171 lines
6.4 KiB
C++
171 lines
6.4 KiB
C++
#include "Material.h"
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#include "Graphics/Enums.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Shader.h"
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#include "MaterialInstance.h"
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#include "Serialization/Serialization.h"
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#include "Window/WindowManager.h"
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#include <fstream>
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using namespace Seele;
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Array<Gfx::PTexture2D> Material::textures;
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Array<Gfx::PSampler> Material::samplers;
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Gfx::OShaderBuffer Material::floatBuffer;
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Array<float> Material::floatData;
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Gfx::ODescriptorLayout Material::layout;
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Gfx::PDescriptorSet Material::set;
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std::atomic_uint64_t Material::materialIdCounter = 0;
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Array<PMaterial> Material::materials;
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Material::Material() {}
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Material::Material(Gfx::PGraphics graphics, uint32 numTextures, uint32 numSamplers, uint32 numFloats, std::string materialName,
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Array<OShaderExpression> expressions, Array<std::string> parameter, MaterialNode brdf)
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: graphics(graphics), numTextures(numTextures), numSamplers(numSamplers), numFloats(numFloats), instanceId(0),
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materialName(materialName), codeExpressions(std::move(expressions)), parameters(std::move(parameter)), brdf(std::move(brdf)),
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materialId(materialIdCounter++) {
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if (layout == nullptr) {
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init(graphics);
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}
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materials.add(this);
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}
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Material::~Material() {}
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void Material::init(Gfx::PGraphics graphics) {
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layout = graphics->createDescriptorLayout("pMaterial");
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.descriptorCount = 2000,
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.bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | Gfx::SE_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT | Gfx::SE_SHADER_STAGE_CLOSEST_HIT_BIT_KHR,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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.descriptorCount = 2000,
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.bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | Gfx::SE_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT | Gfx::SE_SHADER_STAGE_CLOSEST_HIT_BIT_KHR,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 2,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.descriptorCount = 1,
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.bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | Gfx::SE_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT | Gfx::SE_SHADER_STAGE_CLOSEST_HIT_BIT_KHR,
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});
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layout->create();
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floatBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.dynamic = true,
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.name = "MaterialFloatBuffer",
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});
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}
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void Material::updateDescriptor() {
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floatBuffer->rotateBuffer(floatData.size() * sizeof(float));
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floatBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData =
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{
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.size = floatData.size() * sizeof(float),
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},
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});
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floatBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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layout->reset();
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set = layout->allocateDescriptorSet();
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for (uint32 i = 0; i < textures.size(); ++i)
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{
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set->updateTexture(0, i, textures[i]);
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}
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for (uint32 i = 0; i < samplers.size(); ++i)
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{
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set->updateSampler(1, i, samplers[i]);
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}
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set->updateBuffer(2, floatBuffer);
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set->writeChanges();
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}
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void Material::updateTexture(uint32 index, Gfx::PTexture2D texture) { textures[index] = texture; }
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void Material::updateSampler(uint32 index, Gfx::PSampler sampler) { samplers[index] = sampler; }
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void Material::updateFloatData(uint32 offset, uint32 numFloats, float* data) {
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std::memcpy(floatData.data() + offset, data, numFloats * sizeof(float));
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}
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uint32 Material::addTextures(uint32 numTextures) {
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uint32 textureOffset = textures.size();
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textures.resize(textures.size() + numTextures);
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return textureOffset;
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}
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uint32 Material::addSamplers(uint32 numSamplers) {
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uint32 samplerOffset = samplers.size();
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samplers.resize(samplers.size() + numSamplers);
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return samplerOffset;
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}
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uint32 Material::addFloats(uint32 numFloats) {
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uint32 floatOffset = floatData.size();
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floatData.resize(floatData.size() + numFloats);
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return floatOffset;
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}
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OMaterialInstance Material::instantiate() {
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return new MaterialInstance(instanceId++, graphics, codeExpressions, parameters, numTextures, numSamplers, numFloats);
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}
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void Material::save(ArchiveBuffer& buffer) const {
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Serialization::save(buffer, numTextures);
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Serialization::save(buffer, numSamplers);
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Serialization::save(buffer, numFloats);
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Serialization::save(buffer, instanceId);
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Serialization::save(buffer, materialName);
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Serialization::save(buffer, codeExpressions);
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Serialization::save(buffer, parameters);
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Serialization::save(buffer, brdf);
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}
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void Material::load(ArchiveBuffer& buffer) {
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graphics = buffer.getGraphics();
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if (layout == nullptr)
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{
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init(graphics);
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}
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Serialization::load(buffer, numTextures);
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Serialization::load(buffer, numSamplers);
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Serialization::load(buffer, numFloats);
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Serialization::load(buffer, instanceId);
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Serialization::load(buffer, materialName);
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Serialization::load(buffer, codeExpressions);
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Serialization::load(buffer, parameters);
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Serialization::load(buffer, brdf);
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materialId = materialIdCounter++;
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}
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void Material::compile() {
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std::ofstream codeStream("./shaders/generated/" + materialName + ".slang");
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codeStream << "import BRDF;\n";
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codeStream << "import MaterialParameter;\n";
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codeStream << "import Material;\n";
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codeStream << "struct Material{\n";
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codeStream << "\ttypedef " << brdf.profile << " BRDF;\n";
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codeStream << "\tstatic " << brdf.profile << " prepare(MaterialParameter input) {\n";
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codeStream << "\t\t" << brdf.profile << " result;\n";
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Map<std::string, std::string> varState;
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// initialize variable state
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for (const auto& expr : codeExpressions) {
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codeStream << "\t\t" << expr->evaluate(varState);
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}
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for (const auto& [name, exp] : brdf.variables) {
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codeStream << "\t\tresult." << name << " = " << varState[exp] << ";" << std::endl;
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}
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codeStream << "\t\treturn result;\n";
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codeStream << "\t}\n";
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codeStream << "};\n";
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graphics->getShaderCompiler()->registerMaterial(this);
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}
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