Formatted EVERYTHING

This commit is contained in:
Dynamitos
2024-06-09 12:20:53 +02:00
parent f18bf8acbe
commit d95dab850c
265 changed files with 8002 additions and 12310 deletions
+50 -55
View File
@@ -1,30 +1,21 @@
#include "UIPass.h"
#include "Graphics/Command.h"
#include "Graphics/Enums.h"
#include "RenderGraph.h"
#include "Graphics/Graphics.h"
#include "Graphics/RenderTarget.h"
#include "Graphics/Command.h"
#include "RenderGraph.h"
using namespace Seele;
UIPass::UIPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
}
UIPass::UIPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
UIPass::~UIPass()
{
}
UIPass::~UIPass() {}
void UIPass::beginFrame(const Component::Camera& cam)
{
void UIPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
VertexBufferCreateInfo info = {
.sourceData = {
.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()),
.data = (uint8*)renderElements.data()
},
.sourceData = {.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()), .data = (uint8*)renderElements.data()},
.vertexSize = sizeof(UI::RenderElementStyle),
.numVertices = (uint32)renderElements.size(),
};
@@ -37,11 +28,10 @@ void UIPass::beginFrame(const Component::Camera& cam)
descriptorSet->updateBuffer(2, numTexturesBuffer);
descriptorSet->updateTextureArray(3, usedTextures);
descriptorSet->writeChanges();
//co_return;
// co_return;
}
void UIPass::render()
{
void UIPass::render() {
graphics->beginRenderPass(renderPass);
Gfx::ORenderCommand command = graphics->createRenderCommand("UIPassCommand");
command->setViewport(viewport);
@@ -53,17 +43,15 @@ void UIPass::render()
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
//co_return;
// co_return;
}
void UIPass::endFrame()
{
//co_return;
void UIPass::endFrame() {
// co_return;
}
void UIPass::publishOutputs()
{
void UIPass::publishOutputs() {
TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getWidth(),
@@ -72,10 +60,9 @@ void UIPass::publishOutputs()
};
depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
Gfx::RenderTargetAttachment(depthBuffer,
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment =
Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
TextureCreateInfo colorBufferInfo = {
@@ -85,16 +72,14 @@ void UIPass::publishOutputs()
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
};
colorBuffer = graphics->createTexture2D(colorBufferInfo);
renderTarget =
Gfx::RenderTargetAttachment(colorBuffer,
Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
renderTarget.clear.color = { {0.0f, 0.0f, 0.0f, 1.0f} };
renderTarget = Gfx::RenderTargetAttachment(colorBuffer, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_STORE);
renderTarget.clear.color = {{0.0f, 0.0f, 0.0f, 1.0f}};
resources->registerRenderPassOutput("UIPASS_COLOR", renderTarget);
}
void UIPass::createRenderPass()
{
void UIPass::createRenderPass() {
ShaderCreateInfo createInfo = {
.name = "UIVertex",
.mainModule = "UIPass",
@@ -103,32 +88,45 @@ void UIPass::createRenderPass()
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "UIFragment";
createInfo.entryPoint = "fragmentMain";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
descriptorLayout = graphics->createDescriptorLayout("pParams");
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, .textureType = Gfx::SE_IMAGE_VIEW_TYPE_2D_ARRAY, .descriptorCount = 256, .bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT | Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT,});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 3,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.textureType = Gfx::SE_IMAGE_VIEW_TYPE_2D_ARRAY,
.descriptorCount = 256,
.bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT | Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT,
});
descriptorLayout->create();
Matrix4 projectionMatrix = glm::ortho(0, 1, 1, 0);
UniformBufferCreateInfo info = {
.sourceData = {
.size = sizeof(Matrix4),
.data = (uint8*)&projectionMatrix,
},
.sourceData =
{
.size = sizeof(Matrix4),
.data = (uint8*)&projectionMatrix,
},
.dynamic = false,
};
Gfx::OUniformBuffer uniformBuffer = graphics->createUniformBuffer(info);
Gfx::OSampler backgroundSampler = graphics->createSampler({});
info = {
.sourceData = {
.size = sizeof(uint32),
.data = nullptr
},
.sourceData = {.size = sizeof(uint32), .data = nullptr},
.dynamic = true,
};
@@ -143,12 +141,9 @@ void UIPass::createRenderPass()
pipelineLayout->addDescriptorLayout(descriptorLayout);
pipelineLayout->create();
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = { renderTarget },
.depthAttachment = depthAttachment
};
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{.colorAttachments = {renderTarget}, .depthAttachment = depthAttachment};
renderPass = graphics->createRenderPass(std::move(layout), {}, viewport);
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = vertexShader;
pipelineInfo.fragmentShader = fragmentShader;