Finished outline selection shader

This commit is contained in:
antopilo
2025-04-14 14:34:26 -04:00
parent 804d147492
commit 5ce9fb6093
2 changed files with 162 additions and 78 deletions

View File

@@ -1,90 +1,172 @@
#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 a_UV;
void main()
// Transforms
struct ModelData
{
a_UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct PSInput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct OutlinePushConstant
{
float4 Color;
float Thickness;
int SourceTextureID;
int EntityIDTextureID;
int DepthTextureID;
float SelectedEntity;
};
[[vk::push_constant]]
OutlinePushConstant pushConstants;
float2 GetTexelSize(Texture2D tex)
{
uint width, height;
tex.GetDimensions(width, height);
return 1.0 / float2(width, height);
}
#shader fragment
#version 440 core
uniform int u_EntityID;
uniform usampler2D u_EntityTexture;
uniform vec4 u_OutlineColor;
uniform sampler2D u_Depth;
uniform float u_Radius;
out vec4 FragColor;
in vec2 a_UV;
void main()
PSOutput main(PSInput input)
{
int target = u_EntityID;
PSOutput output;
float4 outlineColor = pushConstants.Color;
float target = pushConstants.SelectedEntity;
float radius = pushConstants.Thickness;
float2 uv = input.UV;
int entityIDTextureID = pushConstants.EntityIDTextureID;
float hasHit = 0.0f;
float sampleValue = textures[entityIDTextureID].Sample(mySampler, uv).r;
float depth = textures[pushConstants.DepthTextureID].Sample(mySampler, uv).r;
float4 fragColor = float4(0, 0, 0, 0);
const float TAU = 6.28318530;
const float steps = 32.0;
float radius = u_Radius;
vec2 uv = a_UV;
// sample middle
uint middleSample = texture(u_EntityTexture, uv).r;
float depth = texture(u_Depth, uv).r;
// Correct aspect ratio
vec2 aspect = 1.0 / vec2(textureSize(u_EntityTexture, 0));
float hasHit = 0.0f;
vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0f);
for (float i = 0.0; i < TAU; i += TAU / steps)
for(float i = 0.0f; i < TAU; i += TAU / steps)
{
// Sample image in a circular pattern
vec2 offset = vec2(sin(i), cos(i)) * aspect * radius;
// We dont want to sample outside the viewport
vec2 sampleUv = uv + offset;
sampleUv.x = clamp(sampleUv.x, 0.0, 0.999);
sampleUv.y = clamp(sampleUv.y, 0.0, 0.999);
float2 uvOffset = float2(sin(i), cos(i)) * (GetTexelSize(textures[entityIDTextureID])) * radius;
uint col = texture(u_EntityTexture, sampleUv).r;
float depthTarget = texture(u_Depth, sampleUv).r;
if(col == target && depthTarget != 0.0f && depthTarget < depth)
{
hasHit = 1.0f;
}
float2 sampleUV = uv + uvOffset;
sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
float sample = textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
float sampleDepth = textures[pushConstants.DepthTextureID].Sample(mySampler, sampleUV).r;
if(sample == target && sampleDepth != 1.0f && sampleDepth > depth)
{
hasHit = 1.0f;
}
// Mix outline with background
float alpha = smoothstep(0.5, 0.9, int(col != target) * hasHit * 10.0f);
vec4 outputColor = vec4(
mix(fragColor.r, u_OutlineColor.r, alpha),
mix(fragColor.g, u_OutlineColor.g, alpha),
mix(fragColor.b, u_OutlineColor.b, alpha),
mix(fragColor.a, u_OutlineColor.a, alpha)
float alpha = smoothstep(0.5, 0.9, hasHit);
float4 outputColor = float4(
lerp(fragColor.r, outlineColor.r, alpha),
lerp(fragColor.g, outlineColor.g, alpha),
lerp(fragColor.b, outlineColor.b, alpha),
lerp(fragColor.a, outlineColor.a, alpha)
);
fragColor = outputColor;
}
fragColor = outputColor;
}
if(fragColor.a > 0.1)
{
fragColor.a = 1.0f;
}
float ratio = float(middleSample != target && hasHit > 0.0f);
vec4 finalColor = vec4(
mix(0, fragColor.r, ratio),
mix(0, fragColor.g, ratio),
mix(0, fragColor.b, ratio),
mix(0, fragColor.a, ratio)
);
FragColor = finalColor;
}
float3 sourceTexture = textures[pushConstants.SourceTextureID].Sample(mySampler, uv).rgb;
float ratio = float(sampleValue != target && hasHit > 0.0f);
float4 finalColor = float4(
lerp(sourceTexture.r, fragColor.r, ratio),
lerp(sourceTexture.g, fragColor.g, ratio),
lerp(sourceTexture.b, fragColor.b, ratio),
lerp(1.0f, fragColor.a, ratio)
);
output.oColor0 = finalColor;
return output;
}

View File

@@ -9,6 +9,8 @@
#include "Nuake/Scene/Components/TransformComponent.h"
#include "Nuake/Scene/Components/ModelComponent.h"
#include "Engine.h"
#include "Nuake/Resource/Project.h"
#include "VulkanAllocator.h"
@@ -194,7 +196,7 @@ SceneRenderPipeline::SceneRenderPipeline()
TonemappedOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
TonemappedOutput->SetDebugName("TonemappedOutput");
GBufferEntityID = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
GBufferEntityID = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
GBufferEntityID->SetDebugName("GBufferEntityID");
OutlineOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
@@ -690,8 +692,8 @@ void SceneRenderPipeline::RecreatePipeline()
outlineConstant.EntityIDTextureID = GPUResources::Get().GetBindlessTextureID(GBufferEntityID->GetID());
outlineConstant.DepthTextureID = GPUResources::Get().GetBindlessTextureID(GBufferDepth->GetID());
outlineConstant.SelectedEntityID = ctx.selectedEntity;
outlineConstant.Color = Vector4(1, 0, 0, 1);
outlineConstant.Thickness = 4.0f;
outlineConstant.Color = Engine::GetProject()->Settings.PrimaryColor;
outlineConstant.Thickness = Engine::GetProject()->Settings.OutlineRadius;
auto& cmd = ctx.commandBuffer;
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(OutlineConstant), &outlineConstant);