Reworking VertexData

This commit is contained in:
Dynamitos
2023-10-24 15:01:09 +02:00
parent a47f17481b
commit 28e5c9ff01
61 changed files with 1157 additions and 1144 deletions
-2
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@@ -15,8 +15,6 @@ public:
virtual ~MeshAsset();
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
void addMesh(PMesh mesh);
const Array<PMesh> getMeshes();
//Workaround while no editor
Array<PMesh> meshes;
Component::Collider physicsMesh;
+2 -2
View File
@@ -9,6 +9,7 @@ target_sources(Engine
Component.h
DirectionalLight.h
KeyboardInput.h
Mesh.h
MeshCollider.h
PointLight.h
RigidBody.h
@@ -16,7 +17,6 @@ target_sources(Engine
ShapeBase.cpp
Skybox.h
SphereCollider.h
StaticMesh.h
Transform.h
Transform.cpp)
@@ -32,10 +32,10 @@ target_sources(Engine
DirectionalLight.h
KeyboardInput.h
MeshCollider.h
Mesh.h
PointLight.h
RigidBody.h
ShapeBase.h
Skybox.h
SphereCollider.h
StaticMesh.h
Transform.h)
+18
View File
@@ -0,0 +1,18 @@
#pragma once
#include "Asset/MeshAsset.h"
#include "Graphics/VertexData.h"
#include "Graphics/TopologyData.h"
#include "Material/MaterialInstance.h"
namespace Seele
{
namespace Component
{
struct Mesh
{
VertexData* vertexData;
MeshId id;
PMaterialInstance instance;
};
} // namespace Component
} // namespace Seele
-15
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@@ -1,15 +0,0 @@
#pragma once
#include "Asset/MeshAsset.h"
namespace Seele
{
namespace Component
{
struct StaticMesh
{
StaticMesh() {}
StaticMesh(PMeshAsset mesh) : mesh(mesh) {}
PMeshAsset mesh;
};
} // namespace Component
} // namespace Seele
-3
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@@ -10,8 +10,6 @@ target_sources(Engine
Graphics.cpp
Mesh.h
Mesh.cpp
MeshBatch.h
MeshBatch.cpp
ShaderCompiler.h
ShaderCompiler.cpp
StaticMeshVertexData.h
@@ -28,7 +26,6 @@ target_sources(Engine
GraphicsEnums.h
Graphics.h
Mesh.h
MeshBatch.h
ShaderCompiler.h
StaticMeshVertexData.h
VertexData.h)
-1
View File
@@ -2,7 +2,6 @@
#include "MinimalEngine.h"
#include "GraphicsResources.h"
#include "Containers/Array.h"
#include "VertexShaderInput.h"
#include "ShaderCompiler.h"
namespace Seele
+1 -23
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@@ -165,24 +165,10 @@ namespace Gfx
{
static constexpr bool useAsyncCompute = true;
static constexpr bool waitIdleOnSubmit = true;
static constexpr bool useMeshShading = true;
static constexpr uint32 numFramesBuffered = 8;
double getCurrentFrameDelta();
enum class MaterialShadingModel
{
Unlit,
DefaultLit,
Subsurface,
PreintegratedSkin,
ClearCoat,
SubsurfaceProfile,
TwoSidedFoliage,
Hair,
Cloth,
Eye,
Max
};
enum class RenderPassType : uint8
{
DepthPrepass,
@@ -196,14 +182,6 @@ enum class QueueType
TRANSFER = 3,
DEDICATED_TRANSFER = 4
};
enum class VertexAttribute
{
POSITION,
TEXCOORD,
NORMAL,
TANGENT,
BITANGENT
};
typedef uint32_t SeFlags;
typedef uint32_t SeBool32;
+1 -1
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@@ -644,8 +644,8 @@ public:
virtual void bindVertexBuffer(const Array<VertexInputStream>& streams) = 0;
virtual void bindIndexBuffer(Gfx::PIndexBuffer indexBuffer) = 0;
virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
virtual void draw(const MeshBatchElement& data) = 0;
virtual void draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance) = 0;
virtual void dispatch(uint32 groupX, uint32 groupY, uint32 groupZ);
std::string name;
};
DEFINE_REF(RenderCommand)
@@ -1,14 +0,0 @@
#pragma once
#include "TopologyData.h"
namespace Seele
{
class IndexBufferTopologyData : public TopologyData
{
public:
IndexBufferTopologyData();
virtual ~IndexBufferTopologyData();
private:
Gfx::PIndexBuffer indices;
};
} // namespace Seele
+5 -6
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@@ -1,20 +1,19 @@
#pragma once
#include "GraphicsResources.h"
#include "Asset/MaterialAsset.h"
#include "Asset/MaterialInstanceAsset.h"
#include "VertexData.h"
namespace Seele
{
DECLARE_REF(TopologyData)
DECLARE_REF(VertexData)
class Mesh
{
public:
Mesh();
~Mesh();
PTopologyData meshlets;
PVertexData vertexData;
PMaterialAsset referencedMaterial;
VertexData* vertexData;
MeshId id;
PMaterialInstanceAsset referencedMaterial;
private:
};
DEFINE_REF(Mesh)
-29
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@@ -1,29 +0,0 @@
#include "MeshBatch.h"
#include "GraphicsResources.h"
#include "VertexShaderInput.h"
#include "Material/MaterialInterface.h"
#include "Graphics/Graphics.h"
using namespace Seele;
MeshBatchElement::MeshBatchElement()
: indexBuffer(nullptr)
, firstIndex(0)
, numPrimitives(0)
, numInstances(1)
, baseVertexIndex(0)
, minVertexIndex(0)
, maxVertexIndex(0)
, indirectArgsBuffer(nullptr)
{}
MeshBatch::MeshBatch()
: elements()
, useReverseCulling(false)
, isBackfaceCullingDisabled(false)
, isCastingShadow(true)
, useWireframe(false)
, topology(Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
, vertexInput(nullptr)
, material(nullptr)
{
}
-51
View File
@@ -1,51 +0,0 @@
#pragma once
#include "GraphicsEnums.h"
#include "Containers/Array.h"
namespace Seele
{
DECLARE_REF(VertexShaderInput)
DECLARE_REF(MaterialInterface)
DECLARE_NAME_REF(Gfx, VertexBuffer)
DECLARE_NAME_REF(Gfx, IndexBuffer)
DECLARE_NAME_REF(Gfx, UniformBuffer)
struct MeshBatchElement
{
public:
Gfx::PIndexBuffer indexBuffer;
uint32 sceneDataIndex;
uint32 firstIndex;
uint32 numPrimitives;
uint32 numInstances;
uint32 baseVertexIndex;
uint32 minVertexIndex;
uint32 maxVertexIndex;
uint8 isInstanced : 1;
Gfx::PVertexBuffer indirectArgsBuffer;
MeshBatchElement();
};
struct MeshBatch
{
Array<MeshBatchElement> elements;
uint8 useReverseCulling : 1;
uint8 isBackfaceCullingDisabled : 1;
uint8 isCastingShadow : 1;
uint8 useWireframe : 1;
Gfx::SePrimitiveTopology topology;
PVertexShaderInput vertexInput;
PMaterialInterface material;
MeshBatch();
MeshBatch(const MeshBatch& other) = default;
MeshBatch(MeshBatch&& other) = default;
MeshBatch& operator=(const MeshBatch& other) = default;
MeshBatch& operator=(MeshBatch&& other) = default;
};
} // namespace Seele
@@ -1 +0,0 @@
#include "MeshletTopologyData.h"
-11
View File
@@ -1,11 +0,0 @@
#pragma once
#include "TopologyData.h"
namespace Seele
{
class MeshletTopologyData : public TopologyData
{
public:
private:
};
}
+27 -80
View File
@@ -2,6 +2,7 @@
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Actor/CameraActor.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
@@ -9,69 +10,8 @@
using namespace Seele;
BasePassMeshProcessor::BasePassMeshProcessor(Gfx::PGraphics graphics)
: MeshProcessor(graphics)
// , translucentBasePass(translucentBasePass)
//, cachedPrimitiveIndex(0)
{
}
BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
void BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
Gfx::PViewport target,
Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout baseLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
PMaterialInterface material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
if(collection == nullptr)
{
material->createShaders(graphics, Gfx::RenderPassType::BasePass, vertexInput->getType());
collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
}
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[BasePass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
buildMeshDrawCommand(batch,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
false);
}
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
//co_return;
}
BasePass::BasePass(Gfx::PGraphics graphics)
: RenderPass(graphics)
, processor(new BasePassMeshProcessor(graphics))
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(4)
{
UniformBufferCreateInfo uniformInitializer;
@@ -80,11 +20,11 @@ BasePass::BasePass(Gfx::PGraphics graphics)
lightLayout = graphics->createDescriptorLayout("LightLayout");
// Directional Lights
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Light Index List
lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// Light Grid
@@ -103,25 +43,32 @@ BasePass::BasePass(Gfx::PGraphics graphics)
basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
primitiveLayout->create();
basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
basePassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
.offset = 0,
.size = sizeof(uint32),
});
sceneLayout = graphics->createDescriptorLayout("SceneLayout");
sceneLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
sceneLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
sceneLayout->create();
basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, sceneLayout);
//basePassLayout->addPushConstants(Gfx::SePushConstantRange{
// .stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
// .offset = 0,
// .size = sizeof(uint32),
//});
}
BasePass::~BasePass()
{
{
}
void BasePass::readScene()
{
Array<InstanceData> instances;
scene->view<Component::Transform, Component::Mesh>([]
(const Component::Transform& transform, const Component::Mesh& mesh) {
});
}
void BasePass::beginFrame(const Component::Camera& cam)
{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = cam.getViewMatrix();
@@ -134,7 +81,7 @@ void BasePass::beginFrame(const Component::Camera& cam)
viewLayout->reset();
lightLayout->reset();
descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = sceneLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
descriptorSets[INDEX_SCENE_DATA]->writeChanges();
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
+4 -35
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@@ -1,44 +1,16 @@
#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
#include "RenderPass.h"
namespace Seele
{
class BasePassMeshProcessor : public MeshProcessor
{
public:
BasePassMeshProcessor(Gfx::PGraphics graphics);
virtual ~BasePassMeshProcessor();
virtual void processMeshBatch(
const MeshBatch& batch,
Gfx::PViewport target,
Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 staticMeshId = -1) override;
private:
//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
//uint8 translucentBasePass;
//uint32 cachedPrimitiveIndex;
};
DEFINE_REF(BasePassMeshProcessor)
DECLARE_REF(CameraActor)
struct BasePassData
{
Array<MeshBatch> staticDrawList;
Gfx::PShaderBuffer sceneDataBuffer;
LightEnv lightEnv;
};
class BasePass : public RenderPass<BasePassData>
class BasePass : public RenderPass
{
public:
BasePass(Gfx::PGraphics graphics);
BasePass(BasePass&& other) = default;
BasePass(Gfx::PGraphics graphics, PScene scene);
virtual ~BasePass();
BasePass& operator=(BasePass&& other) = default;
virtual void readScene() override;
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
@@ -48,7 +20,6 @@ public:
private:
Gfx::PRenderTargetAttachment colorAttachment;
Gfx::PTexture2D depthBuffer;
UPBasePassMeshProcessor processor;
Array<Gfx::PDescriptorSet> descriptorSets;
PCameraActor source;
@@ -66,9 +37,7 @@ private:
static constexpr uint32 INDEX_MATERIAL = 2;
// Set 3: primitive scene data
static constexpr uint32 INDEX_SCENE_DATA = 3;
Gfx::PDescriptorLayout primitiveLayout;
Gfx::PUniformBuffer primitiveUniformBuffer;
friend class BasePassMeshProcessor;
Gfx::PDescriptorLayout sceneLayout;
};
DEFINE_REF(BasePass)
} // namespace Seele
@@ -8,8 +8,6 @@ target_sources(Engine
DepthPrepass.cpp
LightCullingPass.h
LightCullingPass.cpp
MeshProcessor.h
MeshProcessor.cpp
RenderGraph.h
RenderGraphResources.h
RenderGraphResources.cpp
@@ -28,7 +26,6 @@ target_sources(Engine
DebugPass.h
DepthPrepass.h
LightCullingPass.h
MeshProcessor.h
RenderGraph.h
RenderGraphResources.h
RenderPass.h
+1 -5
View File
@@ -9,11 +9,7 @@ namespace Seele
DECLARE_REF(CameraActor)
DECLARE_REF(Scene)
DECLARE_REF(Viewport)
struct DebugPassData
{
Array<DebugVertex> vertices;
};
class DebugPass : public RenderPass<DebugPassData>
class DebugPass : public RenderPass
{
public:
DebugPass(Gfx::PGraphics graphics);
+38 -84
View File
@@ -2,77 +2,16 @@
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Actor/CameraActor.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
#include "Material/MaterialInterface.h"
using namespace Seele;
DepthPrepassMeshProcessor::DepthPrepassMeshProcessor(Gfx::PGraphics graphics)
: MeshProcessor(graphics)
{
}
DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
void DepthPrepassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
Gfx::PViewport target,
Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout baseLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
//std::cout << "Depth void started" << std::endl;
PMaterialInterface material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
if (collection == nullptr)
{
material->createShaders(graphics, Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
}
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[DepthPrepass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
true);
}
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
//std::cout << "Finished depth job" << std::endl;
//co_return;
}
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics)
: RenderPass(graphics)
, processor(new DepthPrepassMeshProcessor(graphics))
, descriptorSets(3)
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(4)
{
UniformBufferCreateInfo uniformInitializer;
@@ -86,16 +25,6 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics)
viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
primitiveLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
.offset = 0,
.size = sizeof(uint32),
});
}
DepthPrepass::~DepthPrepass()
@@ -104,8 +33,6 @@ DepthPrepass::~DepthPrepass()
void DepthPrepass::beginFrame(const Component::Camera& cam)
{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = cam.getViewMatrix();
@@ -116,12 +43,10 @@ void DepthPrepass::beginFrame(const Component::Camera& cam)
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
viewLayout->reset();
descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
descriptorSets[INDEX_SCENE_DATA]->writeChanges();
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
//std::cout << "DepthPrepass beginFrame()" << std::endl;
//co_return;
}
@@ -133,11 +58,39 @@ void DepthPrepass::render()
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
graphics->beginRenderPass(renderPass);
for (const auto& meshBatch : passData.staticDrawList)
for (VertexData* vertexData : VertexData::getList())
{
processor->processMeshBatch(meshBatch, viewport, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// Material => per material
// VertexData => per meshtype
// SceneData => per topology
Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
Gfx::PPipelineLayout layout = graphics->createPipelineLayout(depthPrepassLayout);
layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
layout->create();
GraphicsPipelineCreateInfo pipelineInfo;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInfo);
command->bindPipeline(pipeline);
vertexData->bindBuffers(command);
descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
for (const auto&[_, instance]: materialData.instances)
{
descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
command->bindDescriptor(descriptorSets);
command->dispatch(instance.numMeshes, 1, 1);
}
}
}
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
//std::cout << "DepthPrepass render()" << std::endl;
//co_return;
@@ -175,5 +128,6 @@ void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>& defines
{
defines["INDEX_VIEW_PARAMS"] = "0";
defines["INDEX_MATERIAL"] = "1";
defines["INDEX_SCENE_DATA"] = "2";
defines["INDEX_VERTEX_DATA"] = "2";
defines["INDEX_SCENE_DATA"] = "3";
}
+9 -35
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@@ -1,40 +1,14 @@
#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
#include "RenderPass.h"
namespace Seele
{
class DepthPrepassMeshProcessor : public MeshProcessor
class DepthPrepass : public RenderPass
{
public:
DepthPrepassMeshProcessor(Gfx::PGraphics graphics);
virtual ~DepthPrepassMeshProcessor();
virtual void processMeshBatch(
const MeshBatch& batch,
Gfx::PViewport target,
Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 staticMeshId = -1) override;
private:
};
DEFINE_REF(DepthPrepassMeshProcessor)
struct DepthPrepassData
{
Array<MeshBatch> staticDrawList;
Gfx::PShaderBuffer sceneDataBuffer;
};
class DepthPrepass : public RenderPass<DepthPrepassData>
{
public:
DepthPrepass(Gfx::PGraphics graphics);
DepthPrepass(DepthPrepass&& other) = default;
DepthPrepass(Gfx::PGraphics graphics, PScene scene);
~DepthPrepass();
DepthPrepass& operator=(DepthPrepass& other) = default;
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
@@ -44,9 +18,9 @@ public:
private:
Gfx::PRenderTargetAttachment depthAttachment;
Gfx::PTexture2D depthBuffer;
UPDepthPrepassMeshProcessor processor;
Array<Gfx::PDescriptorSet> descriptorSets;
Gfx::PPipelineLayout depthPrepassLayout;
// Set 0: viewParameter
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
@@ -54,11 +28,11 @@ private:
Gfx::PUniformBuffer viewParamBuffer;
// Set 1: materials, generated
static constexpr uint32 INDEX_MATERIAL = 1;
// Set 2: primitive scene data
static constexpr uint32 INDEX_SCENE_DATA = 2;
Gfx::PDescriptorLayout primitiveLayout;
Gfx::PUniformBuffer primitiveUniformBuffer;
friend class DepthPrepassMeshProcessor;
// Set 2: vertices, from VertexData
static constexpr uint32 INDEX_VERTEX_DATA = 2;
// Set 3: mesh data, either index buffer or meshlet data
static constexpr uint32 INDEX_SCENE_DATA = 3;
Gfx::PDescriptorLayout sceneDataLayout;
};
DEFINE_REF(DepthPrepass)
} // namespace Seele
@@ -12,7 +12,7 @@ struct LightCullingPassData
{
LightEnv lightEnv;
};
class LightCullingPass : public RenderPass<LightCullingPassData>
class LightCullingPass : public RenderPass
{
public:
LightCullingPass(Gfx::PGraphics graphics);
@@ -1,82 +0,0 @@
#include "MeshProcessor.h"
#include "Graphics/Graphics.h"
#include "Graphics/VertexShaderInput.h"
#include "Graphics/Vulkan/VulkanGraphicsResources.h"
using namespace Seele;
MeshProcessor::MeshProcessor(Gfx::PGraphics graphics)
: graphics(graphics)
{
}
MeshProcessor::~MeshProcessor()
{
}
void MeshProcessor::buildMeshDrawCommand(
const MeshBatch& meshBatch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PRenderCommand drawCommand,
const Array<Gfx::PDescriptorSet>& descriptors,
Gfx::PVertexShader vertexShader,
Gfx::PControlShader controlShader,
Gfx::PEvaluationShader evaluationShader,
Gfx::PGeometryShader geometryShader,
Gfx::PFragmentShader fragmentShader,
bool positionOnly)
{
const PVertexShaderInput vertexInput = meshBatch.vertexInput;
GraphicsPipelineCreateInfo pipelineInitializer;
pipelineInitializer.topology = meshBatch.topology;
pipelineInitializer.vertexShader = vertexShader;
pipelineInitializer.controlShader = controlShader;
pipelineInitializer.evalShader = evaluationShader;
pipelineInitializer.geometryShader = geometryShader;
pipelineInitializer.fragmentShader = fragmentShader;
pipelineInitializer.renderPass = renderPass;
pipelineInitializer.pipelineLayout = pipelineLayout;
VertexInputStreamArray vertexStreams;
if(positionOnly)
{
vertexInput->getPositionOnlyStream(vertexStreams);
pipelineInitializer.vertexDeclaration = vertexInput->getPositionDeclaration();
}
else
{
vertexInput->getStreams(vertexStreams);
pipelineInitializer.vertexDeclaration = vertexInput->getDeclaration();
}
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInitializer);
drawCommand->bindPipeline(pipeline);
drawCommand->bindVertexBuffer(vertexStreams);
drawCommand->bindDescriptor(descriptors);
for(const auto& element : meshBatch.elements)
{
drawCommand->pushConstants(pipelineLayout, Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uint32), &element.sceneDataIndex);
if(element.indexBuffer != nullptr)
{
drawCommand->bindIndexBuffer(element.indexBuffer);
drawCommand->draw(element);
}
else
{
drawCommand->draw(vertexStreams[0].vertexBuffer->getNumVertices(), 1, 0, 0);
}
}
}
Array<Gfx::PRenderCommand> MeshProcessor::getRenderCommands()
{
return renderCommands;
}
void MeshProcessor::clearCommands()
{
renderCommands.clear();
}
@@ -1,43 +0,0 @@
#pragma once
#include "MinimalEngine.h"
#include "Scene/Scene.h"
#include "Graphics/GraphicsResources.h"
#include "Graphics/MeshBatch.h"
namespace Seele
{
class MeshProcessor
{
public:
MeshProcessor(Gfx::PGraphics graphics);
virtual ~MeshProcessor();
Array<Gfx::PRenderCommand> getRenderCommands();
void clearCommands();
protected:
PScene scene;
Gfx::PGraphics graphics;
virtual void processMeshBatch(
const MeshBatch& batch,
Gfx::PViewport target,
Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 staticMeshId = -1) = 0;
void buildMeshDrawCommand(
const MeshBatch& meshBatch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PRenderCommand drawCommand,
const Array<Gfx::PDescriptorSet>& descriptors,
Gfx::PVertexShader vertexShader,
Gfx::PControlShader controlShader,
Gfx::PEvaluationShader evaluationShader,
Gfx::PGeometryShader geometryShader,
Gfx::PFragmentShader fragmentShader,
bool positionOnly);
std::mutex commandLock;
Array<Gfx::PRenderCommand> renderCommands;
};
} // namespace Seele
+22 -8
View File
@@ -3,24 +3,25 @@
#include "Math/Math.h"
#include "RenderGraphResources.h"
#include "Component/Camera.h"
#include "Graphics/TopologyData.h"
#include "Scene/Scene.h"
#include "Material/MaterialInstance.h"
#include "Graphics/VertexData.h"
namespace Seele
{
DECLARE_NAME_REF(Gfx, Viewport)
DECLARE_NAME_REF(Gfx, Graphics)
DECLARE_NAME_REF(Gfx, RenderPass)
template<typename RenderPassDataType>
class RenderPass
{
public:
RenderPass(Gfx::PGraphics graphics)
RenderPass(Gfx::PGraphics graphics, PScene scene)
: graphics(graphics)
, scene(scene)
{}
virtual ~RenderPass()
{}
void updateViewFrame(RenderPassDataType viewFrame) {
passData = std::move(viewFrame);
}
virtual void beginFrame(const Component::Camera& cam) = 0;
virtual void render() = 0;
virtual void endFrame() = 0;
@@ -41,13 +42,26 @@ protected:
Vector2 screenDimensions;
Vector2 pad0;
} viewParams;
struct DrawListId
{
DrawListId(PMaterialInstance mat, PVertexData vertex)
{
id = mat->getBaseMaterial()->getName();
}
std::strong_ordering operator<=>(const DrawListId& other) const
{
return id <=> other.id;
}
std::string id;
};
Map<DrawListId, DrawListInfo> drawList;
PRenderGraphResources resources;
RenderPassDataType passData;
Gfx::PRenderPass renderPass;
Gfx::PGraphics graphics;
Gfx::PViewport viewport;
PScene scene;
};
template<typename RP, typename T>
concept RenderPassType = std::derived_from<RP, RenderPass<T>>;
template<typename RP>
concept RenderPassType = std::derived_from<RP, RenderPass>;
} // namespace Seele
@@ -8,11 +8,7 @@ namespace Seele
DECLARE_REF(CameraActor)
DECLARE_REF(Scene)
DECLARE_REF(Viewport)
struct SkyboxPassData
{
Component::Skybox skybox;
};
class SkyboxRenderPass : public RenderPass<SkyboxPassData>
class SkyboxRenderPass : public RenderPass
{
public:
SkyboxRenderPass(Gfx::PGraphics graphics);
+1 -6
View File
@@ -17,12 +17,7 @@ struct TextRender
Vector2 position;
float scale;
};
struct TextPassData
{
Array<TextRender> texts;
};
class TextPass : public RenderPass<TextPassData>
class TextPass : public RenderPass
{
public:
TextPass(Gfx::PGraphics graphics);
@@ -8,7 +8,5 @@ public:
StaticMeshVertexData();
virtual ~StaticMeshVertexData();
private:
Gfx::PShaderBuffer texCoords;
Gfx::PShaderBuffer normals;
};
}
+4 -1
View File
@@ -1,5 +1,6 @@
#pragma once
#include "GraphicsResources.h"
#include "VertexData.h"
namespace Seele
{
@@ -9,6 +10,8 @@ public:
TopologyData();
virtual ~TopologyData();
virtual void bind() = 0;
private:
protected:
VertexData* vertexData;
};
DEFINE_REF(TopologyData)
} // namespace Seele
+95
View File
@@ -0,0 +1,95 @@
#include "VertexData.h"
#include "Material/Material.h"
#include "Graphics/Graphics.h"
using namespace Seele;
void VertexData::resetMeshData()
{
materialData.clear();
}
void VertexData::updateMesh(const Component::Transform& transform, const Component::Mesh& mesh)
{
PMaterial mat = mesh.instance->getBaseMaterial();
MaterialData& matData = materialData[mat->getName()];
MaterialInstanceData& matInstanceData = matData.instances[mesh.instance->getId()];
matInstanceData.meshes.add(MeshInstanceData{
.id = mesh.id,
.instance = InstanceData {
.transformMatrix = transform.toMatrix(),
}
});
}
void VertexData::createDescriptors()
{
for (const auto& [_, mat] : materialData)
{
for (auto& [_, matInst] : mat.instances)
{
Array<InstanceData> instanceData;
Array<MeshData> meshes;
for (const auto& inst : matInst.meshes)
{
for (const auto& mesh : meshData[inst.id])
{
instanceData.add(inst.instance);
meshes.add(mesh);
}
}
Gfx::PShaderBuffer instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.resourceData = {
.size = sizeof(InstanceData) * instanceData.size(),
.data = (uint8*)instanceData.data(),
},
.stride = sizeof(InstanceData)
});
Gfx::PShaderBuffer meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.resourceData = {
.size = sizeof(MeshData) * meshes.size(),
.data = (uint8*)meshes.data(),
},
.stride = sizeof(MeshData)
});
matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
matInst.descriptorSet->updateBuffer(0, instanceBuffer);
if (Gfx::useMeshShading)
{
matInst.descriptorSet->updateBuffer(1, meshDataBuffer);
matInst.descriptorSet->updateBuffer(2, meshletBuffer);
}
matInst.descriptorSet->writeChanges();
matInst.numMeshes = meshes.size();
}
}
}
List<VertexData*> vertexDataList;
List<VertexData*> VertexData::getList()
{
return vertexDataList;
}
VertexData::VertexData(Gfx::PGraphics graphics)
: graphics(graphics)
{
instanceDataLayout = graphics->createDescriptorLayout("VertexDataInstanceLayout");
instanceDataLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
if (Gfx::useMeshShading)
{
// meshData
instanceDataLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// meshletData
instanceDataLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.resourceData = {
.size = sizeof(MeshletData),
.data = nullptr,
},
.bDynamic = true,
});
}
instanceDataLayout->create();
}
+70 -3
View File
@@ -1,13 +1,80 @@
#pragma once
#include "GraphicsResources.h"
#include "Material/MaterialInstance.h"
#include "Component/Mesh.h"
#include "Component/Transform.h"
namespace Seele
{
struct MeshId
{
uint64 id;
};
class VertexData
{
public:
private:
Gfx::PShaderBuffer positions;
struct InstanceData
{
Matrix4 transformMatrix;
};
struct MeshInstanceData
{
MeshId id;
InstanceData instance;
};
struct MaterialInstanceData
{
PMaterialInstance materialInstance;
Gfx::PDescriptorSet descriptorSet;
uint32_t numMeshes; // not necessarily equal to meshes.size() if a MeshId has multiple meshes
Array<MeshInstanceData> meshes;
};
struct MaterialData
{
PMaterial material;
Map<uint64, MaterialInstanceData> instances;
};
struct MeshData
{
uint32 numMeshlets;
uint32 meshletOffset;
};
void resetMeshData();
void updateMesh(const Component::Transform& transform, const Component::Mesh& mesh);
void createDescriptors();
virtual void bindBuffers(Gfx::PRenderCommand command) = 0;
virtual Gfx::PDescriptorLayout getVertexDataLayout() = 0;
virtual Gfx::PDescriptorSet getVertexDataSet() = 0;
virtual Gfx::PDescriptorLayout getInstanceDataLayout() = 0;
virtual std::string getTypeName() const = 0;
const Map<std::string, MaterialData>& getMaterialData() const { return materialData; }
const Array<MeshData>& getMeshData(MeshId id) { return meshData[id]; }
static List<VertexData*> getList();
protected:
struct MeshletAABB
{
Vector min;
float pad0;
Vector max;
float pad1;
};
struct MeshletData
{
MeshletAABB boundingBox;
uint32_t vertexCount;
uint32_t primiticeCount;
uint32_t vertexOffset;
uint32_t primitiveOffset;
};
Map<std::string, MaterialData> materialData;
Map<MeshId, Array<MeshData>> meshData;
Array<MeshletData> meshlets;
Gfx::PDescriptorLayout instanceDataLayout;
Gfx::PGraphics graphics;
// for mesh shading
Gfx::PShaderBuffer meshletBuffer;
// for legacy pipeline
Gfx::PIndexBuffer indexBuffer;
VertexData(Gfx::PGraphics graphics);
};
DEFINE_REF(VertexData)
}
@@ -304,18 +304,18 @@ void RenderCommand::pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStag
vkCmdPushConstants(handle, layout.cast<PipelineLayout>()->getHandle(), stage, offset, size, data);
}
void RenderCommand::draw(const MeshBatchElement& data)
{
assert(threadId == std::this_thread::get_id());
vkCmdDrawIndexed(handle, static_cast<uint32>(data.indexBuffer->getNumIndices()), data.numInstances, data.minVertexIndex, data.baseVertexIndex, 0);
}
void RenderCommand::draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance)
{
assert(threadId == std::this_thread::get_id());
vkCmdDraw(handle, vertexCount, instanceCount, firstVertex, firstInstance);
}
void RenderCommand::dispatch(uint32 groupX, uint32 groupY, uint32 groupZ)
{
assert(threadId == std::this_thread::get_id());
vkCmdDrawMeshTasksEXT(handle, groupX, groupY, groupZ);
}
ComputeCommand::ComputeCommand(PGraphics graphics, VkCommandPool cmdPool)
: graphics(graphics)
, owner(cmdPool)
@@ -90,8 +90,8 @@ public:
virtual void bindVertexBuffer(const Array<VertexInputStream>& streams) override;
virtual void bindIndexBuffer(Gfx::PIndexBuffer indexBuffer) override;
virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) override;
virtual void draw(const MeshBatchElement& data) override;
virtual void draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance) override;
virtual void dispatch(uint32 groupX, uint32 groupY, uint32 groupZ) override;
private:
PGraphicsPipeline pipeline;
bool ready;
+2 -3
View File
@@ -4,8 +4,8 @@ target_sources(Engine
Material.cpp
MaterialInstance.h
MaterialInstance.cpp
MaterialInterface.h
MaterialInterface.cpp
ShaderExpression.h
ShaderExpression.cpp)
@@ -14,6 +14,5 @@ target_sources(Engine
FILES
Material.h
MaterialInstance.h
MaterialInterface.h
ShaderExpression.h)
+5 -20
View File
@@ -1,13 +1,10 @@
#include "Material.h"
#include "Window/WindowManager.h"
#include "MaterialInstance.h"
#include "Graphics/VertexShaderInput.h"
#include "Graphics/Graphics.h"
using namespace Seele;
Gfx::ShaderMap Material::shaderMap;
std::mutex Material::shaderMapLock;
Material::Material(Gfx::PGraphics graphics,
Array<PShaderParameter> parameter,
@@ -17,11 +14,15 @@ Material::Material(Gfx::PGraphics graphics,
std::string materialName,
Array<PShaderExpression> expressions,
MaterialNode brdf)
: MaterialInterface(graphics, parameter, uniformDataSize, uniformBinding)
: graphics(graphics)
, parameters(parameter)
, uniformDataSize(uniformDataSize)
, uniformBinding(uniformBinding)
, layout(layout)
, materialName(materialName)
, codeExpressions(expressions)
, brdf(brdf)
, instanceId(0)
{
}
@@ -129,19 +130,3 @@ void Material::compile()
codeStream << "\t}\n";
codeStream << "};\n";
}
const Gfx::ShaderCollection* Material::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
{
Gfx::ShaderPermutation permutation;
permutation.passType = renderPass;
std::string vertexInputName = vertexInput->getName();
std::strncpy(permutation.materialName, materialName.c_str(), sizeof(permutation.materialName));
std::strncpy(permutation.vertexInputName, vertexInputName.c_str(), sizeof(permutation.vertexInputName));
return shaderMap.findShaders(Gfx::PermutationId(permutation));
}
Gfx::ShaderCollection& Material::createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput)
{
std::scoped_lock l(shaderMapLock);
return shaderMap.createShaders(graphics, renderPass, this, vertexInput, false);
}
+15 -18
View File
@@ -1,13 +1,13 @@
#pragma once
#include "MaterialInterface.h"
#include "ShaderExpression.h"
#include "Graphics/GraphicsResources.h"
namespace Seele
{
DECLARE_REF(MaterialInstance)
class Material : public MaterialInterface
class Material
{
public:
Material() {}
Material(Gfx::PGraphics graphics,
Array<PShaderParameter> parameter,
Gfx::PDescriptorLayout layout,
@@ -16,30 +16,27 @@ public:
std::string materialName,
Array<PShaderExpression> expressions,
MaterialNode brdf);
virtual ~Material();
virtual Gfx::PDescriptorSet createDescriptorSet();
virtual Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
virtual const std::string& getName() { return materialName; }
~Material();
Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
PMaterialInstance instantiate();
const std::string& getName() { return materialName; }
virtual void save(ArchiveBuffer& buffer) const;
virtual void load(ArchiveBuffer& buffer);
void save(ArchiveBuffer& buffer) const;
void load(ArchiveBuffer& buffer);
void compile();
virtual const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const;
virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput);
private:
static Gfx::ShaderMap shaderMap;
static std::mutex shaderMapLock;
Gfx::PGraphics graphics;
std::string brdfName;
uint32 uniformDataSize;
uint32 uniformBinding;
uint64 instanceId;
Gfx::PDescriptorLayout layout;
std::string materialName;
Array<PShaderExpression> codeExpressions;
Array<PShaderParameter> parameters;
MaterialNode brdf;
// With draw-indirect, we batch vertex data into big vertex buffers
// Gfx::PVertexDataManager vertexData;
friend class MaterialInstance;
};
DEFINE_REF(Material)
+11 -43
View File
@@ -4,52 +4,20 @@
using namespace Seele;
MaterialInstance::MaterialInstance(Gfx::PGraphics graphics, PMaterial baseMaterial)
: MaterialInterface(graphics, baseMaterial->parameters, baseMaterial->uniformDataSize, baseMaterial->uniformBinding)
, baseMaterial(baseMaterial)
MaterialInstance::MaterialInstance(uint64 id, Gfx::PGraphics graphics, PMaterial baseMaterial, Gfx::PDescriptorSet descriptor, Array<PShaderParameter> params, uint32 uniformBinding, uint32 uniformSize)
: id(id), graphics(graphics), baseMaterial(baseMaterial), descriptor(descriptor), parameters(params), uniformBinding(uniformBinding)
{
uniformBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.resourceData = {
.size = uniformSize,
},
.bDynamic = true,
}
);
uniformData.resize(uniformSize);
}
MaterialInstance::~MaterialInstance()
{
}
Gfx::PDescriptorSet MaterialInstance::createDescriptorSet()
{
Gfx::PDescriptorSet descriptorSet = baseMaterial->layout->allocateDescriptorSet();
BulkResourceData uniformUpdate;
uniformUpdate.size = uniformDataSize;
uniformUpdate.data = (uint8*)uniformData.data();
for(auto param : parameters)
{
param->updateDescriptorSet(descriptorSet, uniformData.data());
}
if(uniformUpdate.size != 0)
{
uniformBuffer->updateContents(uniformUpdate);
descriptorSet->updateBuffer(uniformBinding, uniformBuffer);
}
descriptorSet->writeChanges();
return descriptorSet;
}
Gfx::PDescriptorLayout MaterialInstance::getDescriptorLayout() const
{
return baseMaterial->getDescriptorLayout();
}
const std::string& MaterialInstance::getName()
{
return baseMaterial->getName();
}
const Gfx::ShaderCollection* Seele::MaterialInstance::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
{
return baseMaterial->getShaders(renderPass, vertexInput);
}
Gfx::ShaderCollection& Seele::MaterialInstance::createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput)
{
return baseMaterial->createShaders(graphics, renderPass, vertexInput);
}
}
+15 -13
View File
@@ -1,24 +1,26 @@
#pragma once
#include "MaterialInterface.h"
#include "Material.h"
namespace Seele
{
DECLARE_REF(Material)
class MaterialInstance : public MaterialInterface
class MaterialInstance
{
public:
MaterialInstance(Gfx::PGraphics graphics, PMaterial baseMaterial);
virtual ~MaterialInstance();
virtual Gfx::PDescriptorSet createDescriptorSet();
virtual Gfx::PDescriptorLayout getDescriptorLayout() const;
// The name of the generated material shader, opposed to the name of the .asset file
virtual const std::string& getName();
virtual const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const;
virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput);
MaterialInstance(uint64 id, Gfx::PGraphics graphics, PMaterial baseMaterial, Gfx::PDescriptorSet descriptor, Array<PShaderParameter> params, uint32 uniformBinding, uint32 uniformSize);
~MaterialInstance();
void updateDescriptor();
Gfx::PDescriptorSet getDescriptorSet() const;
PMaterial getBaseMaterial() const { return baseMaterial; }
uint64 getId() const { return id; }
private:
Gfx::PGraphics graphics;
Array<uint8> uniformData;
uint32 uniformBinding;
Gfx::PUniformBuffer uniformBuffer;
Array<PShaderParameter> parameters;
Gfx::PDescriptorSet descriptor;
PMaterial baseMaterial;
uint64 id;
};
DEFINE_REF(MaterialInstance)
} // namespace Seele
-79
View File
@@ -1,79 +0,0 @@
#include "MaterialInterface.h"
#include "Window/WindowManager.h"
#include "Graphics/Graphics.h"
using namespace Seele;
MaterialInterface::MaterialInterface(Gfx::PGraphics graphics, Array<PShaderParameter> parameter, uint32 uniformDataSize, uint32 uniformBinding)
: graphics(graphics)
, parameters(parameter)
, uniformDataSize(uniformDataSize)
, uniformBinding(uniformBinding)
{
if(uniformDataSize != 0)
{
uniformData.resize(uniformDataSize);
UniformBufferCreateInfo uniformInitializer = {
.resourceData = {
.size = uniformDataSize,
.data = nullptr,
}
};
uniformBuffer = graphics->createUniformBuffer(uniformInitializer);
}
}
MaterialInterface::~MaterialInterface()
{
}
PShaderParameter MaterialInterface::getParameter(const std::string& name)
{
for (const auto& param : parameters)
{
if(param->name.compare(name) == 0)
{
return param;
}
}
return nullptr;
}
void MaterialInterface::save(ArchiveBuffer& buffer) const
{
Serialization::save(buffer, uniformDataSize);
Serialization::save(buffer, uniformBinding);
uint64 length = parameters.size();
Serialization::save(buffer, length);
for (const auto& param : parameters)
{
Serialization::save(buffer, param);
}
}
void MaterialInterface::load(ArchiveBuffer& buffer)
{
graphics = buffer.getGraphics();
Serialization::load(buffer, uniformDataSize);
Serialization::load(buffer, uniformBinding);
if (uniformDataSize != 0)
{
uniformData.resize(uniformDataSize);
UniformBufferCreateInfo uniformInitializer = {
.resourceData = {
.size = uniformDataSize,
.data = nullptr,
}
};
uniformBuffer = graphics->createUniformBuffer(uniformInitializer);
}
uint64 length;
Serialization::load(buffer, length);
parameters.resize(length);
for (auto& param : parameters)
{
Serialization::load(buffer, param);
}
}
-36
View File
@@ -1,36 +0,0 @@
#pragma once
#include "ShaderExpression.h"
#include "Graphics/GraphicsResources.h"
namespace Seele
{
DECLARE_NAME_REF(Gfx, DescriptorLayout)
DECLARE_NAME_REF(Gfx, UniformBuffer)
class MaterialInterface
{
public:
MaterialInterface() {}
MaterialInterface(Gfx::PGraphics graphics, Array<PShaderParameter> parameter, uint32 uniformDataSize, uint32 uniformBinding);
virtual ~MaterialInterface();
PShaderParameter getParameter(const std::string& name);
virtual Gfx::PDescriptorSet createDescriptorSet() = 0;
virtual Gfx::PDescriptorLayout getDescriptorLayout() const = 0;
virtual void save(ArchiveBuffer& buffer) const;
virtual void load(ArchiveBuffer& buffer);
// The name of the generated material shader, opposed to the name of the .asset file
virtual const std::string& getName() = 0;
virtual const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const = 0;
virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput) = 0;
protected:
Gfx::PGraphics graphics;
std::string brdfName;
Array<PShaderParameter> parameters;
Gfx::PUniformBuffer uniformBuffer;
uint32 uniformDataSize;
Array<uint8> uniformData;
int32 uniformBinding;
};
DEFINE_REF(MaterialInterface)
} // namespace Seele
-54
View File
@@ -16,7 +16,6 @@ Scene::Scene(Gfx::PGraphics graphics)
: graphics(graphics)
, physics(registry)
{
ShaderBufferCreateInfo structInfo = {
.resourceData = {
.size = sizeof(Component::DirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
@@ -50,59 +49,6 @@ void Scene::update(float deltaTime)
physics.update(deltaTime);
}
Array<MeshBatch> Scene::getStaticMeshes()
{
Array<MeshBatch> result;
auto view = registry.view<Component::StaticMesh, Component::Transform>();
uint32 sceneDataIndex = 0;
sceneData.clear();
for(auto&& [entity, mesh, transform] : view.each())
{
sceneData.add(PrimitiveSceneData {
.localToWorld = transform.toMatrix(),
.worldToLocal = glm::inverse(transform.toMatrix()),
.actorLocation = Vector4(transform.getPosition(), 1.0f)
});
for(auto& m : mesh.mesh->meshes)
{
auto& batch = result.add();
batch.material = m->referencedMaterial->getMaterial();
batch.isBackfaceCullingDisabled = false;
batch.isCastingShadow = true;
batch.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
batch.useReverseCulling = false;
batch.useWireframe = false;
batch.vertexInput = m->vertexInput;
MeshBatchElement batchElement;
batchElement.baseVertexIndex = 0;
batchElement.firstIndex = 0;
batchElement.indexBuffer = m->indexBuffer;
batchElement.indirectArgsBuffer = nullptr;
batchElement.isInstanced = false;
batchElement.numInstances = 1;
batchElement.sceneDataIndex = sceneDataIndex;
batch.elements.add(batchElement);
}
sceneDataIndex++;
}
if(sceneDataBuffer == nullptr || sceneDataBuffer->getNumElements() != sceneData.size())
{
ShaderBufferCreateInfo createInfo = ShaderBufferCreateInfo {
.resourceData = {
.size = sceneData.size() * sizeof(PrimitiveSceneData),
.data = nullptr,
},
.stride = (uint32)sceneData.size(),
};
sceneDataBuffer = graphics->createShaderBuffer(createInfo);
}
sceneDataBuffer->updateContents(BulkResourceData {
.size = sceneData.size() * sizeof(PrimitiveSceneData),
.data = (uint8*)sceneData.data(),
});
return result;
}
LightEnv Scene::getLightBuffer()
{
StaticArray<Component::DirectionalLight, MAX_DIRECTIONAL_LIGHTS> dirLights;
+3 -13
View File
@@ -50,26 +50,16 @@ public:
{
return registry.get<Component>(entity);
}
template<typename Component, typename Func>
void view(Func func) requires std::is_invocable_v<Func, Component&>
template<typename... Component, typename Func>
void view(Func func) requires std::is_invocable_v<Func, Component&...> || std::is_invocable_v<Func, entt::entity, Component&...>
{
registry.view<Component>().each(func);
registry.view<Component...>().each(func);
}
Array<MeshBatch> getStaticMeshes();
LightEnv getLightBuffer();
Component::Skybox getSkybox();
Gfx::PShaderBuffer getSceneDataBuffer() const { return sceneDataBuffer; }
Gfx::PGraphics getGraphics() const { return graphics; }
entt::registry registry;
private:
struct PrimitiveSceneData
{
Matrix4 localToWorld;
Matrix4 worldToLocal;
Vector4 actorLocation;
};
Array<PrimitiveSceneData> sceneData;
Gfx::PShaderBuffer sceneDataBuffer;
LightEnv lightEnv;
PhysicsSystem physics;
Gfx::PGraphics graphics;
+3
View File
@@ -3,6 +3,8 @@ target_sources(Engine
ComponentSystem.h
Executor.h
Executor.cpp
MeshUpdater.h
MeshUpdater.cpp
SystemBase.h
SystemGraph.h
SystemGraph.cpp)
@@ -11,6 +13,7 @@ target_sources(Engine
PUBLIC FILE_SET HEADERS
FILES
ComponentSystem.h
MeshUpdater.h
Executor.h
SystemBase.h
SystemGraph.h)
+9
View File
@@ -0,0 +1,9 @@
#include "MeshUpdater.h"
using namespace Seele;
using namespace Seele::System;
void MeshUpdater::update(Component::Transform& transform, Component::Mesh& mesh)
{
mesh.vertexData->updateMesh(transform, mesh);
}
+17
View File
@@ -0,0 +1,17 @@
#pragma once
#include "ComponentSystem.h"
#include "Component/Transform.h"
#include "Component/Mesh.h"
namespace Seele
{
namespace System
{
class MeshUpdater : public ComponentSystem<Component::Transform, Component::Mesh>
{
public:
virtual void update(Component::Transform& transform, Component::Mesh& mesh) override;
private:
};
} // namespace System
} // namespace Seele
+12 -16
View File
@@ -11,9 +11,9 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
: View(graphics, window, createInfo, "Game")
, gameInterface(dllPath)
, renderGraph(RenderGraphBuilder::build(
DepthPrepass(graphics),
DepthPrepass(graphics, scene),
LightCullingPass(graphics),
BasePass(graphics),
BasePass(graphics, scene),
SkyboxRenderPass(graphics)
))
{
@@ -33,8 +33,16 @@ void GameView::beginUpdate()
void GameView::update()
{
static auto startTime = std::chrono::high_resolution_clock::now();
for (VertexData* vd : VertexData::getList())
{
vd->resetMeshData();
}
systemGraph->run(threadPool, updateTime);
scene->update(updateTime);
for (VertexData* vd : VertexData::getList())
{
vd->createDescriptors();
}
auto endTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> duration = (endTime - startTime);
updateTime = duration.count();
@@ -43,13 +51,7 @@ void GameView::update()
void GameView::commitUpdate()
{
depthPrepassData.staticDrawList = scene->getStaticMeshes();
depthPrepassData.sceneDataBuffer = scene->getSceneDataBuffer();
lightCullingData.lightEnv = scene->getLightBuffer();
basePassData.staticDrawList = scene->getStaticMeshes();
basePassData.sceneDataBuffer = scene->getSceneDataBuffer();
basePassData.lightEnv = scene->getLightBuffer();
skyboxData.skybox = scene->getSkybox();
}
void GameView::prepareRender()
@@ -59,13 +61,7 @@ void GameView::prepareRender()
void GameView::render()
{
scene->view<Component::Camera>([&](Component::Camera& cam)
{
if(cam.mainCamera)
{
renderGraph.render(cam);
}
});
renderGraph.render(camera->accessComponent<Component::Camera>());
}
void GameView::reloadGame()
+1
View File
@@ -36,6 +36,7 @@ private:
BasePassData basePassData;
SkyboxPassData skyboxData;
PEntity camera;
PScene scene;
PSystemGraph systemGraph;
dp::thread_pool<> threadPool;