Merge remote-tracking branch 'origin/master'

This commit is contained in:
Dynamitos
2025-03-15 22:37:15 +01:00
20 changed files with 263 additions and 123 deletions
+2 -2
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@@ -4,8 +4,8 @@ using namespace Seele;
DirectionalLightActor::DirectionalLightActor(PScene scene) : Actor(scene) { attachComponent<Component::DirectionalLight>(); }
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, Vector direction) : Actor(scene) {
attachComponent<Component::DirectionalLight>(Vector4(color, 0), Vector4(direction, 0));
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, float intensity, Vector direction) : Actor(scene) {
attachComponent<Component::DirectionalLight>(Vector4(color, intensity), Vector4(direction, 0));
}
DirectionalLightActor::~DirectionalLightActor() {}
+1 -1
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@@ -6,7 +6,7 @@ namespace Seele {
class DirectionalLightActor : public Actor {
public:
DirectionalLightActor(PScene scene);
DirectionalLightActor(PScene scene, Vector color, Vector direction);
DirectionalLightActor(PScene scene, Vector color, float intensity, Vector direction);
virtual ~DirectionalLightActor();
Component::DirectionalLight& getDirectionalLightComponent();
const Component::DirectionalLight& getDirectionalLightComponent() const;
+2 -2
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@@ -4,8 +4,8 @@ using namespace Seele;
PointLightActor::PointLightActor(PScene scene) : Actor(scene) { attachComponent<Component::PointLight>(); }
PointLightActor::PointLightActor(PScene scene, Vector position, Vector color, float attenuation) : Actor(scene) {
attachComponent<Component::PointLight>(Vector4(position, 1), Vector4(color, attenuation));
PointLightActor::PointLightActor(PScene scene, Vector position, float intensity, Vector color, float attenuation) : Actor(scene) {
attachComponent<Component::PointLight>(Vector4(position, intensity), Vector4(color, attenuation));
}
PointLightActor::~PointLightActor() {}
+1 -1
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@@ -6,7 +6,7 @@ namespace Seele {
class PointLightActor : public Actor {
public:
PointLightActor(PScene scene);
PointLightActor(PScene scene, Vector position, Vector color, float attenuation);
PointLightActor(PScene scene, Vector position, float intensity, Vector color, float attenuation);
virtual ~PointLightActor();
Component::PointLight& getPointLightComponent();
const Component::PointLight& getPointLightComponent() const;
+1 -1
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@@ -34,7 +34,7 @@ class Asset {
std::string name;
std::string assetId;
Status status;
uint64 byteSize;
uint64 byteSize = 0;
};
DEFINE_REF(Asset)
} // namespace Seele
+1 -1
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@@ -3,7 +3,7 @@
namespace Seele {
namespace Component {
struct DirectionalLight {
Vector4 color;
Vector4 colorIntensity;
Vector4 direction;
};
} // namespace Component
+1 -1
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@@ -5,7 +5,7 @@ namespace Seele {
namespace Component {
struct PointLight {
// give the lights a radius so that they are not actual points
Vector4 positionWSRadius;
Vector4 positionWS;
Vector4 colorRange;
};
} // namespace Component
@@ -3,43 +3,121 @@
using namespace Seele;
ToneMappingPass::ToneMappingPass(Gfx::PGraphics graphics) : RenderPass(graphics) {
layout = graphics->createDescriptorLayout("ToneMappingDescriptor");
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout = graphics->createDescriptorLayout("ToneMappingDescriptor");
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "offset",
.uniformLength = sizeof(Vector4),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "slope",
.uniformLength = sizeof(Vector4),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "power",
.uniformLength = sizeof(Vector4),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "sat",
.uniformLength = sizeof(float),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "hdrInputTexture",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "hdrSampler",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
layout->create();
pipelineLayout = graphics->createPipelineLayout("ToneMappingLayout");
pipelineLayout->addDescriptorLayout(layout);
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "averageLuminance",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
tonemappingLayout->create();
tonemappingPipelineLayout = graphics->createPipelineLayout("ToneMappingLayout");
tonemappingPipelineLayout->addDescriptorLayout(tonemappingLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "ToneMapping",
.modules = {"FullScreenQuad", "ToneMapping"},
.entryPoints = {{"quadMain", "FullScreenQuad"}, {"toneMapping", "ToneMapping"}},
.rootSignature = pipelineLayout,
.entryPoints =
{
{"quadMain", "FullScreenQuad"},
{"toneMapping", "ToneMapping"},
},
.rootSignature = tonemappingPipelineLayout,
});
pipelineLayout->create();
tonemappingPipelineLayout->create();
vert = graphics->createVertexShader({0});
frag = graphics->createFragmentShader({1});
histogramLayout = graphics->createDescriptorLayout("pHistogramParams");
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "minLogLum",
.uniformLength = sizeof(float),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "inverseLogLumRange",
.uniformLength = sizeof(float),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "timeCoeff",
.uniformLength = sizeof(float),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "numPixels",
.uniformLength = sizeof(uint32),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "hdrImage",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "histogram",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "averageLuminance",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
histogramLayout->create();
histogramPipelineLayout = graphics->createPipelineLayout("HistogramPipelineLayout");
histogramPipelineLayout->addDescriptorLayout(histogramLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "Exposure",
.modules = {"Exposure"},
.entryPoints =
{
{"histogram", "Exposure"},
{"exposure", "Exposure"},
},
.rootSignature = histogramPipelineLayout,
});
histogramPipelineLayout->create();
histogramShader = graphics->createComputeShader({0});
histogramPipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = histogramShader,
.pipelineLayout = histogramPipelineLayout,
});
exposureShader = graphics->createComputeShader({1});
exposurePipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = exposureShader,
.pipelineLayout = histogramPipelineLayout,
});
histogramBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(uint32) * 256,
},
.name = "HistogramBuffer",
});
luminanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(uint32),
},
.name = "LuminanceBuffer",
});
sampler = graphics->createSampler({});
}
@@ -50,18 +128,56 @@ void ToneMappingPass::beginFrame(const Component::Camera& cam) { RenderPass::beg
void ToneMappingPass::render() {
hdrInputTexture.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
layout->reset();
set = layout->allocateDescriptorSet();
set->updateTexture("hdrInputTexture", 0, hdrInputTexture.getTexture());
set->updateSampler("hdrSampler", 0, sampler);
set->writeChanges();
histogramLayout->reset();
Gfx::PDescriptorSet histogramSet = histogramLayout->allocateDescriptorSet();
histogramSet->updateConstants("minLogLum", 0, &minLogLum);
histogramSet->updateConstants("inverseLogLumRange", 0, &inverseLogLumRange);
histogramSet->updateConstants("timeCoeff", 0, &timeCoeff);
histogramSet->updateConstants("numPixels", 0, &numPixels);
histogramSet->updateTexture("hdrImage", 0, hdrInputTexture.getTexture());
histogramSet->updateBuffer("histogram", 0, histogramBuffer);
histogramSet->updateBuffer("averageLuminance", 0, luminanceBuffer);
histogramSet->writeChanges();
{
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("HistogramCommand");
computeCommand->bindPipeline(histogramPipeline);
computeCommand->bindDescriptor({histogramSet});
computeCommand->dispatch(threadGroups.x, threadGroups.y, 1);
graphics->executeCommands(std::move(computeCommand));
}
histogramBuffer->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 computeCommand = graphics->createComputeCommand("ExposureCommand");
computeCommand->bindPipeline(exposurePipeline);
computeCommand->bindDescriptor({histogramSet});
computeCommand->dispatch(1, 1, 1);
graphics->executeCommands(std::move(computeCommand));
}
luminanceBuffer->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::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tonemappingLayout->reset();
Gfx::PDescriptorSet tonemappingSet = tonemappingLayout->allocateDescriptorSet();
tonemappingSet->updateConstants("offset", 0, &offset);
tonemappingSet->updateConstants("slope", 0, &slope);
tonemappingSet->updateConstants("power", 0, &power);
tonemappingSet->updateConstants("sat", 0, &sat);
tonemappingSet->updateTexture("hdrInputTexture", 0, hdrInputTexture.getTexture());
tonemappingSet->updateSampler("hdrSampler", 0, sampler);
tonemappingSet->updateBuffer("averageLuminance", 0, luminanceBuffer);
tonemappingSet->writeChanges();
graphics->beginRenderPass(renderPass);
Gfx::ORenderCommand command = graphics->createRenderCommand("ToneMapping");
command->setViewport(viewport);
command->bindPipeline(pipeline);
command->bindDescriptor({set});
command->bindDescriptor({tonemappingSet});
command->draw(3, 1, 0, 0);
graphics->executeCommands(std::move(command));
graphics->endRenderPass();
@@ -70,6 +186,8 @@ void ToneMappingPass::render() {
void ToneMappingPass::endFrame() {}
void ToneMappingPass::publishOutputs() {
numPixels = viewport->getWidth() * viewport->getHeight();
threadGroups = UVector2((viewport->getWidth() + 15) / 16, (viewport->getHeight() + 15) / 16);
colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("TONEMAPPING_COLOR", colorAttachment);
@@ -103,7 +221,7 @@ void ToneMappingPass::createRenderPass() {
.vertexShader = vert,
.fragmentShader = frag,
.renderPass = renderPass,
.pipelineLayout = pipelineLayout,
.pipelineLayout = tonemappingPipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
@@ -19,13 +19,31 @@ class ToneMappingPass : public RenderPass {
private:
// non-hdr swapchain output
Gfx::RenderTargetAttachment colorAttachment;
Gfx::OShaderBuffer histogramBuffer;
Gfx::OShaderBuffer luminanceBuffer;
float minLogLum = 1;
float inverseLogLumRange = 1;
float timeCoeff = 1;
uint32 numPixels;
UVector2 threadGroups;
Gfx::ODescriptorLayout histogramLayout;
Gfx::PDescriptorSet histogramSet;
Gfx::OPipelineLayout histogramPipelineLayout;
Gfx::OComputeShader histogramShader;
Gfx::PComputePipeline histogramPipeline;
Gfx::OComputeShader exposureShader;
Gfx::PComputePipeline exposurePipeline;
Gfx::RenderTargetAttachment hdrInputTexture;
Gfx::OSampler sampler;
Gfx::ODescriptorLayout layout;
Gfx::PDescriptorSet set;
Gfx::OPipelineLayout pipelineLayout;
Vector4 offset = Vector4(0.0);
Vector4 slope = Vector4(1.0);
Vector4 power = Vector4(1.0);
float sat = 1.0;
Gfx::ODescriptorLayout tonemappingLayout;
Gfx::OPipelineLayout tonemappingPipelineLayout;
Gfx::OVertexShader vert;
Gfx::OFragmentShader frag;
Gfx::PGraphicsPipeline pipeline;
-10
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@@ -5,10 +5,6 @@
#include <fmt/format.h>
#include <vma/vk_mem_alloc.h>
uint64 bufferSize = 0;
uint64 getBufferSize() { return bufferSize; }
using namespace Seele;
using namespace Seele::Vulkan;
@@ -26,9 +22,6 @@ BufferAllocation::BufferAllocation(PGraphics graphics, const std::string& name,
.pObjectName = name.c_str(),
};
vkSetDebugUtilsObjectNameEXT(graphics->getDevice(), &nameInfo);
if (!(properties & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)) {
bufferSize += size;
}
if (bufferInfo.usage & VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT) {
VkBufferDeviceAddressInfo addrInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_KHR,
@@ -41,9 +34,6 @@ BufferAllocation::BufferAllocation(PGraphics graphics, const std::string& name,
BufferAllocation::~BufferAllocation() {
if (buffer != VK_NULL_HANDLE) {
if (!(properties & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)) {
bufferSize -= size;
}
vmaDestroyBuffer(graphics->getAllocator(), buffer, allocation);
}
}
-2
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@@ -4,8 +4,6 @@
#include "Graphics/Enums.h"
#include "Resources.h"
uint64 getBufferSize();
namespace Seele {
namespace Vulkan {
DECLARE_REF(Command)