Pre bindless

This commit is contained in:
Dynamitos
2025-05-07 16:08:12 +02:00
parent 3e36340b02
commit ed66635191
14 changed files with 120 additions and 58 deletions
+31 -13
View File
@@ -55,12 +55,41 @@ void LightEnvironment::reset() {
layout->reset();
set = layout->allocateDescriptorSet();
dirs.clear();
directionalTransforms.clear();
points.clear();
}
void LightEnvironment::addDirectionalLight(Component::DirectionalLight dirLight) { dirs.add(dirLight); }
void LightEnvironment::addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform) {
dirs.add(ShaderDirectionalLight{
.color = Vector4(dirLight.color, dirLight.intensity),
.direction = Vector4(transform.getForward(), 0),
.lightSpaceMatrix = transform.toMatrix(),
});
directionalTransforms.add(transform);
if (shadowMaps.size() < dirs.size()) {
shadowMaps.add(graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = 2048,
.height = 2048,
.elements = (uint32)dirs.size(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMap",
}));
shadowSamplers.add(graphics->createSampler(SamplerCreateInfo{
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER,
.name = "ShadowSampler",
}));
}
}
void LightEnvironment::addPointLight(Component::PointLight pointLight) { points.add(pointLight); }
void LightEnvironment::addPointLight(const Component::PointLight& pointLight, const Component::Transform& transform) {
points.add(ShaderPointLight{
.position_WS = Vector4(transform.getPosition(), pointLight.intensity),
.colorRange = Vector4(pointLight.color, pointLight.attenuation),
});
}
void LightEnvironment::commit() {
directionalLights->rotateBuffer(sizeof(Component::DirectionalLight) * dirs.size());
@@ -84,17 +113,6 @@ void LightEnvironment::commit() {
set->updateTexture("irradianceMap", 0, environment->getIrradianceMap());
set->updateSampler("irradianceSampler", 0, environmentSampler);
set->writeChanges();
while (shadowMapArray.size() < dirs.size()) {
shadowMapArray.add(graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = 2048,
.height = 2048,
.elements = (uint32)dirs.size(),
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMap",
}));
}
}
const Gfx::PDescriptorLayout LightEnvironment::getDescriptorLayout() const { return layout; }
+20 -7
View File
@@ -1,6 +1,7 @@
#pragma once
#include "Component/DirectionalLight.h"
#include "Component/PointLight.h"
#include "Component/Transform.h"
#include "Graphics/Buffer.h"
#include "Graphics/Descriptor.h"
@@ -8,25 +9,37 @@ namespace Seele {
DECLARE_REF(EnvironmentMapAsset)
class LightEnvironment {
public:
struct ShaderDirectionalLight {
Vector4 color;
Vector4 direction;
Matrix4 lightSpaceMatrix;
};
struct ShaderPointLight {
Vector4 position_WS;
Vector4 colorRange;
};
LightEnvironment(Gfx::PGraphics graphics);
~LightEnvironment();
void reset();
void addDirectionalLight(Component::DirectionalLight dirLight);
void addPointLight(Component::PointLight pointLight);
void addDirectionalLight(const Component::DirectionalLight& dirLight, const Component::Transform& transform);
void addPointLight(const Component::PointLight& pointLight, const Component::Transform& transform);
void commit();
const Gfx::PDescriptorLayout getDescriptorLayout() const;
const Component::DirectionalLight& getDirectionalLight(uint32 lightIndex) const { return dirs[lightIndex]; }
const ShaderDirectionalLight& getDirectionalLight(uint32 lightIndex) const { return dirs[lightIndex]; }
const Component::Transform& getDirectionalTransform(uint32 lightIndex) const { return directionalTransforms[lightIndex]; }
Gfx::PDescriptorSet getDescriptorSet();
PEnvironmentMapAsset getEnvironmentMap() { return environment; }
uint64 getNumDirectionalLights() const { return dirs.size(); }
const Array<Gfx::OTexture2D>& getShadowMaps() const { return shadowMapArray; }
const Array<Gfx::OTexture2D>& getShadowMaps() const { return shadowMaps; }
private:
Gfx::OShaderBuffer directionalLights;
Array<Gfx::OTexture2D> shadowMapArray;
Array<Gfx::OTexture2D> shadowMaps;
Array<Gfx::OSampler> shadowSamplers;
Gfx::OShaderBuffer pointLights;
Array<Component::DirectionalLight> dirs;
Array<Component::PointLight> points;
Array<ShaderDirectionalLight> dirs;
Array<Component::Transform> directionalTransforms;
Array<ShaderPointLight> points;
PEnvironmentMapAsset environment;
Gfx::OSampler environmentSampler;
Gfx::ODescriptorLayout layout;