Trying to add fluid simulation

This commit is contained in:
2026-04-12 20:49:02 +02:00
parent 056589a6f9
commit ac317a3829
65 changed files with 2708 additions and 371 deletions
@@ -4,7 +4,39 @@
using namespace Seele;
VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {}
VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {
visibilityDescriptor = graphics->createDescriptorLayout("pVisibilityParams");
visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
.name = VISIBILITY_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.access = Gfx::SE_DESCRIPTOR_ACCESS_SAMPLE_BIT,
});
visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
.name = CULLINGBUFFER_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,
});
visibilityDescriptor->create();
visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
visibilityLayout->addDescriptorLayout(visibilityDescriptor);
visibilityLayout->addDescriptorLayout(viewParamsLayout);
ShaderCompilationInfo createInfo = {
.name = "Visibility",
.modules = {"VisibilityCompute"},
.entryPoints = {{"computeMain", "VisibilityCompute"}},
.rootSignature = visibilityLayout,
};
graphics->beginShaderCompilation(createInfo);
visibilityShader = graphics->createComputeShader({0});
visibilityLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = visibilityShader;
pipelineInfo.pipelineLayout = visibilityLayout;
visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
}
VisibilityPass::~VisibilityPass() {}
@@ -52,37 +84,6 @@ void VisibilityPass::publishOutputs() {
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
threadGroupSize = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
visibilityDescriptor = graphics->createDescriptorLayout("pVisibilityParams");
visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
.name = VISIBILITY_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.access = Gfx::SE_DESCRIPTOR_ACCESS_SAMPLE_BIT,
});
visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
.name = CULLINGBUFFER_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,
});
visibilityDescriptor->create();
visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
visibilityLayout->addDescriptorLayout(visibilityDescriptor);
visibilityLayout->addDescriptorLayout(viewParamsLayout);
ShaderCompilationInfo createInfo = {
.name = "Visibility",
.modules = {"VisibilityCompute"},
.entryPoints = {{"computeMain", "VisibilityCompute"}},
.rootSignature = visibilityLayout,
};
graphics->beginShaderCompilation(createInfo);
visibilityShader = graphics->createComputeShader({0});
visibilityLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = visibilityShader;
pipelineInfo.pipelineLayout = visibilityLayout;
visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.clearValue = 0xffffffff,