Fixing transparency

This commit is contained in:
Dynamitos
2024-07-17 09:33:37 +02:00
parent f55a2a03d2
commit 75e9bc899c
11 changed files with 101 additions and 83 deletions
+2
View File
@@ -26,7 +26,9 @@ void taskMain(
uint cull = p.cullingOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
MeshletCullingInfo culling = pScene.cullingInfos[cull];
#ifdef DEPTH_CULLING
if(culling.wasVisible())
#endif
{
uint index;
InterlockedAdd(head, 1, index);
+62 -16
View File
@@ -80,7 +80,7 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
}
}
constexpr const char* KEY_BASE_COLOR = "k_b";
constexpr const char* KEY_ALPHA = "k_alpha";
constexpr const char* KEY_DIFFUSE_COLOR = "k_d";
constexpr const char* KEY_SPECULAR_COLOR = "k_s";
constexpr const char* KEY_AMBIENT_COLOR = "k_a";
@@ -137,7 +137,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
};
auto addTextureParameter = [&](std::string paramKey, aiTextureType type, int index, std::string& result,
StaticArray<int32, 4> extractMask = {0, 1, 2, -1}) {
StaticArray<int32, 4> extractMask = {0, 1, 2, -1}, std::string* alpha = nullptr) {
aiString texPath;
aiTextureMapping mapping;
uint32 uvIndex = 0;
@@ -218,7 +218,21 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
expressions.add(new SwizzleExpression(extractMask));
expressions.back()->key = colorExtract;
expressions.back()->inputs["target"].source = sampleKey;
// TODO: extract alpha, set opacity
if (alpha != nullptr)
{
std::string alphaExtract = fmt::format("{0}Alpha{1}", paramKey, index);
expressions.add(new SwizzleExpression({3, -1, -1, -1}));
expressions.back()->key = alphaExtract;
expressions.back()->inputs["target"].source = sampleKey;
//std::string alphaMul = fmt::format("{0}AlphaMul{1}", paramKey, index);
//expressions.add(new MulExpression());
//expressions.back()->key = alphaMul;
//expressions.back()->inputs["lhs"].source = *alpha;
//expressions.back()->inputs["rhs"].source = alphaExtract;
*alpha = alphaExtract;
}
if (blend == std::numeric_limits<float>::max()) {
result = colorExtract;
@@ -273,22 +287,14 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
};
// Diffuse
addVectorParameter(KEY_DIFFUSE_COLOR, AI_MATKEY_COLOR_DIFFUSE);
std::string outputBase = KEY_BASE_COLOR;
std::string outputDiffuse = KEY_DIFFUSE_COLOR;
addScalarParameter(KEY_ALPHA, AI_MATKEY_OPACITY);
std::string outputAlpha = KEY_ALPHA;
uint32 numDiffuseTextures = material->GetTextureCount(aiTextureType_DIFFUSE);
for (uint32 i = 0; i < numDiffuseTextures; ++i) {
addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputBase, {0, 1, 2, 3});
addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputDiffuse, {0, 1, 2, -1}, &outputAlpha);
}
std::string outputDiffuse = KEY_DIFFUSE_COLOR;
expressions.add(new SwizzleExpression({0, 1, 2, -1}));
expressions.back()->key = outputDiffuse;
expressions.back()->inputs["target"].source = outputBase;
std::string outputAlpha = "alpha";
expressions.add(new SwizzleExpression({-1, -1, -1, 0}));
expressions.back()->key = outputDiffuse;
expressions.back()->inputs["target"].source = outputBase;
// Specular
addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
std::string outputSpecular = KEY_SPECULAR_COLOR;
@@ -387,8 +393,48 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
}
break;
};
uint32 twoSided = false;
float opacity = 1.0f;
const char* mat = material->GetName().C_Str();
if (strcmp(mat, "Leaves0119_14_S") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "TexturesCom_Leaves0119_1_alphamasked_S") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "TexturesCom_Leaves0119_2_alphamasked_S") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "3td_Africa_Grass01") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "DryWeeds-CC0") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "fgrass1_v2_256") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "arbre-feuille") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "arbre-feuille-variante") == 0) {
opacity = 0.5f;
twoSided = true;
}
if (strcmp(mat, "arbre-feuille-variante2") == 0) {
opacity = 0.5f;
twoSided = true;
}
OMaterialAsset baseMat = new MaterialAsset(importPath, materialName);
baseMat->material = new Material(graphics, numTextures, numSamplers, numFloats, 1, 1, materialName,
baseMat->material = new Material(graphics, numTextures, numSamplers, numFloats, twoSided, opacity, materialName,
std::move(expressions), std::move(parameters), std::move(brdf));
baseMat->material->compile();
graphics->getShaderCompiler()->registerMaterial(baseMat->material);
+2 -1
View File
@@ -55,7 +55,8 @@ class Graphics {
virtual OWindow createWindow(const WindowCreateInfo& createInfo) = 0;
virtual OViewport createViewport(PWindow owner, const ViewportCreateInfo& createInfo) = 0;
virtual ORenderPass createRenderPass(RenderTargetLayout layout, Array<SubPassDependency> dependencies, PViewport renderArea) = 0;
virtual ORenderPass createRenderPass(RenderTargetLayout layout, Array<SubPassDependency> dependencies, PViewport renderArea,
std::string name = "") = 0;
virtual void beginRenderPass(PRenderPass renderPass) = 0;
virtual void endRenderPass() = 0;
virtual void waitDeviceIdle() = 0;
+9 -12
View File
@@ -245,8 +245,16 @@ void BasePass::render() {
graphics->executeCommands(std::move(commands));
commands.clear();
Gfx::ORenderCommand skyboxCommand = graphics->createRenderCommand("SkyboxRender");
skyboxCommand->setViewport(viewport);
skyboxCommand->bindPipeline(pipeline);
skyboxCommand->bindDescriptor({viewParamsSet, skyboxDataSet, textureSet});
skyboxCommand->draw(36, 1, 0, 0);
commands.add(std::move(skyboxCommand));
// Transparent rendering
{
permutation.setDepthCulling(false); // ignore visibility infos for transparency
Map<float, VertexData::TransparentDraw> sortedDraws;
for (const auto& t : transparentData) {
Vector toCenter = Vector(t.worldPosition) - cameraPos;
@@ -280,10 +288,6 @@ void BasePass::render() {
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
@@ -359,13 +363,6 @@ void BasePass::render() {
commands.add(std::move(debugCommand));
}
Gfx::ORenderCommand skyboxCommand = graphics->createRenderCommand("SkyboxRender");
skyboxCommand->setViewport(viewport);
skyboxCommand->bindPipeline(pipeline);
skyboxCommand->bindDescriptor({viewParamsSet, skyboxDataSet, textureSet});
skyboxCommand->draw(36, 1, 0, 0);
commands.add(std::move(skyboxCommand));
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
query->endQuery();
@@ -461,7 +458,7 @@ void BasePass::createRenderPass() {
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
};
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport, "BasePass");
oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
+6 -37
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@@ -17,8 +17,8 @@ uint64 VertexData::meshletCount = 0;
void VertexData::resetMeshData() {
std::unique_lock l(materialDataLock);
transparentInstanceData.clear();
transparentMeshData.clear();
instanceData.clear();
instanceMeshData.clear();
rayTracingScene.clear();
for (auto& mat : materialData) {
for (auto& inst : mat.instances) {
@@ -47,6 +47,7 @@ void VertexData::updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Compo
.inverseTransformMatrix = glm::inverse(transformMatrix),
};
referencedInstance->updateDescriptor();
if (mat->hasTransparency()) {
auto params = referencedInstance->getMaterialOffsets();
transparentData.add(TransparentDraw{
@@ -54,15 +55,15 @@ void VertexData::updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Compo
.vertexData = this,
.offsets =
{
.instanceOffset = static_cast<uint32>(transparentInstanceData.size()),
.instanceOffset = static_cast<uint32>(instanceData.size()),
.textureOffset = params.textureOffset,
.samplerOffset = params.samplerOffset,
.floatOffset = params.floatOffset,
},
.worldPosition = Vector(inst.transformMatrix[3]),
});
transparentInstanceData.add(inst);
transparentMeshData.add(data);
instanceData.add(inst);
instanceMeshData.add(data);
return;
}
if (materialData.size() <= mat->getId()) {
@@ -82,7 +83,6 @@ void VertexData::updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Compo
matInstanceData.instanceData.add(inst);
matInstanceData.instanceMeshData.add(data);
matInstanceData.cullingOffsets.add(meshletOffset);
referencedInstance->updateDescriptor();
for (size_t i = 0; i < 0; ++i) {
auto bounding = meshlets[data.meshletOffset + i].bounding;
StaticArray<Vector, 8> corners;
@@ -126,9 +126,6 @@ void VertexData::updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Compo
void VertexData::createDescriptors() {
std::unique_lock l(materialDataLock);
instanceData.clear();
instanceMeshData.clear();
Array<uint32> cullingOffsets;
for (auto& mat : materialData) {
for (auto& instance : mat.instances) {
@@ -185,24 +182,6 @@ void VertexData::createDescriptors() {
instanceMeshDataBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
transparentInstanceDataBuffer->rotateBuffer(sizeof(InstanceData) * transparentInstanceData.size());
transparentInstanceDataBuffer->updateContents(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(InstanceData) * transparentInstanceData.size(),
.data = (uint8*)transparentInstanceData.data(),
},
});
transparentMeshDataBuffer->rotateBuffer(sizeof(MeshData) * transparentMeshData.size());
transparentMeshDataBuffer->updateContents(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(MeshData) * transparentMeshData.size(),
.data = (uint8*)transparentMeshData.data(),
},
});
instanceDataLayout->reset();
descriptorSet = instanceDataLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, instanceBuffer);
@@ -370,16 +349,6 @@ void VertexData::init(Gfx::PGraphics _graphics) {
.dynamic = true,
.name = "MeshDataBuffer",
});
transparentInstanceDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.dynamic = true,
.name = "TransparentInstanceBuffer",
});
transparentMeshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.dynamic = true,
.name = "TransparentMeshBuffer",
});
resizeBuffers();
graphics->getShaderCompiler()->registerVertexData(this);
}
-5
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@@ -148,11 +148,6 @@ class VertexData {
Gfx::OShaderBuffer instanceMeshDataBuffer;
Array<Gfx::PBottomLevelAS> rayTracingScene;
Array<InstanceData> transparentInstanceData;
Gfx::OShaderBuffer transparentInstanceDataBuffer;
Array<MeshData> transparentMeshData;
Gfx::OShaderBuffer transparentMeshDataBuffer;
Gfx::PDescriptorSet descriptorSet;
uint64 idCounter;
+2 -2
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@@ -145,8 +145,8 @@ Gfx::OViewport Graphics::createViewport(Gfx::PWindow owner, const ViewportCreate
}
Gfx::ORenderPass Graphics::createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies,
Gfx::PViewport renderArea) {
return new RenderPass(this, std::move(layout), std::move(dependencies), renderArea);
Gfx::PViewport renderArea, std::string name) {
return new RenderPass(this, std::move(layout), std::move(dependencies), renderArea, name);
}
void Graphics::beginRenderPass(Gfx::PRenderPass renderPass) {
PRenderPass rp = renderPass.cast<RenderPass>();
+1 -1
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@@ -35,7 +35,7 @@ class Graphics : public Gfx::Graphics {
virtual Gfx::OViewport createViewport(Gfx::PWindow owner, const ViewportCreateInfo& createInfo) override;
virtual Gfx::ORenderPass createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies,
Gfx::PViewport renderArea) override;
Gfx::PViewport renderArea, std::string name) override;
virtual void beginRenderPass(Gfx::PRenderPass renderPass) override;
virtual void endRenderPass() override;
virtual void waitDeviceIdle() override;
+10 -1
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@@ -11,7 +11,7 @@ using namespace Seele;
using namespace Seele::Vulkan;
RenderPass::RenderPass(PGraphics graphics, Gfx::RenderTargetLayout _layout, Array<Gfx::SubPassDependency> _dependencies,
Gfx::PViewport viewport)
Gfx::PViewport viewport, std::string name)
: Gfx::RenderPass(std::move(_layout), std::move(_dependencies)), graphics(graphics) {
renderArea.extent.width = viewport->getWidth();
renderArea.extent.height = viewport->getHeight();
@@ -200,6 +200,15 @@ RenderPass::RenderPass(PGraphics graphics, Gfx::RenderTargetLayout _layout, Arra
};
VK_CHECK(vkCreateRenderPass2(graphics->getDevice(), &info, nullptr, &renderPass));
VkDebugUtilsObjectNameInfoEXT nameInfo = {
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.pNext = nullptr,
.objectType = VK_OBJECT_TYPE_RENDER_PASS,
.objectHandle = (uint64)renderPass,
.pObjectName = name.c_str(),
};
assert(!name.empty());
vkSetDebugUtilsObjectNameEXT(graphics->getDevice(), &nameInfo);
}
RenderPass::~RenderPass() {
+1 -2
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@@ -2,12 +2,11 @@
#include "Graphics.h"
#include "Graphics/RenderTarget.h"
namespace Seele {
namespace Vulkan {
class RenderPass : public Gfx::RenderPass {
public:
RenderPass(PGraphics graphics, Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, Gfx::PViewport viewport);
RenderPass(PGraphics graphics, Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, Gfx::PViewport viewport, std::string name);
virtual ~RenderPass();
uint32 getFramebufferHash();
void endRenderPass();
+6 -6
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@@ -23,12 +23,12 @@ using namespace Seele;
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath)
: View(graphics, window, createInfo, "Game"), scene(new Scene(graphics)), gameInterface(dllPath) {
reloadGame();
//renderGraph.addPass(new CachedDepthPass(graphics, scene));
//renderGraph.addPass(new DepthCullingPass(graphics, scene));
//renderGraph.addPass(new VisibilityPass(graphics, scene));
//renderGraph.addPass(new LightCullingPass(graphics, scene));
//renderGraph.addPass(new BasePass(graphics, scene));
renderGraph.addPass(new RayTracingPass(graphics, scene));
renderGraph.addPass(new CachedDepthPass(graphics, scene));
renderGraph.addPass(new DepthCullingPass(graphics, scene));
renderGraph.addPass(new VisibilityPass(graphics, scene));
renderGraph.addPass(new LightCullingPass(graphics, scene));
renderGraph.addPass(new BasePass(graphics, scene));
//renderGraph.addPass(new RayTracingPass(graphics, scene));
renderGraph.setViewport(viewport);
renderGraph.createRenderPass();
}