This commit is contained in:
ohyzha
2024-07-19 10:17:45 +03:00
parent cfb8b76801
commit a28b4ab53c
7 changed files with 57 additions and 62 deletions

View File

@@ -21,11 +21,6 @@
#include "Base/EngineConfiguration.hpp"
#include "Controller/FreeCamCameraController.hpp"
#pragma clang diagnostic push
#pragma ide diagnostic ignored "cert-msc50-cpp"
#pragma ide diagnostic ignored "cppcoreguidelines-narrowing-conversions"
namespace OpenVulkano
{
using namespace Scene;
@@ -38,8 +33,7 @@ namespace OpenVulkano
struct BillboardControlBlock
{
glm::vec2 quadSize;
glm::vec2 windowSize;
Math::Vector2f quadSize;
bool isFixedSize;
};
@@ -56,14 +50,16 @@ namespace OpenVulkano
m_quadBillboardShader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/billboardFromSinglePoint");
m_quadBillboardShader.AddShaderProgram(OpenVulkano::ShaderProgramType::GEOMETRY, "Shader/billboardFromSinglePoint");
m_quadBillboardShader.AddShaderProgram(OpenVulkano::ShaderProgramType::FRAGMENT, "Shader/billboard");
m_quadBillboardShader.AddShaderProgram(OpenVulkano::ShaderProgramType::FRAGMENT, "Shader/basicTexture");
m_quadBillboardShader.AddVertexInputDescription(OpenVulkano::Vertex::GetVertexInputDescription());
m_quadBillboardShader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING);
m_quadBillboardShader.AddDescriptorSetLayoutBinding(UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING);
m_quadBillboardShader.topology = Topology::POINT_LIST;
m_shader.AddShaderProgram(OpenVulkano::ShaderProgramType::VERTEX, "Shader/billboard");
m_shader.AddShaderProgram(OpenVulkano::ShaderProgramType::FRAGMENT, "Shader/billboard");
m_shader.AddShaderProgram(OpenVulkano::ShaderProgramType::FRAGMENT, "Shader/basic");
m_shader.AddVertexInputDescription(OpenVulkano::Vertex::GetVertexInputDescription());
m_shader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING);
m_shader.AddDescriptorSetLayoutBinding(UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING);
m_shader.cullMode = CullMode::NONE;
@@ -72,12 +68,13 @@ namespace OpenVulkano
constexpr int cntDrawables = quadsCnt + otherCnt;
m_bbContolBlock.quadSize = { 100.f, 100.f };
m_bbContolBlock.windowSize = { 0, 0 }; // will be initialized on first frame
m_bbContolBlock.isFixedSize = false;
m_uniBuffer.Init(sizeof(BillboardControlBlock), &m_bbContolBlock);
m_uniBuffer.setId = 3;
m_drawablesPool.resize(cntDrawables);
m_nodesPool.resize(cntDrawables);
m_geo.reserve(cntDrawables);
m_texturedMat.texture = &Texture::PLACEHOLDER;
for (uint32_t i = 0; i < cntDrawables; i++)
{
@@ -88,9 +85,12 @@ namespace OpenVulkano
geo = new Geometry();
geo->Init(1, 0);
geo->vertices[0].position = glm::vec3(1 + i, i, 0);
geo->vertices[0].color = glm::vec4(1, 0, 0, 1);
if (i >= 1 && i <= 3)
geo->vertices[0].color = glm::vec4(1, 1, 1, 1);
else
geo->vertices[0].color = glm::vec4(1, 0, 0, 1);
m_nodesPool[i].SetMatrix(Math::Utils::translate(glm::mat4x4(1.f), Vector3f(-5 + std::rand() % 5, -5 + std::rand() % 5, std::rand() % 5)));
m_drawablesPool[i].Init(&m_quadBillboardShader, geo, &m_mat, &m_uniBuffer);
m_drawablesPool[i].Init(&m_quadBillboardShader, geo, &m_texturedMat, &m_uniBuffer);
}
else
{
@@ -101,7 +101,6 @@ namespace OpenVulkano
m_geo.push_back(geo);
m_scene.GetRoot()->AddChild(&m_nodesPool[i]);
m_nodesPool[i].AddDrawable(&m_drawablesPool[i]);
m_nodesPool[i].SetUpdateFrequency(UpdateFrequency::Always);
}
GetGraphicsAppManager()->GetRenderer()->SetScene(&m_scene);
@@ -119,14 +118,6 @@ namespace OpenVulkano
void Tick() override
{
static bool firstFrame = true;
if (firstFrame)
{
glm::vec2 sz = GetGraphicsAppManager()->GetWindow()->GetSize();
m_bbContolBlock.windowSize = sz;
m_uniBuffer.updated = true;
firstFrame = false;
}
m_camController.Tick();
}
@@ -145,6 +136,7 @@ namespace OpenVulkano
UniformBuffer m_uniBuffer;
OpenVulkano::FreeCamCameraController m_camController;
Material m_mat;
Material m_texturedMat;
Shader m_shader;
Shader m_quadBillboardShader;
std::vector<SimpleDrawable> m_drawablesPool;

View File

@@ -16,18 +16,19 @@ namespace OpenVulkano::Scene
static constexpr inline DescriptorSetLayoutBinding DESCRIPTOR_SET_LAYOUT_BINDING = { 0, DescriptorSetLayoutBinding::Type::TYPE_UNIFORM_BUFFER, 1, ShaderProgramType::ALL_GRAPHICS };
DescriptorSetLayoutBinding binding;
uint32_t setId = 2;
uint32_t setId;
ICloseable* renderBuffer = nullptr;
size_t size = 0;
const void* data = nullptr;
UpdateFrequency updateFrequency = UpdateFrequency::Never;
bool updated = true;
void Init(size_t size, const void* data, const DescriptorSetLayoutBinding& binding = DESCRIPTOR_SET_LAYOUT_BINDING)
void Init(size_t size, const void* data, uint32_t setId = 2, const DescriptorSetLayoutBinding& binding = DESCRIPTOR_SET_LAYOUT_BINDING)
{
this->size = size;
this->data = data;
this->binding = binding;
this->setId = setId;
}
UpdateFrequency GetUpdateFrequency() const { return updateFrequency; }

View File

@@ -3,6 +3,7 @@
layout(location = 0) in vec4 color;
layout(location = 1) in vec2 texCoord;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
void main()

View File

@@ -1,9 +0,0 @@
#version 450
layout(location = 0) in vec4 color;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = color;
}

View File

@@ -1,9 +1,12 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
layout(location = 4) in vec3 textureCoordinates;
layout(location = 5) in vec4 color;
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec2 outTexture;
layout(set = 0, binding = 0) uniform NodeData
{
@@ -13,15 +16,14 @@ layout(set = 0, binding = 0) uniform NodeData
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
layout(set = 2, binding = 0) uniform BillboardData
layout(set = 3, binding = 0) uniform BillboardData
{
vec2 size;
vec2 windowSize;
bool isFixedSize;
} billboardInfo;
@@ -46,10 +48,11 @@ void main() {
}
else
{
vec4 billboardPos = vec4(0, 0, 0, 1);
vec4 billboardPos = vec4(0.5, 0.5, 0.5, 1);
vec4 viewPos = cam.view * node.world * billboardPos;
float dist = -viewPos.z;
gl_Position = cam.projection * (viewPos + vec4(pos.xy*dist*0.2,0,0));
}
outColor = color;
outTexture = textureCoordinates.xy;
}

View File

@@ -11,19 +11,27 @@ layout(set = 0, binding = 0) uniform NodeData
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
mat4 view;
mat4 projection;
vec4 camPos;
float nearPlane;
float farPlane;
float width;
float height;
float fov;
float aspect;
float scaleFactor;
float pixelScaleFactor;
} cam;
layout(set = 2, binding = 0) uniform BillboardData
layout(set = 3, binding = 0) uniform BillboardData
{
vec2 size;
vec2 windowSize;
bool isFixedSize;
} billboardInfo;
layout(location = 0) out vec4 color;
layout(location = 1) out vec2 tex;
layout(location = 0) in VS_OUT {
vec4 color;
@@ -32,7 +40,6 @@ layout(location = 0) in VS_OUT {
void main() {
// The desired point for the billboard
vec3 pos = gl_in[0].gl_Position.xyz;
if(!billboardInfo.isFixedSize)
{
vec3 cameraRight = normalize(vec3(cam.view[0][0], cam.view[1][0], cam.view[2][0]));
@@ -43,12 +50,19 @@ void main() {
vec2(-0.5, -0.5),
vec2(-0.5, 0.5)
};
const vec2 texCoords[4] = {
vec2(1, 0),
vec2(1, 1),
vec2(0, 0),
vec2(0, 1)
};
for (int i = 0; i < 4; i++)
{
vec2 scaledSize = billboardInfo.size / length(billboardInfo.size);
gl_Position = cam.viewProjection * vec4(pos + cameraRight * offsets[i].x * scaledSize.x + cameraUp * offsets[i].y * scaledSize.y, 1.0);
color = gs_in[0].color;
tex = texCoords[i].xy;
EmitVertex();
}
EndPrimitive();
@@ -61,13 +75,20 @@ void main() {
vec2(0.5, -0.5),
vec2(0.5, 0.5)
};
const vec2 texCoords[4] = {
vec2(0, 0),
vec2(0, 1),
vec2(1, 0),
vec2(1, 1)
};
for (int i = 0; i < 4; i++)
{
gl_Position = cam.viewProjection * vec4(pos, 1);
gl_Position /= gl_Position.w;
gl_Position.xy += offsets[i] * vec2(billboardInfo.size.x/billboardInfo.windowSize.x, billboardInfo.size.x/billboardInfo.windowSize.y);
gl_Position.xy += offsets[i] * vec2(billboardInfo.size.x/cam.width, billboardInfo.size.x/cam.height);
color = gs_in[0].color;
tex = texCoords[i].xy;
EmitVertex();
}
EndPrimitive();

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@@ -1,7 +1,8 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
layout(location = 5) in vec4 color;
layout(location = 0) out VS_OUT {
@@ -13,21 +14,6 @@ layout(set = 0, binding = 0) uniform NodeData
mat4 world;
} node;
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
layout(set = 2, binding = 0) uniform BillboardData
{
vec2 size;
vec2 windowSize;
bool isFixedSize;
} billboardInfo;
void main() {
// single point
gl_Position = node.world * vec4(pos, 1);