Fixed meshlet culling
This commit is contained in:
+15
-14
@@ -4,25 +4,26 @@ struct DebugVertex
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{
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float3 position;
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float3 color;
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}
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struct VertexOutput
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{
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float4 clipPosition : SV_Position;
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float3 color : COLOR0;
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};
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[shader("vertex")]
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VertexOutput vertexMain(DebugVertex input)
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struct Params
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{
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VertexOutput output;
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output.clipPosition = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, float4(input.position, 1.0f)));
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output.color = input.color;
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return output;
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float4 pos: SV_Position;
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float3 color: COLOR0;
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}
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[shader("vertex")]
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Params vertexMain(
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DebugVertex vert
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){
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Params result;
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result.pos = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, float4(vert.position, 1)));
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result.color = vert.color;
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return result;
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}
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[shader("pixel")]
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float4 fragmentMain(VertexOutput input)
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float4 fragmentMain(in Params params) : SV_Target
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{
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return float4(input.color, 1.0f);
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return float4(params.color, 1);
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}
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@@ -12,7 +12,7 @@ struct MeshPayload
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groupshared MeshPayload p;
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groupshared uint head;
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groupshared float4x4 localToClip;
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groupshared float4x4 localToView;
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groupshared Frustum viewFrustum;
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
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@@ -26,19 +26,18 @@ void taskMain(
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if(threadID == 0)
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{
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head = 0;
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localToClip = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, instance.transformMatrix));
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// Left
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viewFrustum.sides[0].n = float3(1, 0, 0);
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viewFrustum.sides[0].d = -1;
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// Right
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viewFrustum.sides[1].n = float3(-1, 0, 0);
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viewFrustum.sides[1].d = -1;
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// Top
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viewFrustum.sides[2].n = float3(0, -1, 0);
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viewFrustum.sides[2].d = -1;
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// Bottom
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viewFrustum.sides[3].n = float3(0, 1, 0);
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viewFrustum.sides[3].d = -1;
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localToView = mul(pViewParams.viewMatrix, instance.transformMatrix);
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float3 origin = float3(0, 0, 0);
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float3 corners[4] = {
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screenToView(float4(pViewParams.screenDimensions, -1.0f, 1.0f)).xyz,
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screenToView(float4(pViewParams.screenDimensions, -1.0f, 1.0f)).xyz,
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screenToView(float4(pViewParams.screenDimensions, -1.0f, 1.0f)).xyz,
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screenToView(float4(pViewParams.screenDimensions, -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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}
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GroupMemoryBarrierWithGroupSync();
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MeshData mesh = pScene.meshData[groupID];
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@@ -48,7 +47,7 @@ void taskMain(
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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//if(meshlet.boundingBox.insideFrustum(localToClip, viewFrustum))
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if(meshlet.bounding.insideFrustum(localToView, viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -11,17 +11,20 @@ struct BoundingSphere
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{
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return centerRadius.w;
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}
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bool pointInside(float3 p)
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{
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if(abs(getCenter() - p) > getRadius())
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{
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return false;
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}
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return true;
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}
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bool insideFrustum(float4x4 transform, Frustum frustum)
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{
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float3 transformed = mul(transform, float4(getCenter(), 1)).xyz;
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float maxScale = max(max(transform[0][0], transform[1][1]), transform[2][2]);
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float scaledRange = getRadius() * maxScale;
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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if(dot(frustum.sides[i].n, transformed) - frustum.sides[i].d < scaledRange)
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{
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result = false;
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}
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}
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return result;
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}
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};
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@@ -45,7 +48,7 @@ struct AABB
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for(int i = 0; i < 8; ++i)
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{
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float3 adjusted = corners[i].xyz / corners[i].w;
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if(frustum.pointInside(adjusted))
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if(frustum.pointInside(corners[i].xyz))
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{
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return true;
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}
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@@ -2,7 +2,7 @@ import Common;
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import VertexData;
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import MaterialParameter;
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struct StaticMeshVertexData : IVertexData
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struct DebugVertexData : IVertexData
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{
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VertexAttributes getAttributes(uint index)
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{
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@@ -2,7 +2,7 @@ import Bounding;
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struct MeshletDescription
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -13,7 +13,7 @@ struct MeshletDescription
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struct MeshData
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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@@ -194,7 +194,7 @@ struct ColorBlendState
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SeBlendFactor srcAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA;
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SeBlendFactor dstAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA;
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SeBlendOp alphaBlendOp = Gfx::SE_BLEND_OP_ADD;
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SeColorComponentFlags colorWriteMask = 0;
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SeColorComponentFlags colorWriteMask = Gfx::SE_COLOR_COMPONENT_R_BIT | Gfx::SE_COLOR_COMPONENT_G_BIT | Gfx::SE_COLOR_COMPONENT_B_BIT | Gfx::SE_COLOR_COMPONENT_A_BIT;
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};
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uint32 logicOpEnable;
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SeLogicOp logicOp = Gfx::SE_LOGIC_OP_OR;
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@@ -58,7 +58,7 @@ void BasePass::render()
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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depthAttachment.getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
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@@ -56,6 +56,7 @@ void DebugPass::render()
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renderCommand->draw((uint32)gDebugVertices.size(), 1, 0, 0);
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graphics->executeCommands(Array{renderCommand});
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graphics->endRenderPass();
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gDebugVertices.clear();
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}
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void DebugPass::endFrame()
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@@ -80,15 +81,41 @@ void DebugPass::createRenderPass()
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.depthAttachment = depthAttachment,
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};
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Gfx::SubPassDependency dependency = {
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Array<Gfx::SubPassDependency> dependency = {
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{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_NONE,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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},
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{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_NONE,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport);
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renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
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Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(0, viewParamsLayout);
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@@ -138,5 +165,7 @@ void DebugPass::createRenderPass()
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gfxInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_LINE_LIST;
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gfxInfo.pipelineLayout = std::move(pipelineLayout);
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gfxInfo.renderPass = renderPass;
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gfxInfo.colorBlend.attachmentCount = 1;
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gfxInfo.rasterizationState.lineWidth = 5.f;
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pipeline = graphics->createGraphicsPipeline(std::move(gfxInfo));
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}
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@@ -52,7 +52,7 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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void LightCullingPass::render()
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{
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depthAttachment->pipelineBarrier(
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
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cullingDescriptorSet->updateTexture(0, depthAttachment);
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@@ -70,6 +70,7 @@ void LightCullingPass::render()
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Array<Gfx::PComputeCommand> commands = {computeCommand};
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//std::cout << "Execute" << std::endl;
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graphics->executeCommands(commands);
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graphics->waitDeviceIdle();
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}
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void LightCullingPass::endFrame()
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@@ -44,6 +44,43 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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},
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.data = data,
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});
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for (size_t i = 0; i < data.numMeshlets; ++i)
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{
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auto bounding = meshlets[data.meshletOffset + i].bounding;
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StaticArray<Vector, 8> corners;
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corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
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corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
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corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
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corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
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corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
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corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
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corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
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corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.max.z, 1);
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
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}
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}
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matInstanceData.materialInstance = referencedInstance;
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referencedInstance->updateDescriptor();
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@@ -127,7 +164,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
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std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
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meshlets.add(MeshletDescription{
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.boundingBox = m.boundingBox,
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.bounding = m.boundingBox,
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.vertexCount = m.numVertices,
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.primitiveCount = m.numPrimitives,
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.vertexOffset = vertexOffset,
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@@ -136,7 +173,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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});
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}
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meshData[id].add(MeshData{
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.boundingBox = meshAABB,
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.bounding = meshAABB,
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.numMeshlets = numMeshlets,
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.meshletOffset = meshletOffset,
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.indicesOffset = (uint32)meshOffsets[id],
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@@ -32,7 +32,7 @@ public:
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};
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struct MeshData
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{
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AABB boundingBox;
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AABB bounding;
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uint32 numMeshlets = 0;
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uint32 meshletOffset = 0;
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uint32 firstIndex = 0;
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@@ -85,7 +85,7 @@ protected:
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VertexData();
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struct MeshletDescription
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{
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AABB boundingBox;
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -10,10 +10,6 @@ VkBool32 Seele::Vulkan::debugCallback(
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void* pUserData)
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{
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std::cerr << pCallbackData->pMessage << std::endl;
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if ((messageSeverity & VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT) || (messageSeverity & VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT))
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{
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return VK_FALSE;
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}
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return VK_FALSE;
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}
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@@ -430,7 +430,7 @@ void Graphics::setupDebugCallback()
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.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT,
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.pNext = nullptr,
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.flags = 0,
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.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_INFO_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT,
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.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT| VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT,
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.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_PERFORMANCE_BIT_EXT,
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.pfnUserCallback = &debugCallback,
|
||||
.pUserData = nullptr,
|
||||
|
||||
@@ -5,12 +5,39 @@
|
||||
#include "Graphics/DebugVertex.h"
|
||||
namespace Seele
|
||||
{
|
||||
struct BoundingSphere
|
||||
{
|
||||
Vector center;
|
||||
float radius;
|
||||
};
|
||||
struct AABB
|
||||
{
|
||||
Vector min = Vector(std::numeric_limits<float>::max());
|
||||
float pad0; // So that it can be used directly in shaders
|
||||
Vector max = Vector(std::numeric_limits<float>::lowest());// cause of reasons
|
||||
float pad1;
|
||||
BoundingSphere toSphere() const
|
||||
{
|
||||
Vector center = (min + max) / 2.f;
|
||||
StaticArray<Vector, 8> corners;
|
||||
corners[0] = Vector(min.x, min.y, min.z);
|
||||
corners[1] = Vector(min.x, min.y, max.z);
|
||||
corners[2] = Vector(min.x, max.y, min.z);
|
||||
corners[3] = Vector(min.x, max.y, max.z);
|
||||
corners[4] = Vector(max.x, min.y, min.z);
|
||||
corners[5] = Vector(max.x, min.y, max.z);
|
||||
corners[6] = Vector(max.x, max.y, min.z);
|
||||
corners[7] = Vector(max.x, max.y, max.z);
|
||||
float radius = 0;
|
||||
for (const auto& corner : corners)
|
||||
{
|
||||
radius = std::max<float>(radius, glm::length(center - corner));
|
||||
}
|
||||
return BoundingSphere{
|
||||
.center = center,
|
||||
.radius = radius,
|
||||
};
|
||||
}
|
||||
void visualize(Array<DebugVertex>& vertices) const
|
||||
{
|
||||
StaticArray<DebugVertex, 8> corners;
|
||||
|
||||
@@ -19,8 +19,8 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
|
||||
, renderGraph(RenderGraphBuilder::build(
|
||||
DepthPrepass(graphics, scene),
|
||||
LightCullingPass(graphics, scene),
|
||||
BasePass(graphics, scene)
|
||||
//DebugPass(graphics, scene),
|
||||
BasePass(graphics, scene),
|
||||
DebugPass(graphics, scene)
|
||||
//SkyboxRenderPass(graphics, scene)
|
||||
))
|
||||
{
|
||||
|
||||
@@ -35,8 +35,8 @@ protected:
|
||||
RenderGraph<
|
||||
DepthPrepass,
|
||||
LightCullingPass,
|
||||
BasePass
|
||||
//DebugPass,
|
||||
BasePass,
|
||||
DebugPass
|
||||
//SkyboxRenderPass
|
||||
> renderGraph;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user