4 Commits

Author SHA1 Message Date
antopilo
0243ef83cb Added Gizmo pass and a OnDebugDraw render pipeline pass 2025-03-22 21:56:07 -04:00
antopilo
e232d06ed3 Minor code cleanup 2025-03-22 19:35:46 -04:00
antopilo
ff50932aa4 Fix crash when closing and reopening the same scene editor. Keep cache of previously created dockspaces 2025-03-22 19:16:47 -04:00
antopilo
c065f12801 Fixed title bar appearing when loading a scene 2025-03-22 18:46:50 -04:00
13 changed files with 366 additions and 36 deletions

View File

@@ -0,0 +1,161 @@
// Transforms
struct ModelData
{
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;
PSOutput main(PSInput input)
{
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;
if(abs(sampleValue - target) < 0.0001)
{
output.oColor0 = outlineColor;
output.oColor0.a = 1.0;
return output;
}
float4 fragColor = float4(0, 0, 0, 0);
const float TAU = 6.28318530;
const float steps = 32.0;
for(float i = 0.0f; i < TAU; i += TAU / steps)
{
float2 uvOffset = float2(sin(i), cos(i)) * radius;
float2 sampleUV = uv + uvOffset;
sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
int sampleValue = (int)textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
if(sampleValue == target)
{
hasHit = 1.0f;
}
float alpha = smoothstep(0.5, 0.9, int(sampleValue != target) * hasHit * 10.0f);
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;
}
if(fragColor.a > 0.1)
{
fragColor.a = 1.0f;
}
output.oColor0 = fragColor;
return output;
}

View File

@@ -0,0 +1,112 @@
// Transforms
struct ModelData
{
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 OutlinePushConstant
{
float4 Color;
float Thickness;
int SourceTextureID;
int EntityIDTextureID;
int DepthTextureID;
float SelectedEntity;
};
[[vk::push_constant]]
OutlinePushConstant pushConstants;
// Outputs
struct VSOutput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
Vertex v = vertexBuffer[vertexIndex];
output.UV = float2(v.uv_x, v.uv_y);
output.Position = float4(v.position, 1.0f);
return output;
}

View File

@@ -2529,7 +2529,6 @@ namespace Nuake {
void EditorInterface::OnSceneLoaded(Ref<Scene> scene)
{
Window::Get()->SetDecorated(true);
VkRenderer::Get().SceneRenderer->sceneRenderPipeline->OnDebugDraw().AddRaw(this, &EditorInterface::OnDebugDraw);
}
@@ -2562,7 +2561,7 @@ namespace Nuake {
auto project = Engine::GetProject();
if (project)
{
auto sceneToLoad = project->DefaultScene;
auto& sceneToLoad = project->DefaultScene;
if (!sceneToLoad)
{
sceneToLoad = CreateRef<Scene>();
@@ -2573,6 +2572,7 @@ namespace Nuake {
isLoadingProjectQueue = false;
auto window = Window::Get();
window->SetDecorated(true);
window->ShowTitleBar(false);
window->SetSize({ 1600, 900 });
window->Center();
@@ -2581,7 +2581,6 @@ namespace Nuake {
else
{
isLoadingProjectQueue = false;
}
return;
@@ -2839,22 +2838,22 @@ namespace Nuake {
sceneEditor->Draw();
}
ImGuiDockNode* node = (ImGuiDockNode*)GImGui->DockContext.Nodes.GetVoidPtr(ImGui::GetID("SceneEditorDockSpace"));
if (node)
{
ImGui::SetCursorPosY(ImGui::GetCursorPosY() - 32);
if (ImGui::DockNodeBeginAmendTabBar(node))
{
ImGui::SetNextItemWidth(48);
if (ImGui::BeginTabItem("##logoPadding", 0, ImGuiTabItemFlags_Leading))
{
ImGui::EndTabItem();
}
ImGui::DockNodeEndAmendTabBar();
}
}
//ImGuiDockNode* node = (ImGuiDockNode*)GImGui->DockContext.Nodes.GetVoidPtr(ImGui::GetID("SceneEditorDockSpace"));
//if (node)
//{
// ImGui::SetCursorPosY(ImGui::GetCursorPosY() - 32);
// if (ImGui::DockNodeBeginAmendTabBar(node))
// {
// ImGui::SetNextItemWidth(48);
// if (ImGui::BeginTabItem("##logoPadding", 0, ImGuiTabItemFlags_Leading))
// {
//
// ImGui::EndTabItem();
// }
// ImGui::DockNodeEndAmendTabBar();
// }
//}
//
ImGui::End();

View File

@@ -13,6 +13,8 @@
using namespace Nuake;
std::set<std::string> SceneEditorWindow::previouslyCreatedEditors = std::set<std::string>();
SceneEditorWindow::SceneEditorWindow(Ref<Scene> inScene) :
editorContext(inScene, inScene->Path),
layoutInitialized(false)
@@ -22,6 +24,16 @@ SceneEditorWindow::SceneEditorWindow(Ref<Scene> inScene) :
RegisterWidget<LoggerWidget>();
RegisterWidget<ViewportWidget>();
RegisterWidget<FileBrowserWidget>();
imguiId = editorContext.GetScene()->Path.empty() ? "New Scene" : editorContext.GetScene()->Path;
// This is to prevent initializing the dockspace twice, because imgui keeps a cache of the dockspace
if (previouslyCreatedEditors.find(imguiId) != previouslyCreatedEditors.end())
{
layoutInitialized = true;
}
previouslyCreatedEditors.insert(imguiId);
}
void SceneEditorWindow::Save()
@@ -39,13 +51,8 @@ void SceneEditorWindow::Update(float ts)
void SceneEditorWindow::Draw()
{
std::string sceneName = editorContext.GetScene()->Path.empty() ? "New Scene" : editorContext.GetScene()->Path;
ImGuiID editorDockspaceId = ImGui::GetID("SceneEditorDockSpace");
if (!layoutInitialized)
{
}
// This is to prevent other windows of other scene editors to dock
ImGuiWindowClass windowClass;
windowClass.ClassId = ImHashStr("SceneEditor");
@@ -54,15 +61,15 @@ void SceneEditorWindow::Draw()
ImGui::SetNextWindowDockID(ImGui::GetID("SceneEditorDockSpace"));
ImGui::SetNextWindowSizeConstraints({1280, 720}, { FLT_MAX, FLT_MAX });
bool shouldStayOpen = true;
std::string windowName = std::string(ICON_FA_WINDOW_MAXIMIZE + std::string(" ") + sceneName);
std::string windowName = std::string(ICON_FA_WINDOW_MAXIMIZE + std::string(" ") + imguiId);
if (ImGui::Begin(windowName.c_str(), &shouldStayOpen))
{
this->isFocused = true;
ImGuiWindowClass localSceneEditorClass;
localSceneEditorClass.ClassId = ImHashStr(sceneName.c_str());
std::string dockspaceName = std::string("Dockspace##" + sceneName);
localSceneEditorClass.ClassId = ImHashStr(imguiId.c_str());
std::string dockspaceName = std::string("Dockspace##" + imguiId);
ImGuiID dockspaceId = ImGui::GetID(dockspaceName.c_str());
ImGui::DockSpace(dockspaceId, ImGui::GetContentRegionAvail(), ImGuiDockNodeFlags_None, &localSceneEditorClass);

View File

@@ -5,6 +5,7 @@
#include "Widgets/IEditorWidget.h"
#include <set>
#include <string>
#include <vector>
#include <concepts>
@@ -31,6 +32,10 @@ private:
bool isFocused;
std::vector<Scope<IEditorWidget>> widgets;
// This is because imgui keeps cache of previously created dockspace, so we can reuse it.
std::string imguiId;
static std::set<std::string> previouslyCreatedEditors;
public:
SceneEditorWindow(Ref<Nuake::Scene> scene);
~SceneEditorWindow() = default;

View File

@@ -14,10 +14,6 @@ using namespace Nuake;
ViewportWidget::ViewportWidget(EditorContext& context) : IEditorWidget(context)
{
const Vector2& defaultSize = { 1280, 720 };
const UUID viewId = editorContext.GetScene()->m_EditorCamera->ID;
auto& vkRenderer = Nuake::VkRenderer::Get();
OnSceneChanged(context.GetScene());
}
@@ -32,8 +28,8 @@ void ViewportWidget::Update(float ts)
if (!Engine::IsPlayMode())
{
Ref<EditorCamera> editorCam = editorContext.GetScene()->m_EditorCamera;
editorCam->Update(ts, isHoveringViewport);
EditorCamera& editorCam = reinterpret_cast<EditorCamera&>(*editorContext.GetScene()->GetCurrentCamera().get());
editorCam.Update(ts, isHoveringViewport);
}
const Vector2 viewportSize = sceneViewport->GetViewportSize();

View File

@@ -378,7 +378,6 @@ namespace Nuake
currentProject = project;
// TODO(antopilo) only generate manifest in editor context
FileSystem::SetRootDirectory(FileSystem::GetParentPath(project->FullPath));
GenerateManifest();

View File

@@ -339,6 +339,8 @@ void RenderPipeline::Execute(PassRenderContext& ctx, PipelineAttachments& inputs
return;
}
assert(std::size(RenderPasses) == std::size(inputs) && "Did you forget to an input?");
int passIndex = 0;
for (auto& pass : RenderPasses)
{

View File

@@ -106,9 +106,12 @@ SceneRenderPipeline::SceneRenderPipeline()
GBufferEntityID = CreateRef<VulkanImage>(ImageFormat::R32F, defaultSize);
GBufferEntityID->SetDebugName("GBufferEntityID");
OutlineOutput =CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
OutlineOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
OutlineOutput->SetDebugName("OutlineOutput");
GizmoOutput = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
GizmoOutput->SetDebugName("GizmoOutput");
// Setup bloom targets
BloomOutput = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
BloomThreshold = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
@@ -274,6 +277,30 @@ SceneRenderPipeline::SceneRenderPipeline()
cmd.DrawIndexed(6);
});
auto& gizmoPass = GBufferPipeline.AddPass("Gizmo");
gizmoPass.SetShaders(shaderMgr.GetShader("gizmo_vert"), shaderMgr.GetShader("gizmo_frag"));
gizmoPass.AddAttachment("GizmoOutput", GizmoOutput->GetFormat());
gizmoPass.AddInput("Depth");
gizmoPass.SetPreRender([&](PassRenderContext& ctx) {
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);
});
gizmoPass.SetRender([&](PassRenderContext& ctx)
{
auto& cmd = ctx.commandBuffer;
DebugCmd debugCmd = DebugCmd(cmd);
OnDebugDraw().Broadcast(debugCmd);
});
auto& outlinePass = GBufferPipeline.AddPass("Outline");
outlinePass.SetShaders(shaderMgr.GetShader("outline_vert"), shaderMgr.GetShader("outline_frag"));
outlinePass.SetPushConstant<OutlineConstant>(outlineConstant);
@@ -343,6 +370,7 @@ void SceneRenderPipeline::Render(PassRenderContext& ctx)
{ GBufferAlbedo, GBufferDepth, GBufferNormal, GBufferMaterial, GBufferEntityID }, // GBuffer
{ ShadingOutput }, // Shading
{ TonemappedOutput }, // Tonemap
{ OutlineOutput },
{ OutlineOutput }
};

View File

@@ -90,6 +90,8 @@ namespace Nuake
// Attachments Shading
Ref<VulkanImage> ShadingOutput;
Ref<VulkanImage> GizmoOutput;
Ref<VulkanImage> TonemappedOutput;
Ref<VulkanImage> OutlineOutput;

View File

@@ -1,12 +1,14 @@
#pragma once
#include "Nuake/Core/Core.h"
#include "Nuake/Core/Maths.h"
#include "Nuake/Core/MulticastDelegate.h"
#include "Nuake/Resource/UUID.h"
namespace Nuake
{
class VulkanImage;
class DebugCmd;
class Viewport
{
@@ -17,6 +19,7 @@ namespace Nuake
UUID viewId;
Ref<VulkanImage> renderTarget;
MulticastDelegate<DebugCmd&> debugDrawDelegate;
int selectedEntityID;
public:
@@ -45,5 +48,15 @@ namespace Nuake
Ref<VulkanImage> GetRenderTarget() const { return renderTarget; }
bool Resize();
void OnDebugDraw(DebugCmd& debugCmd)
{
debugDrawDelegate.Broadcast(debugCmd);
}
MulticastDelegate<DebugCmd&>& GetOnDebugDraw()
{
return debugDrawDelegate;
}
};
}

View File

@@ -19,6 +19,7 @@
#include "SceneViewport.h"
#include "Nuake/Rendering/Vertex.h"
#include "VulkanSceneRenderer.h"
#include "SceneRenderPipeline.h"
#include "DescriptorLayoutBuilder.h"
@@ -466,6 +467,9 @@ void VkRenderer::RegisterSceneViewport(const Ref<Scene>& scene, const UUID& view
Ref<VkSceneRenderer> sceneRenderer = CreateRef<VkSceneRenderer>();
sceneRenderer->Init();
// Register the viewport to the onDebugDraw event for custom drawing
sceneRenderer->sceneRenderPipeline->OnDebugDraw().AddRaw(Viewports[viewportId].get(), &Viewport::OnDebugDraw);
SceneRenderers[viewportId] = std::move(sceneRenderer);
}

View File

@@ -65,6 +65,8 @@ void VkSceneRenderer::LoadShaders()
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"));
shaderMgr.AddShader("gizmo_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/gizmo.frag"));
shaderMgr.AddShader("gizmo_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/gizmo.vert"));
}
void VkSceneRenderer::PrepareScenes(const std::vector<Ref<Scene>>& scenes, RenderContext inContext)