Files
Seele/src/Engine/Scene/LightEnvironment.cpp
T
2025-05-07 16:08:12 +02:00

121 lines
5.4 KiB
C++

#include "LightEnvironment.h"
#include "Asset/AssetRegistry.h"
#include "Asset/EnvironmentMapAsset.h"
#include "Graphics/Graphics.h"
using namespace Seele;
LightEnvironment::LightEnvironment(Gfx::PGraphics graphics)
: graphics(graphics), environment(AssetRegistry::findEnvironmentMap("", "newport_loft")) {
layout = graphics->createDescriptorLayout("pLightEnv");
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "directionalLights",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "numDirectionalLights",
.uniformLength = sizeof(uint32),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "pointLights",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "numPointLights",
.uniformLength = sizeof(uint32),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "irradianceMap",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "irradianceSampler",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
layout->create();
directionalLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.name = "DirectionalLights",
});
pointLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.name = "PointLights",
});
environmentSampler = 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,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
});
}
LightEnvironment::~LightEnvironment() {}
void LightEnvironment::reset() {
layout->reset();
set = layout->allocateDescriptorSet();
dirs.clear();
directionalTransforms.clear();
points.clear();
}
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(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());
directionalLights->updateContents(0, sizeof(Component::DirectionalLight) * dirs.size(), dirs.data());
directionalLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
pointLights->rotateBuffer(sizeof(Component::PointLight) * points.size());
pointLights->updateContents(0, sizeof(Component::PointLight) * points.size(), points.data());
pointLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
uint32 numPointLights = (uint32)points.size();
uint32 numDirectionalLights = (uint32)dirs.size();
set->updateConstants("numPointLights", 0, &numPointLights);
set->updateBuffer("pointLights", 0, pointLights);
set->updateConstants("numDirectionalLights", 0, &numDirectionalLights);
set->updateBuffer("directionalLights", 0, directionalLights);
set->updateTexture("irradianceMap", 0, environment->getIrradianceMap());
set->updateSampler("irradianceSampler", 0, environmentSampler);
set->writeChanges();
}
const Gfx::PDescriptorLayout LightEnvironment::getDescriptorLayout() const { return layout; }
Gfx::PDescriptorSet LightEnvironment::getDescriptorSet() { return set; }