Depth rendering of terrain works
This commit is contained in:
+2
-5
@@ -4,7 +4,6 @@ if(${CMAKE_VERSION} VERSION_LESS 3.12)
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cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
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endif()
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set(CMAKE_CXX_STANDARD 20)
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# Handle superbuild first
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option (USE_SUPERBUILD "Whether or not a superbuild should be invoked" ON)
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@@ -59,10 +58,6 @@ endif()
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if(WIN32)
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add_compile_definitions(USE_EXTENSIONS)
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endif()
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if(CMAKE_DEBUG_POSTFIX)
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add_compile_definitions(ENABLE_VALIDATION)
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add_compile_definitions(SEELE_DEBUG)
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endif()
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add_library(Engine SHARED "")
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@@ -127,6 +122,8 @@ else()
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target_compile_options(Engine PUBLIC -g -Wall -Wextra -Wno-error -pedantic -std=c++20 -Wno-missing-field-initializers -Wno-unused-function)
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target_compile_options(Editor PUBLIC -g -Wall -Wextra -Wno-error -pedantic -std=c++20)
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endif()
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target_compile_options(Engine PUBLIC "$<$<CONFIG:DEBUG>:-DENABLE_VALIDATION>")
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target_compile_options(Engine PUBLIC "$<$<CONFIG:DEBUG>:-DSEELE_DEBUG>")
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add_subdirectory(src/)
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@@ -1,3 +1,4 @@
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import Common;
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import VertexData;
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import MaterialParameter;
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@@ -10,7 +11,7 @@ struct Scene
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{
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StructuredBuffer<InstanceData> instances;
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}
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layout(set=2)
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ParameterBlock<Scene> pScene;
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[shader("vertex")]
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@@ -9,6 +9,7 @@ struct ViewParameter
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float4 cameraPos_WS;
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float2 screenDimensions;
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}
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layout(set = 0)
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ParameterBlock<ViewParameter> pViewParams;
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@@ -8,22 +8,22 @@ struct StaticMeshVertexData : IVertexData
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{
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VertexAttributes attributes;
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MaterialParameter params;
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float4 localPos = float4(positions[index], 1);
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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 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 = texCoords[index];
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params.normal = normals[index];
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params.tangent = tangents[index];
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params.biTangent = biTangents[index];
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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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attributes.parameter = params;
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attributes.clipPosition = clipPos;
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return attributes;
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}
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StructuredBuffer<float3> positions;
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StructuredBuffer<float2> texCoords;
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StructuredBuffer<float3> normals;
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StructuredBuffer<float3> tangents;
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StructuredBuffer<float3> biTangents;
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StructuredBuffer<float> positions;
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StructuredBuffer<float> texCoords;
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StructuredBuffer<float> normals;
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StructuredBuffer<float> tangents;
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StructuredBuffer<float> biTangents;
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};
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@@ -4,4 +4,5 @@ interface IVertexData
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{
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VertexAttributes getAttributes(uint index, float4x4 transform);
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};
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layout(set = 1)
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ParameterBlock<IVertexData> pVertexData;
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+118
-322
@@ -1,114 +1,45 @@
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#version 450
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#extension GL_EXT_samplerless_texture_functions : require
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layout(row_major) uniform;
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layout(row_major) buffer;
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#line 11 0
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struct CullingParams_0
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#line 5 0
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struct InstanceData_0
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{
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uvec3 numThreadGroups_0;
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uint pad0_0;
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uvec3 numThreads_0;
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uint pad1_0;
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mat4x4 transformMatrix_0;
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};
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#line 35 1
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layout(binding = 0, set = 1)
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layout(std140) uniform _S1
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{
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uvec3 numThreadGroups_0;
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uint pad0_0;
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uvec3 numThreads_0;
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uint pad1_0;
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}gCullingParams_0;
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#line 2113 2
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layout(binding = 1, set = 1)
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uniform texture2D gCullingParams_depthTextureVS_0;
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#line 11 0
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layout(std430, binding = 2, set = 1) buffer StructuredBuffer_uint_t_0 {
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uint _data[];
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} gCullingParams_oLightIndexCounter_0;
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#line 11
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layout(std430, binding = 3, set = 1) buffer StructuredBuffer_uint_t_1 {
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uint _data[];
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} gCullingParams_tLightIndexCounter_0;
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#line 11
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layout(std430, binding = 4, set = 1) buffer StructuredBuffer_uint_t_2 {
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uint _data[];
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} gCullingParams_oLightIndexList_0;
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#line 11
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layout(std430, binding = 5, set = 1) buffer StructuredBuffer_uint_t_3 {
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uint _data[];
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} gCullingParams_tLightIndexList_0;
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#line 1572 2
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layout(rg32ui)
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layout(binding = 6, set = 1)
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uniform uimage2D gCullingParams_oLightGrid_0;
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#line 1572
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layout(rg32ui)
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layout(binding = 7, set = 1)
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uniform uimage2D gCullingParams_tLightGrid_0;
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#line 26 1
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struct Plane_0
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{
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vec3 n_0;
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float d_0;
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};
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struct Frustum_0
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{
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Plane_0 sides_0[4];
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Plane_0 basePlane_0;
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};
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#line 11 0
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layout(std430, binding = 8, set = 1) readonly buffer StructuredBuffer_Frustum_t_0 {
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Frustum_0 _data[];
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} gCullingParams_frustums_0;
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#line 64 3
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struct LightEnv_0
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{
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uint numDirectionalLights_0;
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uint numPointLights_0;
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};
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#line 25
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layout(binding = 0, set = 2)
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layout(std140) uniform _S2
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{
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uint numDirectionalLights_0;
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uint numPointLights_0;
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}gLightEnv_0;
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#line 22
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struct PointLight_0
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{
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vec4 position_WS_0;
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vec4 colorRange_0;
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};
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#line 64
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layout(std430, binding = 2, set = 2) readonly buffer StructuredBuffer_PointLight_t_0 {
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PointLight_0 _data[];
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} gLightEnv_pointLights_0;
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layout(std430, binding = 0) readonly buffer StructuredBuffer_InstanceData_t_0 {
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InstanceData_0 _data[];
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} pScene_instances_0;
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#line 5 1
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layout(std430, binding = 0, set = 2) readonly buffer StructuredBuffer_float3_t_0 {
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vec3 _data[];
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} pVertexData_positions_0;
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#line 5
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layout(std430, binding = 1, set = 2) readonly buffer StructuredBuffer_float2_t_0 {
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vec2 _data[];
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} pVertexData_texCoords_0;
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#line 5
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layout(std430, binding = 2, set = 2) readonly buffer StructuredBuffer_float3_t_1 {
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vec3 _data[];
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} pVertexData_normals_0;
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#line 5
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layout(std430, binding = 3, set = 2) readonly buffer StructuredBuffer_float3_t_2 {
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vec3 _data[];
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} pVertexData_tangents_0;
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#line 5
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layout(std430, binding = 4, set = 2) readonly buffer StructuredBuffer_float3_t_3 {
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vec3 _data[];
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} pVertexData_biTangents_0;
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#line 5 2
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struct ViewParameter_0
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{
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mat4x4 viewMatrix_0;
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@@ -117,266 +48,131 @@ struct ViewParameter_0
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vec2 screenDimensions_0;
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};
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layout(binding = 0)
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layout(std140) uniform _S3
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#line 12
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layout(binding = 0, set = 1)
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layout(std140) uniform _S1
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{
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mat4x4 viewMatrix_0;
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mat4x4 projectionMatrix_0;
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vec4 cameraPos_WS_0;
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vec2 screenDimensions_0;
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}viewParams_0;
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}pViewParams_0;
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#line 39 0
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shared uint uMinDepth_0;
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#line 4206 3
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layout(location = 0)
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out vec3 _S2;
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#line 40
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shared uint uMaxDepth_0;
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#line 4206
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layout(location = 1)
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out vec3 _S3;
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shared uint oLightCount_0;
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#line 4206
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layout(location = 2)
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out vec2 _S4;
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shared uint tLightCount_0;
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#line 4206
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layout(location = 3)
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out vec3 _S5;
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#line 42
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shared Frustum_0 groupFrustum_0;
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#line 4206
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layout(location = 4)
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out vec3 _S6;
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#line 50
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shared uint tLightList_0[1024];
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#line 4206
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layout(location = 5)
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out vec3 _S7;
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#line 63
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void tAppendLight_0(uint lightIndex_0)
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#line 4206
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layout(location = 6)
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out vec3 _S8;
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#line 1 4
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struct MaterialParameter_0
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{
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uint index_0;
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((index_0) = atomicAdd((tLightCount_0), (1U)));
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if(index_0 < 1024U)
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{
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tLightList_0[index_0] = lightIndex_0;
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vec3 position_TS_0;
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vec3 worldPosition_0;
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vec2 texCoords_0;
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vec3 normal_0;
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vec3 tangent_0;
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vec3 biTangent_0;
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vec3 viewDir_TS_0;
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};
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#line 67
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}
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struct VertexAttributes_0
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{
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MaterialParameter_0 parameter_0;
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vec4 clipPosition_0;
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};
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#line 9 1
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VertexAttributes_0 StaticMeshVertexData_getAttributes_0(uint _S9, mat4x4 _S10)
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{
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return;
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vec4 worldPos_0 = (((vec4(pVertexData_positions_0._data[_S9], 1.0)) * (_S10)));
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vec4 clipPos_0 = ((((((worldPos_0) * (pViewParams_0.viewMatrix_0)))) * (pViewParams_0.projectionMatrix_0)));
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#line 10
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MaterialParameter_0 params_0;
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#line 15
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params_0.worldPosition_0 = worldPos_0.xyz;
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params_0.texCoords_0 = pVertexData_texCoords_0._data[_S9];
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params_0.normal_0 = pVertexData_normals_0._data[_S9];
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params_0.tangent_0 = pVertexData_tangents_0._data[_S9];
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params_0.biTangent_0 = pVertexData_biTangents_0._data[_S9];
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#line 9
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VertexAttributes_0 attributes_0;
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#line 20
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attributes_0.parameter_0 = params_0;
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attributes_0.clipPosition_0 = clipPos_0;
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return attributes_0;
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}
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#line 58 3
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vec3 PointLight_getViewPos_0(PointLight_0 this_0)
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{
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return (((this_0.position_WS_0) * (viewParams_0.viewMatrix_0))).xyz;
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}
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#line 36
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bool PointLight_insidePlane_0(PointLight_0 this_1, Plane_0 plane_0)
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{
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return dot(plane_0.n_0, PointLight_getViewPos_0(this_1).xyz) - plane_0.d_0 < - this_1.colorRange_0.w;
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}
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#line 46 0
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shared uint oLightList_0[1024];
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#line 53
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void oAppendLight_0(uint lightIndex_1)
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{
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uint index_1;
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((index_1) = atomicAdd((oLightCount_0), (1U)));
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if(index_1 < 1024U)
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{
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oLightList_0[index_1] = lightIndex_1;
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#line 57
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}
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return;
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}
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#line 45
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shared uint oLightIndexStartOffset_0;
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shared uint tLightIndexStartOffset_0;
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#line 75
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layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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#line 18 0
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void main()
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{
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ivec3 _S4 = ivec3(ivec2(gl_GlobalInvocationID.xy), 0);
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uint uDepth_0 = floatBitsToUint((texelFetch((gCullingParams_depthTextureVS_0), ((_S4)).xy, ((_S4)).z)).x);
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bool _S5 = gl_LocalInvocationIndex == 0U;
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#line 18
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VertexAttributes_0 _S11 = StaticMeshVertexData_getAttributes_0(uint(gl_VertexIndex), pScene_instances_0._data[uint(gl_InstanceIndex)].transformMatrix_0);
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#line 81
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if(_S5)
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{
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uMinDepth_0 = 4294967295U;
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uMaxDepth_0 = 0U;
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oLightCount_0 = 0U;
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tLightCount_0 = 0U;
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groupFrustum_0 = gCullingParams_frustums_0._data[gl_WorkGroupID.x + gl_WorkGroupID.y * gCullingParams_0.numThreadGroups_0.x];
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#line 18
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_S2 = _S11.parameter_0.position_TS_0;
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#line 81
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}
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#line 18
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_S3 = _S11.parameter_0.worldPosition_0;
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#line 90
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barrier();
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#line 18
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_S4 = _S11.parameter_0.texCoords_0;
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atomicMin((uMinDepth_0), (uDepth_0));
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atomicMax((uMaxDepth_0), (uDepth_0));
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#line 18
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_S5 = _S11.parameter_0.normal_0;
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barrier();
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#line 18
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_S6 = _S11.parameter_0.tangent_0;
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#line 104
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Plane_0 _S6 = { vec3(0.0, 0.0, -1.0), - uintBitsToFloat(uMinDepth_0) };
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#line 18
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_S7 = _S11.parameter_0.biTangent_0;
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#line 125
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uvec2 _S7 = gl_WorkGroupID.xy;
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#line 18
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_S8 = _S11.parameter_0.viewDir_TS_0;
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#line 125
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uint i_0 = gl_LocalInvocationIndex;
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#line 18
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gl_Position = _S11.clipPosition_0;
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#line 125
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for(;;)
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{
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#line 106
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if(i_0 < gLightEnv_0.numPointLights_0)
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||||
{
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||||
}
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else
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{
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#line 106
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||||
break;
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}
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PointLight_0 light_0 = gLightEnv_pointLights_0._data[i_0];
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||||
|
||||
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||||
|
||||
tAppendLight_0(i_0);
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if(!PointLight_insidePlane_0(light_0, _S6))
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{
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oAppendLight_0(i_0);
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||||
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||||
#line 113
|
||||
}
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||||
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||||
#line 106
|
||||
i_0 = i_0 + 1024U;
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||||
|
||||
#line 106
|
||||
}
|
||||
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||||
#line 120
|
||||
barrier();
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||||
|
||||
if(_S5)
|
||||
{
|
||||
((oLightIndexStartOffset_0) = atomicAdd((gCullingParams_oLightIndexCounter_0._data[0U]), (oLightCount_0)));
|
||||
imageStore((gCullingParams_oLightGrid_0), ivec2((_S7)), uvec4(uvec2(oLightIndexStartOffset_0, oLightCount_0), uint(0), uint(0)));
|
||||
|
||||
((tLightIndexStartOffset_0) = atomicAdd((gCullingParams_tLightIndexCounter_0._data[0U]), (tLightCount_0)));
|
||||
imageStore((gCullingParams_tLightGrid_0), ivec2((_S7)), uvec4(uvec2(tLightIndexStartOffset_0, tLightCount_0), uint(0), uint(0)));
|
||||
|
||||
#line 122
|
||||
}
|
||||
|
||||
#line 130
|
||||
barrier();
|
||||
|
||||
#line 130
|
||||
uint k_0;
|
||||
|
||||
#line 130
|
||||
if(gl_LocalInvocationIndex < oLightCount_0)
|
||||
{
|
||||
|
||||
#line 130
|
||||
k_0 = gl_LocalInvocationIndex;
|
||||
|
||||
#line 130
|
||||
for(;;)
|
||||
{
|
||||
|
||||
|
||||
gCullingParams_oLightIndexList_0._data[oLightIndexStartOffset_0 + k_0] = oLightList_0[k_0];
|
||||
|
||||
#line 132
|
||||
uint j_0 = k_0 + 1024U;
|
||||
|
||||
#line 132
|
||||
if(j_0 < oLightCount_0)
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
#line 132
|
||||
break;
|
||||
}
|
||||
|
||||
#line 132
|
||||
k_0 = j_0;
|
||||
|
||||
#line 132
|
||||
}
|
||||
|
||||
#line 132
|
||||
}
|
||||
|
||||
#line 132
|
||||
if(gl_LocalInvocationIndex < tLightCount_0)
|
||||
{
|
||||
|
||||
#line 132
|
||||
k_0 = gl_LocalInvocationIndex;
|
||||
|
||||
#line 132
|
||||
for(;;)
|
||||
{
|
||||
|
||||
#line 140
|
||||
gCullingParams_tLightIndexList_0._data[tLightIndexStartOffset_0 + k_0] = tLightList_0[k_0];
|
||||
|
||||
#line 138
|
||||
uint k_1 = k_0 + 1024U;
|
||||
|
||||
#line 138
|
||||
if(k_1 < tLightCount_0)
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
#line 138
|
||||
break;
|
||||
}
|
||||
|
||||
#line 138
|
||||
k_0 = k_1;
|
||||
|
||||
#line 138
|
||||
}
|
||||
|
||||
#line 138
|
||||
}
|
||||
|
||||
#line 144
|
||||
#line 18
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -239,6 +239,10 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
completeMeshlet();
|
||||
}
|
||||
}
|
||||
if (!uniqueVertices.empty())
|
||||
{
|
||||
completeMeshlet();
|
||||
}
|
||||
vertexData->loadMesh(id, meshlets);
|
||||
|
||||
|
||||
|
||||
@@ -8,7 +8,9 @@ template<typename... Types>
|
||||
struct Dependencies;
|
||||
template<>
|
||||
struct Dependencies<>
|
||||
{};
|
||||
{
|
||||
int x;
|
||||
};
|
||||
template<typename This, typename... Rest>
|
||||
struct Dependencies<This, Rest...> : public Dependencies<Rest...>
|
||||
{
|
||||
@@ -17,6 +19,7 @@ struct Dependencies<This, Rest...> : public Dependencies<Rest...>
|
||||
{
|
||||
return Dependencies<This, Rest..., Right...>();
|
||||
}
|
||||
int x;
|
||||
};
|
||||
|
||||
namespace Component
|
||||
@@ -24,16 +27,15 @@ namespace Component
|
||||
template<typename Comp>
|
||||
static int accessComponent(Comp& comp);
|
||||
}
|
||||
|
||||
template<typename T, typename... Deps>
|
||||
concept is_component = std::same_as<decltype(T::dependencies), Dependencies<Deps...>>;
|
||||
template<typename Comp>
|
||||
concept has_dependencies = requires(Comp) { Comp::dependencies; };
|
||||
|
||||
#define REQUIRE_COMPONENT(x) \
|
||||
private: \
|
||||
x& get##x() { return *tl_##x; } \
|
||||
const x& get##x() const { return *tl_##x; }; \
|
||||
public: \
|
||||
static Dependencies<x> dependencies;
|
||||
constexpr static Dependencies<x> dependencies;
|
||||
|
||||
#define DECLARE_COMPONENT(x) \
|
||||
thread_local extern x* tl_##x; \
|
||||
|
||||
@@ -8,53 +8,43 @@ DEFINE_COMPONENT(Transform)
|
||||
void Transform::setPosition(Vector pos)
|
||||
{
|
||||
transform.setPosition(pos);
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
void Transform::setRotation(Quaternion quat)
|
||||
{
|
||||
transform.setRotation(quat);
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
void Transform::setScale(Vector scale)
|
||||
{
|
||||
transform.setScale(scale);
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
void Transform::setRelativeLocation(Vector location)
|
||||
{
|
||||
transform = Math::Transform(location, transform.getRotation(), transform.getScale());
|
||||
dirty = true;
|
||||
}
|
||||
void Transform::setRelativeRotation(Vector rotation)
|
||||
{
|
||||
transform = Math::Transform(transform.getPosition(), Quaternion(rotation), transform.getScale());
|
||||
dirty = true;
|
||||
}
|
||||
void Transform::setRelativeRotation(Quaternion rotation)
|
||||
{
|
||||
transform = Math::Transform(transform.getPosition(), rotation, transform.getScale());
|
||||
dirty = true;
|
||||
}
|
||||
void Transform::setRelativeScale(Vector scale)
|
||||
{
|
||||
transform = Math::Transform(transform.getPosition(), transform.getRotation(), scale);
|
||||
dirty = true;
|
||||
}
|
||||
void Transform::addRelativeLocation(Vector translation)
|
||||
{
|
||||
transform = Math::Transform(transform.getPosition() + translation, transform.getRotation(), transform.getScale());
|
||||
dirty = true;
|
||||
}
|
||||
void Transform::addRelativeRotation(Vector rotation)
|
||||
{
|
||||
transform = Math::Transform(transform.getPosition(), transform.getRotation() * Quaternion(rotation), transform.getScale());
|
||||
dirty = true;
|
||||
}
|
||||
void Transform::addRelativeRotation(Quaternion rotation)
|
||||
{
|
||||
transform = Math::Transform(transform.getPosition(), transform.getRotation() * rotation, transform.getScale());
|
||||
dirty = true;
|
||||
}
|
||||
@@ -18,9 +18,6 @@ struct Transform
|
||||
|
||||
Matrix4 toMatrix() const { return transform.toMatrix(); }
|
||||
|
||||
bool isDirty() const { return dirty; }
|
||||
void clean() { dirty = false; }
|
||||
|
||||
void setPosition(Vector pos);
|
||||
void setRotation(Quaternion quat);
|
||||
void setScale(Vector scale);
|
||||
@@ -34,7 +31,6 @@ struct Transform
|
||||
void addRelativeRotation(Quaternion rotation);
|
||||
void addRelativeRotation(Vector rotation);
|
||||
private:
|
||||
bool dirty = true;
|
||||
Math::Transform transform;
|
||||
};
|
||||
DECLARE_COMPONENT(Transform)
|
||||
|
||||
@@ -115,7 +115,7 @@ struct ShaderCreateInfo
|
||||
Array<std::string> additionalModules;
|
||||
std::string name; // Debug info
|
||||
std::string entryPoint;
|
||||
Array<const char*> typeParameter;
|
||||
Array<Pair<const char*, const char*>> typeParameter;
|
||||
Map<const char*, const char*> defines;
|
||||
};
|
||||
|
||||
|
||||
@@ -30,6 +30,7 @@ private:
|
||||
PCameraActor source;
|
||||
Gfx::OPipelineLayout basePassLayout;
|
||||
// Set 0: viewParameter, provided by renderpass
|
||||
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
|
||||
// Set 1: light environment, provided by lightenv
|
||||
static constexpr uint32 INDEX_LIGHT_ENV = 1;
|
||||
// Set 2: light culling data
|
||||
|
||||
@@ -49,9 +49,10 @@ void DepthPrepass::render()
|
||||
permutation.setVertexFile("LegacyBasePass");
|
||||
}
|
||||
graphics->beginRenderPass(renderPass);
|
||||
Array<Gfx::PRenderCommand> commands;
|
||||
for (VertexData* vertexData : VertexData::getList())
|
||||
{
|
||||
std::strncpy(permutation.vertexDataName, vertexData->getTypeName().c_str(), sizeof(permutation.vertexDataName));
|
||||
permutation.setVertexData(vertexData->getTypeName());
|
||||
const auto& materials = vertexData->getMaterialData();
|
||||
for (const auto& [_, materialData] : materials)
|
||||
{
|
||||
@@ -64,6 +65,7 @@ void DepthPrepass::render()
|
||||
Gfx::PermutationId id(permutation);
|
||||
|
||||
Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
|
||||
command->setViewport(viewport);
|
||||
Gfx::OPipelineLayout layout = graphics->createPipelineLayout(depthPrepassLayout);
|
||||
//layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
|
||||
layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
|
||||
@@ -122,11 +124,14 @@ void DepthPrepass::render()
|
||||
{
|
||||
command->draw(vertexData->getMeshVertexCount(mesh.id), 1, vertexOffset, instanceOffset);
|
||||
}
|
||||
instanceOffset+=mesh.meshes;
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.add(command);
|
||||
}
|
||||
}
|
||||
graphics->executeCommands(commands);
|
||||
graphics->endRenderPass();
|
||||
}
|
||||
|
||||
|
||||
@@ -25,7 +25,8 @@ private:
|
||||
|
||||
Gfx::OPipelineLayout depthPrepassLayout;
|
||||
// Set 0: viewParameter
|
||||
// Set 1: vertices, from VertexData
|
||||
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
|
||||
// Set 0: vertices, from VertexData
|
||||
constexpr static uint32 INDEX_VERTEX_DATA = 1;
|
||||
// Set 2: mesh data, either index buffer or meshlet data
|
||||
constexpr static uint32 INDEX_SCENE_DATA = 2;
|
||||
|
||||
@@ -36,7 +36,6 @@ protected:
|
||||
Vector2 pad0;
|
||||
} viewParams;
|
||||
PRenderGraphResources resources;
|
||||
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
|
||||
Gfx::ODescriptorLayout viewParamsLayout;
|
||||
Gfx::OUniformBuffer viewParamsBuffer;
|
||||
Gfx::PDescriptorSet viewParamsSet;
|
||||
|
||||
@@ -87,12 +87,12 @@ ShaderCollection& ShaderCompiler::createShaders(ShaderPermutation permutation)
|
||||
ShaderCollection collection;
|
||||
|
||||
ShaderCreateInfo createInfo;
|
||||
createInfo.typeParameter = { permutation.vertexDataName };
|
||||
createInfo.typeParameter = { Pair<const char*, const char*>("IVertexData", permutation.vertexDataName) };
|
||||
createInfo.name = std::format("Material {0}", permutation.materialName);
|
||||
if (std::strlen(permutation.materialName) > 0)
|
||||
{
|
||||
createInfo.additionalModules.add(permutation.materialName);
|
||||
createInfo.typeParameter.add(permutation.materialName);
|
||||
createInfo.typeParameter.add(Pair<const char*, const char*>("IMaterial", permutation.materialName));
|
||||
}
|
||||
createInfo.additionalModules.add(permutation.vertexDataName);
|
||||
createInfo.additionalModules.add(permutation.vertexMeshFile);
|
||||
|
||||
@@ -36,6 +36,54 @@ void VertexData::updateMesh(const Component::Transform& transform, PMesh mesh)
|
||||
matInstanceData.numMeshes += meshData[mesh->id].size();
|
||||
}
|
||||
|
||||
void VertexData::createDescriptors()
|
||||
{
|
||||
instanceDataLayout->reset();
|
||||
for (const auto& [_, mat] : materialData)
|
||||
{
|
||||
for (auto& [_, matInst] : mat.instances)
|
||||
{
|
||||
Array<InstanceData> instanceData;
|
||||
Array<MeshData> meshes;
|
||||
for (auto& inst : matInst.meshes)
|
||||
{
|
||||
inst.meshes = 0;
|
||||
for (const auto& mesh : meshData[inst.id])
|
||||
{
|
||||
instanceData.add(inst.instance);
|
||||
meshes.add(mesh);
|
||||
inst.meshes++;
|
||||
}
|
||||
}
|
||||
matInst.instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(InstanceData) * instanceData.size(),
|
||||
.data = (uint8*)instanceData.data(),
|
||||
},
|
||||
.stride = sizeof(InstanceData)
|
||||
});
|
||||
matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
|
||||
matInst.descriptorSet->updateBuffer(0, matInst.instanceBuffer);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
matInst.meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(MeshData) * meshes.size(),
|
||||
.data = (uint8*)meshes.data(),
|
||||
},
|
||||
.stride = sizeof(MeshData)
|
||||
});
|
||||
matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer);
|
||||
matInst.descriptorSet->updateBuffer(2, meshletBuffer);
|
||||
matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
|
||||
matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer);
|
||||
}
|
||||
matInst.descriptorSet->writeChanges();
|
||||
matInst.numMeshes = meshes.size();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VertexData::loadMesh(MeshId id, Array<Meshlet> loadedMeshlets)
|
||||
{
|
||||
meshData[id].clear();
|
||||
@@ -65,79 +113,33 @@ void VertexData::loadMesh(MeshId id, Array<Meshlet> loadedMeshlets)
|
||||
.numMeshlets = numMeshlets,
|
||||
.meshletOffset = meshletOffset,
|
||||
.indicesOffset = static_cast<uint32>(meshOffsets[id]),
|
||||
});
|
||||
});
|
||||
currentMesh += numMeshlets;
|
||||
}
|
||||
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo {
|
||||
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(MeshletDescription) * meshlets.size(),
|
||||
.data = (uint8*)meshlets.data()
|
||||
},
|
||||
.stride = sizeof(MeshletDescription),
|
||||
.dynamic = true,
|
||||
});
|
||||
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo {
|
||||
});
|
||||
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint32) * vertexIndices.size(),
|
||||
.data = (uint8*)vertexIndices.data(),
|
||||
},
|
||||
.stride = sizeof(uint32),
|
||||
.dynamic = true,
|
||||
});
|
||||
primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo {
|
||||
});
|
||||
primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint8) * primitiveIndices.size(),
|
||||
.data = (uint8*)primitiveIndices.data(),
|
||||
},
|
||||
.stride = sizeof(uint8),
|
||||
.dynamic = true,
|
||||
});
|
||||
}
|
||||
|
||||
void VertexData::createDescriptors()
|
||||
{
|
||||
for (const auto& [_, mat] : materialData)
|
||||
{
|
||||
for (auto& [_, matInst] : mat.instances)
|
||||
{
|
||||
Array<InstanceData> instanceData;
|
||||
Array<MeshData> meshes;
|
||||
for (const auto& inst : matInst.meshes)
|
||||
{
|
||||
for (const auto& mesh : meshData[inst.id])
|
||||
{
|
||||
instanceData.add(inst.instance);
|
||||
meshes.add(mesh);
|
||||
}
|
||||
}
|
||||
matInst.instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(InstanceData) * instanceData.size(),
|
||||
.data = (uint8*)instanceData.data(),
|
||||
},
|
||||
.stride = sizeof(InstanceData)
|
||||
});
|
||||
instanceDataLayout->reset();
|
||||
matInst.descriptorSet = instanceDataLayout->allocateDescriptorSet();
|
||||
matInst.descriptorSet->updateBuffer(0, matInst.instanceBuffer);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
matInst.meshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(MeshData) * meshes.size(),
|
||||
.data = (uint8*)meshes.data(),
|
||||
},
|
||||
.stride = sizeof(MeshData)
|
||||
});
|
||||
matInst.descriptorSet->updateBuffer(1, matInst.meshDataBuffer);
|
||||
matInst.descriptorSet->updateBuffer(2, meshletBuffer);
|
||||
matInst.descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
|
||||
matInst.descriptorSet->updateBuffer(4, vertexIndicesBuffer);
|
||||
}
|
||||
matInst.descriptorSet->writeChanges();
|
||||
matInst.numMeshes = meshes.size();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
MeshId VertexData::allocateVertexData(uint64 numVertices)
|
||||
|
||||
@@ -39,6 +39,7 @@ public:
|
||||
MeshId id;
|
||||
InstanceData instance;
|
||||
Gfx::PIndexBuffer indexBuffer;
|
||||
uint32 meshes;
|
||||
};
|
||||
struct MaterialInstanceData
|
||||
{
|
||||
@@ -62,8 +63,8 @@ public:
|
||||
};
|
||||
void resetMeshData();
|
||||
void updateMesh(const Component::Transform& transform, PMesh mesh);
|
||||
void loadMesh(MeshId id, Array<Meshlet> meshlets);
|
||||
void createDescriptors();
|
||||
void loadMesh(MeshId id, Array<Meshlet> meshlets);
|
||||
MeshId allocateVertexData(uint64 numVertices);
|
||||
uint64 getMeshOffset(MeshId id);
|
||||
uint64 getMeshVertexCount(MeshId id);
|
||||
|
||||
@@ -265,9 +265,10 @@ uint32 Allocator::findMemoryType(uint32 typeFilter, VkMemoryPropertyFlags proper
|
||||
throw std::runtime_error("error finding memory");
|
||||
}
|
||||
|
||||
StagingBuffer::StagingBuffer(OSubAllocation allocation, VkBuffer buffer, VkBufferUsageFlags usage, uint8 readable)
|
||||
StagingBuffer::StagingBuffer(OSubAllocation allocation, VkBuffer buffer, VkDeviceSize size, VkBufferUsageFlags usage, uint8 readable)
|
||||
: allocation(std::move(allocation))
|
||||
, buffer(buffer)
|
||||
, size(size)
|
||||
, usage(usage)
|
||||
, readable(readable)
|
||||
{
|
||||
@@ -306,7 +307,7 @@ VkDeviceSize StagingBuffer::getOffset() const
|
||||
|
||||
uint64 StagingBuffer::getSize() const
|
||||
{
|
||||
return allocation->getSize();
|
||||
return size;
|
||||
}
|
||||
|
||||
StagingManager::StagingManager(PGraphics graphics, PAllocator allocator)
|
||||
@@ -368,6 +369,7 @@ OStagingBuffer StagingManager::allocateStagingBuffer(uint64 size, VkBufferUsageF
|
||||
OStagingBuffer stagingBuffer = new StagingBuffer(
|
||||
allocator->allocate(memReqs, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | (readable ? VK_MEMORY_PROPERTY_HOST_COHERENT_BIT : VK_MEMORY_PROPERTY_HOST_CACHED_BIT), buffer),
|
||||
buffer,
|
||||
size,
|
||||
usage,
|
||||
readable
|
||||
);
|
||||
|
||||
@@ -154,7 +154,7 @@ DECLARE_REF(StagingManager)
|
||||
class StagingBuffer
|
||||
{
|
||||
public:
|
||||
StagingBuffer(OSubAllocation allocation, VkBuffer buffer, VkBufferUsageFlags usage, uint8 readable);
|
||||
StagingBuffer(OSubAllocation allocation, VkBuffer buffer, VkDeviceSize size, VkBufferUsageFlags usage, uint8 readable);
|
||||
~StagingBuffer();
|
||||
void* getMappedPointer();
|
||||
void flushMappedMemory();
|
||||
@@ -179,6 +179,7 @@ public:
|
||||
private:
|
||||
OSubAllocation allocation;
|
||||
VkBuffer buffer;
|
||||
VkDeviceSize size;
|
||||
VkBufferUsageFlags usage;
|
||||
uint8 readable;
|
||||
};
|
||||
|
||||
@@ -49,7 +49,7 @@ void Shader::create(const ShaderCreateInfo& createInfo)
|
||||
sessionDesc.preprocessorMacroCount = macros.size();
|
||||
sessionDesc.preprocessorMacros = macros.data();
|
||||
slang::TargetDesc vulkan;
|
||||
vulkan.profile = globalSession->findProfile("glsl_vk");
|
||||
vulkan.profile = globalSession->findProfile("sm_6_6");
|
||||
vulkan.format = SLANG_SPIRV;
|
||||
sessionDesc.targetCount = 1;
|
||||
sessionDesc.targets = &vulkan;
|
||||
@@ -85,29 +85,14 @@ void Shader::create(const ShaderCreateInfo& createInfo)
|
||||
mainModule->findEntryPointByName(createInfo.entryPoint.c_str(), entrypoint.writeRef());
|
||||
modules.add(entrypoint);
|
||||
|
||||
slang::IComponentType* moduleComposition;
|
||||
session->createCompositeComponentType(modules.data(), modules.size(), &moduleComposition, diagnostics.writeRef());
|
||||
Slang::ComPtr<slang::IComponentType> moduleComposition;
|
||||
session->createCompositeComponentType(modules.data(), modules.size(), moduleComposition.writeRef(), diagnostics.writeRef());
|
||||
|
||||
if(diagnostics)
|
||||
{
|
||||
std::cout << (const char*)diagnostics->getBufferPointer() << std::endl;
|
||||
}
|
||||
|
||||
/*slang::ProgramLayout* layout = moduleComposition->getLayout();
|
||||
for(auto typeParam : createInfo.typeParameter)
|
||||
{
|
||||
Slang::ComPtr<slang::ITypeConformance> typeConformance;
|
||||
session->createTypeConformanceComponentType(layout->findTypeByName(typeParam), layout->findTypeByName("IMaterial"), typeConformance.writeRef(), -1, diagnostics.writeRef());
|
||||
modules.add(typeConformance);
|
||||
if(diagnostics)
|
||||
{
|
||||
std::cout << (const char*)diagnostics->getBufferPointer() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
Slang::ComPtr<slang::IComponentType> conformingModule;
|
||||
session->createCompositeComponentType(modules.data(), modules.size(), conformingModule.writeRef(), diagnostics.writeRef());
|
||||
*/
|
||||
Slang::ComPtr<slang::IComponentType> linkedProgram;
|
||||
moduleComposition->link(linkedProgram.writeRef(), diagnostics.writeRef());
|
||||
if(diagnostics)
|
||||
@@ -122,9 +107,9 @@ void Shader::create(const ShaderCreateInfo& createInfo)
|
||||
}
|
||||
|
||||
Array<slang::SpecializationArg> specialization;
|
||||
for(auto typeArg : createInfo.typeParameter)
|
||||
for(const auto& [key, value] : createInfo.typeParameter)
|
||||
{
|
||||
specialization.add(slang::SpecializationArg::fromType(reflection->findTypeByName(typeArg)));
|
||||
specialization.add(slang::SpecializationArg::fromType(reflection->findTypeByName(value)));
|
||||
}
|
||||
Slang::ComPtr<slang::IComponentType> specializedComponent;
|
||||
linkedProgram->specialize(specialization.data(), specialization.size(), specializedComponent.writeRef(), diagnostics.writeRef());
|
||||
@@ -143,13 +128,20 @@ void Shader::create(const ShaderCreateInfo& createInfo)
|
||||
{
|
||||
std::cout << (const char*)diagnostics->getBufferPointer() << std::endl;
|
||||
}
|
||||
|
||||
VkShaderModuleCreateInfo moduleInfo;
|
||||
moduleInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
moduleInfo.pNext = nullptr;
|
||||
moduleInfo.flags = 0;
|
||||
moduleInfo.codeSize = kernelBlob->getBufferSize();
|
||||
moduleInfo.pCode = (uint32_t*)kernelBlob->getBufferPointer();
|
||||
for (uint32 i = 0; i < reflection->getParameterCount(); ++i)
|
||||
{
|
||||
slang::VariableLayoutReflection* varLayout = reflection->getParameterByIndex(i);
|
||||
std::cout << varLayout->getName() << " in space " << varLayout->getBindingSpace() << " index " << varLayout->getBindingIndex() << std::endl;
|
||||
}
|
||||
std::cout << reflection->getGlobalConstantBufferSize() << std::endl;
|
||||
VkShaderModuleCreateInfo moduleInfo =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.codeSize = kernelBlob->getBufferSize(),
|
||||
.pCode = (uint32_t*)kernelBlob->getBufferPointer(),
|
||||
};
|
||||
VK_CHECK(vkCreateShaderModule(graphics->getDevice(), &moduleInfo, nullptr, &module));
|
||||
|
||||
hash = CRC::Calculate(entryPointName.data(), entryPointName.size(), CRC::CRC_32());
|
||||
|
||||
@@ -43,53 +43,14 @@ Transform::~Transform()
|
||||
}
|
||||
Matrix4 Transform::toMatrix() const
|
||||
{
|
||||
Matrix4 mat;
|
||||
|
||||
mat[3][0] = position.x;
|
||||
mat[3][1] = position.y;
|
||||
mat[3][2] = position.z;
|
||||
|
||||
const float x2 = rotation.x + rotation.x;
|
||||
const float y2 = rotation.y + rotation.y;
|
||||
const float z2 = rotation.z + rotation.z;
|
||||
{
|
||||
const float xx2 = rotation.x * x2;
|
||||
const float yy2 = rotation.y * y2;
|
||||
const float zz2 = rotation.z * z2;
|
||||
|
||||
mat[0][0] = (1.0f - (yy2 + zz2)) * scale.x;
|
||||
mat[1][1] = (1.0f - (xx2 + zz2)) * scale.y;
|
||||
mat[2][2] = (1.0f - (xx2 + yy2)) * scale.z;
|
||||
}
|
||||
|
||||
{
|
||||
const float yz2 = rotation.y * z2;
|
||||
const float wx2 = rotation.w * x2;
|
||||
|
||||
mat[2][1] = (yz2 - wx2) * scale.z;
|
||||
mat[1][2] = (yz2 + wx2) * scale.y;
|
||||
}
|
||||
{
|
||||
const float xy2 = rotation.x * y2;
|
||||
const float wz2 = rotation.w * z2;
|
||||
|
||||
mat[1][0] = (xy2 - wz2) * scale.y;
|
||||
mat[0][1] = (xy2 + wz2) * scale.x;
|
||||
}
|
||||
{
|
||||
const float xz2 = rotation.x * z2;
|
||||
const float wy2 = rotation.w * y2;
|
||||
|
||||
mat[2][0] = (xz2 + wy2) * scale.z;
|
||||
mat[0][2] = (xz2 - wy2) * scale.x;
|
||||
}
|
||||
|
||||
mat[0][3] = 0.0f;
|
||||
mat[1][3] = 0.0f;
|
||||
mat[2][3] = 0.0f;
|
||||
mat[3][3] = 1.0f;
|
||||
|
||||
return mat;
|
||||
// TODO: actual calculations, SIMD
|
||||
Matrix4 result = Matrix4(1);
|
||||
result = glm::scale(result, Vector(scale));
|
||||
result = glm::toMat4(rotation) * result;
|
||||
result[3][0] = position.x;
|
||||
result[3][1] = position.y;
|
||||
result[3][2] = position.z;
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector Transform::transformPosition(const Vector &v) const
|
||||
|
||||
@@ -33,8 +33,8 @@ namespace Serialization
|
||||
}
|
||||
static void load(ArchiveBuffer& buffer, IVector2& vec)
|
||||
{
|
||||
save(buffer, vec.x);
|
||||
save(buffer, vec.y);
|
||||
load(buffer, vec.x);
|
||||
load(buffer, vec.y);
|
||||
}
|
||||
static void save(ArchiveBuffer& buffer, const Vector2& vec)
|
||||
{
|
||||
@@ -43,8 +43,8 @@ namespace Serialization
|
||||
}
|
||||
static void load(ArchiveBuffer& buffer, Vector2& vec)
|
||||
{
|
||||
save(buffer, vec.x);
|
||||
save(buffer, vec.y);
|
||||
load(buffer, vec.x);
|
||||
load(buffer, vec.y);
|
||||
}
|
||||
static void save(ArchiveBuffer& buffer, const Vector& vec)
|
||||
{
|
||||
@@ -54,9 +54,9 @@ namespace Serialization
|
||||
}
|
||||
static void load(ArchiveBuffer& buffer, Vector& vec)
|
||||
{
|
||||
save(buffer, vec.x);
|
||||
save(buffer, vec.y);
|
||||
save(buffer, vec.z);
|
||||
load(buffer, vec.x);
|
||||
load(buffer, vec.y);
|
||||
load(buffer, vec.z);
|
||||
}
|
||||
template<enumeration T>
|
||||
static void save(ArchiveBuffer& buffer, const T& type)
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
target_sources(Engine
|
||||
PRIVATE
|
||||
CameraUpdater.h
|
||||
CameraUpdater.cpp
|
||||
ComponentSystem.h
|
||||
Executor.h
|
||||
Executor.cpp
|
||||
@@ -14,6 +16,7 @@ target_sources(Engine
|
||||
target_sources(Engine
|
||||
PUBLIC FILE_SET HEADERS
|
||||
FILES
|
||||
CameraUpdater.h
|
||||
ComponentSystem.h
|
||||
Executor.h
|
||||
LightGather.h
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#include "CameraUpdater.h"
|
||||
|
||||
using namespace Seele;
|
||||
using namespace Seele::System;
|
||||
|
||||
CameraUpdater::CameraUpdater(PScene scene)
|
||||
: ComponentSystem(scene)
|
||||
{
|
||||
}
|
||||
|
||||
CameraUpdater::~CameraUpdater()
|
||||
{
|
||||
}
|
||||
|
||||
void CameraUpdater::update(Component::Camera& camera)
|
||||
{
|
||||
camera.buildViewMatrix();
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
#include "ComponentSystem.h"
|
||||
#include "Component/Camera.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
namespace System
|
||||
{
|
||||
class CameraUpdater : public ComponentSystem<Component::Camera>
|
||||
{
|
||||
public:
|
||||
CameraUpdater(PScene scene);
|
||||
virtual ~CameraUpdater();
|
||||
|
||||
virtual void update(Component::Camera& camera);
|
||||
private:
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include "SystemBase.h"
|
||||
#include "Component/Component.h"
|
||||
#include "Component/Camera.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
@@ -12,7 +13,7 @@ class ComponentSystem : public SystemBase
|
||||
public:
|
||||
ComponentSystem(PScene scene) : SystemBase(scene) {}
|
||||
virtual ~ComponentSystem() {}
|
||||
template<is_component Comp>
|
||||
template<has_dependencies Comp>
|
||||
auto getDependencies()
|
||||
{
|
||||
return Comp::dependencies;
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "Asset/AssetRegistry.h"
|
||||
#include "System/LightGather.h"
|
||||
#include "System/MeshUpdater.h"
|
||||
#include "System/CameraUpdater.h"
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
@@ -76,6 +77,7 @@ void GameView::reloadGame()
|
||||
gameInterface.getGame()->setupScene(scene, systemGraph);
|
||||
systemGraph->addSystem(new System::LightGather(scene));
|
||||
systemGraph->addSystem(new System::MeshUpdater(scene));
|
||||
systemGraph->addSystem(new System::CameraUpdater(scene));
|
||||
}
|
||||
|
||||
void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier)
|
||||
|
||||
Reference in New Issue
Block a user