Finished SSAO and debug lines rendering
This commit is contained in:
@@ -262,7 +262,24 @@ void ViewportWidget::OnLineDraw(DebugLineCmd& lineCmd)
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Matrix4 transform = Matrix4(1.0f);
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transform = glm::translate(transform, { 0, 2, 0 });
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lineCmd.DrawLine(proj * view * transform, Color(1, 0, 0, 1), 4.0f);
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//lineCmd.DrawLine(proj * view * transform, Color(1, 0, 0, 1), 2.0f);
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auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
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for (auto e : camView)
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{
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auto [transform, camera] = scene->m_Registry.get<TransformComponent, CameraComponent>(e);
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const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
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const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
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const float aspectRatio = camera.CameraInstance->AspectRatio;
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const float fov = camera.CameraInstance->Fov;
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Matrix4 clampedProj = glm::perspectiveFov(glm::radians(fov), 9.0f * aspectRatio, 9.0f, 0.05f, 3.0f);
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Matrix4 boxTransform = glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix * glm::inverse(clampedProj);
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lineCmd.DrawBox(proj * boxTransform, Color(1, 0, 0, 1.0f), 1.5f, false);
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}
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//lineCmd.DrawArrow({3, 3, 0}, {7, 3, 0}, proj, view, Color(1, 0, 0, 1), 3.0f);
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}
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void ViewportWidget::OnDebugDraw(DebugCmd& debugCmd)
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@@ -41,6 +41,8 @@ void DebugCmd::DrawTexturedQuad(const Matrix4& transform, Ref<VulkanImage> textu
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cmd.DrawIndexed(6);
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}
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DebugLineCmd::DebugLineCmd(Cmd& inCmd, PassRenderContext& inCtx) :
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cmd(inCmd), ctx(inCtx), lineConstant({})
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{
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@@ -69,3 +71,147 @@ void DebugLineCmd::DrawLine(const Matrix4& transform, const Color& inColor, floa
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cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(6);
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}
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void DebugLineCmd::DrawBox(const Matrix4& transform, const Color& inColor, float lineWidth, bool stippled)
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{
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cmd.SetPolygonMode(VK_POLYGON_MODE_LINE);
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cmd.SetLineRasterizationMode(VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH);
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cmd.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
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cmd.SetLineStippleEnabled(stippled);
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if (stippled)
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{
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cmd.SetLineStipple(2, 0b1111111100000000);
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}
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cmd.SetLineWidth(lineWidth);
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lineConstant.LineColor = inColor;
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lineConstant.Transform = transform;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(LineConstant), &lineConstant);
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auto& boxMesh = VkSceneRenderer::BoxMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, boxMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(boxMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(24);
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}
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void DebugLineCmd::DrawCapsule(const Matrix4& transform, const Color& inColor, float lineWidth, bool stippled)
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{
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cmd.SetPolygonMode(VK_POLYGON_MODE_LINE);
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cmd.SetLineRasterizationMode(VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH);
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cmd.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
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cmd.SetLineStippleEnabled(stippled);
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if (stippled)
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{
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cmd.SetLineStipple(2, 0b1111111100000000);
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}
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cmd.SetLineWidth(lineWidth);
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lineConstant.LineColor = inColor;
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lineConstant.Transform = transform;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(LineConstant), &lineConstant);
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auto& capsuleMesh = VkSceneRenderer::CapsuleMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, capsuleMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(capsuleMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(capsuleMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t));
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}
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void DebugLineCmd::DrawSphere(const Matrix4& transform, const Color& inColor, float lineWidth, bool stippled)
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{
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cmd.SetPolygonMode(VK_POLYGON_MODE_LINE);
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cmd.SetLineRasterizationMode(VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH);
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cmd.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
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cmd.SetLineStippleEnabled(stippled);
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if (stippled)
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{
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cmd.SetLineStipple(2, 0b1111111100000000);
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}
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cmd.SetLineWidth(lineWidth);
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lineConstant.LineColor = inColor;
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lineConstant.Transform = transform;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(LineConstant), &lineConstant);
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auto& sphereMesh = VkSceneRenderer::SphereMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, sphereMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(sphereMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(sphereMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t));
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}
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void DebugLineCmd::DrawCylinder(const Matrix4& transform, const Color& inColor, float lineWidth, bool stippled)
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{
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cmd.SetPolygonMode(VK_POLYGON_MODE_LINE);
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cmd.SetLineRasterizationMode(VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH);
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cmd.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
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cmd.SetLineStippleEnabled(stippled);
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if (stippled)
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{
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cmd.SetLineStipple(2, 0b1111111100000000);
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}
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cmd.SetLineWidth(lineWidth);
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lineConstant.LineColor = inColor;
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lineConstant.Transform = transform;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(LineConstant), &lineConstant);
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auto& sphereMesh = VkSceneRenderer::CylinderMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, sphereMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(sphereMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(sphereMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t));
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}
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void DebugLineCmd::DrawArrow(const Vector3& from, const Vector3& to, const Matrix4& view, const Matrix4& proj, const Color& inColor, float lineWidth, bool stippled)
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{
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cmd.SetPolygonMode(VK_POLYGON_MODE_LINE);
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cmd.SetLineRasterizationMode(VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH);
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cmd.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_LINE_LIST);
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cmd.SetLineStippleEnabled(stippled);
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if (stippled)
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{
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cmd.SetLineStipple(2, 0b1111111100000000);
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}
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cmd.SetLineWidth(lineWidth);
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// Shaft direction (normalized)
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glm::vec3 dir = glm::normalize(to - from);
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// Get camera position from inverse of view
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glm::vec3 cameraPos = glm::vec3(glm::inverse(view)[3]);
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glm::vec3 toCamera = glm::normalize(cameraPos - to);
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// Billboard basis
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glm::vec3 right = glm::normalize(glm::cross(dir, toCamera));
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glm::vec3 up = glm::normalize(glm::cross(right, dir));
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//// Build arrowhead transform
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//glm::mat4 arrowTransform(1.0f);
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//arrowTransform[0] = glm::vec4(right, 0.0f); // X axis
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//arrowTransform[1] = glm::vec4(up, 0.0f); // Y axis
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//arrowTransform[2] = glm::vec4(dir, 0.0f); // Z axis (forward)
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//arrowTransform[3] = glm::vec4(to, 1.0f); // Position
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// Optional: scale arrowhead size
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//float arrowScale = 0.2f; // You can tweak this
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//arrowTransform = arrowTransform * glm::scale(glm::mat4(1.0f), glm::vec3(arrowScale));
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// Final matrix
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lineConstant.Transform = proj * view;
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lineConstant.LineColor = inColor;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(LineConstant), &lineConstant);
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auto& sphereMesh = VkSceneRenderer::ArrowMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, sphereMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(sphereMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(sphereMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t));
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}
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@@ -33,6 +33,13 @@ namespace Nuake
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void DrawAABB(const Vector3& min, const Vector3& max, const Color& color) const;
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};
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struct DrawLineRequest
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{
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Vector3 Start;
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Vector3 End;
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Color Color;
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};
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class DebugLineCmd
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{
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private:
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@@ -47,5 +54,10 @@ namespace Nuake
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Ref<Scene> GetScene() const;
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void DrawLine(const Matrix4& transform, const Color& color, float lineWidth = 1.0f);
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void DrawBox(const Matrix4& transform, const Color& color, float lineWidth = 1.0f, bool stippled = false);
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void DrawCapsule(const Matrix4& transform, const Color& color, float lineWidth = 1.0f, bool stippled = false);
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void DrawSphere(const Matrix4& transform, const Color& color, float lineWidth = 1.0f, bool stippled = false);
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void DrawCylinder(const Matrix4& transform, const Color& color, float lineWidth = 1.0f, bool stippled = false);
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void DrawArrow(const Vector3& from, const Vector3& to, const Matrix4& view, const Matrix4& proj, const Color& color, float lineWidth = 1.0f, bool stippled = false);
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};
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}
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@@ -158,23 +158,17 @@ SceneRenderPipeline::SceneRenderPipeline()
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vkUpdateDescriptorSets(VkRenderer::Get().GetDevice(), 1, &bufferWriteModel, 0, nullptr);
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// Generate noise texture
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struct Vector2H
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{
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uint16_t x;
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uint16_t y;
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};
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std::vector<Vector2H> noiseData;
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std::vector<Vector2> noiseData;
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for (unsigned int i = 0; i < 16; i++)
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{
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Vector2H noise(
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glm::packHalf1x16(randomFloats(generator) * 2.0 - 1.0),
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glm::packHalf1x16(randomFloats(generator) * 2.0 - 1.0 )
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Vector2 noise(
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randomFloats(generator),
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randomFloats(generator)
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);
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noiseData.push_back(noise);
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}
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ssaoNoiseTexture = CreateRef<VulkanImage>(noiseData.data(), ImageFormat::RG16F, Vector2{4, 4});
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ssaoNoiseTexture = CreateRef<VulkanImage>(noiseData.data(), ImageFormat::RG32F, Vector2{4, 4});
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resources.AddTexture(ssaoNoiseTexture);
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initKernels = true;
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@@ -215,6 +209,9 @@ SceneRenderPipeline::SceneRenderPipeline()
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SSAOOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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SSAOOutput->SetDebugName("SSAOOutput");
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SSAOBlurOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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SSAOBlurOutput->SetDebugName("SSAOBlurOutput");
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GizmoOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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GizmoOutput->SetDebugName("GizmoOutput");
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@@ -252,6 +249,7 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
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LineCombineOutput = ResizeImage(ctx, LineCombineOutput, ctx.resolution);
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SSAOOutput = ResizeImage(ctx, SSAOOutput, ctx.resolution);
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SSAOBlurOutput = ResizeImage(ctx, SSAOBlurOutput, ctx.resolution);
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OutlineOutput = ResizeImage(ctx, OutlineOutput, ctx.resolution);
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@@ -262,9 +260,10 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
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{
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{ GBufferAlbedo, GBufferDepth, GBufferNormal, GBufferMaterial, GBufferEntityID }, // GBuffer
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{ SSAOOutput },
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{ SSAOBlurOutput },
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{ ShadingOutput }, // Shading
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{ TonemappedOutput }, // Tonemap
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{ LineOutput },
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{ LineOutput, GBufferDepth },
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{ LineCombineOutput },
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{ GizmoOutput, GBufferDepth }, // Reusing depth from gBuffer
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{ GizmoCombineOutput },
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@@ -287,7 +286,8 @@ void SceneRenderPipeline::RecreatePipeline()
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gBufferPass.AddAttachment("EntityID", GBufferEntityID->GetFormat());
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gBufferPass.AddAttachment("Depth", GBufferDepth->GetFormat(), ImageUsage::Depth);
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gBufferPass.SetPushConstant<GBufferConstant>(gbufferConstant);
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gBufferPass.SetPreRender([&](PassRenderContext& ctx) {
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gBufferPass.SetPreRender([&](PassRenderContext& ctx)
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{
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auto& layout = ctx.renderPass->PipelineLayout;
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auto& res = GPUResources::Get();
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@@ -298,7 +298,7 @@ void SceneRenderPipeline::RecreatePipeline()
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cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
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cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
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cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
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});
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});
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gBufferPass.SetRender([&](PassRenderContext& ctx) {
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Cmd& cmd = ctx.commandBuffer;
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@@ -379,6 +379,38 @@ void SceneRenderPipeline::RecreatePipeline()
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cmd.DrawIndexed(6);
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});
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auto& ssaoBlurPass = GBufferPipeline.AddPass("SSAOBlurPass");
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ssaoBlurPass.SetShaders(shaderMgr.GetShader("blur_vert"), shaderMgr.GetShader("blur_frag"));
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ssaoBlurPass.SetPushConstant<BlurConstant>(blurConstant);
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ssaoBlurPass.AddAttachment("SSAOBlurOutput", SSAOBlurOutput->GetFormat());
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ssaoBlurPass.AddInput("Input");
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ssaoBlurPass.SetPreRender([&](PassRenderContext& ctx)
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{
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Cmd& cmd = ctx.commandBuffer;
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auto& layout = ctx.renderPass->PipelineLayout;
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auto& res = GPUResources::Get();
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cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
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cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
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cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
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cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
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cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
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cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
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blurConstant.sourceTextureID = res.GetBindlessTextureID(SSAOOutput->GetID());
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blurConstant.sourceSize = SSAOOutput->GetSize();
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cmd.PushConstants(layout, sizeof(BlurConstant), &blurConstant);
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});
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ssaoBlurPass.SetRender([&](PassRenderContext& ctx)
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{
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Cmd& cmd = ctx.commandBuffer;
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auto& layout = ctx.renderPass->PipelineLayout;
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auto& quadMesh = VkSceneRenderer::QuadMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(6);
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});
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auto& shadingPass = GBufferPipeline.AddPass("Shading");
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shadingPass.SetShaders(shaderMgr.GetShader("shading_vert"), shaderMgr.GetShader("shading_frag"));
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shadingPass.SetPushConstant<ShadingConstant>(shadingConstant);
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@@ -407,7 +439,7 @@ void SceneRenderPipeline::RecreatePipeline()
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shadingConstant.NormalTextureID = res.GetBindlessTextureID(GBufferNormal->GetID());
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shadingConstant.MaterialTextureID = res.GetBindlessTextureID(GBufferMaterial->GetID());
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shadingConstant.AmbientTerm = ctx.scene->GetEnvironment()->AmbientTerm;
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shadingConstant.SSAOTextureID = res.GetBindlessTextureID(SSAOOutput->GetID());
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shadingConstant.SSAOTextureID = res.GetBindlessTextureID(SSAOBlurOutput->GetID());
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// Camera
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shadingConstant.CameraID = ctx.cameraID;
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@@ -418,7 +450,7 @@ void SceneRenderPipeline::RecreatePipeline()
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{
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shadingConstant.CascadeSplits[i] = LightComponent::mCascadeSplitDepth[i];
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}
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});
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});
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shadingPass.SetRender([&](PassRenderContext& ctx) {
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auto& cmd = ctx.commandBuffer;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(ShadingConstant), &shadingConstant);
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@@ -430,7 +462,7 @@ void SceneRenderPipeline::RecreatePipeline()
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(6);
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});
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});
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auto& tonemapPass = GBufferPipeline.AddPass("Tonemap");
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tonemapPass.SetShaders(shaderMgr.GetShader("tonemap_vert"), shaderMgr.GetShader("tonemap_frag"));
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@@ -455,49 +487,50 @@ void SceneRenderPipeline::RecreatePipeline()
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tonemapConstant.Exposure = ctx.scene->GetEnvironment()->Exposure;
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tonemapConstant.SourceTextureID = res.GetBindlessTextureID(ShadingOutput->GetID());
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tonemapConstant.Gamma = ctx.scene->GetEnvironment()->Gamma;
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});
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});
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tonemapPass.SetRender([&](PassRenderContext& ctx)
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{
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auto& cmd = ctx.commandBuffer;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(TonemapConstant), &tonemapConstant);
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{
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auto& cmd = ctx.commandBuffer;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(TonemapConstant), &tonemapConstant);
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ctx.renderPass->SetClearColor(ctx.scene->GetEnvironment()->AmbientColor);
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ctx.renderPass->SetClearColor(ctx.scene->GetEnvironment()->AmbientColor);
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// Draw full screen quad
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auto& quadMesh = VkSceneRenderer::QuadMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(6);
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});
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// Draw full screen quad
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auto& quadMesh = VkSceneRenderer::QuadMesh;
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cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
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cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
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cmd.DrawIndexed(6);
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});
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RenderPass& linePass = GBufferPipeline.AddPass("Line");
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linePass.SetIsLinePass(true);
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linePass.SetTopology(PolygonTopology::LINE_LIST);
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linePass.SetShaders(shaderMgr.GetShader("line_vert"), shaderMgr.GetShader("line_frag"));
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linePass.AddAttachment("LineOutput", LineOutput->GetFormat());
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linePass.AddAttachment("LineDepth", GBufferDepth->GetFormat(), ImageUsage::Depth, false);
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linePass.SetPushConstant(lineConstant);
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linePass.SetDepthTest(false);
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linePass.SetDepthTest(true);
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linePass.SetIsLinePass(true);
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linePass.SetPreRender([&](PassRenderContext& ctx)
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{
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Cmd& cmd = ctx.commandBuffer;
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auto& layout = ctx.renderPass->PipelineLayout;
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auto& res = GPUResources::Get();
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
linePass.SetRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
DebugLineCmd debugCmd = DebugLineCmd(cmd, ctx);
|
||||
OnLineDraw().Broadcast(debugCmd);
|
||||
});
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
DebugLineCmd debugCmd = DebugLineCmd(cmd, ctx);
|
||||
OnLineDraw().Broadcast(debugCmd);
|
||||
});
|
||||
|
||||
auto& lineCombinePass = GBufferPipeline.AddPass("LineCombine");
|
||||
lineCombinePass.SetPushConstant(copyConstant);
|
||||
@@ -505,33 +538,33 @@ void SceneRenderPipeline::RecreatePipeline()
|
||||
lineCombinePass.AddAttachment("LineCombineOutput", LineCombineOutput->GetFormat());
|
||||
lineCombinePass.AddInput("lineCombinePassOutput");
|
||||
lineCombinePass.SetPreRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
lineCombinePass.SetRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
|
||||
copyConstant.SourceTextureID = GPUResources::Get().GetBindlessTextureID(LineOutput->GetID());
|
||||
copyConstant.Source2TextureID = GPUResources::Get().GetBindlessTextureID(TonemappedOutput->GetID());
|
||||
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(copyConstant), ©Constant);
|
||||
copyConstant.SourceTextureID = GPUResources::Get().GetBindlessTextureID(LineOutput->GetID());
|
||||
copyConstant.Source2TextureID = GPUResources::Get().GetBindlessTextureID(TonemappedOutput->GetID());
|
||||
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(copyConstant), ©Constant);
|
||||
|
||||
// Draw full screen quad
|
||||
auto& quadMesh = VkSceneRenderer::QuadMesh;
|
||||
cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
|
||||
cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
// Draw full screen quad
|
||||
auto& quadMesh = VkSceneRenderer::QuadMesh;
|
||||
cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
|
||||
cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
|
||||
auto& gizmoPass = GBufferPipeline.AddPass("Gizmo");
|
||||
gizmoPass.SetShaders(shaderMgr.GetShader("gizmo_vert"), shaderMgr.GetShader("gizmo_frag"));
|
||||
@@ -541,25 +574,25 @@ void SceneRenderPipeline::RecreatePipeline()
|
||||
gizmoPass.AddAttachment("GizmoDepth", GBufferDepth->GetFormat(), ImageUsage::Depth, false);
|
||||
gizmoPass.SetDepthTest(true);
|
||||
gizmoPass.SetPreRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
gizmoPass.SetRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
DebugCmd debugCmd = DebugCmd(cmd, ctx);
|
||||
OnDebugDraw().Broadcast(debugCmd);
|
||||
});
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
DebugCmd debugCmd = DebugCmd(cmd, ctx);
|
||||
OnDebugDraw().Broadcast(debugCmd);
|
||||
});
|
||||
|
||||
auto& gizmoCombinePass = GBufferPipeline.AddPass("GizmoCombine");
|
||||
gizmoCombinePass.SetPushConstant(copyConstant);
|
||||
@@ -567,33 +600,33 @@ void SceneRenderPipeline::RecreatePipeline()
|
||||
gizmoCombinePass.AddAttachment("GizmoCombineOutput", GizmoCombineOutput->GetFormat());
|
||||
gizmoCombinePass.AddInput("GizmoCombineOutput");
|
||||
gizmoCombinePass.SetPreRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
{
|
||||
Cmd& cmd = ctx.commandBuffer;
|
||||
auto& layout = ctx.renderPass->PipelineLayout;
|
||||
auto& res = GPUResources::Get();
|
||||
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
// Bindless
|
||||
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
|
||||
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
|
||||
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
|
||||
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
|
||||
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
|
||||
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
|
||||
});
|
||||
gizmoCombinePass.SetRender([&](PassRenderContext& ctx)
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
{
|
||||
auto& cmd = ctx.commandBuffer;
|
||||
|
||||
copyConstant.SourceTextureID = GPUResources::Get().GetBindlessTextureID(GizmoOutput->GetID());
|
||||
copyConstant.Source2TextureID = GPUResources::Get().GetBindlessTextureID(LineCombineOutput->GetID());
|
||||
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(copyConstant), ©Constant);
|
||||
copyConstant.SourceTextureID = GPUResources::Get().GetBindlessTextureID(GizmoOutput->GetID());
|
||||
copyConstant.Source2TextureID = GPUResources::Get().GetBindlessTextureID(LineCombineOutput->GetID());
|
||||
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(copyConstant), ©Constant);
|
||||
|
||||
// Draw full screen quad
|
||||
auto& quadMesh = VkSceneRenderer::QuadMesh;
|
||||
cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
|
||||
cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
// Draw full screen quad
|
||||
auto& quadMesh = VkSceneRenderer::QuadMesh;
|
||||
cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 1);
|
||||
cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
|
||||
cmd.DrawIndexed(6);
|
||||
});
|
||||
|
||||
auto& outlinePass = GBufferPipeline.AddPass("Outline");
|
||||
outlinePass.SetShaders(shaderMgr.GetShader("outline_vert"), shaderMgr.GetShader("outline_frag"));
|
||||
|
||||
@@ -43,7 +43,12 @@ namespace Nuake
|
||||
float bias;
|
||||
Vector2 noiseScale;
|
||||
float power;
|
||||
};
|
||||
|
||||
struct BlurConstant
|
||||
{
|
||||
int sourceTextureID;
|
||||
Vector2 sourceSize;
|
||||
};
|
||||
|
||||
struct ShadingConstant
|
||||
@@ -116,6 +121,7 @@ namespace Nuake
|
||||
// Attachments Shading
|
||||
Ref<VulkanImage> ShadingOutput;
|
||||
Ref<VulkanImage> SSAOOutput;
|
||||
Ref<VulkanImage> SSAOBlurOutput;
|
||||
|
||||
Ref<VulkanImage> LineOutput;
|
||||
Ref<VulkanImage> LineCombineOutput;
|
||||
@@ -141,6 +147,7 @@ namespace Nuake
|
||||
GBufferConstant gbufferConstant;
|
||||
ShadingConstant shadingConstant;
|
||||
SSAOConstant ssaoConstant;
|
||||
BlurConstant blurConstant;
|
||||
TonemapConstant tonemapConstant;
|
||||
DebugConstant debugConstant;
|
||||
LineConstant lineConstant;
|
||||
|
||||
@@ -177,6 +177,10 @@ VulkanImage::VulkanImage(void* inData, ImageFormat inFormat, Vector2 inSize) : V
|
||||
{
|
||||
data_size *= 4;
|
||||
}
|
||||
else if (inFormat == ImageFormat::RG32F)
|
||||
{
|
||||
data_size *= 8;
|
||||
}
|
||||
else if (inFormat != ImageFormat::A8)
|
||||
{
|
||||
data_size *= 4;
|
||||
|
||||
@@ -19,6 +19,7 @@ namespace Nuake
|
||||
RGBA16F = 97,
|
||||
RGB16F = 90,
|
||||
RG16F = 83,
|
||||
RG32F = 103,
|
||||
RGBA32F = 109,
|
||||
D32F = 126,
|
||||
R32UINT = 98,
|
||||
|
||||
@@ -23,6 +23,11 @@
|
||||
using namespace Nuake;
|
||||
|
||||
Ref<VkMesh> VkSceneRenderer::QuadMesh;
|
||||
Ref<VkMesh> VkSceneRenderer::BoxMesh;
|
||||
Ref<VkMesh> VkSceneRenderer::CapsuleMesh;
|
||||
Ref<VkMesh> VkSceneRenderer::SphereMesh;
|
||||
Ref<VkMesh> VkSceneRenderer::CylinderMesh;
|
||||
Ref<VkMesh> VkSceneRenderer::ArrowMesh;
|
||||
|
||||
void VkSceneRenderer::Init()
|
||||
{
|
||||
@@ -47,6 +52,295 @@ void VkSceneRenderer::Init()
|
||||
};
|
||||
|
||||
QuadMesh = CreateRef<VkMesh>(quadVertices, quadIndices);
|
||||
|
||||
const std::vector<Vertex> boxVertices
|
||||
{
|
||||
// Front face
|
||||
{ Vector3(-1.0f, -1.0f, 1.0f), 0.0f, Vector3(0, 0, 1), 0.0f },
|
||||
{ Vector3(1.0f, -1.0f, 1.0f), 1.0f, Vector3(0, 0, 1), 0.0f },
|
||||
{ Vector3(1.0f, 1.0f, 1.0f), 1.0f, Vector3(0, 0, 1), 1.0f },
|
||||
{ Vector3(-1.0f, 1.0f, 1.0f), 0.0f, Vector3(0, 0, 1), 1.0f },
|
||||
|
||||
// Back face
|
||||
{ Vector3(1.0f, -1.0f, -1.0f), 0.0f, Vector3(0, 0, -1), 0.0f },
|
||||
{ Vector3(-1.0f, -1.0f, -1.0f), 1.0f, Vector3(0, 0, -1), 0.0f },
|
||||
{ Vector3(-1.0f, 1.0f, -1.0f), 1.0f, Vector3(0, 0, -1), 1.0f },
|
||||
{ Vector3(1.0f, 1.0f, -1.0f), 0.0f, Vector3(0, 0, -1), 1.0f },
|
||||
|
||||
// Left face
|
||||
{ Vector3(-1.0f, -1.0f, -1.0f), 0.0f, Vector3(-1, 0, 0), 0.0f },
|
||||
{ Vector3(-1.0f, -1.0f, 1.0f), 1.0f, Vector3(-1, 0, 0), 0.0f },
|
||||
{ Vector3(-1.0f, 1.0f, 1.0f), 1.0f, Vector3(-1, 0, 0), 1.0f },
|
||||
{ Vector3(-1.0f, 1.0f, -1.0f), 0.0f, Vector3(-1, 0, 0), 1.0f },
|
||||
|
||||
// Right face
|
||||
{ Vector3(1.0f, -1.0f, 1.0f), 0.0f, Vector3(1, 0, 0), 0.0f },
|
||||
{ Vector3(1.0f, -1.0f, -1.0f), 1.0f, Vector3(1, 0, 0), 0.0f },
|
||||
{ Vector3(1.0f, 1.0f, -1.0f), 1.0f, Vector3(1, 0, 0), 1.0f },
|
||||
{ Vector3(1.0f, 1.0f, 1.0f), 0.0f, Vector3(1, 0, 0), 1.0f },
|
||||
|
||||
// Top face
|
||||
{ Vector3(-1.0f, 1.0f, 1.0f), 0.0f, Vector3(0, 1, 0), 0.0f },
|
||||
{ Vector3(1.0f, 1.0f, 1.0f), 1.0f, Vector3(0, 1, 0), 0.0f },
|
||||
{ Vector3(1.0f, 1.0f, -1.0f), 1.0f, Vector3(0, 1, 0), 1.0f },
|
||||
{ Vector3(-1.0f, 1.0f, -1.0f), 0.0f, Vector3(0, 1, 0), 1.0f },
|
||||
|
||||
// Bottom face
|
||||
{ Vector3(-1.0f, -1.0f, -1.0f), 0.0f, Vector3(0, -1, 0), 0.0f },
|
||||
{ Vector3(1.0f, -1.0f, -1.0f), 1.0f, Vector3(0, -1, 0), 0.0f },
|
||||
{ Vector3(1.0f, -1.0f, 1.0f), 1.0f, Vector3(0, -1, 0), 1.0f },
|
||||
{ Vector3(-1.0f, -1.0f, 1.0f), 0.0f, Vector3(0, -1, 0), 1.0f },
|
||||
};
|
||||
|
||||
const std::vector<uint32_t> boxIndices
|
||||
{
|
||||
// Front face
|
||||
0, 1, 1, 2, 2, 3, 3, 0,
|
||||
|
||||
// Back face
|
||||
4, 5, 5, 6, 6, 7, 7, 4,
|
||||
|
||||
// Side edges
|
||||
0, 5, 1, 4, 2, 7, 3, 6
|
||||
};
|
||||
|
||||
BoxMesh = CreateRef<VkMesh>(boxVertices, boxIndices);
|
||||
|
||||
{
|
||||
std::vector<Vertex> arrowVertices;
|
||||
std::vector<uint32_t> arrowIndices;
|
||||
|
||||
Vector3 base = Vector3(0.0f, 0.0f, 0.0f); // Start of arrow
|
||||
Vector3 tip = Vector3(0.0f, 1.0f, 0.0f); // Tip of arrow
|
||||
float headSize = 0.2f;
|
||||
float shaftLength = 0.8f;
|
||||
Vector3 shaftEnd = Vector3(0.0f, shaftLength, 0.0f);
|
||||
|
||||
// Shaft line
|
||||
arrowVertices.push_back({ base, 0.0f, Vector3(), 0.0f }); // 0
|
||||
arrowVertices.push_back({ shaftEnd, 0.0f, Vector3(), 0.0f }); // 1
|
||||
arrowIndices.push_back(0);
|
||||
arrowIndices.push_back(1);
|
||||
|
||||
// Arrowhead lines (simple triangle)
|
||||
Vector3 left = shaftEnd + Vector3(-headSize, headSize, 0.0f); // 2
|
||||
Vector3 right = shaftEnd + Vector3(headSize, headSize, 0.0f); // 3
|
||||
Vector3 back = shaftEnd + Vector3(0.0f, headSize, headSize); // 4
|
||||
|
||||
arrowVertices.push_back({ left, 0.0f, Vector3(), 0.0f });
|
||||
arrowVertices.push_back({ right, 0.0f, Vector3(), 0.0f });
|
||||
arrowVertices.push_back({ back, 0.0f, Vector3(), 0.0f });
|
||||
|
||||
// Arrowhead edges
|
||||
arrowIndices.push_back(1); arrowIndices.push_back(2); // shaftEnd -> left
|
||||
arrowIndices.push_back(1); arrowIndices.push_back(3); // shaftEnd -> right
|
||||
arrowIndices.push_back(1); arrowIndices.push_back(4); // shaftEnd -> back
|
||||
|
||||
ArrowMesh = CreateRef<VkMesh>(arrowVertices, arrowIndices);
|
||||
}
|
||||
|
||||
{
|
||||
std::vector<Vertex> capsuleVertices;
|
||||
std::vector<uint32_t> capsuleIndices;
|
||||
|
||||
const int segments = 16;
|
||||
const int hemisphereSegments = 8;
|
||||
const float radius = 1.0f;
|
||||
const float cylinderHeight = 2.0f;
|
||||
const float halfHeight = cylinderHeight * 0.5f;
|
||||
|
||||
// =====
|
||||
// Circle rings (top and bottom of cylinder)
|
||||
for (int i = 0; i < segments; ++i)
|
||||
{
|
||||
float angle = (2.0f * glm::pi<float>() * i) / segments;
|
||||
float x = cos(angle) * radius;
|
||||
float z = sin(angle) * radius;
|
||||
|
||||
// Top ring
|
||||
capsuleVertices.push_back({ Vector3(x, +halfHeight, z), 0.0f, Vector3(), 0.0f });
|
||||
|
||||
// Bottom ring
|
||||
capsuleVertices.push_back({ Vector3(x, -halfHeight, z), 0.0f, Vector3(), 0.0f });
|
||||
}
|
||||
|
||||
// Top/bottom circle outline
|
||||
for (int i = 0; i < segments; ++i)
|
||||
{
|
||||
uint32_t top = i * 2;
|
||||
uint32_t topNext = ((i + 1) % segments) * 2;
|
||||
uint32_t bot = i * 2 + 1;
|
||||
uint32_t botNext = ((i + 1) % segments) * 2 + 1;
|
||||
|
||||
capsuleIndices.push_back(top);
|
||||
capsuleIndices.push_back(topNext);
|
||||
|
||||
capsuleIndices.push_back(bot);
|
||||
capsuleIndices.push_back(botNext);
|
||||
}
|
||||
|
||||
// =====
|
||||
// 4 vertical lines at 0<>, 90<39>, 180<38>, 270<37>
|
||||
for (int i : { 0, segments / 4, segments / 2, (3 * segments) / 4 })
|
||||
{
|
||||
uint32_t top = i * 2;
|
||||
uint32_t bot = i * 2 + 1;
|
||||
|
||||
capsuleIndices.push_back(top);
|
||||
capsuleIndices.push_back(bot);
|
||||
}
|
||||
|
||||
// =====
|
||||
// Hemisphere arcs (vertical arcs at 4 directions)
|
||||
for (int i : { 0, segments / 4, segments / 2, (3 * segments) / 4 })
|
||||
{
|
||||
float angle = (2.0f * glm::pi<float>() * i) / segments;
|
||||
float x = cos(angle);
|
||||
float z = sin(angle);
|
||||
|
||||
// Top hemisphere arc
|
||||
uint32_t last = capsuleVertices.size();
|
||||
for (int j = 0; j <= hemisphereSegments; ++j)
|
||||
{
|
||||
float theta = (0.5f * glm::pi<float>() * j) / hemisphereSegments; // from 0 to pi/2
|
||||
float y = sin(theta) * radius + halfHeight;
|
||||
float r = cos(theta) * radius;
|
||||
|
||||
capsuleVertices.push_back({ Vector3(x * r, y, z * r), 0.0f, Vector3(), 0.0f });
|
||||
|
||||
if (j > 0)
|
||||
{
|
||||
capsuleIndices.push_back(last + j - 1);
|
||||
capsuleIndices.push_back(last + j);
|
||||
}
|
||||
}
|
||||
|
||||
// Bottom hemisphere arc
|
||||
last = capsuleVertices.size();
|
||||
for (int j = 0; j <= hemisphereSegments; ++j)
|
||||
{
|
||||
float theta = (0.5f * glm::pi<float>() * j) / hemisphereSegments; // from 0 to pi/2
|
||||
float y = -sin(theta) * radius - halfHeight;
|
||||
float r = cos(theta) * radius;
|
||||
|
||||
capsuleVertices.push_back({ Vector3(x * r, y, z * r), 0.0f, Vector3(), 0.0f });
|
||||
|
||||
if (j > 0)
|
||||
{
|
||||
capsuleIndices.push_back(last + j - 1);
|
||||
capsuleIndices.push_back(last + j);
|
||||
}
|
||||
}
|
||||
}
|
||||
CapsuleMesh = CreateRef<VkMesh>(capsuleVertices, capsuleIndices);
|
||||
}
|
||||
{
|
||||
std::vector<Vertex> sphereVertices;
|
||||
std::vector<uint32_t> sphereIndices;
|
||||
|
||||
const int ringSegments = 32;
|
||||
const float sphereRadius = 1.0f;
|
||||
|
||||
// XY Ring
|
||||
for (int i = 0; i < ringSegments; ++i)
|
||||
{
|
||||
float angle = (2.0f * glm::pi<float>() * i) / ringSegments;
|
||||
float x = cos(angle) * sphereRadius;
|
||||
float y = sin(angle) * sphereRadius;
|
||||
sphereVertices.push_back({ Vector3(x, y, 0.0f), 0.0f, Vector3(), 0.0f });
|
||||
|
||||
uint32_t curr = i;
|
||||
uint32_t next = (i + 1) % ringSegments;
|
||||
sphereIndices.push_back(curr);
|
||||
sphereIndices.push_back(next);
|
||||
}
|
||||
|
||||
// XZ Ring
|
||||
uint32_t baseXZ = sphereVertices.size();
|
||||
for (int i = 0; i < ringSegments; ++i)
|
||||
{
|
||||
float angle = (2.0f * glm::pi<float>() * i) / ringSegments;
|
||||
float x = cos(angle) * sphereRadius;
|
||||
float z = sin(angle) * sphereRadius;
|
||||
sphereVertices.push_back({ Vector3(x, 0.0f, z), 0.0f, Vector3(), 0.0f });
|
||||
|
||||
uint32_t curr = baseXZ + i;
|
||||
uint32_t next = baseXZ + ((i + 1) % ringSegments);
|
||||
sphereIndices.push_back(curr);
|
||||
sphereIndices.push_back(next);
|
||||
}
|
||||
|
||||
// YZ Ring
|
||||
uint32_t baseYZ = sphereVertices.size();
|
||||
for (int i = 0; i < ringSegments; ++i)
|
||||
{
|
||||
float angle = (2.0f * glm::pi<float>() * i) / ringSegments;
|
||||
float y = cos(angle) * sphereRadius;
|
||||
float z = sin(angle) * sphereRadius;
|
||||
sphereVertices.push_back({ Vector3(0.0f, y, z), 0.0f, Vector3(), 0.0f });
|
||||
|
||||
uint32_t curr = baseYZ + i;
|
||||
uint32_t next = baseYZ + ((i + 1) % ringSegments);
|
||||
sphereIndices.push_back(curr);
|
||||
sphereIndices.push_back(next);
|
||||
}
|
||||
|
||||
SphereMesh = CreateRef<VkMesh>(sphereVertices, sphereIndices);
|
||||
}
|
||||
|
||||
{
|
||||
std::vector<Vertex> cylinderVertices;
|
||||
std::vector<uint32_t> cylinderIndices;
|
||||
|
||||
const int segments = 16;
|
||||
const float radius = 1.0f;
|
||||
const float halfHeight = 2.0f;
|
||||
|
||||
// Vertex pairs: top and bottom
|
||||
for (int i = 0; i < segments; ++i)
|
||||
{
|
||||
float angle = (2.0f * glm::pi<float>() * i) / segments;
|
||||
float x = cos(angle) * radius;
|
||||
float z = sin(angle) * radius;
|
||||
|
||||
// Top ring
|
||||
cylinderVertices.push_back({ Vector3(x, +halfHeight, z), 0.0f, Vector3(), 0.0f });
|
||||
|
||||
// Bottom ring
|
||||
cylinderVertices.push_back({ Vector3(x, -halfHeight, z), 0.0f, Vector3(), 0.0f });
|
||||
}
|
||||
|
||||
// Circle edges (top and bottom)
|
||||
for (int i = 0; i < segments; ++i)
|
||||
{
|
||||
uint32_t topIdx = i * 2;
|
||||
uint32_t nextTopIdx = ((i + 1) % segments) * 2;
|
||||
uint32_t botIdx = i * 2 + 1;
|
||||
uint32_t nextBotIdx = ((i + 1) % segments) * 2 + 1;
|
||||
|
||||
// Top circle
|
||||
cylinderIndices.push_back(topIdx);
|
||||
cylinderIndices.push_back(nextTopIdx);
|
||||
|
||||
// Bottom circle
|
||||
cylinderIndices.push_back(botIdx);
|
||||
cylinderIndices.push_back(nextBotIdx);
|
||||
}
|
||||
|
||||
// 4 vertical edges at 0, 90, 180, 270 degrees
|
||||
for (int i : { 0, segments / 4, segments / 2, (3 * segments) / 4 })
|
||||
{
|
||||
uint32_t topIdx = i * 2;
|
||||
uint32_t botIdx = i * 2 + 1;
|
||||
|
||||
cylinderIndices.push_back(topIdx);
|
||||
cylinderIndices.push_back(botIdx);
|
||||
}
|
||||
|
||||
// Final creation of the cylinder outline mesh
|
||||
CylinderMesh = CreateRef<VkMesh>(cylinderVertices, cylinderIndices);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void VkSceneRenderer::LoadShaders()
|
||||
@@ -72,6 +366,8 @@ void VkSceneRenderer::LoadShaders()
|
||||
shaderMgr.AddShader("line_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/line.vert"));
|
||||
shaderMgr.AddShader("ssao_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/ssao.frag"));
|
||||
shaderMgr.AddShader("ssao_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/ssao.vert"));
|
||||
shaderMgr.AddShader("blur_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/blur.frag"));
|
||||
shaderMgr.AddShader("blur_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/blur.vert"));
|
||||
}
|
||||
|
||||
void VkSceneRenderer::PrepareScenes(const std::vector<Ref<Scene>>& scenes, RenderContext inContext)
|
||||
|
||||
@@ -25,6 +25,11 @@ namespace Nuake
|
||||
{
|
||||
public:
|
||||
static Ref<VkMesh> QuadMesh;
|
||||
static Ref<VkMesh> BoxMesh;
|
||||
static Ref<VkMesh> CapsuleMesh;
|
||||
static Ref<VkMesh> SphereMesh;
|
||||
static Ref<VkMesh> CylinderMesh;
|
||||
static Ref<VkMesh> ArrowMesh;
|
||||
|
||||
public:
|
||||
//RenderContext Context;
|
||||
|
||||
Reference in New Issue
Block a user