeTextures",
});
slopeTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
spectrumTextures = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
.width = params.N,
.height = params.N,
.elements = 8,
.useMip = true,
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
.name = "SpectrumTextures",
});
spectrumTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
spectrumBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = spectrums.size() * sizeof(SpectrumParameters),
.data = (uint8*)spectrums.data(),
},
.numElements = 8,
.name = "Spectrums",
});
spectrumBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
linearRepeatSampler = graphics->createSampler(SamplerCreateInfo{
.magFilter = Gfx::SE_FILTER_LINEAR,
.minFilter = Gfx::SE_FILTER_LINEAR,
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT,
.anisotropyEnable = true,
.maxAnisotropy = 16,
});
computeLayout = graphics->createDescriptorLayout("pParams");
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/*computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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.uniformLength = sizeof(MaterialParams),
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});
computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 3,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 4,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 5,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 6,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
computeLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 7,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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});*/
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computeLayout->create();
pipelineLayout = graphics->createPipelineLayout("WaterComputeLayout");
pipelineLayout->addDescriptorLayout(computeLayout);
ShaderCompilationInfo info = {
.name = "WaterCompute",
.modules = {"WaterCompute"},
.entryPoints =
{
{"CS_InitializeSpectrum", "WaterCompute"},
{"CS_PackSpectrumConjugate", "WaterCompute"},
{"CS_UpdateSpectrumForFFT", "WaterCompute"},
{"CS_HorizontalFFT", "WaterCompute"},
{"CS_VerticalFFT", "WaterCompute"},
{"CS_AssembleMaps", "WaterCompute"},
},
.rootSignature = pipelineLayout,
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.dumpIntermediate = false,
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};
graphics->beginShaderCompilation(info);
initSpectrumCS = graphics->createComputeShader({0});
packSpectrumConjugateCS = graphics->createComputeShader({1});
updateSpectrumForFFTCS = graphics->createComputeShader({2});
horizontalFFTCS = graphics->createComputeShader({3});
verticalFFTCS = graphics->createComputeShader({4});
assembleMapsCS = graphics->createComputeShader({5});
pipelineLayout->create();
initSpectrum = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = initSpectrumCS,
.pipelineLayout = pipelineLayout,
});
packSpectrumConjugate = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = packSpectrumConjugateCS,
.pipelineLayout = pipelineLayout,
});
updateSpectrumForFFT = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = updateSpectrumForFFTCS,
.pipelineLayout = pipelineLayout,
});
horizontalFFT = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = horizontalFFTCS,
.pipelineLayout = pipelineLayout,
});
verticalFFT = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = verticalFFTCS,
.pipelineLayout = pipelineLayout,
});
assembleMaps = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = assembleMapsCS,
.pipelineLayout = pipelineLayout,
});
materialLayout = graphics->createDescriptorLayout("pWaterMaterial");
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/*materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
});
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 3,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 4,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 5,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});*/
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materialLayout->create();
waterLayout = graphics->createPipelineLayout("WaterLayout");
waterLayout->addDescriptorLayout(viewParamsLayout);
waterLayout->addDescriptorLayout(materialLayout);
ShaderCompilationInfo createInfo = {
.name = "WaterTiles",
.modules = {"WaterPass"},
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.entryPoints =
{
{"taskMain", "WaterPass"},
{"meshMain", "WaterPass"},
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{"fragmentMain", "WaterPass"},
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},
.rootSignature = waterLayout,
.dumpIntermediate = false,
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};
graphics->beginShaderCompilation(createInfo);
waterTask = graphics->createTaskShader({0});
waterMesh = graphics->createMeshShader({1});
waterFragment = graphics->createFragmentShader({2});
waterLayout->create();
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displaySpectrums[0] = {
.scale = 0.01f,
.windSpeed = 2,
.windDirection = 22,
.fetch = 100000,
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.spreadBlend = 0.642f,
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.swell = 1,
.peakEnhancement = 1,
.shortWavesFade = 0.25f,
};
displaySpectrums[1] = {
.scale = 0.07f,
.windSpeed = 2,
.windDirection = 59,
.fetch = 1000,
.spreadBlend = 0,
.swell = 1,
.peakEnhancement = 1,
.shortWavesFade = 0.01f,
};
displaySpectrums[2] = {
.scale = 0.25f,
.windSpeed = 20,
.windDirection = 97,
.fetch = 100000000,
.spreadBlend = 0.14f,
.swell = 1,
.peakEnhancement = 1,
.shortWavesFade = 0.5f,
};
displaySpectrums[3] = {
.scale = 0.25f,
.windSpeed = 20,
.windDirection = 67,
.fetch = 1000000,
.spreadBlend = 0.47f,
.swell = 1,
.peakEnhancement = 1,
.shortWavesFade = 0.5f,
};
displaySpectrums[4] = {
.scale = 0.15f,
.windSpeed = 5,
.windDirection = 105,
.fetch = 1000000,
.spreadBlend = 0.2f,
.swell = 1,
.peakEnhancement = 1,
.shortWavesFade = 0.5f,
};
displaySpectrums[5] = {
.scale = 0.1f,
.windSpeed = 1,
.windDirection = 19,
.fetch = 10000,
.spreadBlend = 0.298f,
.swell = 0.695f,
.peakEnhancement = 1,
.shortWavesFade = 0.5f,
};
displaySpectrums[6] = {
.scale = 1.0f,
.windSpeed = 1,
.windDirection = 209,
.fetch = 200000,
.spreadBlend = 0.56f,
.swell = 1,
.peakEnhancement = 1,
.shortWavesFade = 0.0001f,
};
displaySpectrums[7] = {
.scale = 0.25f,
.windSpeed = 1,
.windDirection = 0,
.fetch = 1000,
.spreadBlend = 0,
.swell = 0,
.peakEnhancement = 1,
.shortWavesFade = 0.0001f,
};
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}
WaterRenderer::~WaterRenderer() {}
void WaterRenderer::beginFrame() {
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struct WaterTile {
IVector2 offset;
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float extent;
float height;
};
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Array<WaterTile> payloads;
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scene->view<Component::WaterTile>([&](Component::WaterTile& tile) {
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payloads.add(WaterTile{
.offset = IVector2(tile.location),
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.extent = Component::WaterTile::DIMENSIONS,
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.height = tile.height,
});
});
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if (payloads.size() == 0)
return;
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waterTiles = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
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.size = payloads.size() * sizeof(WaterTile),
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.data = (uint8*)payloads.data(),
},
.numElements = payloads.size(),
.name = "WaterTiles",
});
waterTiles->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
displacementTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_SHADER_STAGE_MESH_BIT_EXT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
slopeTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_SHADER_STAGE_MESH_BIT_EXT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
boyancyData->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_SHADER_STAGE_MESH_BIT_EXT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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updateFFTDescriptor();
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Gfx::OComputeCommand updateCommand = graphics->createComputeCommand("WaterUpdate");
updateCommand->bindPipeline(updateSpectrumForFFT);
updateCommand->bindDescriptor(computeSet);
updateCommand->dispatch(threadGroupsX, threadGroupsY, 1);
graphics->executeCommands(std::move(updateCommand));
spectrumTextures->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::OComputeCommand horizontalCommand = graphics->createComputeCommand("HorizontalFFT");
horizontalCommand->bindPipeline(horizontalFFT);
horizontalCommand->bindDescriptor(computeSet);
horizontalCommand->dispatch(1, params.N, 1);
graphics->executeCommands(std::move(horizontalCommand));
spectrumTextures->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::OComputeCommand verticalCommand = graphics->createComputeCommand("VerticalFFT");
verticalCommand->bindPipeline(verticalFFT);
verticalCommand->bindDescriptor(computeSet);
verticalCommand->dispatch(1, params.N, 1);
graphics->executeCommands(std::move(verticalCommand));
spectrumTextures->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::OComputeCommand assembleCommand = graphics->createComputeCommand("AssembleCommand");
assembleCommand->bindPipeline(assembleMaps);
assembleCommand->bindDescriptor(computeSet);
assembleCommand->dispatch(threadGroupsX, threadGroupsY, 1);
graphics->executeCommands(std::move(assembleCommand));
// transition for mipmap gen
displacementTextures->changeLayout(
Gfx::SE_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_TRANSFER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
slopeTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_TRANSFER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
displacementTextures->generateMipmaps();
slopeTextures->generateMipmaps();
displacementTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_SHADER_STAGE_MESH_BIT_EXT);
slopeTextures->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_SHADER_STAGE_MESH_BIT_EXT);
boyancyData->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_SHADER_STAGE_MESH_BIT_EXT);
updateMaterialDescriptor();
}
Gfx::ORenderCommand WaterRenderer::render(Gfx::PDescriptorSet viewParamsSet) {
Gfx::ORenderCommand waterCommand = graphics->createRenderCommand("WaterRender");
waterCommand->setViewport(viewport);
waterCommand->bindPipeline(waterPipeline);
waterCommand->bindDescriptor({viewParamsSet, materialSet});
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waterCommand->drawMesh(waterTiles->getNumElements(), 4, 1);
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return waterCommand;
}
void WaterRenderer::setViewport(Gfx::PViewport _viewport, Gfx::PRenderPass renderPass) {
viewport = _viewport;
updateFFTDescriptor();
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = waterTask,
.meshShader = waterMesh,
.fragmentShader = waterFragment,
.renderPass = renderPass,
.pipelineLayout = waterLayout,
.multisampleState =
{
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.samples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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},
.rasterizationState =
{
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//.polygonMode = Gfx::SE_POLYGON_MODE_LINE,
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
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.blendEnable = false,
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},
},
},
};
waterPipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
Gfx::OComputeCommand initCmd = graphics->createComputeCommand("InitialSpectrumCompute");
initCmd->bindPipeline(initSpectrum);
initCmd->bindDescriptor(computeSet);
initCmd->dispatch(threadGroupsX, threadGroupsY, 1);
graphics->executeCommands(std::move(initCmd));
initialSpectrumTextures->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::OComputeCommand packCmd = graphics->createComputeCommand("PackConjugate");
packCmd->bindPipeline(packSpectrumConjugate);
packCmd->bindDescriptor(computeSet);
packCmd->dispatch(threadGroupsX, threadGroupsY, 1);
graphics->executeCommands(std::move(packCmd));
initialSpectrumTextures->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
float WaterRenderer::jonswapAlpha(float fetch, float windSpeed) const {
return 0.076f * pow(params.gravity * fetch / windSpeed / windSpeed, -0.22f);
}
float WaterRenderer::jonswapPeakFrequency(float fetch, float windSpeed) const {
return 22 * pow(windSpeed * fetch / params.gravity / params.gravity, -0.33f);
}
void WaterRenderer::updateFFTDescriptor() {
for (uint32 i = 0; i < displaySpectrums.size(); ++i) {
spectrums[i] = {
.scale = displaySpectrums[i].scale,
.angle = displaySpectrums[i].windDirection / 180 * 3.1415f,
.spreadBlend = displaySpectrums[i].spreadBlend,
.swell = std::clamp(displaySpectrums[i].swell, 0.01f, 1.0f),
.alpha = jonswapAlpha(displaySpectrums[i].fetch, displaySpectrums[i].windSpeed),
.peakOmega = jonswapPeakFrequency(displaySpectrums[i].fetch, displaySpectrums[i].windSpeed),
.gamma = displaySpectrums[i].peakEnhancement,
.shortWavesFade = displaySpectrums[i].shortWavesFade,
};
}
spectrumBuffer->updateContents(0, sizeof(SpectrumParameters) * spectrums.size(), spectrums.data());
spectrumBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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params.deltaTime = (float)Gfx::getCurrentFrameDelta();
params.frameTime = (float)Gfx::getCurrentFrameTime();
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paramsBuffer->updateContents(0, sizeof(ComputeParams), &params);
paramsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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computeSet = computeLayout->allocateDescriptorSet();
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/*computeSet->updateBuffer(0, 0, paramsBuffer);
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computeSet->updateTexture(1, 0, spectrumTextures);
computeSet->updateTexture(2, 0, initialSpectrumTextures);
computeSet->updateTexture(3, 0, displacementTextures);
computeSet->updateTexture(4, 0, slopeTextures);
computeSet->updateTexture(5, 0, boyancyData);
computeSet->updateBuffer(6, 0, spectrumBuffer);
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computeSet->updateSampler(7, 0, linearRepeatSampler);*/
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computeSet->writeChanges();
}
void WaterRenderer::updateMaterialDescriptor() {
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materialUniforms->updateContents(0, sizeof(MaterialParams), &materialParams);
materialUniforms->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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materialSet = materialLayout->allocateDescriptorSet();
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/*materialSet->updateBuffer(0, 0, materialUniforms);
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materialSet->updateTexture(1, 0, displacementTextures);
materialSet->updateTexture(2, 0, slopeTextures);
materialSet->updateTexture(3, 0, skyBox);
materialSet->updateSampler(4, 0, linearRepeatSampler);
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materialSet->updateBuffer(5, 0, waterTiles);*/
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materialSet->writeChanges();
}