Auto stash before merge of "master" and "Gitea/master"
This commit is contained in:
@@ -1,8 +1,78 @@
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import Common;
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import Bounding;
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import Scene;
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import WaterCommon;
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import MaterialParameter;
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struct TerrainPayload
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{
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float3 offset;
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float extent;
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uint numMeshes;
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};
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struct TerrainTile
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{
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int2 location;
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float extent;
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float height;
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};
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struct TerrainVertex
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{
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float4 position_CS : SV_Position;
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float3 position_WS : POSITION0;
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float2 texCoord : TEXCOORD0;
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float depth : DEPTH;
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uint lod : BONEINDEX;
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};
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struct TerrainData
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{
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StructuredBuffer<TerrainTile> tiles;
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Texture2D<float> displacement;
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SamplerState sampler;
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};
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ParameterBlock<TerrainData> pTerrainData;
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[numthreads(1, 1, 1)]
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[shader("amplification")]
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void taskMain(
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uint threadID: SV_GroupThreadID,
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uint3 groupID: SV_GroupID
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) {
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TerrainTile tile = pTerrainData.tiles[groupID.x];
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GroupMemoryBarrierWithGroupSync();
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AABB bounding;
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bounding.minCorner = float3(tile.location.x, tile.height, tile.location.y) * tile.extent;
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bounding.maxCorner = float3(tile.location.x + 1, tile.height, tile.location.y + 1) * tile.extent;
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float3 median = (bounding.minCorner + bounding.maxCorner) / 2;
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float distance = distance(median, pViewParams.cameraPos_WS.xyz);
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float tileDistance = distance / tile.extent;
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uint numMeshes = groupID.y + 1;
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if(numMeshes == 4 && tileDistance > 2)
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{
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return;
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}
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if(numMeshes == 3 && (tileDistance > 4 || tileDistance < 1))
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{
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return;
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}
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if(numMeshes == 2 && (tileDistance > 8 || tileDistance < 3))
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{
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return;
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}
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if(numMeshes == 1 && tileDistance < 7)
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{
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return;
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}
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TerrainPayload payload;
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payload.offset = bounding.minCorner;
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payload.extent = tile.extent / numMeshes;
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payload.numMeshes = numMeshes;
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DispatchMesh(numMeshes, numMeshes, 1, payload);
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}
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const static uint64_t TILE_VERTS = 144;
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const static uint64_t TILE_PRIMS = 242;
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@@ -30,8 +100,8 @@ uint3(53, 42, 54), uint3(42, 43, 54), uint3(54, 43, 55), uint3(43, 44, 55), uint
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void meshMain(
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in uint threadID: SV_GroupThreadID,
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in uint3 groupID: SV_GroupID,
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in payload WaterPayload params,
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out vertices WaterVertex vertices[TILE_VERTS],
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in payload TerrainPayload params,
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out vertices TerrainVertex vertices[TILE_VERTS],
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out indices uint3 indices[TILE_PRIMS],
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) {
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float4x4 vp = mul(pViewParams.c.projectionMatrix, pViewParams.c.viewMatrix);
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@@ -77,23 +147,23 @@ void meshMain(
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}
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float3 displacement1 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile1, 0)).xyz * pWaterMaterial.contributeDisplacement1;
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float3 displacement2 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile2, 1)).xyz * pWaterMaterial.contributeDisplacement2;
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float3 displacement3 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile3, 2)).xyz * pWaterMaterial.contributeDisplacement3;
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float3 displacement4 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile4, 3)).xyz * pWaterMaterial.contributeDisplacement4;
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float3 displacement = displacement1 + displacement2 + displacement3 + displacement4;
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// float3 displacement1 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile1, 0)).xyz * pWaterMaterial.contributeDisplacement1;
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// float3 displacement2 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile2, 1)).xyz * pWaterMaterial.contributeDisplacement2;
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// float3 displacement3 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile3, 2)).xyz * pWaterMaterial.contributeDisplacement3;
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// float3 displacement4 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile4, 3)).xyz * pWaterMaterial.contributeDisplacement4;
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float displacement = pTerrainData.displacement.Sample(pTerrainData.sampler, worldPos.xz);
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float4 clipPos = mul(vp, float4(worldPos, 1));
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float ndcDepth = clipPos.z / clipPos.w;
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float depth = 1 - (-ndcDepth + 1.0f) / 2.0f;
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displacement = lerp(0.0f, displacement, pow(saturate(depth), pWaterMaterial.displacementDepthAttenuation));
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// displacement = lerp(0.0f, displacement, pow(saturate(depth), pTerrainData.displacementDepthAttenuation));
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worldPos += displacement;
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worldPos.y += lodDisplacement;
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WaterVertex v;
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TerrainVertex v;
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v.position_WS = worldPos;
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v.position_CS = mul(vp, float4(worldPos, 1));
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v.texCoord = worldPos.xz;
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@@ -101,4 +171,10 @@ void meshMain(
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v.lod = params.numMeshes;
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vertices[i] = v;
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}
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}
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[shader("pixel")]
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float4 fragmentMain(TerrainVertex vertex)
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{
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return float4(0, 1, 0, 1);
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}
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@@ -1,72 +0,0 @@
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struct WaterPayload
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{
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float3 offset;
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float extent;
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uint numMeshes;
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};
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struct WaterTile
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{
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int2 location;
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float extent;
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float height;
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}
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struct WaterVertex
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{
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float4 position_CS : SV_Position;
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float3 position_WS : POSITION0;
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float2 texCoord : TEXCOORD0;
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float depth : DEPTH;
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uint lod : BONEINDEX;
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};
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struct MaterialParams
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{
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float3 sunDirection;
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float displacementDepthAttenuation;
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float foamSubtract0;
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float foamSubtract1;
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float foamSubtract2;
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float foamSubtract3;
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float tile1;
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float tile2;
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float tile3;
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float tile4;
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float normalStrength;
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float foamDepthAttenuation;
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float normalDepthAttenuation;
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float roughness;
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float3 sunIrradiance;
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float foamRoughnessModifier;
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float3 scatterColor;
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float environmentLightStrength;
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float3 bubbleColor;
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float heightModifier;
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float bubbleDensity;
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float wavePeakScatterStrength;
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float scatterStrength;
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float scatterShadowStrength;
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uint contributeDisplacement1;
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uint contributeDisplacement2;
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uint contributeDisplacement3;
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uint contributeDisplacement4;
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float3 foamColor;
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Texture2DArray displacementTextures;
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Texture2DArray<float2> slopeTextures;
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TextureCube environmentMap;
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SamplerState sampler;
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StructuredBuffer<WaterTile> tiles;
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};
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layout(set = 1)
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ParameterBlock<MaterialParams> pWaterMaterial;
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+215
-1
@@ -1,5 +1,118 @@
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import Common;
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import WaterCommon;
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import Bounding;
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import Scene;
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struct WaterPayload
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{
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float3 offset;
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float extent;
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uint numMeshes;
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};
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struct WaterTile
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{
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int2 location;
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float extent;
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float height;
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}
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struct WaterVertex
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{
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float4 position_CS : SV_Position;
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float3 position_WS : POSITION0;
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float2 texCoord : TEXCOORD0;
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float depth : DEPTH;
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uint lod : BONEINDEX;
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};
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struct MaterialParams
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{
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float3 sunDirection;
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float displacementDepthAttenuation;
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float foamSubtract0;
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float foamSubtract1;
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float foamSubtract2;
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float foamSubtract3;
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float tile1;
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float tile2;
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float tile3;
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float tile4;
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float normalStrength;
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float foamDepthAttenuation;
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float normalDepthAttenuation;
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float roughness;
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float3 sunIrradiance;
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float foamRoughnessModifier;
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float3 scatterColor;
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float environmentLightStrength;
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float3 bubbleColor;
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float heightModifier;
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float bubbleDensity;
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float wavePeakScatterStrength;
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float scatterStrength;
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float scatterShadowStrength;
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uint contributeDisplacement1;
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uint contributeDisplacement2;
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uint contributeDisplacement3;
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uint contributeDisplacement4;
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float3 foamColor;
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Texture2DArray displacementTextures;
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Texture2DArray<float2> slopeTextures;
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TextureCube environmentMap;
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SamplerState sampler;
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StructuredBuffer<WaterTile> tiles;
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};
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layout(set = 1)
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ParameterBlock<MaterialParams> pWaterMaterial;
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[numthreads(1, 1, 1)]
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[shader("amplification")]
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void taskMain(
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uint threadID: SV_GroupThreadID,
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uint3 groupID: SV_GroupID
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) {
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WaterTile tile = pWaterMaterial.tiles[groupID.x];
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GroupMemoryBarrierWithGroupSync();
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AABB bounding;
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bounding.minCorner = float3(tile.location.x, tile.height, tile.location.y) * tile.extent;
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bounding.maxCorner = float3(tile.location.x + 1, tile.height, tile.location.y + 1) * tile.extent;
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float3 median = (bounding.minCorner + bounding.maxCorner) / 2;
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float distance = distance(median, pViewParams.cameraPos_WS.xyz);
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float tileDistance = distance / tile.extent;
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uint numMeshes = groupID.y + 1;
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if(numMeshes == 4 && tileDistance > 2)
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{
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return;
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}
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if(numMeshes == 3 && (tileDistance > 4 || tileDistance < 1))
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{
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return;
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}
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if(numMeshes == 2 && (tileDistance > 8 || tileDistance < 3))
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{
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return;
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}
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if(numMeshes == 1 && tileDistance < 7)
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{
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return;
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}
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WaterPayload payload;
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payload.offset = bounding.minCorner;
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payload.extent = tile.extent / numMeshes;
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payload.numMeshes = numMeshes;
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DispatchMesh(numMeshes, numMeshes, 1, payload);
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}
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float SchlickFresnel(float3 normal, float3 viewDir) {
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// 0.02f comes from the reflectivity bias of water kinda idk it's from a paper somewhere i'm not gonna link it tho lmaooo
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@@ -20,6 +133,107 @@ float Beckmann(float ndoth, float roughness) {
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return exp(exp_arg) / (PI * roughness * roughness * ndoth * ndoth * ndoth * ndoth);
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}
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const static uint64_t TILE_VERTS = 144;
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const static uint64_t TILE_PRIMS = 242;
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const static float2 VERT[TILE_VERTS] = {float2(0.0f / 11, 0.0f / 11), float2(0.0f / 11, 1.0f / 11), float2(0.0f / 11, 2.0f / 11), float2(0.0f / 11, 3.0f / 11), float2(0.0f / 11, 4.0f / 11), float2(0.0f / 11, 5.0f / 11), float2(0.0f / 11,
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6.0f / 11), float2(0.0f / 11, 7.0f / 11), float2(0.0f / 11, 8.0f / 11), float2(0.0f / 11, 9.0f / 11), float2(0.0f / 11, 10.0f / 11), float2(0.0f / 11, 11.0f / 11), float2(1.0f / 11, 0.0f / 11), float2(1.0f / 11, 1.0f / 11), float2(1.0f / 11, 2.0f / 11), float2(1.0f / 11, 3.0f / 11), float2(1.0f /
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11, 4.0f / 11), float2(1.0f / 11, 5.0f / 11), float2(1.0f / 11, 6.0f / 11), float2(1.0f / 11, 7.0f / 11), float2(1.0f / 11, 8.0f / 11), float2(1.0f / 11, 9.0f / 11), float2(1.0f / 11, 10.0f / 11), float2(1.0f / 11, 11.0f / 11), float2(2.0f / 11, 0.0f / 11), float2(2.0f / 11, 1.0f / 11), float2(2.0f / 11, 2.0f / 11), float2(2.0f / 11, 3.0f / 11), float2(2.0f / 11, 4.0f / 11), float2(2.0f / 11, 5.0f / 11), float2(2.0f / 11, 6.0f / 11), float2(2.0f / 11, 7.0f / 11), float2(2.0f / 11, 8.0f / 11), float2(2.0f / 11, 9.0f / 11), float2(2.0f / 11, 10.0f / 11), float2(2.0f / 11, 11.0f / 11), float2(3.0f / 11, 0.0f / 11), float2(3.0f / 11, 1.0f / 11), float2(3.0f / 11, 2.0f / 11), float2(3.0f / 11, 3.0f / 11), float2(3.0f / 11, 4.0f / 11), float2(3.0f / 11, 5.0f / 11), float2(3.0f / 11, 6.0f / 11), float2(3.0f / 11, 7.0f / 11), float2(3.0f / 11, 8.0f / 11), float2(3.0f / 11, 9.0f / 11), float2(3.0f / 11, 10.0f / 11), float2(3.0f / 11, 11.0f / 11), float2(4.0f / 11, 0.0f / 11), float2(4.0f
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/ 11, 1.0f / 11), float2(4.0f / 11, 2.0f / 11), float2(4.0f / 11, 3.0f / 11), float2(4.0f / 11, 4.0f / 11), float2(4.0f / 11, 5.0f / 11), float2(4.0f / 11, 6.0f / 11), float2(4.0f / 11, 7.0f / 11), float2(4.0f / 11, 8.0f / 11), float2(4.0f / 11, 9.0f / 11), float2(4.0f / 11, 10.0f / 11), float2(4.0f / 11, 11.0f / 11), float2(5.0f / 11, 0.0f / 11), float2(5.0f / 11, 1.0f / 11), float2(5.0f / 11,
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2.0f / 11), float2(5.0f / 11, 3.0f / 11), float2(5.0f / 11, 4.0f / 11), float2(5.0f / 11, 5.0f / 11), float2(5.0f / 11, 6.0f / 11), float2(5.0f / 11, 7.0f / 11), float2(5.0f / 11, 8.0f / 11), float2(5.0f / 11, 9.0f / 11), float2(5.0f / 11, 10.0f / 11), float2(5.0f / 11, 11.0f / 11), float2(6.0f /
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11, 0.0f / 11), float2(6.0f / 11, 1.0f / 11), float2(6.0f / 11, 2.0f / 11), float2(6.0f / 11, 3.0f / 11), float2(6.0f / 11, 4.0f / 11), float2(6.0f / 11, 5.0f / 11), float2(6.0f / 11, 6.0f / 11), float2(6.0f / 11, 7.0f / 11), float2(6.0f / 11, 8.0f / 11), float2(6.0f / 11, 9.0f / 11), float2(6.0f
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/ 11, 10.0f / 11), float2(6.0f / 11, 11.0f / 11), float2(7.0f / 11, 0.0f / 11), float2(7.0f / 11, 1.0f / 11), float2(7.0f / 11, 2.0f / 11), float2(7.0f / 11, 3.0f / 11), float2(7.0f / 11, 4.0f / 11), float2(7.0f / 11, 5.0f / 11), float2(7.0f / 11, 6.0f / 11), float2(7.0f / 11, 7.0f / 11), float2(7.0f / 11, 8.0f / 11), float2(7.0f / 11, 9.0f / 11), float2(7.0f / 11, 10.0f / 11), float2(7.0f / 11, 11.0f / 11), float2(8.0f / 11, 0.0f / 11), float2(8.0f / 11, 1.0f / 11), float2(8.0f / 11, 2.0f / 11), float2(8.0f / 11, 3.0f / 11), float2(8.0f / 11, 4.0f / 11), float2(8.0f / 11, 5.0f / 11), float2(8.0f / 11, 6.0f / 11), float2(8.0f / 11, 7.0f / 11), float2(8.0f / 11, 8.0f / 11), float2(8.0f /
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11, 9.0f / 11), float2(8.0f / 11, 10.0f / 11), float2(8.0f / 11, 11.0f / 11), float2(9.0f / 11, 0.0f / 11), float2(9.0f / 11, 1.0f / 11), float2(9.0f / 11, 2.0f / 11), float2(9.0f / 11, 3.0f / 11), float2(9.0f / 11, 4.0f / 11), float2(9.0f / 11, 5.0f / 11), float2(9.0f / 11, 6.0f / 11), float2(9.0f / 11, 7.0f / 11), float2(9.0f / 11, 8.0f / 11), float2(9.0f / 11, 9.0f / 11), float2(9.0f / 11, 10.0f / 11), float2(9.0f / 11, 11.0f / 11), float2(10.0f / 11, 0.0f / 11), float2(10.0f / 11, 1.0f / 11), float2(10.0f / 11, 2.0f / 11), float2(10.0f / 11, 3.0f / 11), float2(10.0f / 11, 4.0f / 11), float2(10.0f / 11, 5.0f / 11), float2(10.0f / 11, 6.0f / 11), float2(10.0f / 11, 7.0f / 11), float2(10.0f / 11, 8.0f / 11), float2(10.0f / 11, 9.0f / 11), float2(10.0f / 11, 10.0f / 11), float2(10.0f / 11, 11.0f / 11), float2(11.0f / 11, 0.0f / 11), float2(11.0f / 11, 1.0f / 11), float2(11.0f / 11, 2.0f / 11), float2(11.0f / 11, 3.0f / 11), float2(11.0f / 11, 4.0f / 11), float2(11.0f / 11, 5.0f / 11), float2(11.0f / 11, 6.0f / 11), float2(11.0f / 11, 7.0f / 11), float2(11.0f / 11, 8.0f / 11), float2(11.0f / 11, 9.0f / 11), float2(11.0f / 11, 10.0f / 11), float2(11.0f / 11, 11.0f / 11)};
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|
||||
const static uint3 IND[TILE_PRIMS] = {uint3(0, 1, 12), uint3(12, 1, 13), uint3(1, 2, 13), uint3(13, 2, 14), uint3(2, 3, 14), uint3(14, 3, 15), uint3(3, 4, 15), uint3(15, 4, 16), uint3(4, 5, 16), uint3(16, 5, 17), uint3(5, 6, 17), uint3(17, 6, 18), uint3(6, 7, 18), uint3(18, 7, 19), uint3(7, 8, 19), uint3(19, 8, 20), uint3(8, 9, 20), uint3(20, 9, 21), uint3(9, 10, 21), uint3(21, 10, 22), uint3(10, 11, 22), uint3(22, 11, 23), uint3(12, 13, 24), uint3(24, 13, 25), uint3(13, 14, 25), uint3(25, 14, 26), uint3(14,
|
||||
15, 26), uint3(26, 15, 27), uint3(15, 16, 27), uint3(27, 16, 28), uint3(16, 17, 28), uint3(28, 17, 29), uint3(17, 18, 29), uint3(29, 18, 30), uint3(18, 19, 30), uint3(30, 19, 31), uint3(19, 20, 31), uint3(31, 20, 32), uint3(20, 21, 32), uint3(32, 21, 33), uint3(21, 22, 33), uint3(33, 22, 34), uint3(22, 23, 34), uint3(34, 23, 35), uint3(24, 25, 36), uint3(36, 25, 37), uint3(25, 26,
|
||||
37), uint3(37, 26, 38), uint3(26, 27, 38), uint3(38, 27, 39), uint3(27, 28, 39), uint3(39, 28, 40), uint3(28, 29, 40), uint3(40, 29, 41), uint3(29, 30, 41), uint3(41, 30, 42), uint3(30, 31, 42), uint3(42, 31, 43), uint3(31, 32, 43), uint3(43, 32, 44), uint3(32, 33, 44), uint3(44, 33, 45), uint3(33, 34, 45), uint3(45, 34, 46), uint3(34, 35, 46), uint3(46, 35, 47), uint3(36, 37, 48), uint3(48, 37, 49), uint3(37, 38, 49), uint3(49, 38, 50), uint3(38, 39, 50), uint3(50, 39, 51), uint3(39, 40, 51), uint3(51, 40, 52), uint3(40, 41, 52), uint3(52, 41, 53), uint3(41, 42, 53),
|
||||
uint3(53, 42, 54), uint3(42, 43, 54), uint3(54, 43, 55), uint3(43, 44, 55), uint3(55, 44, 56), uint3(44, 45, 56), uint3(56, 45, 57), uint3(45, 46, 57), uint3(57, 46, 58), uint3(46, 47, 58), uint3(58, 47, 59), uint3(48, 49, 60), uint3(60, 49, 61), uint3(49, 50, 61), uint3(61, 50, 62), uint3(50, 51, 62), uint3(62, 51, 63), uint3(51, 52, 63), uint3(63, 52, 64), uint3(52, 53, 64), uint3(64, 53, 65), uint3(53, 54, 65), uint3(65, 54, 66), uint3(54, 55, 66), uint3(66, 55, 67), uint3(55, 56, 67), uint3(67, 56, 68), uint3(56, 57, 68), uint3(68, 57, 69), uint3(57, 58, 69), uint3(69, 58, 70), uint3(58, 59, 70), uint3(70, 59, 71), uint3(60, 61, 72), uint3(72, 61, 73), uint3(61, 62, 73), uint3(73, 62, 74), uint3(62, 63, 74), uint3(74, 63, 75), uint3(63, 64, 75), uint3(75, 64, 76), uint3(64, 65, 76), uint3(76, 65, 77), uint3(65, 66, 77), uint3(77, 66, 78), uint3(66, 67, 78), uint3(78, 67, 79), uint3(67, 68, 79), uint3(79, 68, 80), uint3(68, 69, 80), uint3(80, 69, 81), uint3(69, 70, 81), uint3(81, 70, 82), uint3(70, 71, 82), uint3(82, 71, 83), uint3(72,
|
||||
73, 84), uint3(84, 73, 85), uint3(73, 74, 85), uint3(85, 74, 86), uint3(74, 75, 86), uint3(86, 75, 87), uint3(75, 76, 87), uint3(87, 76, 88), uint3(76, 77, 88), uint3(88, 77, 89), uint3(77, 78, 89), uint3(89, 78, 90), uint3(78, 79, 90), uint3(90, 79, 91), uint3(79, 80, 91), uint3(91, 80, 92), uint3(80, 81, 92), uint3(92, 81, 93), uint3(81, 82, 93), uint3(93, 82, 94), uint3(82, 83,
|
||||
94), uint3(94, 83, 95), uint3(84, 85, 96), uint3(96, 85, 97), uint3(85, 86, 97), uint3(97, 86, 98), uint3(86, 87, 98), uint3(98, 87, 99), uint3(87, 88, 99), uint3(99, 88, 100), uint3(88, 89, 100), uint3(100, 89, 101), uint3(89, 90, 101), uint3(101, 90, 102), uint3(90, 91, 102), uint3(102, 91, 103), uint3(91, 92, 103), uint3(103, 92, 104), uint3(92, 93, 104), uint3(104, 93, 105), uint3(93, 94, 105), uint3(105, 94, 106), uint3(94, 95, 106), uint3(106, 95, 107), uint3(96, 97, 108), uint3(108, 97, 109), uint3(97, 98, 109), uint3(109, 98, 110), uint3(98, 99, 110), uint3(110, 99, 111), uint3(99, 100, 111), uint3(111, 100, 112), uint3(100, 101, 112), uint3(112, 101, 113), uint3(101, 102, 113), uint3(113, 102, 114), uint3(102, 103, 114), uint3(114, 103, 115), uint3(103, 104, 115), uint3(115, 104, 116), uint3(104, 105, 116), uint3(116, 105, 117), uint3(105, 106, 117), uint3(117, 106, 118), uint3(106, 107, 118), uint3(118, 107, 119), uint3(108, 109, 120), uint3(120, 109, 121), uint3(109, 110, 121), uint3(121, 110, 122), uint3(110, 111, 122), uint3(122, 111,
|
||||
123), uint3(111, 112, 123), uint3(123, 112, 124), uint3(112, 113, 124), uint3(124, 113, 125), uint3(113, 114, 125), uint3(125, 114, 126), uint3(114, 115, 126), uint3(126, 115, 127), uint3(115, 116, 127), uint3(127, 116, 128), uint3(116, 117, 128), uint3(128, 117, 129), uint3(117, 118, 129), uint3(129, 118, 130), uint3(118, 119, 130), uint3(130, 119, 131), uint3(120, 121, 132), uint3(132, 121, 133), uint3(121, 122, 133), uint3(133, 122, 134), uint3(122, 123, 134), uint3(134, 123, 135), uint3(123, 124, 135), uint3(135, 124, 136), uint3(124, 125, 136), uint3(136, 125, 137), uint3(125, 126, 137), uint3(137, 126, 138), uint3(126, 127, 138), uint3(138, 127, 139), uint3(127, 128, 139), uint3(139, 128, 140), uint3(128, 129, 140), uint3(140, 129, 141), uint3(129, 130, 141), uint3(141, 130, 142), uint3(130, 131, 142), uint3(142, 131, 143)};
|
||||
|
||||
|
||||
[numthreads(MESH_GROUP_SIZE, 1, 1)]
|
||||
[outputtopology("triangle")]
|
||||
[shader("mesh")]
|
||||
void meshMain(
|
||||
in uint threadID: SV_GroupThreadID,
|
||||
in uint3 groupID: SV_GroupID,
|
||||
in payload WaterPayload params,
|
||||
out vertices WaterVertex vertices[TILE_VERTS],
|
||||
out indices uint3 indices[TILE_PRIMS],
|
||||
) {
|
||||
float4x4 vp = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
|
||||
SetMeshOutputCounts(TILE_VERTS, TILE_PRIMS);
|
||||
|
||||
for(uint i = threadID; i < TILE_PRIMS; i += MESH_GROUP_SIZE)
|
||||
{
|
||||
indices[i] = IND[i];
|
||||
}
|
||||
for(uint i = threadID; i < TILE_VERTS; i += MESH_GROUP_SIZE)
|
||||
{
|
||||
float2 base = VERT[i];
|
||||
float3 objectPos = float3(base.x, 0, base.y);
|
||||
float3 worldPos = params.offset + objectPos * params.extent + float3(groupID.x * params.extent, 0, groupID.y * params.extent);
|
||||
|
||||
float lodDisplacement = 0;
|
||||
float3 camPos = pViewParams.cameraPos_WS.xyz;
|
||||
float cameraDistance = distance(worldPos, camPos);
|
||||
float threshold = 0;
|
||||
if(params.numMeshes == 3)
|
||||
{
|
||||
threshold = 10;
|
||||
}
|
||||
if(params.numMeshes == 2)
|
||||
{
|
||||
threshold = 30;
|
||||
}
|
||||
if(params.numMeshes == 1)
|
||||
{
|
||||
threshold = 70;
|
||||
}
|
||||
|
||||
if(params.numMeshes < 4)
|
||||
{
|
||||
if(cameraDistance > threshold)
|
||||
{
|
||||
lodDisplacement = clamp(exp(-(1 / (cameraDistance + threshold))), 0, 1) - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
lodDisplacement = -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float3 displacement1 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile1, 0)).xyz * pWaterMaterial.contributeDisplacement1;
|
||||
float3 displacement2 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile2, 1)).xyz * pWaterMaterial.contributeDisplacement2;
|
||||
float3 displacement3 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile3, 2)).xyz * pWaterMaterial.contributeDisplacement3;
|
||||
float3 displacement4 = pWaterMaterial.displacementTextures.Sample(pWaterMaterial.sampler, float3(worldPos.xz * pWaterMaterial.tile4, 3)).xyz * pWaterMaterial.contributeDisplacement4;
|
||||
float3 displacement = displacement1 + displacement2 + displacement3 + displacement4;
|
||||
|
||||
float4 clipPos = mul(vp, float4(worldPos, 1));
|
||||
float ndcDepth = clipPos.z / clipPos.w;
|
||||
|
||||
float depth = 1 - (-ndcDepth + 1.0f) / 2.0f;
|
||||
|
||||
displacement = lerp(0.0f, displacement, pow(saturate(depth), pWaterMaterial.displacementDepthAttenuation));
|
||||
|
||||
worldPos += displacement;
|
||||
worldPos.y += lodDisplacement;
|
||||
|
||||
WaterVertex v;
|
||||
v.position_WS = worldPos;
|
||||
v.position_CS = mul(vp, float4(worldPos, 1));
|
||||
v.texCoord = worldPos.xz;
|
||||
v.depth = depth;
|
||||
v.lod = params.numMeshes;
|
||||
vertices[i] = v;
|
||||
}
|
||||
}
|
||||
|
||||
[shader("pixel")]
|
||||
float4 fragmentMain(WaterVertex vert) : SV_TARGET {
|
||||
float3 lightDir = -normalize(pWaterMaterial.sunDirection);
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
import Bounding;
|
||||
import Common;
|
||||
import Scene;
|
||||
import WaterCommon;
|
||||
|
||||
[numthreads(1, 1, 1)]
|
||||
[shader("amplification")]
|
||||
void taskMain(
|
||||
uint threadID: SV_GroupThreadID,
|
||||
uint3 groupID: SV_GroupID
|
||||
) {
|
||||
WaterTile tile = pWaterMaterial.tiles[groupID.x];
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
AABB bounding;
|
||||
bounding.minCorner = float3(tile.location.x, tile.height, tile.location.y) * tile.extent;
|
||||
bounding.maxCorner = float3(tile.location.x + 1, tile.height, tile.location.y + 1) * tile.extent;
|
||||
float3 median = (bounding.minCorner + bounding.maxCorner) / 2;
|
||||
float distance = distance(median, pViewParams.c.cameraPos_WS.xyz);
|
||||
float tileDistance = distance / tile.extent;
|
||||
uint numMeshes = groupID.y + 1;
|
||||
|
||||
if(numMeshes == 4 && tileDistance > 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(numMeshes == 3 && (tileDistance > 4 || tileDistance < 1))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(numMeshes == 2 && (tileDistance > 8 || tileDistance < 3))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(numMeshes == 1 && tileDistance < 7)
|
||||
{
|
||||
return;
|
||||
}
|
||||
WaterPayload payload;
|
||||
payload.offset = bounding.minCorner;
|
||||
payload.extent = tile.extent / numMeshes;
|
||||
payload.numMeshes = numMeshes;
|
||||
DispatchMesh(numMeshes, numMeshes, 1, payload);
|
||||
}
|
||||
@@ -54,7 +54,12 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
|
||||
} else if (std::filesystem::exists(meshDirectory / texPath)) {
|
||||
texPath = meshDirectory / texPath;
|
||||
} else {
|
||||
texPath = (meshDirectory / texPath).replace_extension("png");
|
||||
if (tex->mFilename.length == 0) {
|
||||
texPath = (meshDirectory / fmt::format("Texture{0}", i));
|
||||
} else {
|
||||
texPath = (meshDirectory / texPath);
|
||||
}
|
||||
texPath = texPath.replace_extension(tex->achFormatHint);
|
||||
if (tex->mHeight == 0) {
|
||||
std::cout << "Dumping texture " << texPath << std::endl;
|
||||
// already compressed, just dump it to the disk
|
||||
@@ -219,18 +224,17 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
|
||||
expressions.back()->key = colorExtract;
|
||||
expressions.back()->inputs["target"].source = sampleKey;
|
||||
|
||||
if (alpha != nullptr)
|
||||
{
|
||||
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;
|
||||
// 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;
|
||||
}
|
||||
|
||||
@@ -561,9 +565,8 @@ void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset) {
|
||||
meshAsset->setStatus(Asset::Status::Loading);
|
||||
Assimp::Importer importer;
|
||||
importer.ReadFile(args.filePath.string().c_str(),
|
||||
(uint32)(aiProcess_FlipUVs | aiProcess_Triangulate | aiProcess_SortByPType |
|
||||
aiProcess_GenBoundingBoxes | aiProcess_GenSmoothNormals |
|
||||
aiProcess_GenUVCoords | aiProcess_FindDegenerates));
|
||||
(uint32)(aiProcess_FlipUVs | aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_GenBoundingBoxes |
|
||||
aiProcess_GenSmoothNormals | aiProcess_GenUVCoords | aiProcess_FindDegenerates));
|
||||
const aiScene* scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
|
||||
std::cout << importer.GetErrorString() << std::endl;
|
||||
|
||||
@@ -593,6 +596,6 @@ void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset) {
|
||||
meshAsset->physicsMesh = std::move(collider);
|
||||
|
||||
AssetRegistry::saveAsset(meshAsset, MeshAsset::IDENTIFIER, meshAsset->getFolderPath(), meshAsset->getName());
|
||||
|
||||
|
||||
meshAsset->setStatus(Asset::Status::Ready);
|
||||
}
|
||||
|
||||
@@ -45,6 +45,4 @@ void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifie
|
||||
std::cout << cam.getCameraPosition() << std::endl;
|
||||
std::cout << tra.getRotation() << std::endl;
|
||||
}
|
||||
if (code == KeyCode::KEY_R && action == InputAction::RELEASE) {
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,6 +77,14 @@ int main() {
|
||||
// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
|
||||
// .importPath = "suburbs",
|
||||
//});
|
||||
//AssetImporter::importMesh(MeshImportArgs{
|
||||
// .filePath = sourcePath / "import/models/minecraft-medieval-city.fbx",
|
||||
// .importPath = "minecraft",
|
||||
//});
|
||||
//AssetImporter::importMesh(MeshImportArgs{
|
||||
// .filePath = sourcePath / "import/models/Volvo/Volvo.fbx",
|
||||
// .importPath = "Volvo",
|
||||
//});
|
||||
getThreadPool().waitIdle();
|
||||
vd->commitMeshes();
|
||||
WindowCreateInfo mainWindowInfo = {
|
||||
|
||||
@@ -16,6 +16,7 @@ target_sources(Engine
|
||||
ShapeBase.cpp
|
||||
Skybox.h
|
||||
SphereCollider.h
|
||||
TerrainTile.h
|
||||
Transform.h
|
||||
Transform.cpp
|
||||
WaterTile.h)
|
||||
@@ -37,5 +38,6 @@ target_sources(Engine
|
||||
ShapeBase.h
|
||||
Skybox.h
|
||||
SphereCollider.h
|
||||
TerrainTile.h
|
||||
Transform.h
|
||||
WaterTile.h)
|
||||
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
#include "Math/Vector.h"
|
||||
#include "MinimalEngine.h"
|
||||
|
||||
namespace Seele {
|
||||
namespace Component {
|
||||
struct TerrainTile {
|
||||
IVector2 location;
|
||||
float height;
|
||||
constexpr static float DIMENSIONS = 10;
|
||||
};
|
||||
} // namespace Component
|
||||
} // namespace Seele
|
||||
@@ -27,6 +27,7 @@ void Seele::addDebugVertices(Array<DebugVertex> verts) { gDebugVertices.addAll(v
|
||||
|
||||
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
|
||||
//waterRenderer = new WaterRenderer(graphics, scene, viewParamsLayout);
|
||||
terrainRenderer = new TerrainRenderer(graphics, scene, viewParamsLayout);
|
||||
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
|
||||
|
||||
basePassLayout->addDescriptorLayout(viewParamsLayout);
|
||||
@@ -99,6 +100,7 @@ void BasePass::beginFrame(const Component::Camera& cam) {
|
||||
transparentCulling = lightCullingLayout->allocateDescriptorSet();
|
||||
|
||||
//waterRenderer->beginFrame();
|
||||
terrainRenderer->beginFrame();
|
||||
|
||||
// Debug vertices
|
||||
{
|
||||
@@ -247,7 +249,8 @@ void BasePass::render() {
|
||||
}
|
||||
}
|
||||
|
||||
//commands.add(waterRenderer->render(viewParamsSet));
|
||||
// commands.add(waterRenderer->render(viewParamsSet));
|
||||
commands.add(terrainRenderer->render(viewParamsSet));
|
||||
|
||||
// Skybox
|
||||
{
|
||||
@@ -471,6 +474,7 @@ void BasePass::createRenderPass() {
|
||||
tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
|
||||
|
||||
//waterRenderer->setViewport(viewport, renderPass);
|
||||
terrainRenderer->setViewport(viewport, renderPass);
|
||||
|
||||
// Debug rendering
|
||||
{
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "MinimalEngine.h"
|
||||
#include "RenderPass.h"
|
||||
#include "WaterRenderer.h"
|
||||
#include "TerrainRenderer.h"
|
||||
|
||||
namespace Seele {
|
||||
DECLARE_REF(CameraActor)
|
||||
@@ -50,6 +51,7 @@ class BasePass : public RenderPass {
|
||||
Gfx::PShaderBuffer cullingBuffer;
|
||||
|
||||
OWaterRenderer waterRenderer;
|
||||
OTerrainRenderer terrainRenderer;
|
||||
|
||||
// Debug rendering
|
||||
Gfx::OVertexInput debugVertexInput;
|
||||
|
||||
@@ -15,6 +15,8 @@ target_sources(Engine
|
||||
RenderGraphResources.cpp
|
||||
RenderPass.h
|
||||
RenderPass.cpp
|
||||
TerrainRenderer.h
|
||||
TerrainRenderer.cpp
|
||||
TextPass.h
|
||||
TextPass.cpp
|
||||
UIPass.h
|
||||
@@ -35,6 +37,7 @@ target_sources(Engine
|
||||
RenderGraph.h
|
||||
RenderGraphResources.h
|
||||
RenderPass.h
|
||||
TerrainRenderer.h
|
||||
TextPass.h
|
||||
UIPass.h
|
||||
VisibilityPass.h)
|
||||
@@ -0,0 +1,134 @@
|
||||
#include "TerrainRenderer.h"
|
||||
#include "Asset/AssetRegistry.h"
|
||||
#include "Component/TerrainTile.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "Graphics/Shader.h"
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
TerrainRenderer::TerrainRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescriptorLayout viewParamsLayout)
|
||||
: graphics(graphics), scene(scene) {
|
||||
tilesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.dynamic = true,
|
||||
.name = "TilesBuffer",
|
||||
});
|
||||
float displacementData = 0;
|
||||
displacementMap = graphics->createTexture2D(TextureCreateInfo{
|
||||
.sourceData =
|
||||
{
|
||||
.size = sizeof(float),
|
||||
.data = (uint8*)&displacementData,
|
||||
},
|
||||
.format = Gfx::SE_FORMAT_R32_SFLOAT,
|
||||
.width = 1,
|
||||
.height = 1,
|
||||
.depth = 1,
|
||||
.name = "TerrainDisplacement",
|
||||
});
|
||||
sampler = graphics->createSampler(SamplerCreateInfo{});
|
||||
layout = graphics->createDescriptorLayout("pTerrainData");
|
||||
layout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 0,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
});
|
||||
layout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 1,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
|
||||
});
|
||||
layout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 2,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
|
||||
});
|
||||
layout->create();
|
||||
pipelineLayout = graphics->createPipelineLayout("TerrainLayout");
|
||||
pipelineLayout->addDescriptorLayout(viewParamsLayout);
|
||||
pipelineLayout->addDescriptorLayout(layout);
|
||||
ShaderCompilationInfo s{
|
||||
.name = "TerrainShaders",
|
||||
.modules = {"TerrainPass"},
|
||||
.entryPoints =
|
||||
{
|
||||
{"taskMain", "TerrainPass"},
|
||||
{"meshMain", "TerrainPass"},
|
||||
{"fragmentMain", "TerrainPass"},
|
||||
},
|
||||
.rootSignature = pipelineLayout,
|
||||
.dumpIntermediate = false,
|
||||
};
|
||||
graphics->beginShaderCompilation(s);
|
||||
task = graphics->createTaskShader({0});
|
||||
mesh = graphics->createMeshShader({1});
|
||||
frag = graphics->createFragmentShader({2});
|
||||
pipelineLayout->create();
|
||||
}
|
||||
|
||||
TerrainRenderer::~TerrainRenderer() {}
|
||||
|
||||
void TerrainRenderer::beginFrame() {
|
||||
struct TerrainTile {
|
||||
IVector2 offset;
|
||||
float extent;
|
||||
float height;
|
||||
};
|
||||
Array<TerrainTile> payloads;
|
||||
scene->view<Component::TerrainTile>([&](Component::TerrainTile& tile) {
|
||||
payloads.add(TerrainTile{
|
||||
.offset = IVector2(tile.location),
|
||||
.extent = Component::TerrainTile::DIMENSIONS,
|
||||
.height = tile.height,
|
||||
});
|
||||
});
|
||||
if (payloads.size() == 0)
|
||||
return;
|
||||
tilesBuffer->rotateBuffer(sizeof(TerrainTile) * payloads.size());
|
||||
tilesBuffer->updateContents(0, sizeof(TerrainTile) * payloads.size(), payloads.data());
|
||||
tilesBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
|
||||
|
||||
set = layout->allocateDescriptorSet();
|
||||
set->updateBuffer(0, tilesBuffer);
|
||||
set->updateTexture(1, 0, Gfx::PTexture2D(displacementMap));
|
||||
set->updateSampler(2, sampler);
|
||||
set->writeChanges();
|
||||
}
|
||||
|
||||
Gfx::ORenderCommand TerrainRenderer::render(Gfx::PDescriptorSet viewParamsSet) {
|
||||
Gfx::ORenderCommand command = graphics->createRenderCommand("TerrainRender");
|
||||
command->setViewport(viewport);
|
||||
command->bindPipeline(pipeline);
|
||||
command->bindDescriptor({viewParamsSet, set});
|
||||
command->drawMesh(400, 4, 1);
|
||||
return command;
|
||||
}
|
||||
|
||||
void TerrainRenderer::setViewport(Gfx::PViewport _viewport, Gfx::PRenderPass renderPass) {
|
||||
viewport = _viewport;
|
||||
|
||||
Gfx::MeshPipelineCreateInfo pipelineInfo = {
|
||||
.taskShader = task,
|
||||
.meshShader = mesh,
|
||||
.fragmentShader = frag,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = pipelineLayout,
|
||||
.multisampleState =
|
||||
{
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.rasterizationState =
|
||||
{
|
||||
//.polygonMode = Gfx::SE_POLYGON_MODE_LINE,
|
||||
.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
|
||||
},
|
||||
.colorBlend =
|
||||
{
|
||||
.attachmentCount = 1,
|
||||
.blendAttachments =
|
||||
{
|
||||
Gfx::ColorBlendState::BlendAttachment{
|
||||
.blendEnable = false,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
|
||||
namespace Seele {
|
||||
class TerrainRenderer {
|
||||
public:
|
||||
TerrainRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescriptorLayout viewParamsLayout);
|
||||
~TerrainRenderer();
|
||||
void beginFrame();
|
||||
Gfx::ORenderCommand render(Gfx::PDescriptorSet viewParamsSet);
|
||||
void setViewport(Gfx::PViewport viewport, Gfx::PRenderPass renderPass);
|
||||
|
||||
private:
|
||||
Gfx::PGraphics graphics;
|
||||
PScene scene;
|
||||
Gfx::ODescriptorLayout layout;
|
||||
Gfx::PDescriptorSet set;
|
||||
Gfx::OPipelineLayout pipelineLayout;
|
||||
Gfx::OTaskShader task;
|
||||
Gfx::OMeshShader mesh;
|
||||
Gfx::OFragmentShader frag;
|
||||
Gfx::PGraphicsPipeline pipeline;
|
||||
Gfx::PViewport viewport;
|
||||
Gfx::OShaderBuffer tilesBuffer;
|
||||
Gfx::OTexture2D displacementMap;
|
||||
Gfx::OSampler sampler;
|
||||
};
|
||||
DEFINE_REF(TerrainRenderer);
|
||||
}
|
||||
@@ -243,15 +243,15 @@ WaterRenderer::WaterRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescri
|
||||
|
||||
ShaderCompilationInfo createInfo = {
|
||||
.name = "WaterTiles",
|
||||
.modules = {"WaterTask", "WaterMesh", "WaterPass"},
|
||||
.modules = {"WaterPass"},
|
||||
.entryPoints =
|
||||
{
|
||||
{"taskMain", "WaterTask"},
|
||||
{"meshMain", "WaterMesh"},
|
||||
{"taskMain", "WaterPass"},
|
||||
{"meshMain", "WaterPass"},
|
||||
{"fragmentMain", "WaterPass"},
|
||||
},
|
||||
.rootSignature = waterLayout,
|
||||
.dumpIntermediate = true,
|
||||
.dumpIntermediate = false,
|
||||
};
|
||||
graphics->beginShaderCompilation(createInfo);
|
||||
waterTask = graphics->createTaskShader({0});
|
||||
@@ -353,7 +353,7 @@ void WaterRenderer::beginFrame() {
|
||||
Array<WaterTile> payloads;
|
||||
scene->view<Component::WaterTile>([&](Component::WaterTile& tile) {
|
||||
payloads.add(WaterTile{
|
||||
.offset = Vector2(tile.location),
|
||||
.offset = IVector2(tile.location),
|
||||
.extent = Component::WaterTile::DIMENSIONS,
|
||||
.height = tile.height,
|
||||
});
|
||||
|
||||
@@ -42,7 +42,7 @@ void Seele::beginCompilation(const ShaderCompilationInfo& info, SlangCompileTarg
|
||||
option[1].value.intValue0 = 1;
|
||||
option[2].name = slang::CompilerOptionName::DebugInformation;
|
||||
option[2].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[2].value.intValue0 = SLANG_DEBUG_INFO_LEVEL_STANDARD;
|
||||
option[2].value.intValue0 = SLANG_DEBUG_INFO_LEVEL_NONE;
|
||||
option[3].name = slang::CompilerOptionName::DebugInformationFormat;
|
||||
option[3].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[3].value.intValue0 = SLANG_DEBUG_INFO_FORMAT_PDB;
|
||||
|
||||
Reference in New Issue
Block a user