Trying to add fluid simulation
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@@ -4,7 +4,39 @@
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using namespace Seele;
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VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {}
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VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {
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visibilityDescriptor = graphics->createDescriptorLayout("pVisibilityParams");
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = VISIBILITY_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_SAMPLE_BIT,
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});
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = CULLINGBUFFER_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,
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});
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visibilityDescriptor->create();
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visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
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visibilityLayout->addDescriptorLayout(visibilityDescriptor);
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visibilityLayout->addDescriptorLayout(viewParamsLayout);
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ShaderCompilationInfo createInfo = {
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.name = "Visibility",
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.modules = {"VisibilityCompute"},
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.entryPoints = {{"computeMain", "VisibilityCompute"}},
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.rootSignature = visibilityLayout,
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};
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graphics->beginShaderCompilation(createInfo);
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visibilityShader = graphics->createComputeShader({0});
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visibilityLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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pipelineInfo.computeShader = visibilityShader;
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pipelineInfo.pipelineLayout = visibilityLayout;
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visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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}
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VisibilityPass::~VisibilityPass() {}
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@@ -52,37 +84,6 @@ void VisibilityPass::publishOutputs() {
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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threadGroupSize = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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visibilityDescriptor = graphics->createDescriptorLayout("pVisibilityParams");
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = VISIBILITY_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_SAMPLE_BIT,
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});
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = CULLINGBUFFER_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,
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});
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visibilityDescriptor->create();
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visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
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visibilityLayout->addDescriptorLayout(visibilityDescriptor);
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visibilityLayout->addDescriptorLayout(viewParamsLayout);
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ShaderCompilationInfo createInfo = {
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.name = "Visibility",
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.modules = {"VisibilityCompute"},
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.entryPoints = {{"computeMain", "VisibilityCompute"}},
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.rootSignature = visibilityLayout,
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};
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graphics->beginShaderCompilation(createInfo);
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visibilityShader = graphics->createComputeShader({0});
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visibilityLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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pipelineInfo.computeShader = visibilityShader;
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pipelineInfo.pipelineLayout = visibilityLayout;
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visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.clearValue = 0xffffffff,
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