Reducing startup time significantly
This commit is contained in:
@@ -15,17 +15,19 @@ layout(set=5)
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ParameterBlock<LightCullingData> pLightCullingData;
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[shader("pixel")]
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float4 fragmentMain(in MaterialParameter params : PARAMETER) : SV_Target
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float4 fragmentMain(in FragmentParameter params : PARAMETER) : SV_Target
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{
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let brdf = pMaterial.prepare(params);
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MaterialParameter materialParams = params.getMaterialParameter();
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LightingParameter lightingParams = params.getLightingParameter();
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let brdf = pMaterial.prepare(materialParams);
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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result += pLightEnv.directionalLights[i].illuminate(params, brdf);
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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(int i = 0; i < pLightEnv.numPointLights; ++i)
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{
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result += pLightEnv.pointLights[i].illuminate(params, brdf);
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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return float4(result, 1.0f);
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}
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@@ -15,11 +15,12 @@ layout(set=2)
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ParameterBlock<Scene> pScene;
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[shader("vertex")]
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VertexAttributes vertexMain(
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void vertexMain(
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uint vertexId: SV_VertexID,
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uint instanceId: SV_InstanceID,
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out FragmentParameter params: PARAMETER,
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){
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InstanceData inst = pScene.instances[instanceId];
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VertexAttributes attr = pVertexData.getAttributes(vertexId, inst.transformMatrix);
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return attr;
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params = attr.getParameter(inst.transformMatrix);
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}
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@@ -29,7 +29,7 @@ struct BlinnPhong : IBRDF
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float nDotH = saturate(dot(normal, h));
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return baseColor * (nDotL + nDotH) * lightColor;
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return baseColor;
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}
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};
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@@ -4,7 +4,7 @@ import MaterialParameter;
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interface ILightEnv
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{
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float3 illuminate<B:IBRDF>(MaterialParameter input, B brdf);
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float3 illuminate<B:IBRDF>(LightingParameter input, B brdf);
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};
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struct DirectionalLight : ILightEnv
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@@ -12,10 +12,10 @@ struct DirectionalLight : ILightEnv
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float4 color;
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float4 direction;
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float3 illuminate<B:IBRDF>(MaterialParameter input, B brdf)
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 lightDir_TS = normalize(direction.xyz);
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return brdf.evaluate(input.viewDir_TS, -lightDir_TS, color.xyz);
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float3 lightDir_TS = mul(params.tbn, normalize(direction.xyz));
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return brdf.evaluate(params.viewDir_TS, -lightDir_TS, color.xyz);
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}
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};
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@@ -24,41 +24,37 @@ struct PointLight : ILightEnv
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float4 position_WS;
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float4 colorRange;
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float3 illuminate<B:IBRDF>(MaterialParameter input, B brdf)
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 position_TS = position_WS.xyz;
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float3 lightDir_TS = position_TS - input.position_TS;
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float3 position_TS = mul(params.tbn, position_WS.xyz);
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float3 lightDir_TS = position_TS - params.position_TS;
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float d = length(lightDir_TS);
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(input.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
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return illuminance * brdf.evaluate(params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
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}
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bool insidePlane(Plane plane)
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{
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return dot(plane.n, getViewPos().xyz) - plane.d < -colorRange.w;
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return true;//dot(plane.n, getViewPos().xyz) - plane.d < -colorRange.w;
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}
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bool insideFrustum(Frustum frustum, float zNear, float zFar)
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{
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bool result = true;
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if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
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{
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//result = false;
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}
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for(int i = 0; i < 4 && result; ++i)
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{
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if(insidePlane(frustum.sides[i]))
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{
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//result = false;
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}
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}
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//if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
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//{
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// //result = false;
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//}
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//for(int i = 0; i < 4 && result; ++i)
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//{
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// if(insidePlane(frustum.sides[i]))
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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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float3 getViewPos()
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{
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return mul(pViewParams.viewMatrix, position_WS).xyz;
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}
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};
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struct LightEnv
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@@ -1,17 +1,80 @@
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import Common;
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struct MaterialParameter
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{
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float3 position_TS;
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float3 worldPosition;
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float2 texCoords;
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float3 normal;
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float3 tangent;
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float3 biTangent;
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float3 viewDir_TS;
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float3 vertexColor;
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}
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float3 position_TS : POSITION0;
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float3 position_WS : POSITION1;
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float2 texCoords : TEXCOORDS0;
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float3 vertexColor : COLOR0;
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};
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// data used by light environment
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struct LightingParameter
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{
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// world to tangent space
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float3x3 tbn;
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float3 position_TS;
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float3 viewDir_TS;
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};
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// data passed to fragment shader
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struct FragmentParameter
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{
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float3 position_TS;
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float3 viewDir_TS;
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float3 normal_WS;
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float3 tangent_WS;
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float3 biTangent_WS;
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float3 position_WS;
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float4 position_CS : SV_Position;
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float2 texCoords;
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float3 vertexColor;
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MaterialParameter getMaterialParameter()
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{
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MaterialParameter result;
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result.position_TS = position_TS;
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result.position_WS = position_WS;
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result.texCoords = texCoords;
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result.vertexColor = vertexColor;
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return result;
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}
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LightingParameter getLightingParameter()
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{
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LightingParameter result;
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result.tbn = transpose(float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)));
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result.position_TS = position_TS;
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result.viewDir_TS = viewDir_TS;
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return result;
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}
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};
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// data retrieved from VertexData
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struct VertexAttributes
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{
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MaterialParameter parameter : PARAMETER;
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float4 clipPosition: SV_POSITION;
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float3 normal_MS;
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float3 tangent_MS;
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float3 biTangent_MS;
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float3 position_WS;
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float4 position_CS;
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float2 texCoords;
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float3 vertexColor;
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FragmentParameter getParameter(float4x4 transformMatrix)
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{
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float3 tangent_WS = mul(transformMatrix, float4(normalize(tangent_MS), 0)).xyz;
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float3 biTangent_WS = mul(transformMatrix, float4(normalize(biTangent_MS), 0)).xyz;
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float3 normal_WS = mul(transformMatrix, float4(normalize(normal_MS), 0)).xyz;
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// Transforms from world space into tangent space
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float3x3 tbn = transpose(float3x3(tangent_WS, biTangent_WS, normal_WS));
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FragmentParameter result;
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result.position_TS = mul(tbn, position_WS);
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result.viewDir_TS = mul(tbn, pViewParams.cameraPos_WS.xyz - position_WS);
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result.normal_WS = normal_WS;
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result.tangent_WS = tangent_WS;
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result.biTangent_WS = biTangent_WS;
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result.position_WS = position_WS;
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result.position_CS = position_CS;
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result.texCoords = texCoords;
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result.vertexColor = vertexColor;
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return result;
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}
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};
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@@ -7,19 +7,17 @@ struct StaticMeshVertexData : IVertexData
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VertexAttributes getAttributes(uint index, float4x4 transform)
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{
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VertexAttributes attributes;
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MaterialParameter params;
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float4 localPos = float4(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2], 1);
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float4 worldPos = mul(transform, localPos);
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float4 modelPos = float4(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2], 1);
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float4 worldPos = mul(transform, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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params.worldPosition = worldPos.xyz;
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params.texCoords = float2(texCoords[2 * index + 0], texCoords[2 * index + 1]);
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params.normal = float3(normals[3 * index + 0], normals[3 * index + 1], normals[3 * index + 2]);
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params.tangent = float3(tangents[3 * index + 0], tangents[3 * index + 1], tangents[3 * index + 2]);
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params.biTangent = float3(biTangents[3 * index + 0], biTangents[3 * index + 1], biTangents[3 * index + 2]);
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params.vertexColor = float3(color[3 * index + 0], color[3 * index + 1], color[3 * index + 2]);
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attributes.parameter = params;
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attributes.clipPosition = clipPos;
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attributes.normal_MS = float3(normals[3 * index + 0], normals[3 * index + 1], normals[3 * index + 2]);
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attributes.tangent_MS = float3(tangents[3 * index + 0], tangents[3 * index + 1], tangents[3 * index + 2]);
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attributes.biTangent_MS = float3(biTangents[3 * index + 0], biTangents[3 * index + 1], biTangents[3 * index + 2]);
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attributes.position_WS = worldPos.xyz;
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attributes.position_CS = clipPos;
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attributes.texCoords = float2(texCoords[2 * index + 0], texCoords[2 * index + 1]);
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attributes.vertexColor = float3(color[3 * index + 0], color[3 * index + 1], color[3 * index + 2]);
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return attributes;
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}
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StructuredBuffer<float> positions;
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@@ -55,7 +55,7 @@ void Camera::buildViewMatrix()
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Vector eyePos = getTransform().getPosition();//getAbsoluteTransform().getPosition();
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Vector lookAt = eyePos + glm::normalize(Vector(cos(yaw) * cos(pitch), sin(pitch), sin(yaw) * cos(pitch)));
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//std::cout << "Eye: " << eyePos << " lookAt: " << lookAt << std::endl;
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viewMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
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viewMatrix = glm::lookAt(Vector(100, 0, 10), Vector(0, 0, 0), Vector(0, 1, 0));//glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
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bNeedsViewBuild = false;
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}
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@@ -607,10 +607,17 @@ private:
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{
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newData[i] = std::forward<Type>(_data[i]);
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}
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// As well as default initialize the others
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for(size_type i = arraySize; i < newSize; ++i)
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if constexpr (std::is_integral_v<T> || std::is_floating_point_v<T>)
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{
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std::allocator_traits<allocator_type>::construct(allocator, &newData[i], value);
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std::memset(&newData[arraySize], 0, sizeof(T) * (newSize - arraySize));
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}
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else
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{
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// As well as default initialize the others
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for (size_type i = arraySize; i < newSize; ++i)
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{
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std::allocator_traits<allocator_type>::construct(allocator, &newData[i], value);
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}
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}
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deallocateArray(_data, allocated);
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arraySize = newSize;
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@@ -29,7 +29,7 @@ void VertexData::updateMesh(const Component::Transform& transform, PMesh mesh)
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matInstanceData.meshes.add(MeshInstanceData{
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.id = mesh->id,
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.instance = InstanceData {
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.transformMatrix = transform.toMatrix(),
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.transformMatrix = Matrix4(1),//transform.toMatrix(),
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},
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.indexBuffer = mesh->indexBuffer,
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});
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@@ -59,6 +59,7 @@ Allocation::Allocation(PGraphics graphics, PAllocator allocator, VkDeviceSize si
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allocInfo.memoryTypeIndex = memoryTypeIndex;
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isDedicated = dedicatedInfo != nullptr;
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allocInfo.pNext = dedicatedInfo;
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//std::cout << "New allocation" << std::endl;
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VK_CHECK(vkAllocateMemory(device, &allocInfo, nullptr, &allocatedMemory));
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bytesAllocated = size;
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freeRanges[0] = size;
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@@ -69,6 +70,7 @@ Allocation::Allocation(PGraphics graphics, PAllocator allocator, VkDeviceSize si
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Allocation::~Allocation()
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{
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vkFreeMemory(device, allocatedMemory, nullptr);
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assert(bytesUsed == 0);
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}
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@@ -180,7 +182,7 @@ Allocator::Allocator(PGraphics graphics)
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VkMemoryHeap memoryHeap = memProperties.memoryHeaps[i];
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HeapInfo heapInfo;
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heapInfo.maxSize = memoryHeap.size;
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std::cout << "Creating heap " << i << " with properties " << memoryHeap.flags << " size " << memoryHeap.size << std::endl;
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//std::cout << "Creating heap " << i << " with properties " << memoryHeap.flags << " size " << memoryHeap.size << std::endl;
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heaps.add(std::move(heapInfo));
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}
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}
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@@ -212,7 +214,7 @@ OSubAllocation Allocator::allocate(const VkMemoryRequirements2 &memRequirements2
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{
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OAllocation newAllocation = new Allocation(graphics, this, requirements.size, memoryTypeIndex, properties, dedicatedInfo);
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heaps[heapIndex].inUse += newAllocation->bytesAllocated;
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std::cout << "Heap " << heapIndex << ": " << (float)heaps[heapIndex].inUse / heaps[heapIndex].maxSize << "%" << std::endl;
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//std::cout << "Heap " << heapIndex << ": " << (float)heaps[heapIndex].inUse / heaps[heapIndex].maxSize << "%" << std::endl;
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heaps[heapIndex].allocations.add(std::move(newAllocation));
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return heaps[heapIndex].allocations.back()->getSuballocation(requirements.size, requirements.alignment);
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}
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@@ -232,12 +234,14 @@ OSubAllocation Allocator::allocate(const VkMemoryRequirements2 &memRequirements2
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// no suitable allocations found, allocate new block
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OAllocation newAllocation = new Allocation(graphics, this, (requirements.size > MemoryBlockSize) ? requirements.size : (VkDeviceSize)MemoryBlockSize, memoryTypeIndex, properties, nullptr);
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heaps[heapIndex].inUse += newAllocation->bytesAllocated;
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std::cout << "Heap " << heapIndex << ": " << (float)heaps[heapIndex].inUse / heaps[heapIndex].maxSize << "%" << std::endl; heaps[heapIndex].allocations.add(std::move(newAllocation));
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//std::cout << "Heap " << heapIndex << ": " << (float)heaps[heapIndex].inUse / heaps[heapIndex].maxSize << "%" << std::endl;
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heaps[heapIndex].allocations.add(std::move(newAllocation));
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return heaps[heapIndex].allocations.back()->getSuballocation(requirements.size, requirements.alignment);
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}
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void Allocator::free(PAllocation allocation)
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{
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//std::cout << "Freeing allocation" << std::endl;
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for (uint32 heapIndex = 0; heapIndex < heaps.size(); ++heapIndex)
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{
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for (uint32 alloc = 0; alloc < heaps[heapIndex].allocations.size(); ++alloc)
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@@ -245,7 +249,7 @@ void Allocator::free(PAllocation allocation)
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if (heaps[heapIndex].allocations[alloc] == allocation)
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{
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heaps[heapIndex].inUse -= allocation->bytesAllocated;
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std::cout << "Heap " << heapIndex << ": " << (float)heaps[heapIndex].inUse / heaps[heapIndex].maxSize << "%" << std::endl;
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//std::cout << "Heap " << heapIndex << ": " << (float)heaps[heapIndex].inUse / heaps[heapIndex].maxSize << "%" << std::endl;
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heaps[heapIndex].allocations.removeAt(alloc, false);
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return;
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}
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@@ -99,6 +99,7 @@ Window::Window(PGraphics graphics, const WindowCreateInfo &createInfo)
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Window::~Window()
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{
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vkDestroySwapchainKHR(graphics->getDevice(), swapchain, nullptr);
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vkDestroySurfaceKHR(instance, surface, nullptr);
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glfwDestroyWindow(static_cast<GLFWwindow *>(windowHandle));
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}
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