Trying to add prefiltered environment mapping
This commit is contained in:
@@ -99,6 +99,9 @@ if(UNIX)
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endif()
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add_executable(Editor "")
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set_target_properties(Editor PROPERTIES
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INSTALL_RPATH "$ORIGIN"
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)
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target_link_libraries(Editor PRIVATE Engine)
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target_include_directories(Editor PRIVATE src/Editor)
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target_include_directories(Editor PRIVATE ${Stb_INCLUDE_DIR})
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@@ -96,8 +96,8 @@ static const float upperLimit = 0.1;
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float4 fragmentMain(
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VertexShaderOutput output) : SV_Target
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{
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float4 texture1 = pSkyboxTextures.cubeMap.Sample(pSkyboxTextures.sampler, output.texCoords);
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float4 texture2 = pSkyboxTextures.cubeMap2.Sample(pSkyboxTextures.sampler, output.texCoords);
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float4 texture1 = pSkyboxTextures.cubeMap.SampleLevel(pSkyboxTextures.sampler, output.texCoords, 5);
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float4 texture2 = pSkyboxTextures.cubeMap2.SampleLevel(pSkyboxTextures.sampler, output.texCoords, 5);
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float4 finalColor = lerp(texture1, texture2, pSkyboxData.fogBlend.w);
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float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
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@@ -26,6 +26,16 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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},
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.fieldOfView = glm::radians(90.0f),
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});
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for (uint32 i = 0; i < prefilterViewports.size(); ++i) {
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prefilterViewports[i] = graphics->createViewport(nullptr, ViewportCreateInfo{
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.dimensions =
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{
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.size = {128 * std::pow(0.5, i), 128 * std::pow(0.5, i)},
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.offset = {0, 0},
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},
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.fieldOfView = glm::radians(90.0f),
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});
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}
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cubeSampler = graphics->createSampler({
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.magFilter = Gfx::SE_FILTER_LINEAR,
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.minFilter = Gfx::SE_FILTER_LINEAR,
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@@ -61,16 +71,20 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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cubePipelineLayout = graphics->createPipelineLayout("CubeRenderLayout");
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cubePipelineLayout->addDescriptorLayout(cubeRenderLayout);
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cubePipelineLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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.offset = 0,
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.size = sizeof(float),
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.name = "pRoughness",
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});
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graphics->beginShaderCompilation(ShaderCompilationInfo{
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.name = "CubeRenderPipeline",
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.modules = {"EnvironmentMapping"},
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.entryPoints =
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{
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{"vertMain", "EnvironmentMapping"},
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{"computeCubemap", "EnvironmentMapping"},
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{"convolveCubemap", "EnvironmentMapping"},
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},
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.entryPoints = {{"vertMain", "EnvironmentMapping"},
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{"computeCubemap", "EnvironmentMapping"},
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{"convolveCubemap", "EnvironmentMapping"},
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{"computePrefilteredCubemap", "EnvironmentMapping"}},
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.rootSignature = cubePipelineLayout,
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});
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cubePipelineLayout->create();
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@@ -78,6 +92,7 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
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cubeRenderVertex = graphics->createVertexShader({0});
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cubeRenderFrag = graphics->createFragmentShader({1});
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convolutionFrag = graphics->createFragmentShader({2});
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prefilterFrag = graphics->createFragmentShader({3});
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}
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EnvironmentLoader::~EnvironmentLoader() {}
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@@ -138,13 +153,14 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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cubeViews.add(cubeMap->createTextureView(0, 1, 3, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 4, 1));
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cubeViews.add(cubeMap->createTextureView(0, 1, 5, 1));
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for(uint32 i = 0; i < 6; ++i) {
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for (uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments =
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{
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Gfx::RenderTargetAttachment(cubeViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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Gfx::RenderTargetAttachment(cubeViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE,
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Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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},
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},
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{
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@@ -162,7 +178,7 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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.offset = {0, 0},
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},
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"EnvironmentRenderPass");
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cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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Gfx::PGraphicsPipeline cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = cubeRenderFrag,
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.renderPass = cubeRenderPass,
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@@ -177,37 +193,37 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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renderCommand->bindPipeline(cubeRenderPipeline);
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renderCommand->bindDescriptor({set});
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renderCommand->setViewport(cubeRenderViewport);
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renderCommand->draw(6, 1, i*6, 0);
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renderCommand->draw(6, 1, i * 6, 0);
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graphics->executeCommands(std::move(renderCommand));
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graphics->endRenderPass();
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}
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set = cubeRenderLayout->allocateDescriptorSet();
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set->updateConstants("view", 0, captureViews);
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set->updateConstants("projection", 0, &captureProjection);
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set->updateSampler("sampler", 0, cubeSampler);
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set->updateTexture("cubeMap", 0, cubeMap->getDefaultView());
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set->writeChanges();
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Gfx::OTextureCube convolutedMap = graphics->createTextureCube(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = CONVOLUTED_RESOLUTION,
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.height = CONVOLUTED_RESOLUTION,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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});
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Array<Gfx::OTextureView> convolutedViews;
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convolutedViews.add(cubeMap->createTextureView(0, 1, 0, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 1, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 2, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 3, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 4, 1));
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convolutedViews.add(cubeMap->createTextureView(0, 1, 5, 1));
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for(uint32 i = 0; i < 6; ++i) {
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 0, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 1, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 2, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 3, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 4, 1));
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convolutedViews.add(convolutedMap->createTextureView(0, 1, 5, 1));
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for (uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass convolutionPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(convolutedViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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{},
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{
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@@ -215,7 +231,7 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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.offset = {0, 0},
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},
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"EnvironmentRenderPass");
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convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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Gfx::PGraphicsPipeline convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = convolutionFrag,
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.renderPass = convolutionPass,
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@@ -231,13 +247,65 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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cmd->bindPipeline(convolutionPipeline);
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cmd->bindDescriptor({set});
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cmd->setViewport(convolutionViewport);
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cmd->draw(6, 1, i*6, 0);
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cmd->draw(6, 1, i * 6, 0);
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graphics->executeCommands(std::move(cmd));
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graphics->endRenderPass();
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}
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Gfx::OTextureCube prefilteredCubeMap = graphics->createTextureCube(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = 128,
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.height = 128,
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.useMip = true,
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
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});
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for (uint32 mip = 0; mip < prefilteredCubeMap->getMipLevels(); ++mip) {
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Array<Gfx::OTextureView> views;
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views.add(prefilteredCubeMap->createTextureView(mip, 1, 0, 1));
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views.add(prefilteredCubeMap->createTextureView(mip, 1, 1, 1));
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views.add(prefilteredCubeMap->createTextureView(mip, 1, 2, 1));
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views.add(prefilteredCubeMap->createTextureView(mip, 1, 3, 1));
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views.add(prefilteredCubeMap->createTextureView(mip, 1, 4, 1));
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views.add(prefilteredCubeMap->createTextureView(mip, 1, 5, 1));
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for (uint32 i = 0; i < 6; ++i) {
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Gfx::ORenderPass prefilterPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(
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views[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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},
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{},
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{
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.size = {prefilterViewports[mip]->getWidth(), prefilterViewports[mip]->getHeight()},
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.offset = {0, 0},
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},
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"PrefilterPass");
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Gfx::PGraphicsPipeline prefilterPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = cubeRenderVertex,
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.fragmentShader = prefilterFrag,
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.renderPass = prefilterPass,
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.pipelineLayout = cubePipelineLayout,
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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});
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graphics->beginRenderPass(prefilterPass);
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Gfx::ORenderCommand cmd = graphics->createRenderCommand("PrefilterPass");
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cmd->bindPipeline(prefilterPipeline);
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cmd->bindDescriptor({set});
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float roughness = (float)mip / (float)(prefilteredCubeMap->getMipLevels() - 1);
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cmd->pushConstants(Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float), &roughness);
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cmd->setViewport(prefilterViewports[mip]);
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cmd->draw(6, 1, i * 6, 0);
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graphics->executeCommands(std::move(cmd));
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graphics->endRenderPass();
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}
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}
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asset->skybox = std::move(cubeMap);
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asset->irradianceMap = std::move(convolutedMap);
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asset->prefilteredMap = std::move(prefilteredCubeMap);
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graphics->waitDeviceIdle();
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}
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@@ -24,11 +24,12 @@ class EnvironmentLoader {
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Gfx::OFragmentShader cubeRenderFrag;
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Gfx::ODescriptorLayout cubeRenderLayout;
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Gfx::OPipelineLayout cubePipelineLayout;
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Gfx::PGraphicsPipeline cubeRenderPipeline;
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Gfx::OFragmentShader convolutionFrag;
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Gfx::PGraphicsPipeline convolutionPipeline;
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Gfx::OFragmentShader prefilterFrag;
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Gfx::OViewport cubeRenderViewport;
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Gfx::OViewport convolutionViewport;
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// for now we hardcode 128x128 as mip 0, so we have 8 roughness levels
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StaticArray<Gfx::OViewport, 8> prefilterViewports;
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Gfx::OSampler cubeSampler;
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};
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}
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+2
-2
@@ -26,8 +26,8 @@ static Gfx::OGraphics graphics;
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int main() {
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std::string gameName = "MeshShadingDemo";
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std::filesystem::path outputPath = fmt::format("../../../../{0}Game", gameName);
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std::filesystem::path sourcePath = fmt::format("../../../../{0}", gameName);
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std::filesystem::path outputPath = fmt::format("../../../../{0}Game/", gameName);
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std::filesystem::path sourcePath = fmt::format("../../../../{0}/", gameName);
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#ifdef WIN32
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std::string libraryEnding = "dll";
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#elif __APPLE__
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@@ -13,11 +13,11 @@ class EnvironmentMapAsset : public Asset {
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virtual void load(ArchiveBuffer& buffer) override;
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Gfx::PTextureCube getSkybox() const { return skybox; }
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Gfx::PTextureCube getIrradianceMap() const { return irradianceMap; }
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Gfx::PTextureCube getSpecularMap() const { return specularMap; }
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Gfx::PTextureCube getPrefilteredMap() const { return prefilteredMap; }
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private:
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Gfx::OTextureCube skybox;
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Gfx::OTextureCube irradianceMap;
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Gfx::OTextureCube specularMap;
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Gfx::OTextureCube prefilteredMap;
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friend class EnvironmentLoader;
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};
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} // namespace Seele
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@@ -79,8 +79,8 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
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});
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}
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skybox = Seele::Component::Skybox{
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.day = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
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.night = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
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.day = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
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.night = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
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.fogColor = Vector(0, 0, 0),
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.blendFactor = 0,
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};
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@@ -179,7 +179,7 @@ void BasePass::render() {
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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bool twoSided = materialData.material->isTwoSided();
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//bool twoSided = materialData.material->isTwoSided();
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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@@ -283,7 +283,7 @@ void BasePass::render() {
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
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//bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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@@ -298,7 +298,7 @@ void BasePass::render() {
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},
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.rasterizationState =
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{
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.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.colorBlend =
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{
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@@ -325,7 +325,7 @@ void BasePass::render() {
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},
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.rasterizationState =
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{
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.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.depthStencilState =
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{
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