Some ray tracing changes
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@@ -1,6 +1,12 @@
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import pandas as pd
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import matplotlib.pyplot as plt
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#areas = pd.read_csv('build/s.csv')
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#
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#plot = areas.hist(column='area', bins=100)
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#plt.yscale('log')
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#plt.show()
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df = pd.read_csv('build/stats.csv')
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noculldf = pd.read_csv('build/statsNOCULL.csv')
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@@ -60,3 +66,16 @@ nocullax.legend()
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nocullfig.savefig('allnocull.png')
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combfig, combax = plt.subplots()
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combax.plot(scaled_reltime, scaled_FrameTime, label='Culling Frametime')
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combax.plot(nocullscaled_reltime, nocullscaled_FrameTime, label='No Culling Frametime')
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combax.set_xlabel('Application Time (ms)')
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combax.set_ylabel('Render Times (ms)')
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combax.legend()
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combfig.savefig('combined.png')
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@@ -1,7 +1,6 @@
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import Common;
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import LightEnv;
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import MaterialParameter;
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import MATERIAL_FILE_NAME;
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struct LightCullingData
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{
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@@ -26,7 +25,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i)
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for(uint i = 0; i < lightCount; ++i)
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{
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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@@ -49,6 +49,23 @@ struct FragmentParameter
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return result;
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}
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#endif
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static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
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{
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FragmentParameter result;
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result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
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#ifndef POS_ONLY
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result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
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result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
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result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z;
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result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
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result.vertexColor = f0.vertexColor * barycentricCoords.x + f1.vertexColor * barycentricCoords.y + f2.vertexColor * barycentricCoords.z;
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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result.texCoords[i] = f0.texCoords[i] * barycentricCoords.x + f1.texCoords[i] * barycentricCoords.y + f2.texCoords[i] * barycentricCoords.z;
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}
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#endif
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return result;
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}
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};
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// data passed to visibility render
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@@ -0,0 +1,56 @@
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import Common;
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import RayTracingData;
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import VertexData;
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import MaterialParameter;
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import Scene;
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import LightEnv;
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// simplification: all BLAS only have 1 geometry
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[shader("closesthit")]
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void main(inout payload Payload hitValue, in BuiltInTriangleIntersectionAttributes attr)
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{
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const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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InstanceData inst = pScene.instances[InstanceID()];
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MeshData m = pScene.meshData[InstanceID()];
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// offset into the index buffer
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uint indexOffset = m.firstIndex;
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// added to indices to reference correct part of global mesh pool
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uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
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uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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uint vertexIndex2 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
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VertexAttributes attr0 = pVertexData.getAttributes(vertexIndex0);
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VertexAttributes attr1 = pVertexData.getAttributes(vertexIndex1);
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VertexAttributes attr2 = pVertexData.getAttributes(vertexIndex2);
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FragmentParameter f0 = attr0.getParameter(inst.transformMatrix);
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FragmentParameter f1 = attr1.getParameter(inst.transformMatrix);
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FragmentParameter f2 = attr2.getParameter(inst.transformMatrix);
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FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = Material.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(lightingParams, brdf);
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}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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result += brdf.evaluateAmbient();
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// gamma correction
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result = result / (result + float3(1.0));
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result = pow(result, float3(1.0/2.2));
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hitValue.color = result;
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}
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@@ -0,0 +1,36 @@
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import Common;
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import RayTracingData;
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[shader("raygeneration")]
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void main()
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{
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const float2 pixelCenter = float2(DispatchRaysIndex().xy) + float2(0.5);
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const float2 inUV = pixelCenter / float2(DispatchRaysDimensions().xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 origin = mul(pViewParams.inverseViewMatrix, float4(0, 0, 0, 1));
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float4 target = mul(pViewParams.inverseProjection, float4(d.x, d.y, 1, 1));
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float4 direction = mul(pViewParams.inverseViewMatrix, float4(normalize(target.xyz), 0));
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float tmin = 0.0001;
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float tmax = 10000.0;
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uint max_rays = 24;
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uint object_type = 100;
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float4 color = float4(0, 0, 0, 0);
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uint current_mode = 0;
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float expectedDistance = -1;
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Payload payload;
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RayDesc desc = {
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origin.xyz,
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tmin,
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direction.xyz,
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tmax,
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};
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, desc, payload);
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pRayTracingParams.image[DispatchRaysIndex().xy] = payload.color;
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}
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@@ -0,0 +1,13 @@
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struct Payload
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{
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float3 color;
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};
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struct RayTracingParams
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{
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RaytracingAccelerationStructure scene;
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RWTexture2D<float3> image;
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StructuredBuffer<uint> indexBuffer;
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};
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ParameterBlock<RayTracingParams> pRayTracingParams;
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+147
-40
@@ -5,58 +5,165 @@
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#include "Asset/MaterialInstanceAsset.h"
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#include "Asset/MeshAsset.h"
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#include "Asset/TextureAsset.h"
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#include <assimp/Exporter.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <fstream>
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#include <iostream>
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using namespace Seele;
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AssetRegistry* _instance = new AssetRegistry();
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int main(int, char**) {
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// if(argc < 2)
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//{
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// return -1;
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// }
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std::filesystem::path path = std::filesystem::path("C:\\Users\\Dynamitos\\TrackClear\\Assets\\Dirt.asset");
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std::ifstream stream = std::ifstream(path, std::ios::binary);
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Assimp::Importer importer;
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const aiScene* scene =
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importer.ReadFile("C:\\Users\\Dynamitos\\MeshShadingDemo\\import\\models\\after-the-rain-vr-sound\\source\\WhitechapelSrc.fbx",
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(uint32)(aiProcess_FlipUVs | aiProcess_Triangulate | aiProcess_ImproveCacheLocality));
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ArchiveBuffer buffer;
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buffer.readFromStream(stream);
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auto interpolate = [](Vector p0, Vector p1, Vector p2) { return (p0 + p1 + p2) / 3.0f; };
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//std::fstream stats("s.csv");
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//stats << "area" << std::endl;
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for (uint32 m = 0; m < scene->mNumMeshes; ++m) {
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aiMesh* mesh = scene->mMeshes[m];
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Array<Vector> positions(mesh->mNumVertices);
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Array<Vector> normals(mesh->mNumVertices);
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Array<Vector> tangents(mesh->mNumVertices);
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Array<Vector> biTangents(mesh->mNumVertices);
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Array<Vector> texCoords(mesh->mNumVertices);
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Array<Vector> texCoords1(mesh->mNumVertices);
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if (mesh->HasTextureCoords(2))
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abort();
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for (int32 i = 0; i < mesh->mNumVertices; ++i) {
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positions[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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// Read asset type
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uint64 identifier;
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Serialization::load(buffer, identifier);
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if (mesh->mTextureCoords[0] != nullptr)
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texCoords[i] = Vector(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y, 0);
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// Read name
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std::string name;
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Serialization::load(buffer, name);
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if (mesh->mTextureCoords[1] != nullptr)
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texCoords1[i] = Vector(mesh->mTextureCoords[1][i].x, mesh->mTextureCoords[1][i].y, 0);
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// Read folder
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std::string folderPath;
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Serialization::load(buffer, folderPath);
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if (mesh->mNormals != nullptr)
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normals[i] = Vector(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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PAsset asset;
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switch (identifier) {
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case TextureAsset::IDENTIFIER:
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asset = new TextureAsset(folderPath, name);
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break;
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case MeshAsset::IDENTIFIER:
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asset = new MeshAsset(folderPath, name);
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break;
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case MaterialAsset::IDENTIFIER:
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asset = new MaterialAsset(folderPath, name);
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break;
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case MaterialInstanceAsset::IDENTIFIER:
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asset = new MaterialInstanceAsset(folderPath, name);
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// TODO
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break;
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case FontAsset::IDENTIFIER:
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asset = new FontAsset(folderPath, name);
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break;
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default:
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throw new std::logic_error("Unknown Identifier");
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if (mesh->mTangents != nullptr)
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tangents[i] = Vector(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z);
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if (mesh->mBitangents != nullptr)
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biTangents[i] = Vector(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z);
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}
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struct Tri {
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uint32 p[3];
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};
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auto calcArea = [&positions](Tri t) {
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Vector p1 = positions[t.p[0]];
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Vector p2 = positions[t.p[1]];
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Vector p3 = positions[t.p[2]];
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return 0.5 * glm::length(glm::cross(p2 - p1, p3 - p1));
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};
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Array<Tri> tris(mesh->mNumFaces);
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for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
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tris[faceIndex].p[0] = mesh->mFaces[faceIndex].mIndices[0];
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tris[faceIndex].p[1] = mesh->mFaces[faceIndex].mIndices[1];
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tris[faceIndex].p[2] = mesh->mFaces[faceIndex].mIndices[2];
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}
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auto tesselate = [&](uint32 i) {
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uint32 p0 = tris[i].p[0];
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uint32 p1 = tris[i].p[1];
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uint32 p2 = tris[i].p[2];
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uint32 p3 = positions.size();
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positions.add(interpolate(positions[p0], positions[p1], positions[p2]));
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if (mesh->mTextureCoords[0] != nullptr)
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texCoords.add(interpolate(texCoords[p0], texCoords[p1], texCoords[p2]));
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if (mesh->mTextureCoords[1] != nullptr)
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texCoords1.add(interpolate(texCoords1[p0], texCoords1[p1], texCoords1[p2]));
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if (mesh->mNormals != nullptr)
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normals.add(interpolate(normals[p0], normals[p1], normals[p2]));
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if (mesh->mTangents != nullptr)
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tangents.add(interpolate(tangents[p0], tangents[p1], tangents[p2]));
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if (mesh->mBitangents != nullptr)
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biTangents.add(interpolate(biTangents[p0], biTangents[p1], biTangents[p2]));
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tris[i].p[2] = p3;
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tris.add(Tri{p1, p2, p3});
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tris.add(Tri{p2, p0, p3});
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};
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//for (uint32 i = 0; i < tris.size(); ++i) {
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// stats << calcArea(tris[i]) << std::endl;
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//}
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bool tess = false;
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while (!tess) {
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tess = true;
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for (uint32 i = 0; i < tris.size(); ++i) {
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if (calcArea(tris[i]) > 100.f) {
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tesselate(i);
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tess = false;
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}
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}
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}
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aiVector3D* newPos = new aiVector3D[positions.size()];
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std::memcpy(newPos, positions.data(), positions.size() * sizeof(Vector));
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if (mesh->mTextureCoords[0] != nullptr) {
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aiVector3D* newTex = new aiVector3D[texCoords.size()];
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std::memcpy(newTex, texCoords.data(), texCoords.size() * sizeof(Vector));
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mesh->mTextureCoords[0] = newTex;
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}
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if (mesh->mTextureCoords[1] != nullptr) {
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aiVector3D* newTex = new aiVector3D[texCoords1.size()];
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std::memcpy(newTex, texCoords1.data(), texCoords1.size() * sizeof(Vector));
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mesh->mTextureCoords[1] = newTex;
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}
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if (mesh->mNormals != nullptr) {
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aiVector3D* newNor = new aiVector3D[normals.size()];
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std::memcpy(newNor, normals.data(), normals.size() * sizeof(Vector));
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mesh->mNormals = newNor;
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}
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if (mesh->mTangents != nullptr) {
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aiVector3D* newTan = new aiVector3D[tangents.size()];
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std::memcpy(newTan, tangents.data(), tangents.size() * sizeof(Vector));
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mesh->mTangents = newTan;
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}
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if (mesh->mBitangents != nullptr) {
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aiVector3D* newBit = new aiVector3D[biTangents.size()];
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std::memcpy(newBit, biTangents.data(), biTangents.size() * sizeof(Vector));
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mesh->mBitangents = newBit;
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}
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uint32 numFaces = tris.size();
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aiFace* newFaces = new aiFace[numFaces];
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for (uint32 i = 0; i < numFaces; ++i) {
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newFaces[i].mNumIndices = 3;
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newFaces[i].mIndices = new uint32[3];
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newFaces[i].mIndices[0] = tris[i].p[0];
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newFaces[i].mIndices[1] = tris[i].p[1];
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newFaces[i].mIndices[2] = tris[i].p[2];
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}
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mesh->mNumVertices = positions.size();
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mesh->mVertices = newPos;
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mesh->mFaces = newFaces;
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mesh->mNumFaces = tris.size();
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}
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Assimp::Exporter exporter;
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exporter.Export(scene, "fbx",
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"C:\\Users\\Dynamitos\\MeshShadingDemo\\import\\models\\after-the-rain-vr-sound\\source\\Whitechapel.fbx");
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||||
for (uint32 i = 0; i < exporter.GetExportFormatCount(); ++i) {
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||||
auto desc = exporter.GetExportFormatDescription(i);
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||||
std::cout << desc->description << " " << desc->fileExtension << " " << desc->id << " " << std::endl;
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||||
}
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||||
asset->load(buffer);
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||||
std::cin.get();
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||||
}
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@@ -1,7 +1,7 @@
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||||
#include "PlayView.h"
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||||
#include "Window/Window.h"
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||||
#include <fstream>
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||||
#include <fmt/format.h>
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||||
#include <fstream>
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||||
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||||
using namespace Seele;
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||||
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||||
@@ -38,11 +38,17 @@ PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
|
||||
if (start == 0) {
|
||||
start = timestamps[0].time;
|
||||
}
|
||||
stats << timestamps[0].time - start << "," << cachedResults << depthResults << baseResults << lightCullResults
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||||
<< visiblityResults << timestamps[1].time - timestamps[0].time << "," << timestamps[2].time - timestamps[1].time << ","
|
||||
<< timestamps[3].time - timestamps[2].time << "," << timestamps[4].time - timestamps[3].time << ","
|
||||
<< timestamps[5].time - timestamps[4].time << "," << timestamps[6].time - timestamps[5].time << ","
|
||||
<< timestamps[6].time - timestamps[0].time << std::endl;
|
||||
uint64 t0 = timestamps[0].time;
|
||||
uint64 t1 = timestamps[1].time;
|
||||
uint64 t2 = timestamps[2].time;
|
||||
uint64 t3 = timestamps[3].time;
|
||||
uint64 t4 = timestamps[4].time;
|
||||
uint64 t5 = timestamps[5].time;
|
||||
uint64 t6 = timestamps[6].time;
|
||||
if (t1 < t0 || t2 < t1 || t3 < t2 || t4 < t3 || t5 < t4 || t6 < t5)
|
||||
continue;
|
||||
stats << t0 - start << "," << cachedResults << depthResults << baseResults << lightCullResults << visiblityResults << t1 - t0
|
||||
<< "," << t2 - t1 << "," << t3 - t2 << "," << t4 - t3 << "," << t5 - t4 << "," << t6 - t5 << "," << t6 - t0 << std::endl;
|
||||
stats.flush();
|
||||
}
|
||||
});
|
||||
|
||||
@@ -23,7 +23,7 @@ int main(int argc, char** argv) {
|
||||
useDepthCulling = false;
|
||||
}
|
||||
|
||||
std::filesystem::path binaryPath = "MeshShadingDemo.dll";
|
||||
std::filesystem::path binaryPath = "C:/Users/Dynamitos/MeshShadingDemo/bin/MeshShadingDemo.dll";
|
||||
graphics = new Vulkan::Graphics();
|
||||
GraphicsInitializer initializer;
|
||||
graphics->init(initializer);
|
||||
@@ -31,7 +31,7 @@ int main(int argc, char** argv) {
|
||||
vd->init(graphics);
|
||||
|
||||
OWindowManager windowManager = new WindowManager();
|
||||
AssetRegistry::init("Assets", graphics);
|
||||
AssetRegistry::init("C:/Users/Dynamitos/MeshShadingDemo/Assets", graphics);
|
||||
vd->commitMeshes();
|
||||
WindowCreateInfo mainWindowInfo = {
|
||||
.width = 1920,
|
||||
|
||||
@@ -416,7 +416,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
uint64 offset = vertexData->getMeshOffset(id);
|
||||
collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
|
||||
collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
|
||||
work.add([=, &globalMeshes]() {
|
||||
work.add([=, this, &globalMeshes]() {
|
||||
// assume static mesh for now
|
||||
Array<Vector4> positions(mesh->mNumVertices);
|
||||
StaticArray<Array<Vector2>, MAX_TEXCOORDS> texCoords;
|
||||
@@ -462,7 +462,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
vertexData->loadColors(offset, colors);
|
||||
|
||||
Array<uint32> indices(mesh->mNumFaces * 3);
|
||||
for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
|
||||
for (uint32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex) {
|
||||
indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
|
||||
indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
|
||||
indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
|
||||
@@ -481,7 +481,10 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
globalMeshes[meshIndex]->meshlets = std::move(meshlets);
|
||||
globalMeshes[meshIndex]->indices = std::move(indices);
|
||||
globalMeshes[meshIndex]->vertexCount = mesh->mNumVertices;
|
||||
globalMeshes[meshIndex]->blas = graphics->createBottomLevelAccelerationStructure(Gfx::BottomLevelASCreateInfo{
|
||||
.mesh = globalMeshes[meshIndex],
|
||||
});
|
||||
});
|
||||
}
|
||||
getThreadPool().runAndWait(std::move(work));
|
||||
}
|
||||
|
||||
@@ -125,12 +125,12 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset) {
|
||||
.structSize = sizeof(ktxBasisParams),
|
||||
.uastc = true,
|
||||
.threadCount = std::thread::hardware_concurrency() - 2,
|
||||
.uastcFlags = KTX_PACK_UASTC_LEVEL_SLOWER,
|
||||
.uastcFlags = KTX_PACK_UASTC_LEVEL_FASTER,
|
||||
.uastcRDO = true,
|
||||
};
|
||||
KTX_ASSERT(ktxTexture2_CompressBasisEx(kTexture, &basisParams));
|
||||
|
||||
KTX_ASSERT(ktxTexture2_DeflateZstd(kTexture, 20));
|
||||
|
||||
KTX_ASSERT(ktxTexture2_DeflateZstd(kTexture, 10));
|
||||
|
||||
char writer[100];
|
||||
snprintf(writer, sizeof(writer), "%s version %s", "SeeleEngine", "0.0.1");
|
||||
@@ -140,7 +140,7 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset) {
|
||||
size_t texSize;
|
||||
KTX_ASSERT(ktxTexture_WriteToMemory(ktxTexture(kTexture), &texData, &texSize));
|
||||
|
||||
ktxTexture_WriteToNamedFile(ktxTexture(kTexture), args.filePath.filename().replace_extension(".ktx").generic_string().c_str());
|
||||
//ktxTexture_WriteToNamedFile(ktxTexture(kTexture), args.filePath.filename().replace_extension(".ktx").generic_string().c_str());
|
||||
|
||||
Array<uint8> serialized(texSize);
|
||||
std::memcpy(serialized.data(), texData, texSize);
|
||||
|
||||
@@ -5,7 +5,9 @@ struct MeshData {
|
||||
AABB bounding;
|
||||
uint32 numMeshlets = 0;
|
||||
uint32 meshletOffset = 0;
|
||||
// offset into the global index buffer
|
||||
uint32 firstIndex = 0;
|
||||
// number of indices in the global index buffer
|
||||
uint32 numIndices = 0;
|
||||
};
|
||||
struct InstanceData {
|
||||
|
||||
@@ -22,6 +22,7 @@ struct MeshId {
|
||||
class VertexData {
|
||||
public:
|
||||
struct DrawCallOffsets {
|
||||
// offset into the instanceData and meshData arrays
|
||||
uint32 instanceOffset = 0;
|
||||
uint32 textureOffset = 0;
|
||||
uint32 samplerOffset = 0;
|
||||
@@ -91,11 +92,16 @@ class VertexData {
|
||||
VertexData();
|
||||
struct MeshletDescription {
|
||||
AABB bounding;
|
||||
// number of relevant entries in the vertexIndices array
|
||||
uint32 vertexCount;
|
||||
// number of relevant entries in the primitiveIndices array
|
||||
uint32 primitiveCount;
|
||||
// starting offset into the vertexIndices array
|
||||
uint32 vertexOffset;
|
||||
// starting offset into the primitiveIndices array
|
||||
uint32 primitiveOffset;
|
||||
Vector color;
|
||||
// gets added to vertex indices so that they reference the global mesh bool
|
||||
uint32 indicesOffset = 0;
|
||||
};
|
||||
std::mutex materialDataLock;
|
||||
|
||||
@@ -675,7 +675,6 @@ void Graphics::createDevice(GraphicsInitializer initializer) {
|
||||
|
||||
VK_CHECK(vkCreateDevice(physicalDevice, &deviceInfo, nullptr, &handle));
|
||||
// std::cout << "Vulkan handle: " << handle << std::endl;
|
||||
|
||||
graphicsQueue = 0;
|
||||
computeQueue = 0;
|
||||
transferQueue = 0;
|
||||
|
||||
@@ -12,7 +12,8 @@
|
||||
|
||||
using namespace Seele::Vulkan;
|
||||
|
||||
BottomLevelAS::BottomLevelAS(PGraphics graphics, const Gfx::BottomLevelASCreateInfo& createInfo) : graphics(graphics) {
|
||||
BottomLevelAS::BottomLevelAS(PGraphics graphics, const Gfx::BottomLevelASCreateInfo& createInfo)
|
||||
: graphics(graphics), material(createInfo.mesh->referencedMaterial->getHandle()) {
|
||||
VertexData* vertexData = createInfo.mesh->vertexData;
|
||||
MeshData meshData = vertexData->getMeshData(createInfo.mesh->id);
|
||||
Gfx::PShaderBuffer positionBuffer = vertexData->getPositionBuffer();
|
||||
@@ -37,6 +38,8 @@ BottomLevelAS::BottomLevelAS(PGraphics graphics, const Gfx::BottomLevelASCreateI
|
||||
};
|
||||
OBufferAllocation transformBuffer =
|
||||
new BufferAllocation(graphics, "TransformBuffer", transformBufferInfo, transformAllocInfo, Gfx::QueueType::GRAPHICS);
|
||||
transformBuffer->updateContents(0, sizeof(VkTransformMatrixKHR), &matrix);
|
||||
|
||||
VkDeviceOrHostAddressConstKHR vertexDataAddress = {
|
||||
.deviceAddress =
|
||||
positionBuffer.cast<ShaderBuffer>()->getDeviceAddress() + vertexData->getMeshOffset(createInfo.mesh->id) * sizeof(Vector4),
|
||||
@@ -51,18 +54,21 @@ BottomLevelAS::BottomLevelAS(PGraphics graphics, const Gfx::BottomLevelASCreateI
|
||||
.sType = VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR,
|
||||
.pNext = nullptr,
|
||||
.geometryType = VK_GEOMETRY_TYPE_TRIANGLES_KHR,
|
||||
.geometry = {.triangles =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR,
|
||||
.pNext = nullptr,
|
||||
.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT,
|
||||
.vertexData = vertexDataAddress,
|
||||
.vertexStride = sizeof(Vector),
|
||||
.maxVertex = static_cast<uint32_t>(createInfo.mesh->vertexCount),
|
||||
.indexType = VK_INDEX_TYPE_UINT32,
|
||||
.indexData = indexDataAddress,
|
||||
.transformData = transformDataAddress,
|
||||
}},
|
||||
.geometry =
|
||||
{
|
||||
.triangles =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR,
|
||||
.pNext = nullptr,
|
||||
.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT,
|
||||
.vertexData = vertexDataAddress,
|
||||
.vertexStride = sizeof(Vector),
|
||||
.maxVertex = static_cast<uint32_t>(createInfo.mesh->vertexCount),
|
||||
.indexType = VK_INDEX_TYPE_UINT32,
|
||||
.indexData = indexDataAddress,
|
||||
.transformData = transformDataAddress,
|
||||
},
|
||||
},
|
||||
.flags = VK_GEOMETRY_OPAQUE_BIT_KHR,
|
||||
};
|
||||
VkAccelerationStructureBuildGeometryInfoKHR structureBuildGeometry = {
|
||||
|
||||
@@ -16,7 +16,7 @@ class BottomLevelAS : public Gfx::BottomLevelAS {
|
||||
PGraphics graphics;
|
||||
VkAccelerationStructureKHR handle;
|
||||
OBufferAllocation buffer;
|
||||
|
||||
PMaterialInstance material;
|
||||
};
|
||||
DEFINE_REF(BottomLevelAS)
|
||||
class TopLevelAS : public Gfx::TopLevelAS {
|
||||
|
||||
+59435
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user