Refactoring basic text rendering

This commit is contained in:
Dynamitos
2025-01-08 19:15:12 +01:00
parent eef78e8aa5
commit e487867f96
70 changed files with 608 additions and 1133 deletions
+4
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@@ -0,0 +1,4 @@
// Hint files help the Visual Studio IDE interpret Visual C++ identifiers
// such as names of functions and macros.
// For more information see https://go.microsoft.com/fwlink/?linkid=865984
#define DECLARE_REF(x)
+19 -37
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@@ -1,39 +1,21 @@
import Common; import Common;
struct GlyphData
{
float4 bearingSize;
};
struct TextData
{
float4 textColor;
float scale;
}
struct GlyphSampler
{
SamplerState s;
}
ParameterBlock<GlyphSampler> glyphSampler;
//layout(set = 1)
//ShaderBuffer<GlyphData> glyphData;
struct GlyphTextures
{
Texture2D[256] textures;
}
ParameterBlock<GlyphTextures> pGlyphTextures;
struct GlyphInstanceData struct GlyphInstanceData
{ {
float2 position; float x;
float2 widthHeight; float y;
float width;
float height;
uint glyphIndex; uint glyphIndex;
}; };
struct TextRender
struct TextData
{ {
StructuredBuffer<GlyphInstanceData> instances; StructuredBuffer<GlyphInstanceData> glyphs;
TextData textData; SamplerState glyphSampler;
} Texture2D<float> glyphTextures[];
ParameterBlock<TextRender> pRender; };
ParameterBlock<TextData> pText;
struct VertexInput struct VertexInput
{ {
@@ -51,23 +33,23 @@ struct VertexOutput
[shader("vertex")] [shader("vertex")]
VertexOutput vertexMain(VertexInput input) VertexOutput vertexMain(VertexInput input)
{ {
float xpos = pRender.instances[input.instanceId].position.x; float xpos = pText.glyphs[input.instanceId].x;
float ypos = pRender.instances[input.instanceId].position.y; float ypos = pText.glyphs[input.instanceId].y;
float w = pRender.instances[input.instanceId].widthHeight.x; float w = pText.glyphs[input.instanceId].width;
float h = pRender.instances[input.instanceId].widthHeight.y; float h = pText.glyphs[input.instanceId].height;
float4 coordinates[4] = { const float4 coordinates[4] = {
float4(xpos, ypos, 0, 1), float4(xpos, ypos, 0, 1),
float4(xpos, ypos + h, 0, 0), float4(xpos, ypos + h, 0, 0),
float4(xpos + w, ypos, 1, 1), float4(xpos + w, ypos, 1, 1),
float4(xpos + w, ypos + h, 1, 0) float4(xpos + w, ypos + h, 1, 0),
}; };
float4 vertex = coordinates[input.vertexId]; float4 vertex = coordinates[input.vertexId];
VertexOutput output; VertexOutput output;
output.texCoords = vertex.zw; output.texCoords = vertex.zw;
output.position = mul(pViewParams.projectionMatrix, float4(vertex.xy, 0, 1)); output.position = mul(pViewParams.projectionMatrix, float4(vertex.xy, 0, 1));
output.glyphIndex = pRender.instances[input.instanceId].glyphIndex; output.glyphIndex = pText.glyphs[input.instanceId].glyphIndex;
return output; return output;
} }
@@ -78,5 +60,5 @@ float4 fragmentMain(
uint glyphIndex : GLYPHINDEX uint glyphIndex : GLYPHINDEX
) : SV_Target ) : SV_Target
{ {
return pRender.textData.textColor * pGlyphTextures.textures[glyphIndex].Sample(glyphSampler.s, texCoords); return float4(1, 0, 0, pText.glyphTextures[glyphIndex].Sample(pText.glyphSampler, texCoords));
} }
+2 -6
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@@ -47,7 +47,7 @@ VertexOutput vertexMain(uint vertexId : SV_VertexID, RenderElementStyle style)
float4(xMax, yMax, 1, 1) float4(xMax, yMax, 1, 1)
}; };
VertexOutput output; VertexOutput output;
output.position = mul(pViewData.projectionMatrix, float4(coordinates[vertexId].xy, style.position.z, 1)); output.position = mul(pViewParams.projectionMatrix, float4(coordinates[vertexId].xy, style.position.z, 1));
output.texCoords = coordinates[vertexId].zw; output.texCoords = coordinates[vertexId].zw;
output.style = style; output.style = style;
return output; return output;
@@ -62,9 +62,5 @@ float4 fragmentMain(
{ {
float4 bgTextureColor = float4(1, 1, 1, 1); float4 bgTextureColor = float4(1, 1, 1, 1);
uint imageIndex = style.backgroundImageIndex; uint imageIndex = style.backgroundImageIndex;
if(imageIndex < numBackgroundTextures) return float4(0, 1, 0, 1);
{
bgTextureColor = pParams.backgroundTextures[imageIndex].Sample(pParams.backgroundSampler, texCoords);
}
return float4(style.backgroundColor, style.opacity) * bgTextureColor;
} }
+1 -1
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@@ -1,3 +1,3 @@
target_sources(AssetViewer target_sources(AssetViewer
PRIVATE PRIVATE
main.cpp) main.cpp "../../tests/Engine/UI/Element.cpp")
+1 -1
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@@ -2,4 +2,4 @@ target_sources(Benchmark
PUBLIC PUBLIC
main.cpp main.cpp
PlayView.h PlayView.h
PlayView.cpp) PlayView.cpp "../../tests/Engine/UI/Element.cpp")
+1 -1
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@@ -9,4 +9,4 @@ target_sources(Editor
MeshLoader.h MeshLoader.h
MeshLoader.cpp MeshLoader.cpp
TextureLoader.h TextureLoader.h
TextureLoader.cpp) TextureLoader.cpp "../../../tests/Engine/UI/Element.cpp")
+5 -18
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@@ -30,7 +30,6 @@ void FontLoader::importAsset(FontImportArgs args) {
// in case of the space character there is no bitmap // in case of the space character there is no bitmap
// so we create a single pixel empty texture // so we create a single pixel empty texture
uint8 transparentPixel = 0;
void FontLoader::import(FontImportArgs args, PFontAsset asset) { void FontLoader::import(FontImportArgs args, PFontAsset asset) {
FT_Library ft; FT_Library ft;
FT_Error error = FT_Init_FreeType(&ft); FT_Error error = FT_Init_FreeType(&ft);
@@ -39,7 +38,6 @@ void FontLoader::import(FontImportArgs args, PFontAsset asset) {
error = FT_New_Face(ft, args.filePath.string().c_str(), 0, &face); error = FT_New_Face(ft, args.filePath.string().c_str(), 0, &face);
assert(!error); assert(!error);
FT_Set_Pixel_Sizes(face, 0, 48); FT_Set_Pixel_Sizes(face, 0, 48);
Array<Gfx::OTexture2D> usedTextures;
for (uint32 c = 0; c < 256; ++c) { for (uint32 c = 0; c < 256; ++c) {
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) { if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
std::cout << "error loading " << (char)c << std::endl; std::cout << "error loading " << (char)c << std::endl;
@@ -49,28 +47,17 @@ void FontLoader::import(FontImportArgs args, PFontAsset asset) {
glyph.size = IVector2(face->glyph->bitmap.width, face->glyph->bitmap.rows); glyph.size = IVector2(face->glyph->bitmap.width, face->glyph->bitmap.rows);
glyph.bearing = IVector2(face->glyph->bitmap_left, face->glyph->bitmap_top); glyph.bearing = IVector2(face->glyph->bitmap_left, face->glyph->bitmap_top);
glyph.advance = face->glyph->advance.x; glyph.advance = face->glyph->advance.x;
TextureCreateInfo imageData; glyph.textureData.resize(glyph.size.x * glyph.size.y);
imageData.format = Gfx::SE_FORMAT_R8_UINT; if (glyph.textureData.size() == 0) {
imageData.width = face->glyph->bitmap.width;
imageData.height = face->glyph->bitmap.rows;
imageData.sourceData.data = face->glyph->bitmap.buffer;
imageData.sourceData.size = imageData.width * imageData.height;
if (imageData.width == 0 || imageData.height == 0) {
glyph.size.x = 1; glyph.size.x = 1;
glyph.size.y = 1; glyph.size.y = 1;
glyph.bearing.x = 0; glyph.textureData.add(0); // load a single transparent pixel, so that we dont have to handle empty textures later
glyph.bearing.y = 0; } else {
imageData.width = 1; std::memcpy(glyph.textureData.data(), face->glyph->bitmap.buffer, glyph.textureData.size());
imageData.height = 1;
imageData.sourceData.size = sizeof(uint8);
imageData.sourceData.data = &transparentPixel;
} }
glyph.textureIndex = usedTextures.size();
usedTextures.add(graphics->createTexture2D(imageData));
} }
FT_Done_Face(face); FT_Done_Face(face);
FT_Done_FreeType(ft); FT_Done_FreeType(ft);
asset->setUsedTextures(std::move(usedTextures));
AssetRegistry::saveAsset(asset, FontAsset::IDENTIFIER, asset->getFolderPath(), asset->getName()); AssetRegistry::saveAsset(asset, FontAsset::IDENTIFIER, asset->getFolderPath(), asset->getName());
+10 -19
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@@ -3,40 +3,31 @@
#include "Asset/AssetRegistry.h" #include "Asset/AssetRegistry.h"
#include "Asset/FontLoader.h" #include "Asset/FontLoader.h"
#include "Graphics/Graphics.h" #include "Graphics/Graphics.h"
#include "UI/System.h" #include "UI/Element/Text.h"
#include "Window/Window.h"
using namespace Seele; using namespace Seele;
using namespace Seele::Editor; using namespace Seele::Editor;
InspectorView::InspectorView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo) InspectorView::InspectorView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo)
: View(graphics, std::move(window), std::move(createInfo), "InspectorView") : View(graphics, window, createInfo, "InspectorView"), uiSystem(new UI::System(new UI::Text("Test"))) {
//, renderGraph(RenderGraphBuilder::build( renderGraph.addPass(new UIPass(graphics, uiSystem));
// UIPass(graphics), renderGraph.setViewport(viewport);
// TextPass(graphics) renderGraph.createRenderPass();
//))
,
uiSystem(new UI::System()) {
// renderGraph.updateViewport(viewport);
uiSystem->updateViewport(viewport);
} }
InspectorView::~InspectorView() {} InspectorView::~InspectorView() {}
void InspectorView::beginUpdate() { void InspectorView::beginUpdate() {}
// co_return;
}
void InspectorView::update() { void InspectorView::update() {}
// co_return;
}
void InspectorView::commitUpdate() {} void InspectorView::commitUpdate() {}
void InspectorView::prepareRender() {} void InspectorView::prepareRender() {}
void InspectorView::render() {} void InspectorView::render() { renderGraph.render(Component::Camera()); }
void InspectorView::applyArea(URect area) {}
void InspectorView::keyCallback(KeyCode, InputAction, KeyModifier) {} void InspectorView::keyCallback(KeyCode, InputAction, KeyModifier) {}
+5 -5
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@@ -1,10 +1,8 @@
#pragma once #pragma once
#include "Graphics/RenderPass/RenderGraph.h" #include "Graphics/RenderPass/RenderGraph.h"
#include "Graphics/RenderPass/TextPass.h"
#include "Graphics/RenderPass/UIPass.h" #include "Graphics/RenderPass/UIPass.h"
#include "UI/Elements/Panel.h"
#include "Window/View.h" #include "Window/View.h"
#include "UI/System.h"
namespace Seele { namespace Seele {
DECLARE_REF(Actor) DECLARE_REF(Actor)
@@ -20,11 +18,13 @@ class InspectorView : public View {
virtual void prepareRender() override; virtual void prepareRender() override;
virtual void render() override; virtual void render() override;
void selectActor();
protected: protected:
virtual void applyArea(URect area) override;
UI::PSystem uiSystem; UI::PSystem uiSystem;
PActor selectedActor; RenderGraph renderGraph;
Component::Camera cam;
virtual void keyCallback(KeyCode code, InputAction action, KeyModifier modifier) override; virtual void keyCallback(KeyCode code, InputAction action, KeyModifier modifier) override;
virtual void mouseMoveCallback(double xPos, double yPos) override; virtual void mouseMoveCallback(double xPos, double yPos) override;
+48 -37
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@@ -11,6 +11,7 @@
#include "Graphics/Vulkan/Graphics.h" #include "Graphics/Vulkan/Graphics.h"
#endif #endif
#include "Graphics/StaticMeshVertexData.h" #include "Graphics/StaticMeshVertexData.h"
#include "Window/InspectorView.h"
#include "Window/PlayView.h" #include "Window/PlayView.h"
#include "Window/WindowManager.h" #include "Window/WindowManager.h"
#include <fmt/core.h> #include <fmt/core.h>
@@ -36,9 +37,9 @@ Array<Halfedge> generateEdges() {
Array<Halfedge> edges; Array<Halfedge> edges;
for (auto ind : indices) { for (auto ind : indices) {
uint32 baseIndex = edges.size(); uint32 baseIndex = edges.size();
edges.add(Halfedge{ind.x, baseIndex+1, baseIndex+2, UINT32_MAX}); edges.add(Halfedge{ind.x, baseIndex + 1, baseIndex + 2, UINT32_MAX});
edges.add(Halfedge{ind.y, baseIndex+2, baseIndex, UINT32_MAX}); edges.add(Halfedge{ind.y, baseIndex + 2, baseIndex, UINT32_MAX});
edges.add(Halfedge{ind.z, baseIndex, baseIndex+1, UINT32_MAX}); edges.add(Halfedge{ind.z, baseIndex, baseIndex + 1, UINT32_MAX});
} }
for (uint32 i = 0; i < edges.size(); ++i) { for (uint32 i = 0; i < edges.size(); ++i) {
if (edges[i].twinID == UINT32_MAX) { if (edges[i].twinID == UINT32_MAX) {
@@ -83,9 +84,9 @@ int main() {
OWindowManager windowManager = new WindowManager(); OWindowManager windowManager = new WindowManager();
AssetRegistry::init(sourcePath / "Assets", graphics); AssetRegistry::init(sourcePath / "Assets", graphics);
AssetImporter::init(graphics); AssetImporter::init(graphics);
// AssetImporter::importFont(FontImportArgs{ AssetImporter::importFont(FontImportArgs{
// .filePath = "./fonts/Calibri.ttf", .filePath = "./fonts/arial.ttf",
// }); });
AssetImporter::importMesh(MeshImportArgs{ AssetImporter::importMesh(MeshImportArgs{
.filePath = sourcePath / "import/models/cube.fbx", .filePath = sourcePath / "import/models/cube.fbx",
}); });
@@ -100,35 +101,35 @@ int main() {
// .filePath = sourcePath / "import/models/ship.fbx", // .filePath = sourcePath / "import/models/ship.fbx",
// .importPath = "ship", // .importPath = "ship",
// }); // });
//AssetImporter::importTexture(TextureImportArgs{ // AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import/textures/azeroth.png", // .filePath = sourcePath / "import/textures/azeroth.png",
//}); //});
//AssetImporter::importTexture(TextureImportArgs{ // AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import/textures/azeroth_height.png", // .filePath = sourcePath / "import/textures/azeroth_height.png",
//}); //});
//AssetImporter::importTexture(TextureImportArgs{ // AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import/textures/wgen.png", // .filePath = sourcePath / "import/textures/wgen.png",
//}); //});
AssetImporter::importMesh(MeshImportArgs{
.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
.importPath = "Whitechapel",
});
//AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/plane.obj",
// .importPath = "",
//});
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
// .importPath = "suburbs",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/minecraft-medieval-city.fbx",
// .importPath = "minecraft",
// });
// AssetImporter::importMesh(MeshImportArgs{ // AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/Volvo/Volvo.fbx", // .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
// .importPath = "Volvo", // .importPath = "Whitechapel",
//});
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/plane.obj",
// .importPath = "",
// }); // });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
// .importPath = "suburbs",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/minecraft-medieval-city.fbx",
// .importPath = "minecraft",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import/models/Volvo/Volvo.fbx",
// .importPath = "Volvo",
// });
getThreadPool().waitIdle(); getThreadPool().waitIdle();
vd->commitMeshes(); vd->commitMeshes();
WindowCreateInfo mainWindowInfo = { WindowCreateInfo mainWindowInfo = {
@@ -138,16 +139,26 @@ int main() {
.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB, .preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB,
}; };
auto window = windowManager->addWindow(graphics, mainWindowInfo); auto window = windowManager->addWindow(graphics, mainWindowInfo);
ViewportCreateInfo sceneViewInfo = { // ViewportCreateInfo sceneViewInfo = {
.dimensions = // .dimensions =
{ // {
.size = {1920, 1080}, // .size = {1920, 1080},
.offset = {0, 0}, // .offset = {0, 0},
}, // },
.numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT, // .numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT,
}; // };
OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string()); // OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
sceneView->setFocused(); // sceneView->setFocused();
OInspectorView inspectorView = new Editor::InspectorView(graphics, window,
ViewportCreateInfo{
.dimensions =
{
.size = {1920, 1080},
.offset = {0, 0},
},
.fieldOfView = 0,
.numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT,
});
while (windowManager->isActive() && getGlobals().running) { while (windowManager->isActive() && getGlobals().running) {
windowManager->render(); windowManager->render();
+15 -91
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@@ -1,7 +1,6 @@
#include "FontAsset.h" #include "FontAsset.h"
#include "Graphics/Graphics.h" #include "Graphics/Graphics.h"
#include "Graphics/Texture.h" #include "Graphics/Texture.h"
#include <ktx.h>
using namespace Seele; using namespace Seele;
@@ -11,106 +10,31 @@ FontAsset::FontAsset(std::string_view folderPath, std::string_view name) : Asset
FontAsset::~FontAsset() {} FontAsset::~FontAsset() {}
void FontAsset::save(ArchiveBuffer& buffer) const { void FontAsset::save(ArchiveBuffer& buffer) const { Serialization::save(buffer, glyphs); }
Serialization::save(buffer, glyphs);
Serialization::save(buffer, usedTextures.size());
for (uint32 x = 0; x < usedTextures.size(); ++x) {
Array<uint8> textureData;
ktxTexture2* kTexture;
ktxTextureCreateInfo createInfo = {
.glInternalformat = 0,
.vkFormat = (uint32_t)usedTextures[x]->getFormat(),
.pDfd = nullptr,
.baseWidth = usedTextures[x]->getWidth(),
.baseHeight = usedTextures[x]->getHeight(),
.baseDepth = usedTextures[x]->getDepth(),
.numDimensions = usedTextures[x]->getDepth() > 1 ? 3u
: usedTextures[x]->getHeight() > 1 ? 2u
: 1u,
.numLevels = usedTextures[x]->getMipLevels(),
.numLayers = usedTextures[x]->getDepth(),
.numFaces = usedTextures[x]->getNumFaces(),
.isArray = false,
.generateMipmaps = false,
};
ktxTexture2_Create(&createInfo, KTX_TEXTURE_CREATE_ALLOC_STORAGE, &kTexture);
for (uint32 depth = 0; depth < usedTextures[x]->getDepth(); ++depth) { void FontAsset::load(ArchiveBuffer& buffer) { Serialization::load(buffer, glyphs); }
for (uint32 face = 0; face < usedTextures[x]->getNumFaces(); ++face) {
// technically, downloading cant be const, because we have to allocate temporary buffers and change layouts
// but practically the texture stays the same
const_cast<Gfx::Texture2D*>(*(usedTextures[x]))->download(0, depth, face, textureData);
ktxTexture_SetImageFromMemory(ktxTexture(kTexture), 0, depth, face, textureData.data(), textureData.size());
}
}
char writer[100];
snprintf(writer, sizeof(writer), "%s version %s", "SeeleEngine", "0.0.1");
ktxHashList_AddKVPair(&kTexture->kvDataHead, KTX_WRITER_KEY, (ktx_uint32_t)strlen(writer) + 1, writer);
ktxTexture2_TranscodeBasis(kTexture, KTX_TTF_ASTC_4x4_RGBA, 0);
ktx_uint8_t* texData;
ktx_size_t texSize;
ktxTexture_WriteToMemory(ktxTexture(kTexture), &texData, &texSize);
Array<uint8> rawData(texSize);
std::memcpy(rawData.data(), texData, texSize);
free(texData);
Serialization::save(buffer, rawData);
}
}
void FontAsset::load(ArchiveBuffer& buffer) {
Serialization::load(buffer, glyphs);
size_t numTextures;
Serialization::load(buffer, numTextures);
for (uint64 x = 0; x < numTextures; ++x) {
Array<uint8> rawTex;
Serialization::load(buffer, rawTex);
ktxTexture2* kTexture;
ktxTexture2_CreateFromMemory(rawTex.data(), rawTex.size(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &kTexture);
ktxTexture2_TranscodeBasis(kTexture, KTX_TTF_BC7_RGBA, 0);
TextureCreateInfo createInfo = {
.sourceData =
{
.size = ktxTexture_GetDataSize(ktxTexture(kTexture)),
.data = ktxTexture_GetData(ktxTexture(kTexture)),
.owner = Gfx::QueueType::GRAPHICS,
},
.format = (Gfx::SeFormat)kTexture->vkFormat,
.width = kTexture->baseWidth,
.height = kTexture->baseHeight,
.depth = kTexture->baseDepth,
.layers = kTexture->numFaces,
.elements = kTexture->numLayers,
.useMip = true,
.usage = Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
};
Gfx::OTexture2D texture = buffer.getGraphics()->createTexture2D(createInfo);
usedTextures.add(std::move(texture));
ktxTexture_Destroy(ktxTexture(kTexture));
}
}
void Seele::FontAsset::setUsedTextures(Array<Gfx::OTexture2D> _usedTextures) { usedTextures = std::move(_usedTextures); }
void FontAsset::Glyph::save(ArchiveBuffer& buffer) const { void FontAsset::Glyph::save(ArchiveBuffer& buffer) const {
Serialization::save(buffer, textureIndex);
Serialization::save(buffer, size); Serialization::save(buffer, size);
Serialization::save(buffer, bearing); Serialization::save(buffer, bearing);
Serialization::save(buffer, advance); Serialization::save(buffer, advance);
Serialization::save(buffer, textureData);
} }
void FontAsset::Glyph::load(ArchiveBuffer& buffer) { void FontAsset::Glyph::load(ArchiveBuffer& buffer) {
Serialization::load(buffer, textureIndex);
Serialization::load(buffer, size); Serialization::load(buffer, size);
Serialization::load(buffer, bearing); Serialization::load(buffer, bearing);
Serialization::load(buffer, advance); Serialization::load(buffer, advance);
Serialization::load(buffer, textureData);
texture = buffer.getGraphics()->createTexture2D(TextureCreateInfo{
.sourceData =
{
.size = textureData.size(),
.data = textureData.data(),
},
.format = Gfx::SE_FORMAT_R8_UNORM,
.width = size.x,
.height = size.y,
.name = "FontGlyph",
});
} }
+7 -8
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@@ -2,6 +2,7 @@
#include "Asset.h" #include "Asset.h"
#include "Containers/Map.h" #include "Containers/Map.h"
#include "Math/Math.h" #include "Math/Math.h"
#include <freetype/freetype.h>
namespace Seele { namespace Seele {
DECLARE_NAME_REF(Gfx, Texture2D) DECLARE_NAME_REF(Gfx, Texture2D)
@@ -15,19 +16,17 @@ class FontAsset : public Asset {
virtual void load(ArchiveBuffer& buffer) override; virtual void load(ArchiveBuffer& buffer) override;
struct Glyph { struct Glyph {
uint32 textureIndex; UVector2 size = {};
IVector2 size; UVector2 bearing = {};
IVector2 bearing; uint32 advance = 0;
uint32 advance; Array<uint8> textureData;
Gfx::OTexture2D texture = nullptr;
void save(ArchiveBuffer& buffer) const; void save(ArchiveBuffer& buffer) const;
void load(ArchiveBuffer& buffer); void load(ArchiveBuffer& buffer);
}; };
const Map<uint32, Glyph> getGlyphData() const { return glyphs; } const Glyph& getGlyphData(char c) const { return glyphs[c]; }
Gfx::PTexture2D getTexture(uint32 index) { return usedTextures[index]; }
void setUsedTextures(Array<Gfx::OTexture2D> _usedTextures);
private: private:
Array<Gfx::OTexture2D> usedTextures;
Map<uint32, Glyph> glyphs; Map<uint32, Glyph> glyphs;
friend class FontLoader; friend class FontLoader;
}; };
+2 -2
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@@ -3,7 +3,6 @@
#include "Graphics/Graphics.h" #include "Graphics/Graphics.h"
#include "Graphics/Mesh.h" #include "Graphics/Mesh.h"
using namespace Seele; using namespace Seele;
MeshAsset::MeshAsset() {} MeshAsset::MeshAsset() {}
@@ -14,7 +13,8 @@ MeshAsset::~MeshAsset() {}
void MeshAsset::save(ArchiveBuffer& buffer) const { Serialization::save(buffer, meshes); } void MeshAsset::save(ArchiveBuffer& buffer) const { Serialization::save(buffer, meshes); }
void MeshAsset::load(ArchiveBuffer& buffer) { Serialization::load(buffer, meshes); void MeshAsset::load(ArchiveBuffer& buffer) {
Serialization::load(buffer, meshes);
byteSize = 0; byteSize = 0;
for (const auto& mesh : meshes) { for (const auto& mesh : meshes) {
byteSize += mesh->getCPUSize(); byteSize += mesh->getCPUSize();
+1 -1
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@@ -5,7 +5,7 @@ target_sources(Engine
Game.h Game.h
MinimalEngine.h MinimalEngine.h
ThreadPool.h ThreadPool.h
ThreadPool.cpp) ThreadPool.cpp "../../tests/Engine/UI/Element.cpp")
target_sources(Engine target_sources(Engine
PUBLIC FILE_SET HEADERS PUBLIC FILE_SET HEADERS
+3 -1
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@@ -105,7 +105,8 @@ class Graphics {
virtual void copyBuffer(Gfx::PShaderBuffer src, Gfx::PShaderBuffer dst) = 0; virtual void copyBuffer(Gfx::PShaderBuffer src, Gfx::PShaderBuffer dst) = 0;
bool supportMeshShading() const { return meshShadingEnabled; } constexpr bool supportMeshShading() const { return meshShadingEnabled; }
constexpr bool supportRayTracing() const { return rayTracingEnabled; }
// Ray Tracing // Ray Tracing
virtual OBottomLevelAS createBottomLevelAccelerationStructure(const BottomLevelASCreateInfo& createInfo) = 0; virtual OBottomLevelAS createBottomLevelAccelerationStructure(const BottomLevelASCreateInfo& createInfo) = 0;
@@ -122,6 +123,7 @@ class Graphics {
QueueFamilyMapping queueMapping; QueueFamilyMapping queueMapping;
OShaderCompiler shaderCompiler; OShaderCompiler shaderCompiler;
bool meshShadingEnabled = false; bool meshShadingEnabled = false;
bool rayTracingEnabled = false;
friend class Window; friend class Window;
}; };
DEFINE_REF(Graphics) DEFINE_REF(Graphics)
+6 -4
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@@ -30,10 +30,12 @@ void Mesh::load(ArchiveBuffer& buffer) {
referencedMaterial = AssetRegistry::findMaterialInstance(refFolder, refId); referencedMaterial = AssetRegistry::findMaterialInstance(refFolder, refId);
id = vertexData->allocateVertexData(vertexCount); id = vertexData->allocateVertexData(vertexCount);
byteSize = vertexData->deserializeMesh(id, buffer); byteSize = vertexData->deserializeMesh(id, buffer);
blas = buffer.getGraphics()->createBottomLevelAccelerationStructure(Gfx::BottomLevelASCreateInfo{ if (buffer.getGraphics()->supportRayTracing()) {
.mesh = this, blas = buffer.getGraphics()->createBottomLevelAccelerationStructure(Gfx::BottomLevelASCreateInfo{
}); .mesh = this,
vertexData->registerBottomLevelAccelerationStructure(blas); });
vertexData->registerBottomLevelAccelerationStructure(blas);
}
} }
uint64 Mesh::getCPUSize() const { uint64 Mesh::getCPUSize() const {
+1 -1
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@@ -25,7 +25,7 @@ void Seele::addDebugVertex(DebugVertex vert) { gDebugVertices.add(vert); }
void Seele::addDebugVertices(Array<DebugVertex> verts) { gDebugVertices.addAll(verts); } void Seele::addDebugVertices(Array<DebugVertex> verts) { gDebugVertices.addAll(verts); }
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) { BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
//waterRenderer = new WaterRenderer(graphics, scene, viewParamsLayout); //waterRenderer = new WaterRenderer(graphics, scene, viewParamsLayout);
basePassLayout = graphics->createPipelineLayout("BasePassLayout"); basePassLayout = graphics->createPipelineLayout("BasePassLayout");
@@ -78,6 +78,7 @@ class BasePass : public RenderPass {
} skyboxData; } skyboxData;
Gfx::OUniformBuffer skyboxBuffer; Gfx::OUniformBuffer skyboxBuffer;
Component::Skybox skybox; Component::Skybox skybox;
PScene scene;
}; };
DEFINE_REF(BasePass) DEFINE_REF(BasePass)
} // namespace Seele } // namespace Seele
@@ -17,8 +17,6 @@ target_sources(Engine
RenderPass.cpp RenderPass.cpp
TerrainRenderer.h TerrainRenderer.h
TerrainRenderer.cpp TerrainRenderer.cpp
TextPass.h
TextPass.cpp
UIPass.h UIPass.h
UIPass.cpp UIPass.cpp
VisibilityPass.h VisibilityPass.h
@@ -38,6 +36,5 @@ target_sources(Engine
RenderGraphResources.h RenderGraphResources.h
RenderPass.h RenderPass.h
TerrainRenderer.h TerrainRenderer.h
TextPass.h
UIPass.h UIPass.h
VisibilityPass.h) VisibilityPass.h)
@@ -3,7 +3,7 @@
using namespace Seele; using namespace Seele;
CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) { CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout"); depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
depthPrepassLayout->addDescriptorLayout(viewParamsLayout); depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{ depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
@@ -25,6 +25,7 @@ class CachedDepthPass : public RenderPass {
Gfx::OTimestampQuery timestamps; Gfx::OTimestampQuery timestamps;
Gfx::PShaderBuffer cullingBuffer; Gfx::PShaderBuffer cullingBuffer;
PScene scene;
}; };
DEFINE_REF(CachedDepthPass) DEFINE_REF(CachedDepthPass)
} // namespace Seele } // namespace Seele
@@ -4,7 +4,7 @@
using namespace Seele; using namespace Seele;
DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) { DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment"); depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment");
depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{ depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0, .binding = 0,
@@ -44,6 +44,7 @@ class DepthCullingPass : public RenderPass {
Gfx::PComputePipeline depthReduceLevel; Gfx::PComputePipeline depthReduceLevel;
Gfx::PShaderBuffer cullingBuffer; Gfx::PShaderBuffer cullingBuffer;
PScene scene;
}; };
DEFINE_REF(DepthCullingPass) DEFINE_REF(DepthCullingPass)
} // namespace Seele } // namespace Seele
@@ -8,7 +8,7 @@
using namespace Seele; using namespace Seele;
LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {} LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {}
LightCullingPass::~LightCullingPass() {} LightCullingPass::~LightCullingPass() {}
@@ -58,6 +58,8 @@ class LightCullingPass : public RenderPass {
Gfx::PComputePipeline cullingEnabledPipeline; Gfx::PComputePipeline cullingEnabledPipeline;
Gfx::OPipelineStatisticsQuery query; Gfx::OPipelineStatisticsQuery query;
Gfx::PTimestampQuery timestamps; Gfx::PTimestampQuery timestamps;
PScene scene;
}; };
DEFINE_REF(LightCullingPass) DEFINE_REF(LightCullingPass)
} // namespace Seele } // namespace Seele
@@ -14,7 +14,7 @@ struct SampleParams {
uint32 samplesPerPixel; uint32 samplesPerPixel;
}; };
RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) { RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
paramsLayout = graphics->createDescriptorLayout("pRayTracingParams"); paramsLayout = graphics->createDescriptorLayout("pRayTracingParams");
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0, .binding = 0,
@@ -25,5 +25,6 @@ class RayTracingPass : public RenderPass {
Gfx::OMissShader miss; Gfx::OMissShader miss;
Gfx::PRayTracingPipeline pipeline; Gfx::PRayTracingPipeline pipeline;
Gfx::OTopLevelAS tlas; Gfx::OTopLevelAS tlas;
PScene scene;
}; };
} // namespace Seele } // namespace Seele
@@ -2,7 +2,7 @@
using namespace Seele; using namespace Seele;
RenderPass::RenderPass(Gfx::PGraphics graphics, PScene scene) : graphics(graphics), scene(scene) { RenderPass::RenderPass(Gfx::PGraphics graphics) : graphics(graphics) {
viewParamsLayout = graphics->createDescriptorLayout("pViewParams"); viewParamsLayout = graphics->createDescriptorLayout("pViewParams");
viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0, .binding = 0,
+1 -2
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@@ -14,7 +14,7 @@ DECLARE_NAME_REF(Gfx, Graphics)
DECLARE_NAME_REF(Gfx, RenderPass) DECLARE_NAME_REF(Gfx, RenderPass)
class RenderPass { class RenderPass {
public: public:
RenderPass(Gfx::PGraphics graphics, PScene scene); RenderPass(Gfx::PGraphics graphics);
RenderPass(RenderPass&&) = default; RenderPass(RenderPass&&) = default;
RenderPass& operator=(RenderPass&&) = default; RenderPass& operator=(RenderPass&&) = default;
virtual ~RenderPass(); virtual ~RenderPass();
@@ -71,7 +71,6 @@ class RenderPass {
Gfx::ORenderPass renderPass; Gfx::ORenderPass renderPass;
Gfx::PGraphics graphics; Gfx::PGraphics graphics;
Gfx::PViewport viewport; Gfx::PViewport viewport;
PScene scene;
}; };
DEFINE_REF(RenderPass) DEFINE_REF(RenderPass)
template <typename RP> template <typename RP>
-202
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@@ -1,202 +0,0 @@
#include "TextPass.h"
#include "Graphics/Command.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/RenderTarget.h"
#include "RenderGraph.h"
using namespace Seele;
TextPass::TextPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
TextPass::~TextPass() {}
void TextPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
for (TextRender& render : texts) {
FontData& fd = getFontData(render.font);
TextResources& res = textResources[render.font].add();
Array<GlyphInstanceData> instanceData;
float x = render.position.x;
float y = render.position.y;
for (uint32 c : render.text) {
const GlyphData& glyph = fd.glyphDataSet[fd.characterToGlyphIndex[c]];
Vector2 bearing = glyph.bearing;
Vector2 size = glyph.size;
float xpos = x + bearing.x * render.scale;
float ypos = y - (size.y - bearing.y) * render.scale;
float w = size.x * render.scale;
float h = size.y * render.scale;
instanceData.add(GlyphInstanceData{
.position = Vector2(xpos, ypos),
.widthHeight = Vector2(w, h),
.glyphIndex = fd.characterToGlyphIndex[c],
});
x += (glyph.advance >> 6) * render.scale;
}
res.instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = static_cast<uint32>(instanceData.size() * sizeof(GlyphInstanceData)),
.data = reinterpret_cast<uint8*>(instanceData.data()),
},
.numElements = instanceData.size(),
});
res.textureArraySet = fd.textureArraySet;
res.textData = {
.textColor = render.textColor,
.scale = render.scale,
};
}
auto proj = viewport->getProjectionMatrix();
projectionBuffer->updateContents(0, sizeof(Matrix4), &proj);
generalSet->updateBuffer(1, 0, projectionBuffer);
generalSet->writeChanges();
// co_return;
}
void TextPass::render() {
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
for (const auto& [fontAsset, res] : textResources) {
Gfx::ORenderCommand command = graphics->createRenderCommand("TextPassCommand");
command->setViewport(viewport);
command->bindPipeline(pipeline);
for (const auto& resource : res) {
command->bindDescriptor({generalSet, resource.textureArraySet});
// command->bindVertexBuffer({resource.vertexBuffer});
command->pushConstants(Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(TextData),
&resource.textData);
// command->draw(4, static_cast<uint32>(resource.vertexBuffer->getNumVertices()), 0, 0);
}
commands.add(std::move(command));
}
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
textResources.clear();
// co_return;
}
void TextPass::endFrame() {
// co_return;
}
void TextPass::publishOutputs() {}
void TextPass::createRenderPass() {
renderTarget = resources->requestRenderTarget("UIPASS_COLOR");
depthAttachment = resources->requestRenderTarget("UIPASS_DEPTH");
ShaderCompilationInfo createInfo = {
.name = "TextVertex",
.modules = {"TextPass"},
.entryPoints = {{"vertexMain", "TextPass"}, {"fragmentMain", "TextFragment"}},
};
graphics->beginShaderCompilation(createInfo);
vertexShader = graphics->createVertexShader({0});
fragmentShader = graphics->createFragmentShader({1});
generalLayout = graphics->createDescriptorLayout("pRender");
generalLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.uniformLength = sizeof(Matrix4),
});
generalLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
generalLayout->create();
textureArrayLayout = graphics->createDescriptorLayout("pGlyphTextures");
textureArrayLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.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,
});
textureArrayLayout->create();
projectionBuffer = graphics->createUniformBuffer({
.sourceData =
{
.size = sizeof(Matrix4),
.data = nullptr,
},
});
glyphSampler = graphics->createSampler({
.magFilter = Gfx::SE_FILTER_LINEAR,
.minFilter = Gfx::SE_FILTER_LINEAR,
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
});
generalSet = generalLayout->allocateDescriptorSet();
generalSet->updateBuffer(0, 0, projectionBuffer);
generalSet->updateSampler(1, 0, glyphSampler);
generalSet->writeChanges();
pipelineLayout = graphics->createPipelineLayout();
pipelineLayout->addDescriptorLayout(generalLayout);
pipelineLayout->addDescriptorLayout(textureArrayLayout);
pipelineLayout->addPushConstants(
{.stageFlags = Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, .offset = 0, .size = sizeof(TextData)});
pipelineLayout->create();
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;
pipelineInfo.renderPass = renderPass;
pipelineInfo.pipelineLayout = pipelineLayout;
pipelineInfo.rasterizationState.cullMode = Gfx::SE_CULL_MODE_NONE;
pipelineInfo.colorBlend.attachmentCount = 1;
pipelineInfo.colorBlend.blendAttachments[0].blendEnable = true;
pipelineInfo.colorBlend.blendAttachments[0].colorWriteMask =
Gfx::SE_COLOR_COMPONENT_R_BIT | Gfx::SE_COLOR_COMPONENT_G_BIT | Gfx::SE_COLOR_COMPONENT_B_BIT | Gfx::SE_COLOR_COMPONENT_A_BIT;
pipelineInfo.colorBlend.blendAttachments[0].srcColorBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA;
pipelineInfo.colorBlend.blendAttachments[0].dstColorBlendFactor = Gfx::SE_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineInfo.colorBlend.blendAttachments[0].alphaBlendOp = Gfx::SE_BLEND_OP_ADD;
pipelineInfo.colorBlend.blendAttachments[0].srcAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineInfo.colorBlend.blendAttachments[0].dstAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_ZERO;
pipelineInfo.colorBlend.blendAttachments[0].alphaBlendOp = Gfx::SE_BLEND_OP_ADD;
pipelineInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
}
TextPass::FontData& TextPass::getFontData(PFontAsset font) {
if (fontData.exists(font)) {
return fontData[font];
}
const auto& fontGlyphs = font->getGlyphData();
FontData& fd = fontData[font];
Array<GlyphData> glyphData;
Array<Gfx::PTexture2D> textures;
glyphData.reserve(fontGlyphs.size());
for (const auto& [key, value] : fontGlyphs) {
fd.characterToGlyphIndex[key] = static_cast<uint32>(glyphData.size());
GlyphData& gd = glyphData.add();
gd.bearing = value.bearing;
gd.size = value.size;
gd.advance = value.advance;
textures.add(font->getTexture(value.textureIndex));
}
fd.glyphDataSet = glyphData;
textureArrayLayout->reset();
fd.textureArraySet = textureArrayLayout->allocateDescriptorSet();
for (uint32 i = 0; i < textures.size(); ++i) {
fd.textureArraySet->updateTexture(0, i, textures[i]);
}
fd.textureArraySet->writeChanges();
return fontData[font];
}
-78
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@@ -1,78 +0,0 @@
#pragma once
#include "Asset/FontAsset.h"
#include "Graphics/Shader.h"
#include "RenderPass.h"
#include "UI/RenderHierarchy.h"
namespace Seele {
DECLARE_NAME_REF(Gfx, Texture2D)
DECLARE_NAME_REF(Gfx, ShaderBuffer)
struct TextRender {
std::string text;
PFontAsset font;
Vector4 textColor;
Vector2 position;
float scale;
};
class TextPass : public RenderPass {
public:
TextPass(Gfx::PGraphics graphics, PScene scene);
TextPass(TextPass&&) = default;
TextPass& operator=(TextPass&&) = default;
virtual ~TextPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
struct GlyphData {
Vector2 bearing;
Vector2 size;
uint32 advance;
};
struct GlyphInstanceData {
Vector2 position;
Vector2 widthHeight;
uint32 glyphIndex;
};
struct TextData {
Vector4 textColor;
float scale;
};
struct FontData {
Gfx::PDescriptorSet textureArraySet;
Array<GlyphData> glyphDataSet;
Map<uint32, uint32> characterToGlyphIndex;
};
FontData& getFontData(PFontAsset font);
Map<PFontAsset, FontData> fontData;
struct TextResources {
Gfx::PShaderBuffer instanceBuffer;
Gfx::PDescriptorSet textureArraySet;
TextData textData;
};
Map<PFontAsset, Array<TextResources>> textResources;
Gfx::RenderTargetAttachment renderTarget;
Gfx::RenderTargetAttachment depthAttachment;
Gfx::ODescriptorLayout generalLayout;
Gfx::ODescriptorLayout textureArrayLayout;
Gfx::PDescriptorSet generalSet;
Gfx::OUniformBuffer projectionBuffer;
Gfx::OSampler glyphSampler;
Gfx::OVertexShader vertexShader;
Gfx::OFragmentShader fragmentShader;
Gfx::OPipelineLayout pipelineLayout;
Gfx::PGraphicsPipeline pipeline;
Array<TextRender> texts;
};
DEFINE_REF(TextPass);
} // namespace Seele
+137 -118
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@@ -1,4 +1,5 @@
#include "UIPass.h" #include "UIPass.h"
#include "Asset/AssetRegistry.h"
#include "Graphics/Command.h" #include "Graphics/Command.h"
#include "Graphics/Enums.h" #include "Graphics/Enums.h"
#include "Graphics/Graphics.h" #include "Graphics/Graphics.h"
@@ -7,53 +8,100 @@
using namespace Seele; using namespace Seele;
UIPass::UIPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {} UIPass::UIPass(Gfx::PGraphics graphics, UI::PSystem system) : RenderPass(graphics) {
glyphInstanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.name = "GlyphInstanceBuffer"});
textDescriptorLayout = graphics->createDescriptorLayout("pText");
textDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
textDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
textDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = 1024,
});
textPipelineLayout = graphics->createPipelineLayout("TextPipeline");
textPipelineLayout->addDescriptorLayout(viewParamsLayout);
textPipelineLayout->addDescriptorLayout(textDescriptorLayout);
uiPipelineLayout = graphics->createPipelineLayout("UIPipeline");
uiPipelineLayout->addDescriptorLayout(viewParamsLayout);
// todo:
texts.add(TextRender{
.text = "TestText123",
.font = AssetRegistry::findFont("", "arial"),
.fontSize = 12,
.position = Vector2(0, 100),
});
}
UIPass::~UIPass() {} UIPass::~UIPass() {}
void UIPass::beginFrame(const Component::Camera& cam) { void UIPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam); RenderPass::beginFrame(cam);
VertexBufferCreateInfo info = { glyphs.clear();
.sourceData = usedTextures.clear();
{ for (TextRender& render : texts) {
.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()), TextResources& res = textResources[render.font].add();
.data = (uint8*)renderElements.data(), float x = render.position.x * viewport->getContentScaleX();
}, float y = (viewport->getHeight() - render.position.y) * viewport->getContentScaleY();
.vertexSize = sizeof(UI::RenderElementStyle), for (uint32 c : render.text) {
.numVertices = (uint32)renderElements.size(), const FontAsset::Glyph& glyph = render.font->getGlyphData(c);
}; Vector2 bearing = Vector2(glyph.bearing) * viewport->getContentScaleX();
elementBuffer = graphics->createVertexBuffer(info); Vector2 size = Vector2(glyph.size) * viewport->getContentScaleY();
uint32 numTextures = static_cast<uint32>(usedTextures.size()); float xpos = x + glyph.bearing.x;
numTexturesBuffer->updateContents(0, sizeof(uint32), &numTextures); float ypos = y + (size.y - bearing.y);
descriptorSet->updateBuffer(2, 0, numTexturesBuffer);
for (uint32 i = 0; i < usedTextures.size(); ++i) { float w = size.x;
descriptorSet->updateTexture(3, i, usedTextures[i]); float h = size.y;
glyphs.add(GlyphInstanceData{
.x = xpos,
.y = ypos,
.width = w,
.height = h,
.glyphIndex = (uint32)usedTextures.size(),
});
usedTextures.add(glyph.texture);
x += glyph.advance >> 6;
}
} }
descriptorSet->writeChanges(); glyphInstanceBuffer->rotateBuffer(sizeof(GlyphInstanceData) * glyphs.size());
// co_return; glyphInstanceBuffer->updateContents(0, sizeof(GlyphInstanceData) * glyphs.size(), glyphs.data());
glyphInstanceBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT);
textDescriptorLayout->reset();
textDescriptorSet = textDescriptorLayout->allocateDescriptorSet();
textDescriptorSet->updateBuffer(0, 0, glyphInstanceBuffer);
textDescriptorSet->updateSampler(1, 0, glyphSampler);
for (uint32 i = 0; i < usedTextures.size(); ++i) {
textDescriptorSet->updateTexture(2, i, usedTextures[i]);
}
textDescriptorSet->writeChanges();
} }
void UIPass::render() { void UIPass::render() {
graphics->beginRenderPass(renderPass); graphics->beginRenderPass(renderPass);
Gfx::ORenderCommand command = graphics->createRenderCommand("UIPassCommand");
command->setViewport(viewport);
command->bindPipeline(pipeline);
command->bindVertexBuffer({elementBuffer});
command->bindDescriptor(descriptorSet);
command->draw(4, static_cast<uint32>(renderElements.size()), 0, 0);
Array<Gfx::ORenderCommand> commands; Array<Gfx::ORenderCommand> commands;
Gfx::ORenderCommand command = graphics->createRenderCommand("TextPassCommand");
command->setViewport(viewport);
command->bindPipeline(textPipeline);
command->bindDescriptor({viewParamsSet, textDescriptorSet});
command->draw(4, glyphs.size(), 0, 0);
commands.add(std::move(command)); commands.add(std::move(command));
graphics->executeCommands(std::move(commands)); graphics->executeCommands(std::move(commands));
graphics->endRenderPass(); graphics->endRenderPass();
// co_return;
} }
void UIPass::endFrame() { void UIPass::endFrame() {}
// co_return;
}
void UIPass::publishOutputs() { void UIPass::publishOutputs() {}
void UIPass::createRenderPass() {
TextureCreateInfo depthBufferInfo = { TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT, .format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getWidth(), .width = viewport->getWidth(),
@@ -65,98 +113,69 @@ void UIPass::publishOutputs() {
depthAttachment = depthAttachment =
Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, 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); Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment); depthAttachment.clear.depthStencil.depth = 0;
TextureCreateInfo colorBufferInfo = { colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.format = Gfx::SE_FORMAT_R16G16B16A16_SFLOAT, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
.width = viewport->getWidth(), colorAttachment.clear.color = {{1.0f, 1.0f, 1.0f, 1.0f}};
.height = viewport->getHeight(),
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {colorAttachment},
.depthAttachment = depthAttachment,
}; };
colorBuffer = graphics->createTexture2D(colorBufferInfo); renderPass = graphics->createRenderPass(std::move(layout), {}, viewport, "TextPass");
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() { graphics->beginShaderCompilation(ShaderCompilationInfo{
ShaderCompilationInfo createInfo = { .name = "TextVertex",
.modules = {"TextPass"},
.entryPoints = {{"vertexMain", "TextPass"}, {"fragmentMain", "TextPass"}},
.rootSignature = textPipelineLayout,
});
textPipelineLayout->create();
textVertexShader = graphics->createVertexShader({0});
textFragmentShader = graphics->createFragmentShader({1});
glyphSampler = graphics->createSampler({
.magFilter = Gfx::SE_FILTER_LINEAR,
.minFilter = Gfx::SE_FILTER_LINEAR,
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
});
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
.vertexShader = textVertexShader,
.fragmentShader = textFragmentShader,
.renderPass = renderPass,
.pipelineLayout = textPipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments = {{
.blendEnable = true,
.srcColorBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA,
.dstColorBlendFactor = Gfx::SE_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.srcAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.dstAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_ZERO,
.alphaBlendOp = Gfx::SE_BLEND_OP_ADD,
.colorWriteMask = Gfx::SE_COLOR_COMPONENT_R_BIT | Gfx::SE_COLOR_COMPONENT_G_BIT | Gfx::SE_COLOR_COMPONENT_B_BIT |
Gfx::SE_COLOR_COMPONENT_A_BIT,
}},
},
};
textPipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "UIVertex", .name = "UIVertex",
.modules = {"UIPass"}, .modules = {"UIPass"},
.entryPoints = .entryPoints = {{"vertexMain", "UIPass"}, {"fragmentMain", "UIPass"}},
{ .rootSignature = uiPipelineLayout,
{"vertexMain", "UIPass"},
{"fragmentMain", "UIFragment"},
},
};
graphics->beginShaderCompilation(createInfo);
vertexShader = graphics->createVertexShader({0});
fragmentShader = graphics->createFragmentShader({1});
descriptorLayout = graphics->createDescriptorLayout("pParams");
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.uniformLength = sizeof(Matrix4),
}); });
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ uiVertexShader = graphics->createVertexShader({0});
.binding = 1, uiFragmentShader = graphics->createFragmentShader({1});
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.uniformLength = sizeof(uint32)
});
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);
Gfx::OUniformBuffer uniformBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData =
{
.size = sizeof(Matrix4),
.data = (uint8*)&projectionMatrix,
},
});
Gfx::OSampler backgroundSampler = graphics->createSampler({});
numTexturesBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData =
{
.size = sizeof(uint32),
.data = nullptr,
},
});
descriptorSet = descriptorLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, 0, uniformBuffer);
descriptorSet->updateSampler(1, 0, backgroundSampler);
descriptorSet->writeChanges();
pipelineLayout = graphics->createPipelineLayout();
pipelineLayout->addDescriptorLayout(descriptorLayout);
pipelineLayout->create();
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;
pipelineInfo.renderPass = renderPass;
pipelineInfo.pipelineLayout = pipelineLayout;
pipelineInfo.rasterizationState.cullMode = Gfx::SE_CULL_MODE_NONE;
pipelineInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
} }
+52 -14
View File
@@ -1,15 +1,22 @@
#pragma once #pragma once
#include "Graphics/Shader.h" #include "Graphics/Shader.h"
#include "RenderPass.h" #include "RenderPass.h"
#include "UI/RenderHierarchy.h" #include "Asset/FontAsset.h"
#include "UI/System.h"
namespace Seele { namespace Seele {
DECLARE_NAME_REF(Gfx, Texture2D) DECLARE_NAME_REF(Gfx, Texture2D)
DECLARE_NAME_REF(Gfx, RenderTargetAttachment) DECLARE_NAME_REF(Gfx, RenderTargetAttachment)
struct TextRender {
std::string text;
PFontAsset font;
uint32 fontSize;
Vector4 textColor;
Vector2 position;
};
class UIPass : public RenderPass { class UIPass : public RenderPass {
public: public:
UIPass(Gfx::PGraphics graphics, PScene scene); UIPass(Gfx::PGraphics graphics, UI::PSystem system);
UIPass(UIPass&&) = default; UIPass(UIPass&&) = default;
UIPass& operator=(UIPass&&) = default; UIPass& operator=(UIPass&&) = default;
virtual ~UIPass(); virtual ~UIPass();
@@ -20,23 +27,54 @@ class UIPass : public RenderPass {
virtual void createRenderPass() override; virtual void createRenderPass() override;
private: private:
Gfx::RenderTargetAttachment renderTarget; struct GlyphData {
Gfx::OTexture2D colorBuffer; Vector2 bearing;
Vector2 size;
uint32 advance;
};
struct GlyphInstanceData {
float x;
float y;
float width;
float height;
uint32 glyphIndex;
};
struct TextData {
Vector4 textColor;
float scale;
};
struct TextResources {
Gfx::PShaderBuffer instanceBuffer;
Gfx::PDescriptorSet textureArraySet;
TextData textData;
};
Map<PFontAsset, Array<TextResources>> textResources;
Gfx::RenderTargetAttachment colorAttachment;
Gfx::RenderTargetAttachment depthAttachment; Gfx::RenderTargetAttachment depthAttachment;
Gfx::OTexture2D depthBuffer; Gfx::OTexture2D depthBuffer;
Gfx::ODescriptorLayout descriptorLayout; Gfx::ODescriptorLayout textDescriptorLayout;
Gfx::PDescriptorSet descriptorSet; Gfx::PDescriptorSet textDescriptorSet;
Gfx::OUniformBuffer numTexturesBuffer; Gfx::OVertexShader textVertexShader;
Gfx::OVertexBuffer elementBuffer; Gfx::OFragmentShader textFragmentShader;
Gfx::OPipelineLayout textPipelineLayout;
Gfx::PGraphicsPipeline textPipeline;
Gfx::OVertexShader vertexShader; Gfx::ODescriptorLayout uiDescriptorLayout;
Gfx::OFragmentShader fragmentShader; Gfx::PDescriptorSet uiDescriptorSet;
Gfx::PGraphicsPipeline pipeline;
Gfx::OPipelineLayout pipelineLayout;
Array<UI::RenderElementStyle> renderElements; Gfx::OVertexShader uiVertexShader;
Gfx::OFragmentShader uiFragmentShader;
Gfx::OPipelineLayout uiPipelineLayout;
Gfx::PGraphicsPipeline uiPipeline;
Array<TextRender> texts;
Array<GlyphInstanceData> glyphs;
Gfx::OShaderBuffer glyphInstanceBuffer;
Gfx::OSampler glyphSampler;
Array<Gfx::PTexture2D> usedTextures; Array<Gfx::PTexture2D> usedTextures;
}; };
DEFINE_REF(UIPass); DEFINE_REF(UIPass);
@@ -3,7 +3,7 @@
using namespace Seele; using namespace Seele;
VisibilityPass::VisibilityPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {} VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {}
VisibilityPass::~VisibilityPass() {} VisibilityPass::~VisibilityPass() {}
@@ -5,7 +5,7 @@
namespace Seele { namespace Seele {
class VisibilityPass : public RenderPass { class VisibilityPass : public RenderPass {
public: public:
VisibilityPass(Gfx::PGraphics graphics, PScene scene); VisibilityPass(Gfx::PGraphics graphics);
VisibilityPass(VisibilityPass&&) = default; VisibilityPass(VisibilityPass&&) = default;
VisibilityPass& operator=(VisibilityPass&&) = default; VisibilityPass& operator=(VisibilityPass&&) = default;
virtual ~VisibilityPass(); virtual ~VisibilityPass();
+46 -22
View File
@@ -142,6 +142,7 @@ Graphics::~Graphics() {
void Graphics::init(GraphicsInitializer initInfo) { void Graphics::init(GraphicsInitializer initInfo) {
initInstance(initInfo); initInstance(initInfo);
//setupDebugCallback();
pickPhysicalDevice(); pickPhysicalDevice();
createDevice(initInfo); createDevice(initInfo);
VmaAllocatorCreateInfo createInfo = { VmaAllocatorCreateInfo createInfo = {
@@ -437,6 +438,8 @@ Gfx::OTopLevelAS Graphics::createTopLevelAccelerationStructure(const Gfx::TopLev
} }
void Graphics::buildBottomLevelAccelerationStructures(Array<Gfx::PBottomLevelAS> data) { void Graphics::buildBottomLevelAccelerationStructures(Array<Gfx::PBottomLevelAS> data) {
if (!supportRayTracing())
return;
Gfx::PShaderBuffer verticesBuffer = StaticMeshVertexData::getInstance()->getPositionBuffer(); Gfx::PShaderBuffer verticesBuffer = StaticMeshVertexData::getInstance()->getPositionBuffer();
Gfx::PIndexBuffer indexBuffer = StaticMeshVertexData::getInstance()->getIndexBuffer(); Gfx::PIndexBuffer indexBuffer = StaticMeshVertexData::getInstance()->getIndexBuffer();
@@ -790,14 +793,12 @@ void Graphics::pickPhysicalDevice() {
}; };
meshShaderFeatures = { meshShaderFeatures = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT, .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT,
.pNext = &accelerationFeatures,
.taskShader = true, .taskShader = true,
.meshShader = true, .meshShader = true,
.meshShaderQueries = true, .meshShaderQueries = true,
}; };
features12 = { features12 = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES, .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES,
.pNext = &meshShaderFeatures,
.storageBuffer8BitAccess = true, .storageBuffer8BitAccess = true,
.uniformAndStorageBuffer8BitAccess = true, .uniformAndStorageBuffer8BitAccess = true,
.shaderBufferInt64Atomics = true, .shaderBufferInt64Atomics = true,
@@ -836,17 +837,36 @@ void Graphics::pickPhysicalDevice() {
.inheritedQueries = true, .inheritedQueries = true,
}, },
}; };
if (Gfx::useMeshShading) { bool rayTracingPipelineSupport = false;
uint32 count = 0; bool accelerationStructureSupport = false;
vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &count, nullptr); uint32 count = 0;
Array<VkExtensionProperties> extensionProps(count); vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &count, nullptr);
vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &count, extensionProps.data()); Array<VkExtensionProperties> extensionProps(count);
for (size_t i = 0; i < count; ++i) { vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &count, extensionProps.data());
for (size_t i = 0; i < count; ++i) {
if (Gfx::useMeshShading) {
if (std::strcmp(VK_EXT_MESH_SHADER_EXTENSION_NAME, extensionProps[i].extensionName) == 0) { if (std::strcmp(VK_EXT_MESH_SHADER_EXTENSION_NAME, extensionProps[i].extensionName) == 0) {
meshShadingEnabled = true; meshShadingEnabled = true;
break; break;
} }
} }
if (std::strcmp(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, extensionProps[i].extensionName) == 0) {
rayTracingPipelineSupport = true;
}
if (std::strcmp(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, extensionProps[i].extensionName) == 0) {
accelerationStructureSupport = true;
}
}
rayTracingEnabled = rayTracingPipelineSupport && accelerationStructureSupport;
if (meshShadingEnabled) {
features12.pNext = &meshShaderFeatures;
}
if (rayTracingEnabled) {
if (meshShadingEnabled) {
meshShaderFeatures.pNext = &accelerationFeatures;
} else {
features12.pNext = &accelerationFeatures;
}
} }
} }
@@ -920,12 +940,14 @@ void Graphics::createDevice(GraphicsInitializer initializer) {
if (supportMeshShading()) { if (supportMeshShading()) {
initializer.deviceExtensions.add(VK_EXT_MESH_SHADER_EXTENSION_NAME); initializer.deviceExtensions.add(VK_EXT_MESH_SHADER_EXTENSION_NAME);
} }
if (supportRayTracing()) {
initializer.deviceExtensions.add(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME);
initializer.deviceExtensions.add(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME);
initializer.deviceExtensions.add(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
}
#ifdef __APPLE__ #ifdef __APPLE__
initializer.deviceExtensions.add("VK_KHR_portability_subset"); initializer.deviceExtensions.add("VK_KHR_portability_subset");
#endif #endif
initializer.deviceExtensions.add(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME);
initializer.deviceExtensions.add(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME);
initializer.deviceExtensions.add(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
VkDeviceCreateInfo deviceInfo = { VkDeviceCreateInfo deviceInfo = {
.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO, .sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
.pNext = &features, .pNext = &features,
@@ -963,15 +985,17 @@ void Graphics::createDevice(GraphicsInitializer initializer) {
cmdBeginDebugUtilsLabelEXT = (PFN_vkCmdBeginDebugUtilsLabelEXT)vkGetInstanceProcAddr(instance, "vkCmdBeginDebugUtilsLabelEXT"); cmdBeginDebugUtilsLabelEXT = (PFN_vkCmdBeginDebugUtilsLabelEXT)vkGetInstanceProcAddr(instance, "vkCmdBeginDebugUtilsLabelEXT");
cmdEndDebugUtilsLabelEXT = (PFN_vkCmdEndDebugUtilsLabelEXT)vkGetInstanceProcAddr(instance, "vkCmdEndDebugUtilsLabelEXT"); cmdEndDebugUtilsLabelEXT = (PFN_vkCmdEndDebugUtilsLabelEXT)vkGetInstanceProcAddr(instance, "vkCmdEndDebugUtilsLabelEXT");
createAccelerationStructure = (PFN_vkCreateAccelerationStructureKHR)vkGetDeviceProcAddr(handle, "vkCreateAccelerationStructureKHR"); if (rayTracingEnabled) {
cmdBuildAccelerationStructures = createAccelerationStructure = (PFN_vkCreateAccelerationStructureKHR)vkGetDeviceProcAddr(handle, "vkCreateAccelerationStructureKHR");
(PFN_vkCmdBuildAccelerationStructuresKHR)vkGetDeviceProcAddr(handle, "vkCmdBuildAccelerationStructuresKHR"); cmdBuildAccelerationStructures =
getAccelerationStructureBuildSize = (PFN_vkCmdBuildAccelerationStructuresKHR)vkGetDeviceProcAddr(handle, "vkCmdBuildAccelerationStructuresKHR");
(PFN_vkGetAccelerationStructureBuildSizesKHR)vkGetDeviceProcAddr(handle, "vkGetAccelerationStructureBuildSizesKHR"); getAccelerationStructureBuildSize =
createRayTracingPipelines = (PFN_vkCreateRayTracingPipelinesKHR)vkGetDeviceProcAddr(handle, "vkCreateRayTracingPipelinesKHR"); (PFN_vkGetAccelerationStructureBuildSizesKHR)vkGetDeviceProcAddr(handle, "vkGetAccelerationStructureBuildSizesKHR");
getRayTracingShaderGroupHandles = createRayTracingPipelines = (PFN_vkCreateRayTracingPipelinesKHR)vkGetDeviceProcAddr(handle, "vkCreateRayTracingPipelinesKHR");
(PFN_vkGetRayTracingShaderGroupHandlesKHR)vkGetDeviceProcAddr(handle, "vkGetRayTracingShaderGroupHandlesKHR"); getRayTracingShaderGroupHandles =
cmdTraceRays = (PFN_vkCmdTraceRaysKHR)vkGetDeviceProcAddr(handle, "vkCmdTraceRaysKHR"); (PFN_vkGetRayTracingShaderGroupHandlesKHR)vkGetDeviceProcAddr(handle, "vkGetRayTracingShaderGroupHandlesKHR");
getAccelerationStructureDeviceAddress = cmdTraceRays = (PFN_vkCmdTraceRaysKHR)vkGetDeviceProcAddr(handle, "vkCmdTraceRaysKHR");
(PFN_vkGetAccelerationStructureDeviceAddressKHR)vkGetDeviceProcAddr(handle, "vkGetAccelerationStructureDeviceAddressKHR"); getAccelerationStructureDeviceAddress =
(PFN_vkGetAccelerationStructureDeviceAddressKHR)vkGetDeviceProcAddr(handle, "vkGetAccelerationStructureDeviceAddressKHR");
}
} }
+2 -3
View File
@@ -57,10 +57,9 @@ void glfwFramebufferResizeCallback(GLFWwindow* handle, int width, int height) {
Window::Window(PGraphics graphics, const WindowCreateInfo& createInfo) Window::Window(PGraphics graphics, const WindowCreateInfo& createInfo)
: graphics(graphics), preferences(createInfo), instance(graphics->getInstance()), swapchain(VK_NULL_HANDLE) { : graphics(graphics), preferences(createInfo), instance(graphics->getInstance()), swapchain(VK_NULL_HANDLE) {
float xscale, yscale; glfwGetMonitorContentScale(glfwGetPrimaryMonitor(), &contentScaleX, &contentScaleY);
glfwGetMonitorContentScale(glfwGetPrimaryMonitor(), &xscale, &yscale);
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* handle = glfwCreateWindow(createInfo.width / xscale, createInfo.height / yscale, createInfo.title, nullptr, nullptr); GLFWwindow* handle = glfwCreateWindow(createInfo.width / contentScaleX, createInfo.height / contentScaleY, createInfo.title, nullptr, nullptr);
windowHandle = handle; windowHandle = handle;
glfwSetWindowUserPointer(handle, this); glfwSetWindowUserPointer(handle, this);
+1 -1
View File
@@ -30,6 +30,6 @@ Matrix4 Viewport::getProjectionMatrix() const {
//); //);
return glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), 0.1f, 1000.0f); return glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), 0.1f, 1000.0f);
} else { } else {
return glm::ortho(0.0f, (float)sizeX, (float)sizeY, 0.0f); return glm::ortho(0.0f, (float)sizeX, 0.0f, (float)sizeY);
} }
} }
+6
View File
@@ -24,12 +24,16 @@ class Window {
constexpr SeFormat getSwapchainFormat() const { return framebufferFormat; } constexpr SeFormat getSwapchainFormat() const { return framebufferFormat; }
constexpr uint32 getFramebufferWidth() const { return framebufferWidth; } constexpr uint32 getFramebufferWidth() const { return framebufferWidth; }
constexpr uint32 getFramebufferHeight() const { return framebufferHeight; } constexpr uint32 getFramebufferHeight() const { return framebufferHeight; }
constexpr float getContentScaleX() const { return contentScaleX; }
constexpr float getContentScaleY() const { return contentScaleY; }
constexpr bool isPaused() const { return paused; } constexpr bool isPaused() const { return paused; }
protected: protected:
SeFormat framebufferFormat; SeFormat framebufferFormat;
uint32 framebufferWidth; uint32 framebufferWidth;
uint32 framebufferHeight; uint32 framebufferHeight;
float contentScaleX;
float contentScaleY;
bool paused = false; bool paused = false;
}; };
DEFINE_REF(Window) DEFINE_REF(Window)
@@ -45,6 +49,8 @@ class Viewport {
constexpr uint32 getHeight() const { return sizeY; } constexpr uint32 getHeight() const { return sizeY; }
constexpr uint32 getOffsetX() const { return offsetX; } constexpr uint32 getOffsetX() const { return offsetX; }
constexpr uint32 getOffsetY() const { return offsetY; } constexpr uint32 getOffsetY() const { return offsetY; }
constexpr float getContentScaleX() const { return owner->getContentScaleX(); }
constexpr float getContentScaleY() const { return owner->getContentScaleY(); }
constexpr Gfx::SeSampleCountFlags getSamples() const { return samples; } constexpr Gfx::SeSampleCountFlags getSamples() const { return samples; }
Matrix4 getProjectionMatrix() const; Matrix4 getProjectionMatrix() const;
+8
View File
@@ -10,6 +10,14 @@ template <std::integral T> static void save(ArchiveBuffer& buffer, const T& type
template <std::integral T> static void load(ArchiveBuffer& buffer, T& type) { buffer.readBytes(&type, sizeof(type)); } template <std::integral T> static void load(ArchiveBuffer& buffer, T& type) { buffer.readBytes(&type, sizeof(type)); }
template <std::floating_point T> static void save(ArchiveBuffer& buffer, const T& type) { buffer.writeBytes(&type, sizeof(type)); } template <std::floating_point T> static void save(ArchiveBuffer& buffer, const T& type) { buffer.writeBytes(&type, sizeof(type)); }
template <std::floating_point T> static void load(ArchiveBuffer& buffer, T& type) { buffer.readBytes(&type, sizeof(type)); } template <std::floating_point T> static void load(ArchiveBuffer& buffer, T& type) { buffer.readBytes(&type, sizeof(type)); }
static void save(ArchiveBuffer& buffer, const UVector2& vec) {
save(buffer, vec.x);
save(buffer, vec.y);
}
static void load(ArchiveBuffer& buffer, UVector2& vec) {
load(buffer, vec.x);
load(buffer, vec.y);
}
static void save(ArchiveBuffer& buffer, const IVector2& vec) { static void save(ArchiveBuffer& buffer, const IVector2& vec) {
save(buffer, vec.x); save(buffer, vec.x);
save(buffer, vec.y); save(buffer, vec.y);
+11
View File
@@ -0,0 +1,11 @@
#pragma once
#include "MinimalEngine.h"
#include <functional>
namespace Seele {
namespace UI {
struct Attributes {
std::function<void()> onClick;
};
} // namespace UI
} // namespace Seele
+10 -17
View File
@@ -1,24 +1,17 @@
target_sources(Engine target_sources(Engine
PRIVATE PRIVATE
HorizontalLayout.h Attributes.h
HorizontalLayout.cpp Element.h
Layout.h Element.cpp
Layout.cpp
RenderHierarchy.h )
RenderHierarchy.cpp
System.h
System.cpp
VerticalLayout.h
VerticalLayout.cpp)
target_sources(Engine target_sources(Engine
PUBLIC FILE_SET HEADERS PUBLIC FILE_SET HEADERS
FILES FILES
HorizontalLayout.h Attributes.h
Layout.h Element.h
RenderHierarchy.h )
System.h
VerticalLayout.h)
add_subdirectory(Style/)
add_subdirectory(Elements/) add_subdirectory(Element/)
+19
View File
@@ -0,0 +1,19 @@
#include "Element.h"
#include "System.h"
using namespace Seele;
using namespace Seele::UI;
Array<RenderElement> Element::render() {
RenderElement result;
result.position = UVector2(0, 0);
result.size = UVector2(style.width, style.height);
result.backgroundColor = style.backgroundColor;
result.fontSize = style.fontSize;
result.fontFamily = style.fontFamily;
return {result};
}
Element::Element(Attributes attr, Array<OElement> children) : attr(attr), children(std::move(children)) {}
Element::~Element() {}
+25
View File
@@ -0,0 +1,25 @@
#pragma once
#include "Attributes.h"
#include "Containers/Array.h"
#include "MinimalEngine.h"
#include "Style/Style.h"
namespace Seele {
namespace UI {
struct RenderElement;
DECLARE_REF(Element)
class Element {
public:
Element(Attributes attr, Array<OElement> children);
virtual ~Element();
virtual void calcStyle(Style parentStyle) = 0;
Array<RenderElement> render();
protected:
Style style;
Attributes attr;
Array<OElement> children;
};
DEFINE_REF(Element)
} // namespace UI
} // namespace Seele
+4
View File
@@ -0,0 +1,4 @@
target_sources(Engine
PRIVATE
Div.h
Text.h)
+15
View File
@@ -0,0 +1,15 @@
#pragma once
#include "UI/Element.h"
#include "UI/Style/Class.h"
namespace Seele {
namespace UI {
template<StyleClass... classes>
class Div : public Element {
public:
Div(Attributes attr, std::initializer_list<OElement> children) : Element(attr, children) { style.displayType = DisplayType::Block; }
virtual ~Div() {}
private:
};
} // namespace UI
} // namespace Seele
+16
View File
@@ -0,0 +1,16 @@
#pragma once
#include "UI/Element.h"
#include "UI/Style/Class.h"
namespace Seele {
namespace UI {
class Text : public Element {
public:
Text(std::string text) : Element({}, {}), text(text) {}
virtual void calcStyle(Style parentStyle) override { style = parentStyle; }
private:
std::string text;
};
} // namespace UI
} // namespace Seele
-4
View File
@@ -1,4 +0,0 @@
#include "Button.h"
using namespace Seele;
using namespace Seele::UI;
-8
View File
@@ -1,8 +0,0 @@
#pragma once
#include "Element.h"
namespace Seele {
namespace UI {
class Button : public Element {};
} // namespace UI
} // namespace Seele
-18
View File
@@ -1,18 +0,0 @@
target_sources(Engine
PRIVATE
Button.h
Button.cpp
Element.h
Element.cpp
Label.h
Label.cpp
Panel.h
Panel.cpp)
target_sources(Engine
PUBLIC FILE_SET HEADERS
FILES
Button.h
Element.h
Label.h
Panel.h)
-35
View File
@@ -1,35 +0,0 @@
#include "Element.h"
#include "Graphics/Graphics.h"
#include "UI/System.h"
using namespace Seele;
using namespace Seele::UI;
Element::Element() : dirty(false), enabled(false) {}
Element::~Element() {}
void Element::setParent(PElement element) {
if (parent != nullptr) {
parent->removeChild(this);
}
parent = element;
}
PElement Element::getParent() const { return parent; }
void Element::addChild(PElement element) { children.add(element); }
void Element::removeChild(PElement element) { children.remove(element, false); }
const Array<PElement> Element::getChildren() { return children; }
void Element::clear() { children.clear(); }
void Element::setEnabled(bool newEnabled) { enabled = newEnabled; }
bool Element::isEnabled() const { return enabled; }
Rect& Element::getBoundingBox() { return boundingBox; }
const Rect Element::getBoundingBox() const { return boundingBox; }
-43
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@@ -1,43 +0,0 @@
#pragma once
#include "Containers/Array.h"
#include "Math/Math.h"
#include "MinimalEngine.h"
namespace Seele {
namespace UI {
// Element defines any part of the UI
DECLARE_REF(Element)
DECLARE_REF(System)
class Element {
public:
Element();
virtual ~Element();
void setParent(PElement element);
PElement getParent() const;
void addChild(PElement element);
void removeChild(PElement element);
const Array<PElement> getChildren();
void clear();
void setEnabled(bool newEnabled);
bool isEnabled() const;
// maybe not the healthiest inteface
// non-const version
Rect& getBoundingBox();
// The bounding box describes the relative size of any Element
// relative to the total view, meaning a bounding box of (0,0), (1,1)
// would take up the entire view
const Rect getBoundingBox() const;
protected:
Rect boundingBox;
bool dirty;
bool enabled;
PSystem system;
PElement parent;
Array<PElement> children;
friend class RenderElement;
};
DEFINE_REF(Element)
} // namespace UI
} // namespace Seele
-15
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@@ -1,15 +0,0 @@
#pragma once
#include "Element.h"
namespace Seele {
namespace UI {
class Label : public Element {
public:
Label();
~Label();
private:
std::string text;
};
} // namespace UI
} // namespace Seele
-9
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@@ -1,9 +0,0 @@
#include "Panel.h"
#include "UI/Layout.h"
using namespace Seele;
using namespace Seele::UI;
Panel::Panel() {}
Panel::~Panel() {}
-18
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@@ -1,18 +0,0 @@
#pragma once
#include "Element.h"
namespace Seele {
namespace UI {
DECLARE_REF(Layout)
class Panel : Element {
public:
Panel();
virtual ~Panel();
private:
PLayout activeLayout;
};
DEFINE_REF(Panel);
} // namespace UI
} // namespace Seele
-25
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@@ -1,25 +0,0 @@
#include "HorizontalLayout.h"
#include "Elements/Element.h"
using namespace Seele;
using namespace Seele::UI;
HorizontalLayout::HorizontalLayout(PElement element) : Layout(element) {}
HorizontalLayout::~HorizontalLayout() {}
void HorizontalLayout::apply() {
Array<PElement> children = element->getChildren();
const Rect parent = element->getBoundingBox();
float xOffset = parent.offset.x;
float yOffset = parent.offset.y;
float xSize = parent.size.x / children.size();
float ySize = parent.size.y;
for (uint32 index = 0; index < children.size(); ++index) {
Rect& child = children[index]->getBoundingBox();
child.offset.x = xOffset + (index * xSize);
child.offset.y = yOffset;
child.size.x = xSize;
child.size.y = ySize;
}
}
-15
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@@ -1,15 +0,0 @@
#pragma once
#include "Layout.h"
namespace Seele {
namespace UI {
class HorizontalLayout : Layout {
public:
HorizontalLayout(PElement element);
~HorizontalLayout();
virtual void apply() override;
private:
};
} // namespace UI
} // namespace Seele
-9
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@@ -1,9 +0,0 @@
#include "Layout.h"
#include "Elements/Element.h"
using namespace Seele;
using namespace Seele::UI;
Layout::Layout(PElement element) : element(element) {}
Layout::~Layout() {}
-17
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@@ -1,17 +0,0 @@
#pragma once
#include "MinimalEngine.h"
namespace Seele {
namespace UI {
DECLARE_REF(Element);
class Layout {
public:
Layout(PElement element);
virtual ~Layout();
virtual void apply() = 0;
protected:
PElement element;
};
} // namespace UI
} // namespace Seele
-58
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@@ -1,58 +0,0 @@
#include "RenderHierarchy.h"
using namespace Seele;
using namespace Seele::UI;
void AddElementRenderHierarchyUpdate::apply(Array<RenderElement>& elements) {
auto parentIt = elements.find([this](RenderElement e) { return e.parent == parent; });
parentIt->referencedElement->addChild(addedElement);
addedElement->setParent(parentIt->referencedElement);
elements.emplace(parentIt->referencedElement, addedElement);
}
void RemoveElementRenderHierarchyUpdate::apply(Array<RenderElement>& elements) {
auto elementIt = elements.find([this](RenderElement e) { return e.referencedElement == element; });
if (!removeChildren) {
for (auto child : elementIt->referencedElement->getChildren()) {
child->setParent(elementIt->referencedElement->getParent());
}
}
elementIt->referencedElement->setParent(nullptr);
elements.remove(elementIt);
}
RenderHierarchy::RenderHierarchy() {}
RenderHierarchy::~RenderHierarchy() {}
void RenderHierarchy::addElement(PElement addedElement) {
std::scoped_lock lock(updateLock);
updates.add(new AddElementRenderHierarchyUpdate{addedElement.getHandle(), addedElement->getParent().getHandle()});
}
void RenderHierarchy::removeElement(PElement elementToRemove) {
std::scoped_lock lock(updateLock);
updates.add(new RemoveElementRenderHierarchyUpdate{
elementToRemove.getHandle(),
});
}
void RenderHierarchy::moveElement(PElement elementToMove, PElement newParent) {
std::scoped_lock lock(updateLock);
updates.add(new AddElementRenderHierarchyUpdate{elementToMove.getHandle(), newParent.getHandle()});
updates.add(new RemoveElementRenderHierarchyUpdate{elementToMove.getHandle()});
}
void RenderHierarchy::updateHierarchy() {
List<RenderHierarchyUpdate*> localUpdates;
{ // make a local copy of the updates so we dont hold the lock for too long
std::scoped_lock lock(updateLock);
localUpdates = updates;
updates.clear();
}
for (auto update : localUpdates) {
update->apply(drawElements);
}
}
-76
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@@ -1,76 +0,0 @@
#pragma once
#include "Containers/List.h"
#include "Elements/Element.h"
#include "Graphics/Resources.h"
#include "Graphics/Texture.h"
namespace Seele {
namespace UI {
struct RenderElementStyle {
Vector position = Vector(0, 0, 0);
uint32 backgroundImageIndex = UINT32_MAX;
Vector backgroundColor = Vector(1, 1, 1);
float opacity = 1.0f;
// Vector4 borderBottomColor = Vector4(1, 1, 1, 1);
// Vector4 borderLeftColor = Vector4(1, 1, 1, 1);
// Vector4 borderRightColor = Vector4(1, 1, 1, 1);
// Vector4 borderTopColor = Vector4(1, 1, 1, 1);
// float borderBottomLeftRadius = 0;
// float borderBottomRightRadius = 0;
// float borderTopLeftRadius = 0;
// float borderTopRightRadius = 0;
Vector2 dimensions = Vector2(1, 1);
};
class RenderElement {
public:
RenderElement() = default;
RenderElement(Element* parent, Element* referencedElement) : parent(parent), referencedElement(referencedElement) {}
~RenderElement() = default;
Element* parent;
Element* referencedElement;
};
struct RenderHierarchyUpdate {
virtual void apply(Array<RenderElement>& elements) = 0;
};
struct AddElementRenderHierarchyUpdate : public RenderHierarchyUpdate {
Element* addedElement;
Element* parent;
AddElementRenderHierarchyUpdate(Element* addedElement, Element* parent) : addedElement(addedElement), parent(parent) {}
virtual void apply(Array<RenderElement>& elements) override;
};
struct RemoveElementRenderHierarchyUpdate : public RenderHierarchyUpdate {
Element* element;
bool removeChildren;
RemoveElementRenderHierarchyUpdate(Element* elementToRemove, bool removeChildren = false)
: element(elementToRemove), removeChildren(removeChildren) {}
virtual void apply(Array<RenderElement>& elements) override;
};
class RenderHierarchy {
public:
RenderHierarchy();
~RenderHierarchy();
// logic thread interface, queue hierarchy changes
void addElement(PElement addedElement);
void removeElement(PElement elementToRemove);
void moveElement(PElement elementToMove, PElement newParent);
// render thread interface, apply changes
void updateHierarchy();
private:
static_assert(std::is_trivially_copyable_v<RenderElement>);
// List of all drawable elements in draw order
Array<RenderElement> drawElements;
// Shader data used for styling elements
Array<RenderElementStyle> elementStyles;
Array<Gfx::PTexture> usedTextures;
List<RenderHierarchyUpdate*> updates;
std::mutex updateLock;
};
} // namespace UI
} // namespace Seele
+4
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@@ -0,0 +1,4 @@
target_sources(Engine
PRIVATE
Class.h
Style.h)
+27
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@@ -0,0 +1,27 @@
#pragma once
#include "MinimalEngine.h"
#include "Style.h"
namespace Seele {
namespace UI {
template <typename C>
concept StyleClass = requires(C c, Style& s) { c.apply(s); };
template <uint32 w, DimensionType widthType> struct WidthClass {
static void apply(Style& s) {
s.width = w;
s.widthType = widthType;
}
};
using W_Full = WidthClass<100, DimensionType::Percent>;
using W_1 = WidthClass<2, DimensionType::Pixel>;
template <DisplayType displayType> struct DisplayClass {
static void apply(Style& s) { s.displayType = displayType; }
};
using Hidden = DisplayClass<DisplayType::Hidden>;
using Block = DisplayClass<DisplayType::Block>;
using Flex = DisplayClass<DisplayType::Flex>;
} // namespace UI
} // namespace Seele
+49
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@@ -0,0 +1,49 @@
#pragma once
#include "Math/Vector.h"
#include "Asset/FontAsset.h"
#include "MinimalEngine.h"
namespace Seele {
namespace UI {
enum class DimensionType {
Pixel,
Percent, // EM, PEM, etc...
};
enum class PositionType {
Relative,
Static,
Absolute,
Sticky,
};
enum class DisplayType {
Inline,
Hidden,
Block,
Flex,
Grid,
};
struct Style {
DimensionType widthType = DimensionType::Pixel;
uint32 width = 0;
DimensionType heightType = DimensionType::Pixel;
uint32 height = 0;
uint32 z = 0;
Vector backgroundColor = Vector(1, 1, 1);
DisplayType displayType = DisplayType::Inline;
PositionType position = PositionType::Relative;
PFontAsset fontFamily;
uint32 lineHeight = 12;
uint32 fontSize = 12;
uint32 fontWeight = 0;
uint32 paddingTop = 0;
uint32 paddingBottom = 0;
uint32 paddingLeft = 0;
uint32 paddingRight = 0;
uint32 marginTop = 0;
uint32 marginBottom = 0;
uint32 marginLeft = 0;
uint32 marginRight = 0;
uint32 gap = 0;
};
} // namespace UI
} // namespace Seele
-21
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@@ -1,21 +0,0 @@
#include "System.h"
#include "Asset/AssetRegistry.h"
#include "Asset/TextureAsset.h"
#include "Elements/Panel.h"
#include "Graphics/Graphics.h"
using namespace Seele;
using namespace Seele::UI;
System::System() {}
System::~System() {}
void System::update() {}
void System::updateViewport(Gfx::PViewport) {
// TODO set viewport FoV to 0
}
Component::Camera System::getVirtualCamera() const { return virtualCamera; }
+21 -15
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@@ -1,26 +1,32 @@
#pragma once #pragma once
#include "Graphics/RenderPass/TextPass.h" #include "Element.h"
#include "Graphics/RenderPass/UIPass.h"
#include "MinimalEngine.h"
#include "RenderHierarchy.h"
namespace Seele { namespace Seele {
namespace UI { namespace UI {
DECLARE_REF(Panel) struct RenderElement {
// position relative to target viewport in pixels
UVector2 position;
// size relative to target viewport in pixels
UVector2 size;
// background color of area
Vector backgroundColor;
// text to render
std::string text;
// font size in pixels
uint32 fontSize;
// font family
PFontAsset fontFamily;
};
class System { class System {
public: public:
System(); System(OElement rootElement) : rootElement(std::move(rootElement)) {}
virtual ~System(); ~System();
void update(); Array<RenderElement> render(UVector2 viewport) {
void updateViewport(Gfx::PViewport viewport); }
Component::Camera getVirtualCamera() const;
private: private:
Component::Camera virtualCamera; OElement rootElement;
PPanel rootPanel;
RenderHierarchy hierarchy;
}; };
DEFINE_REF(System) DEFINE_REF(System)
} // namespace UI } // namespace UI
} // namespace Seele } // namespace Seele
-25
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@@ -1,25 +0,0 @@
#include "VerticalLayout.h"
#include "Elements/Element.h"
using namespace Seele;
using namespace Seele::UI;
VerticalLayout::VerticalLayout(PElement element) : Layout(element) {}
VerticalLayout::~VerticalLayout() {}
void VerticalLayout::apply() {
Array<PElement> children = element->getChildren();
const Rect parent = element->getBoundingBox();
float xOffset = parent.offset.x;
float yOffset = parent.offset.y;
float xSize = parent.size.x;
float ySize = parent.size.y / children.size();
for (uint32 index = 0; index < children.size(); ++index) {
Rect& child = children[index]->getBoundingBox();
child.offset.x = xOffset;
child.offset.y = yOffset + (index * ySize);
child.size.x = xSize;
child.size.y = ySize;
}
}
-15
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@@ -1,15 +0,0 @@
#pragma once
#include "Layout.h"
namespace Seele {
namespace UI {
class VerticalLayout : Layout {
public:
VerticalLayout(PElement element);
~VerticalLayout();
virtual void apply() override;
private:
};
} // namespace UI
} // namespace Seele
+8 -6
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@@ -25,15 +25,17 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
reloadGame(); reloadGame();
renderGraph.addPass(new CachedDepthPass(graphics, scene)); renderGraph.addPass(new CachedDepthPass(graphics, scene));
renderGraph.addPass(new DepthCullingPass(graphics, scene)); renderGraph.addPass(new DepthCullingPass(graphics, scene));
renderGraph.addPass(new VisibilityPass(graphics, scene)); renderGraph.addPass(new VisibilityPass(graphics));
renderGraph.addPass(new LightCullingPass(graphics, scene)); renderGraph.addPass(new LightCullingPass(graphics, scene));
renderGraph.addPass(new BasePass(graphics, scene)); renderGraph.addPass(new BasePass(graphics, scene));
renderGraph.setViewport(viewport); renderGraph.setViewport(viewport);
renderGraph.createRenderPass(); renderGraph.createRenderPass();
if (graphics->supportRayTracing()) {
rayTracingGraph.addPass(new RayTracingPass(graphics, scene)); rayTracingGraph.addPass(new RayTracingPass(graphics, scene));
rayTracingGraph.setViewport(viewport); rayTracingGraph.setViewport(viewport);
rayTracingGraph.createRenderPass(); rayTracingGraph.createRenderPass();
}
} }
GameView::~GameView() {} GameView::~GameView() {}
@@ -67,7 +69,7 @@ void GameView::render() {
if (c.mainCamera) if (c.mainCamera)
cam = c; cam = c;
}); });
if (getGlobals().useRayTracing) { if (getGlobals().useRayTracing && graphics->supportRayTracing()) {
rayTracingGraph.render(cam); rayTracingGraph.render(cam);
} else { } else {
renderGraph.render(cam); renderGraph.render(cam);
@@ -1,4 +1,5 @@
#include "Label.h" #include "UI/Style/Class.h"
#include <functional>
using namespace Seele; using namespace Seele;
using namespace Seele::UI; using namespace Seele::UI;