mirror of
https://github.com/antopilo/Nuake.git
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Started porting outline pass
This commit is contained in:
161
Data/Shaders/Vulkan/outline.frag
Normal file
161
Data/Shaders/Vulkan/outline.frag
Normal file
@@ -0,0 +1,161 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct PSInput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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struct PSOutput {
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float4 oColor0 : SV_TARGET;
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};
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struct OutlinePushConstant
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{
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float4 Color;
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float Thickness;
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int SourceTextureID;
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int EntityIDTextureID;
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int DepthTextureID;
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float SelectedEntity;
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};
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[[vk::push_constant]]
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OutlinePushConstant pushConstants;
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PSOutput main(PSInput input)
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{
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PSOutput output;
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float4 outlineColor = pushConstants.Color;
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float target = pushConstants.SelectedEntity;
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float radius = pushConstants.Thickness;
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float2 uv = input.UV;
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int entityIDTextureID = pushConstants.EntityIDTextureID;
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float hasHit = 0.0f;
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float sampleValue = textures[entityIDTextureID].Sample(mySampler, uv).r;
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if(abs(sampleValue - target) < 0.0001)
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{
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output.oColor0 = outlineColor;
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output.oColor0.a = 1.0;
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return output;
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}
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float4 fragColor = float4(0, 0, 0, 0);
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const float TAU = 6.28318530;
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const float steps = 32.0;
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for(float i = 0.0f; i < TAU; i += TAU / steps)
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{
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float2 uvOffset = float2(sin(i), cos(i)) * radius;
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float2 sampleUV = uv + uvOffset;
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sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
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sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
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int sampleValue = (int)textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
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if(sampleValue == target)
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{
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hasHit = 1.0f;
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}
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float alpha = smoothstep(0.5, 0.9, int(sampleValue != target) * hasHit * 10.0f);
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float4 outputColor = float4(
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lerp(fragColor.r, outlineColor.r, alpha),
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lerp(fragColor.g, outlineColor.g, alpha),
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lerp(fragColor.b, outlineColor.b, alpha),
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lerp(fragColor.a, outlineColor.a, alpha)
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);
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fragColor = outputColor;
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}
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if(fragColor.a > 0.1)
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{
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fragColor.a = 1.0f;
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}
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output.oColor0 = fragColor;
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return output;
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}
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112
Data/Shaders/Vulkan/outline.vert
Normal file
112
Data/Shaders/Vulkan/outline.vert
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@@ -0,0 +1,112 @@
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// Transforms
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struct ModelData
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{
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float4x4 model;
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};
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[[vk::binding(0, 0)]]
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StructuredBuffer<ModelData> model : register(t1);
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// Vertex
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struct Vertex
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{
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float3 position;
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float uv_x;
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float3 normal;
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float uv_y;
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float3 tangent;
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float3 bitangent;
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};
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[[vk::binding(0, 1)]]
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StructuredBuffer<Vertex> vertexBuffer : register(t2);
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// Samplers
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[[vk::binding(0, 2)]]
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SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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bool hasAlbedo;
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float3 albedo;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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int albedoTextureId;
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int normalTextureId;
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int metalnessTextureId;
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int roughnessTextureId;
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int aoTextureId;
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};
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[[vk::binding(0, 3)]]
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StructuredBuffer<Material> material;
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// Textures
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[[vk::binding(0, 4)]]
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Texture2D textures[];
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// Lights
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struct Light
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{
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float3 position;
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int type;
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float4 color;
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float3 direction;
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float outerConeAngle;
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float innerConeAngle;
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bool castShadow;
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int shadowMapTextureId[4];
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int transformId[4];
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};
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[[vk::binding(0, 5)]]
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StructuredBuffer<Light> lights;
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// Cameras
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struct CameraView {
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float4x4 View;
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float4x4 Projection;
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float4x4 ViewProjection;
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float4x4 InverseView;
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float4x4 InverseProjection;
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float3 Position;
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float Near;
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float Far;
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};
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[[vk::binding(0, 6)]]
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StructuredBuffer<CameraView> cameras;
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struct OutlinePushConstant
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{
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float4 Color;
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float Thickness;
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int SourceTextureID;
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int EntityIDTextureID;
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int DepthTextureID;
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float SelectedEntity;
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};
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[[vk::push_constant]]
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OutlinePushConstant pushConstants;
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// Outputs
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struct VSOutput {
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float4 Position : SV_Position;
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float2 UV : TEXCOORD0;
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};
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// Main vertex shader
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VSOutput main(uint vertexIndex : SV_VertexID)
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{
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VSOutput output;
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Vertex v = vertexBuffer[vertexIndex];
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output.UV = float2(v.uv_x, v.uv_y);
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output.Position = float4(v.position, 1.0f);
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return output;
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}
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@@ -92,6 +92,7 @@ struct PSOutput {
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float4 oColor0 : SV_TARGET;
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float4 oNormal : SV_TARGET1;
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float4 oMaterial : SV_TARGET2;
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float4 oEntityID : SV_TARGET3;
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};
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struct ModelPushConstant
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@@ -99,6 +100,7 @@ struct ModelPushConstant
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int modelIndex; // Push constant data
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int materialIndex;
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int cameraID;
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float entityID;
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};
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[[vk::push_constant]]
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@@ -160,5 +162,8 @@ PSOutput main(PSInput input)
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float3 materialOuput = float3(inMaterial.metalnessValue, inMaterial.aoValue, inMaterial.roughnessValue);
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output.oMaterial = float4(materialOuput, 1.0f);
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output.oEntityID = float4(pushConstants.entityID, pushConstants.entityID, pushConstants.entityID, pushConstants.entityID);
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return output;
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}
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@@ -85,6 +85,7 @@ struct ModelPushConstant
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int modelIndex; // Push constant data
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int materialIndex;
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int cameraID;
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float entityID;
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};
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[[vk::push_constant]]
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@@ -35,6 +35,15 @@ void ViewportWidget::Update(float ts)
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const Vector2 viewportSize = sceneViewport->GetViewportSize();
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editorCam->OnWindowResize(viewportSize.x, viewportSize.y);
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if (editorContext.GetSelection().Type == EditorSelectionType::Entity)
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{
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sceneViewport->SetSelectedEntityID(editorContext.GetSelection().Entity.GetHandle());
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}
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else
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{
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sceneViewport->SetSelectedEntityID(-1);
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}
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}
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void ViewportWidget::Draw()
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@@ -22,6 +22,7 @@ namespace Nuake
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Vector2 resolution;
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RenderPass* renderPass = nullptr;
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UUID cameraID;
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float selectedEntity;
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};
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class TextureAttachment
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@@ -17,6 +17,7 @@ namespace Nuake
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Vector2 Size;
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UUID CameraID;
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Ref<VulkanImage> ViewportImage;
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int SelectedEntityID = -1;
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// We might add more to this!
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};
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}
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@@ -104,6 +104,12 @@ SceneRenderPipeline::SceneRenderPipeline()
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TonemappedOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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TonemappedOutput->SetDebugName("TonemappedOutput");
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GBufferEntityID = CreateRef<VulkanImage>(ImageFormat::R32F, defaultSize);
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GBufferEntityID->SetDebugName("GBufferEntityID");
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OutlineOutput =CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
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OutlineOutput->SetDebugName("OutlineOutput");
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// Setup bloom targets
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BloomOutput = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
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BloomThreshold = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
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@@ -129,6 +135,7 @@ SceneRenderPipeline::SceneRenderPipeline()
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gBufferPass.AddAttachment("Albedo", GBufferAlbedo->GetFormat());
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gBufferPass.AddAttachment("Normal", GBufferNormal->GetFormat());
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gBufferPass.AddAttachment("Material", GBufferMaterial->GetFormat());
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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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@@ -161,6 +168,10 @@ SceneRenderPipeline::SceneRenderPipeline()
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}
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gbufferConstant.Index = res.ModelMatrixMapping[Entity((entt::entity)e, scene.get()).GetID()];
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// Set entity ID
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Entity entity = { (entt::entity)e, scene.get() };
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gbufferConstant.EntityID = static_cast<float>(entity.GetHandle());
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for (auto& m : mesh.ModelResource.Get<Model>()->GetMeshes())
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{
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@@ -262,6 +273,45 @@ SceneRenderPipeline::SceneRenderPipeline()
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cmd.DrawIndexed(6);
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});
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auto& outlinePass = GBufferPipeline.AddPass("Outline");
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outlinePass.SetShaders(shaderMgr.GetShader("outline_vert"), shaderMgr.GetShader("outline_frag"));
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outlinePass.SetPushConstant<OutlineConstant>(outlineConstant);
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outlinePass.AddAttachment("OutlineOutput", ImageFormat::RGBA8);
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outlinePass.SetDepthTest(false);
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outlinePass.AddInput("ShadingOutput");
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outlinePass.AddInput("EntityID");
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outlinePass.SetPreRender([&](PassRenderContext& ctx) {
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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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// Bindless
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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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});
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outlinePass.SetRender([&](PassRenderContext& ctx)
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{
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outlineConstant.SourceTextureID = GPUResources::Get().GetBindlessTextureID(ShadingOutput->GetID());
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outlineConstant.EntityIDTextureID = GPUResources::Get().GetBindlessTextureID(GBufferEntityID->GetID());
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outlineConstant.DepthTextureID = GPUResources::Get().GetBindlessTextureID(GBufferDepth->GetID());
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outlineConstant.SelectedEntityID = ctx.selectedEntity;
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outlineConstant.Color = Vector4(1, 0, 0, 1);
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outlineConstant.Thickness = 4.0f;
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auto& cmd = ctx.commandBuffer;
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cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(OutlineConstant), &outlineConstant);
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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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GBufferPipeline.Build();
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}
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@@ -277,14 +327,19 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
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GBufferDepth = ResizeImage(ctx, GBufferDepth, ctx.resolution);
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GBufferNormal = ResizeImage(ctx, GBufferNormal, ctx.resolution);
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GBufferMaterial = ResizeImage(ctx, GBufferMaterial, ctx.resolution);
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GBufferEntityID = ResizeImage(ctx, GBufferEntityID, ctx.resolution);
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ShadingOutput = ResizeImage(ctx, ShadingOutput, ctx.resolution);
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TonemappedOutput = ResizeImage(ctx, TonemappedOutput, ctx.resolution);
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OutlineOutput = ResizeImage(ctx, OutlineOutput, ctx.resolution);
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||||
|
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PipelineAttachments pipelineInputs
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{
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{ GBufferAlbedo, GBufferDepth, GBufferNormal, GBufferMaterial }, // GBuffer
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{ GBufferAlbedo, GBufferDepth, GBufferNormal, GBufferMaterial, GBufferEntityID }, // GBuffer
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{ ShadingOutput }, // Shading
|
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{ TonemappedOutput }, // Tonemap
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{ OutlineOutput }
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};
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||||
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||||
GBufferPipeline.Execute(ctx, pipelineInputs);
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||||
|
||||
@@ -14,7 +14,7 @@ namespace Nuake
|
||||
int Index;
|
||||
int MaterialIndex;
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||||
int CameraID;
|
||||
char padding[120]; // 124 bytes to reach 128 bytes
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||||
float EntityID;
|
||||
};
|
||||
|
||||
class ShadowRenderPipeline
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||||
@@ -50,6 +50,16 @@ namespace Nuake
|
||||
int SourceTextureID;
|
||||
};
|
||||
|
||||
struct OutlineConstant
|
||||
{
|
||||
Vector4 Color;
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||||
float Thickness;
|
||||
int SourceTextureID;
|
||||
int EntityIDTextureID;
|
||||
int DepthTextureID;
|
||||
float SelectedEntityID;
|
||||
};
|
||||
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||||
struct BloomConstant
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||||
{
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||||
int Stage;
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||||
@@ -75,12 +85,15 @@ namespace Nuake
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||||
Ref<VulkanImage> GBufferDepth;
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||||
Ref<VulkanImage> GBufferNormal;
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||||
Ref<VulkanImage> GBufferMaterial;
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||||
Ref<VulkanImage> GBufferEntityID;
|
||||
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||||
// Attachments Shading
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||||
Ref<VulkanImage> ShadingOutput;
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||||
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||||
Ref<VulkanImage> TonemappedOutput;
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||||
|
||||
Ref<VulkanImage> OutlineOutput;
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||||
|
||||
// Bloom
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||||
const int BloomIteration = 4;
|
||||
const float DownsampleScale = 0.4f;
|
||||
@@ -95,6 +108,7 @@ namespace Nuake
|
||||
GBufferConstant gbufferConstant;
|
||||
ShadingConstant shadingConstant;
|
||||
TonemapConstant tonemapConstant;
|
||||
OutlineConstant outlineConstant;
|
||||
BloomConstant bloomConstant;
|
||||
|
||||
static RenderPipeline GBufferPipeline;
|
||||
@@ -108,7 +122,7 @@ namespace Nuake
|
||||
|
||||
void SetCamera(UUID camera);
|
||||
void Render(PassRenderContext& ctx);
|
||||
Ref<VulkanImage> GetOutput() { return TonemappedOutput; }
|
||||
Ref<VulkanImage> GetOutput() { return OutlineOutput; }
|
||||
|
||||
MulticastDelegate<DebugCmd&>& OnDebugDraw() { return DebugDrawDelegate; }
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ namespace Nuake
|
||||
UUID viewId;
|
||||
Ref<VulkanImage> renderTarget;
|
||||
|
||||
int selectedEntityID;
|
||||
public:
|
||||
Viewport(UUID viewId, const Vector2& size);
|
||||
~Viewport() = default;
|
||||
@@ -39,6 +40,9 @@ namespace Nuake
|
||||
return queuedResize != viewportSize;
|
||||
}
|
||||
|
||||
void SetSelectedEntityID(int id) { selectedEntityID = id; }
|
||||
int GetSelectedEntityID() const { return selectedEntityID; }
|
||||
|
||||
Ref<VulkanImage> GetRenderTarget() const { return renderTarget; }
|
||||
bool Resize();
|
||||
};
|
||||
|
||||
@@ -19,6 +19,9 @@ namespace Nuake
|
||||
RGBA16F = 97,
|
||||
RGBA32F = 109,
|
||||
D32F = 126,
|
||||
R32UINT = 98,
|
||||
R32INT = 99,
|
||||
R32F = 100,
|
||||
};
|
||||
|
||||
enum class ImageUsage
|
||||
|
||||
@@ -371,7 +371,7 @@ void VkRenderer::DrawScenes()
|
||||
ctx.CameraID = viewport->GetViewID();
|
||||
ctx.Size = viewport->GetRenderTarget()->GetSize();
|
||||
ctx.ViewportImage = viewport->GetRenderTarget();
|
||||
|
||||
ctx.SelectedEntityID = viewport->GetSelectedEntityID();
|
||||
SceneRenderer->DrawSceneView(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,6 +63,8 @@ void VkSceneRenderer::LoadShaders()
|
||||
shaderMgr.AddShader("shadow_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/shadow.vert"));
|
||||
shaderMgr.AddShader("tonemap_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/tonemap.frag"));
|
||||
shaderMgr.AddShader("tonemap_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/tonemap.vert"));
|
||||
shaderMgr.AddShader("outline_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/outline.frag"));
|
||||
shaderMgr.AddShader("outline_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/outline.vert"));
|
||||
}
|
||||
|
||||
void VkSceneRenderer::PrepareScenes(const std::vector<Ref<Scene>>& scenes, RenderContext inContext)
|
||||
@@ -313,7 +315,7 @@ void VkSceneRenderer::DrawSceneView(RenderContext inContext)
|
||||
passCtx.resolution = inContext.Size;
|
||||
passCtx.commandBuffer = inContext.CommandBuffer;
|
||||
passCtx.scene = inContext.CurrentScene;
|
||||
|
||||
passCtx.selectedEntity = static_cast<float>(inContext.SelectedEntityID);
|
||||
sceneRenderPipeline->Render(passCtx);
|
||||
|
||||
// in case we just resized
|
||||
|
||||
Reference in New Issue
Block a user