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d51fc375d2
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9314b3504e | |
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@ -0,0 +1,63 @@
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import Bindless;
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public struct Material {
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float4 baseColor;
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float4 emissiveColor;
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Sampler2D.RID albedoTextureID;
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Sampler2D.RID normalTextureID;
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Sampler2D.RID metalRoughTextureID;
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Sampler2D.RID emissiveTextureID;
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float metallic;
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float roughness;
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public float4 getAlbedo(float2 uv, float4 inColor) {
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if (let albedoTex = albedoTextureID) {
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return baseColor * albedoTex.Sample(uv).rgba;
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}
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return baseColor;
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}
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public float3 getEmissive(float2 uv) {
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if (let emissionTex = emissiveTextureID) {
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return emissionTex.Sample(uv).rgb * emissiveColor.rgb * emissiveColor.a;
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}
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return emissiveColor.rgb * emissiveColor.a;
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}
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public float3 getNormal(float3 position, float3 normal, float4 tangent, float2 uv) {
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float3 N = normalize(normal.xyz);
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if (let normalTex = normalTextureID) {
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let vNt = normalize(2.0f * normalTex.Sample(uv).rgb - 1.0f);
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float3 T;
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float3 B;
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if (tangent.w == 0.0f) {
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float3 q1 = ddx(position);
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float3 q2 = ddy(position);
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float2 st1 = ddx(uv);
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float2 st2 = ddy(uv);
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float det = (st1.x * st2.y - st2.x * st1.y);
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T = -(q1 * st2.y - q2 * st1.y) / det;
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T = T - N * dot(N, T);
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B = normalize(cross(N, T));
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} else {
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T = normalize(tangent.xyz);
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B = tangent.w * cross(N, T);
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}
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N = normalize(T * vNt.x + B * vNt.y + N * vNt.z);
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}
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return N;
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}
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public float2 getMetalRough(float2 uv) {
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if (let metalRoughTex = metalRoughTextureID) {
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return metalRoughTex.Sample(uv).bg * float2(metallic, roughness);
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}
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return float2(metallic, roughness);
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}
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}
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@ -1,12 +1,15 @@
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import Bindless;
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import Bindless;
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import Material;
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import PBR;
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struct VertexOut {
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struct VertexOut {
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float4 worldPosition : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texCoord0 : TEXCOORD0;
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float2 texCoord1 : TEXCOORD1;
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float4 vertexColor0 : COLOR0;
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float4 outPosition : SV_Position;
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float4 outPosition : SV_Position;
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float4 worldPosition : WorldPosition;
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float4 normal : WorldNormal;
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float2 texCoord0 : TexCoord0;
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float2 texCoord1 : TexCoord1;
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float4 vertexColor0 : VertexColor;
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};
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};
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struct CameraData {
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struct CameraData {
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@ -15,13 +18,6 @@ struct CameraData {
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float4 position;
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float4 position;
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};
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};
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struct PointLight {
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float3 position;
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float range;
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float3 color;
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float attenuation;
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};
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struct DirectionalLight {
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struct DirectionalLight {
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float3 direction;
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float3 direction;
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float _padding0;
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float _padding0;
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@ -55,11 +51,8 @@ uniform ParameterBlock<PerFrameData> pfd;
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struct PerInstanceData {
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struct PerInstanceData {
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float4x4 transform;
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float4x4 transform;
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Sampler2D.RID textureID;
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float4x4 invTransform;
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uint _padding;
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Material material;
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float metallic;
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float roughness;
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float4 baseColor;
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}
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}
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[[vk::push_constant]]
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[[vk::push_constant]]
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@ -70,6 +63,7 @@ VertexOut VertexMain(
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uint vertexId: SV_VertexID,
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uint vertexId: SV_VertexID,
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float3 position,
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float3 position,
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float3 normal,
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float3 normal,
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float4 tangent,
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float2 texCoord0,
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float2 texCoord0,
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float2 texCoord1,
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float2 texCoord1,
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float4 vertexColor0,
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float4 vertexColor0,
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@ -79,49 +73,164 @@ VertexOut VertexMain(
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VertexOut output;
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VertexOut output;
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output.outPosition = mul(pfd.camera.proj, mul(pfd.camera.view, worldPosition));
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output.outPosition = mul(pfd.camera.proj, mul(pfd.camera.view, worldPosition));
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output.worldPosition = worldPosition;
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output.worldPosition = worldPosition;
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output.normal = mul(pcb.transform, float4(normalize(normal.rgb), 0.0f));
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output.normal = normalize(mul(float4(normal.xyz, 0.0f), pcb.invTransform).xyz);
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if (tangent.w == 0.0f) {
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output.tangent = 0.0f.xxxx;
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} else {
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output.tangent = float4(normalize(mul(float4(tangent.xyz, 0.0f), pcb.invTransform).xyz), tangent.w);
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}
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output.texCoord0 = texCoord0;
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output.texCoord0 = texCoord0;
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output.texCoord1 = texCoord1;
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output.texCoord1 = texCoord1;
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output.vertexColor0 = vertexColor0;
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output.vertexColor0 = vertexColor0;
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return output;
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return output;
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}
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}
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float TrowbridgeReitzGGX(float3 Normal, float3 Halfway, float Roughness)
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{
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float Coeff = Roughness * Roughness;
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float Alpha2 = Coeff * Coeff;
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float NdotH = max(dot(Normal, Halfway), 0.0f);
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float NdotH2 = NdotH * NdotH;
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float Numerator = Alpha2;
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float Denominator = NdotH2 * (Alpha2 - 1.0f) + 1.0f;
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Denominator = PI * Denominator * Denominator;
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return Numerator / Denominator;
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}
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float GeometrySchlickGGX(float NdotV, float Roughness)
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{
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float R = Roughness + 1.0f;
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float K = (R * R) / 8.0f;
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float Numerator = NdotV;
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float Denominator = NdotV * (1.0f - K) + K;
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return Numerator / Denominator;
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}
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float GeometrySmith(float NdotV, float NdotL, float Roughness)
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{
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float GGX1 = GeometrySchlickGGX(NdotV, Roughness);
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float GGX2 = GeometrySchlickGGX(NdotL, Roughness);
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return GGX1 * GGX2;
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}
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// https://en.wikipedia.org/wiki/Schlick%27s_approximation
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float3 FresnelSchlick(float cosine, float3 F_0)
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{
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return F_0 + (1.0f - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
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}
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// Sebastian Lagarde
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float3 FresnelSchlickRoughness(float cosine, float3 F_0, float Roughness)
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{
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return F_0 + (max((1.0f - Roughness).xxx, F_0) - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
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}
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float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 Normal, float Metallic, float Roughness, float3 F_0, float3 LightDir, float LightDistance)
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{
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float Attenuation = 1.0f / (LightDistance * LightDistance); // TODO: Controlled Attenuation
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float3 Halfway = normalize(ViewDir + LightDir);
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float CosineFactor = max(dot(Halfway, ViewDir), 0.0f);
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float NdotV = max(dot(Normal, ViewDir), 0.0f);
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float NdotL = max(dot(Normal, LightDir), 0.0f);
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float3 Radiance = LightColor * Attenuation;
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float NormalDistribution = TrowbridgeReitzGGX(Normal, Halfway, Roughness);
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float Geometry = GeometrySmith(NdotV, NdotL, Roughness);
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float3 Fresnel = FresnelSchlickRoughness(CosineFactor, F_0, Roughness);
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float3 Numerator = (NormalDistribution * Geometry) * Fresnel;
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float Denominator = 4.0f * NdotV * NdotL;
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float3 Specular = Numerator / (Denominator + 0.00001f);
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float3 K_Specular = Fresnel;
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float3 K_Diffuse = 1.0f.xxx - K_Specular;
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K_Diffuse *= 1.0f - Metallic;
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return NdotL * Radiance * (K_Diffuse * Albedo / PI + Specular);
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}
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float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
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{
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if (pfd.lightData.pointLightCount == 0)
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return 0.0f.xxx;
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float3 ViewDir = normalize(pfd.camera.position.xyz - Position);
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float Metallic = MetalRough.r;
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float Roughness = MetalRough.g;
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// Dielectric F_0 based on LearnOpenGL.
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// TODO: Cite
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float3 F_0 = 0.04f.xxx;
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F_0 = lerp(F_0, Albedo, Metallic);
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float3 Contrib = 0.0f;
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for (uint i = 0; i < pfd.lightData.pointLightCount; ++i)
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{
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PointLight Light = pfd.lightData.pointLights[i];
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if (Light.range < 0.0f)
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continue;
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float3 LightDir = float3(Light.position) - Position;
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float LightDistance = length(LightDir);
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if (LightDistance > Light.range)
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continue;
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LightDir /= LightDistance; // Normalization
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// Color Unpack
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//float R = (Light.Color & 0xFF000000) >> 24;
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//float G = (Light.Color & 0x00FF0000) >> 16;
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//float B = (Light.Color & 0x0000FF00) >> 8;
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//float3 LightColor = Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
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Contrib += GetPBRContrib(Albedo, Light.color, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, LightDistance);
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}
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return Contrib;
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}
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[shader("fragment")]
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[shader("fragment")]
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float4 FragmentMain(
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float4 FragmentMain(
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float4 worldPosition : WorldPosition,
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float4 position : POSITION,
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float4 normal : WorldNormal,
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float3 normal : NORMAL,
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float2 uv0 : TexCoord0,
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float4 tangent : TANGENT,
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float2 uv1 : TexCoord1,
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float2 texCoord0 : TEXCOORD0,
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float4 color : VertexColor,
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float2 texCoord1 : TEXCOORD1,
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float4 vertexColor0 : COLOR0,
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) : SV_Target0 {
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) : SV_Target0 {
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float3 diffuse = 0.0f.xxx;
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float3 N = pcb.material.getNormal(position.xyz, normal.xyz, tangent, texCoord0);
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float3 specular = 0.0f.xxx;
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float2 metalRough = pcb.material.getMetalRough(texCoord0);
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for (uint i = 0; i < pfd.lightData.pointLightCount; ++i) {
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let albedo = pcb.material.getAlbedo(texCoord0, vertexColor0);
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PointLight pointlight = pfd.lightData.pointLights[i];
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let viewDir = normalize(position.xyz - pfd.camera.position.xyz);
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let lightPosition = pointlight.position;
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//float3 f_0 = 0.04f.xxx;
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let lightDisplace = worldPosition.xyz - lightPosition;
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//f_0 = lerp(f_0, albedo.rgb, metalRough.x);
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let lightDistance = length(lightDisplace);
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let lightDirection = normalize(lightDisplace);
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let viewDirection = normalize(worldPosition.xyz - pfd.camera.position.xyz);
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let halfWayVector = normalize(-lightDirection + viewDirection);
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let attenuation = (1.0f / lightDistance);
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let diffuseFactor = pcb.roughness * dot(-lightDirection, normalize(normal.xyz));
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//float3 contrib = 0.0f.xxx;
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diffuse += pointlight.color * diffuseFactor;
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//for (uint i = 0; i < pfd.lightData.pointLightCount; ++i) {
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// PointLight pointlight = pfd.lightData.pointLights[i];
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let specularFactor = (1.0f - pcb.roughness) * pow(max(dot(halfWayVector, viewDirection), 0.0f), 32.0f) * attenuation;
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// contrib += pointlight.getInfluence(albedo.rgb, metalRough, viewDir, position.xyz, N, f_0);
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//}
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specular += pointlight.color * specularFactor;
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let contrib = GetPointLightInfluence(albedo.rgb, metalRough, position.xyz, N);
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}
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return float4(pcb.material.getEmissive(texCoord0) + contrib, 1.0f);
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if (let texture = pcb.textureID) {
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return float4(texture.Sample(uv0).rgb, 1.0f) * pcb.baseColor * color * float4((diffuse + specular), 0.0f);
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} else {
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return pcb.baseColor * color * float4((diffuse + specular), 0.0f);
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}
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}
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}
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@ -0,0 +1,107 @@
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public static const float PI = 3.14159265f;
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float TrowbridgeReitzGGX(float3 normal, float3 halfway, float roughness)
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{
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float nDotH = max(dot(normal, halfway), 0.0f);
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float nDotH2 = nDotH * nDotH;
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float numerator = alpha2;
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float denominator = nDotH2 * (alpha2 - 1.0f) + 1.0f;
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denominator = PI * denominator * denominator;
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return numerator / denominator;
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}
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float GeometrySchlickGGX(float nDotV, float roughness)
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{
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float r = roughness + 1.0f;
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float k = (r * r) / 8.0f;
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float numerator = nDotV;
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float denominator = nDotV * (1.0f - k) + k;
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return numerator / denominator;
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}
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float GeometrySmith(float nDotV, float nDotL, float roughness)
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{
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float ggx1 = GeometrySchlickGGX(nDotV, roughness);
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float ggx2 = GeometrySchlickGGX(nDotL, roughness);
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return ggx1 * ggx2;
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}
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// https://en.wikipedia.org/wiki/Schlick%27s_approximation
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float3 FresnelSchlick(float cosine, float3 f_0)
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{
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return f_0 + (1.0f - f_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
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}
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// Sebastian Lagarde
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float3 FresnelSchlickRoughness(float cosine, float3 f_0, float roughness)
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{
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return f_0 + (max((1.0f - roughness).xxx, f_0) - f_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
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}
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||||||
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|
||||||
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float3 GetPBRContrib(
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float3 albedo,
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float3 radiance,
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||||||
|
float3 viewDir,
|
||||||
|
float3 normal,
|
||||||
|
float3 lightDir,
|
||||||
|
float2 metalRough,
|
||||||
|
float3 f_0)
|
||||||
|
{
|
||||||
|
float3 halfway = normalize(viewDir + lightDir);
|
||||||
|
|
||||||
|
float cosineFactor = max(dot(halfway, viewDir), 0.0f);
|
||||||
|
float nDotV = max(dot(normal, viewDir), 0.0f);
|
||||||
|
float nDotL = max(dot(normal, lightDir), 0.0f);
|
||||||
|
|
||||||
|
float normalDistribution = TrowbridgeReitzGGX(normal, halfway, metalRough.y);
|
||||||
|
float geometry = GeometrySmith(nDotV, nDotL, metalRough.y);
|
||||||
|
float3 fresnel = FresnelSchlickRoughness(cosineFactor, f_0, metalRough.y);
|
||||||
|
|
||||||
|
float3 numerator = (normalDistribution * geometry) * fresnel;
|
||||||
|
float denominator = 4.0f * nDotV * nDotL;
|
||||||
|
float3 specular = numerator / (denominator + 0.00001f);
|
||||||
|
|
||||||
|
float3 kSpecular = fresnel;
|
||||||
|
float3 kDiffuse = 1.0f - kSpecular;
|
||||||
|
|
||||||
|
kDiffuse *= 1.0f - metalRough.x;
|
||||||
|
|
||||||
|
return nDotL * radiance * (kDiffuse * albedo / PI + specular);
|
||||||
|
}
|
||||||
|
|
||||||
|
public struct PointLight {
|
||||||
|
public float3 position;
|
||||||
|
public float range;
|
||||||
|
public float3 color;
|
||||||
|
float attenuation;
|
||||||
|
|
||||||
|
public float3 getInfluence(float3 albedo, float2 metalRough, float3 viewDir, float3 worldPosition, float3 normal, float3 f_0) {
|
||||||
|
|
||||||
|
float3 lightDir = float3(position) - worldPosition;
|
||||||
|
float lightDistance = length(lightDir);
|
||||||
|
|
||||||
|
if (lightDistance > range)
|
||||||
|
return 0.0f.xxx;
|
||||||
|
|
||||||
|
lightDir /= lightDistance; // Normalization
|
||||||
|
|
||||||
|
// Color Unpack
|
||||||
|
//float R = (Light.Color & 0xFF000000) >> 24;
|
||||||
|
//float G = (Light.Color & 0x00FF0000) >> 16;
|
||||||
|
//float B = (Light.Color & 0x0000FF00) >> 8;
|
||||||
|
|
||||||
|
//float3 LightColor = Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
|
||||||
|
|
||||||
|
let attenuation_ = attenuation / (lightDistance * lightDistance);
|
||||||
|
let radiance = color * attenuation_;
|
||||||
|
|
||||||
|
return GetPBRContrib(albedo, radiance, viewDir, normal, lightDir, metalRough, f_0);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
@ -1,2 +1,4 @@
|
||||||
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
|
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
|
||||||
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020methods/@EntryIndexedValue"><NamingElement Priority="10"><Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"><type Name="member function" /></Descriptor><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb"><ExtraRule Prefix="" Suffix="" Style="aa_bb" /></Policy></NamingElement></s:String></wpf:ResourceDictionary>
|
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020methods/@EntryIndexedValue"><NamingElement Priority="10"><Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"><type Name="member function" /></Descriptor><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb"><ExtraRule Prefix="" Suffix="" Style="aa_bb" /></Policy></NamingElement></s:String>
|
||||||
|
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Local_0020variables/@EntryIndexedValue"><NamingElement Priority="7"><Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"><type Name="local variable" /></Descriptor><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb" /></NamingElement></s:String>
|
||||||
|
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Parameters/@EntryIndexedValue"><NamingElement Priority="6"><Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"><type Name="function parameter" /><type Name="lambda parameter" /></Descriptor><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb" /></NamingElement></s:String></wpf:ResourceDictionary>
|
||||||
|
|
@ -121,6 +121,15 @@
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
</Link>
|
</Link>
|
||||||
|
<CustomBuild>
|
||||||
|
<Command>slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
|
||||||
|
</CustomBuild>
|
||||||
|
<CustomBuild>
|
||||||
|
<Message>Compiling %(Filename)</Message>
|
||||||
|
</CustomBuild>
|
||||||
|
<CustomBuild>
|
||||||
|
<Outputs>%(Filename).spv</Outputs>
|
||||||
|
</CustomBuild>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
|
|
@ -146,6 +155,15 @@
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
</Link>
|
</Link>
|
||||||
|
<CustomBuild>
|
||||||
|
<Command>slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
|
||||||
|
</CustomBuild>
|
||||||
|
<CustomBuild>
|
||||||
|
<Message>Compiling %(Filename)</Message>
|
||||||
|
</CustomBuild>
|
||||||
|
<CustomBuild>
|
||||||
|
<Outputs>%(Filename).spv</Outputs>
|
||||||
|
</CustomBuild>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include=".clang-format" />
|
<None Include=".clang-format" />
|
||||||
|
|
@ -154,14 +172,17 @@
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||||
<FileType>Document</FileType>
|
<FileType>Document</FileType>
|
||||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
|
|
||||||
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compiling %(Filename).slang</Message>
|
|
||||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).spv</Outputs>
|
|
||||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
|
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
|
||||||
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compiling %(Filename).slang</Message>
|
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compiling %(Filename).slang</Message>
|
||||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).spv</Outputs>
|
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).spv</Outputs>
|
||||||
</CustomBuild>
|
</CustomBuild>
|
||||||
<None Include="Assets\Shaders\Bindless.slang" />
|
<None Include="Assets\Shaders\Bindless.slang">
|
||||||
|
<FileType>Document</FileType>
|
||||||
|
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">slangc %(FullPath) -profile sm_6_6 -target module -o %(Filename).slang-module</Command>
|
||||||
|
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).slang-module</Outputs>
|
||||||
|
</None>
|
||||||
|
<None Include="Assets\Shaders\Material.slang" />
|
||||||
|
<None Include="Assets\Shaders\PBR.slang" />
|
||||||
<None Include="PLAN.md">
|
<None Include="PLAN.md">
|
||||||
<SubType>
|
<SubType>
|
||||||
</SubType>
|
</SubType>
|
||||||
|
|
|
||||||
|
|
@ -48,6 +48,12 @@
|
||||||
<None Include="Assets\Shaders\Bindless.slang">
|
<None Include="Assets\Shaders\Bindless.slang">
|
||||||
<Filter>Resource Files\Shader Files</Filter>
|
<Filter>Resource Files\Shader Files</Filter>
|
||||||
</None>
|
</None>
|
||||||
|
<None Include="Assets\Shaders\PBR.slang">
|
||||||
|
<Filter>Resource Files\Shader Files</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="Assets\Shaders\Material.slang">
|
||||||
|
<Filter>Resource Files\Shader Files</Filter>
|
||||||
|
</None>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="Blaze\AppState.h">
|
<ClInclude Include="Blaze\AppState.h">
|
||||||
|
|
|
||||||
|
|
@ -46,8 +46,7 @@ SDL_AppResult SDL_AppInit( void** appstate, int, char** )
|
||||||
|
|
||||||
AppState& appState = *static_cast<AppState*>( *appstate );
|
AppState& appState = *static_cast<AppState*>( *appstate );
|
||||||
|
|
||||||
Entity const* entity =
|
Entity const* entity = LoadModel( appState.renderDevice, appState.entityManager, "Assets/Models/DamagedHelmet.glb" );
|
||||||
LoadModel( appState.renderDevice, appState.entityManager, "Assets/Models/OrientationTest.glb" );
|
|
||||||
ASSERT( entity );
|
ASSERT( entity );
|
||||||
|
|
||||||
std::array pointLight = {
|
std::array pointLight = {
|
||||||
|
|
@ -58,9 +57,9 @@ SDL_AppResult SDL_AppInit( void** appstate, int, char** )
|
||||||
.attenuation = 1.0f,
|
.attenuation = 1.0f,
|
||||||
},
|
},
|
||||||
MiscData::PointLight{
|
MiscData::PointLight{
|
||||||
.position = { 0.0f, 12.0f, 0.0f },
|
.position = { 0.0f, 3.0f, 0.0f },
|
||||||
.range = 12,
|
.range = 12,
|
||||||
.color = { 0.0f, 1.0f, 0.0f },
|
.color = { 12.0f, 12.0f, 12.0f },
|
||||||
.attenuation = 1.0f,
|
.attenuation = 1.0f,
|
||||||
},
|
},
|
||||||
MiscData::PointLight{
|
MiscData::PointLight{
|
||||||
|
|
@ -263,6 +262,16 @@ SDL_AppResult SDL_AppIterate( void* appstate )
|
||||||
vkCmdPushConstants(
|
vkCmdPushConstants(
|
||||||
cmd, misc.pipelineLayout, VK_SHADER_STAGE_ALL_GRAPHICS, 0, sizeof worldTransform, &worldTransform );
|
cmd, misc.pipelineLayout, VK_SHADER_STAGE_ALL_GRAPHICS, 0, sizeof worldTransform, &worldTransform );
|
||||||
|
|
||||||
|
DirectX::XMMATRIX const inverseTransform = XMMatrixInverse( nullptr, worldTransform );
|
||||||
|
|
||||||
|
vkCmdPushConstants(
|
||||||
|
cmd,
|
||||||
|
misc.pipelineLayout,
|
||||||
|
VK_SHADER_STAGE_ALL_GRAPHICS,
|
||||||
|
sizeof worldTransform,
|
||||||
|
sizeof inverseTransform,
|
||||||
|
&inverseTransform );
|
||||||
|
|
||||||
if ( not entity.modelMesh.isNull() )
|
if ( not entity.modelMesh.isNull() )
|
||||||
{
|
{
|
||||||
ASSERT( current );
|
ASSERT( current );
|
||||||
|
|
@ -286,7 +295,7 @@ SDL_AppResult SDL_AppIterate( void* appstate )
|
||||||
cmd,
|
cmd,
|
||||||
misc.pipelineLayout,
|
misc.pipelineLayout,
|
||||||
VK_SHADER_STAGE_ALL_GRAPHICS,
|
VK_SHADER_STAGE_ALL_GRAPHICS,
|
||||||
sizeof worldTransform,
|
2 * sizeof worldTransform,
|
||||||
Material::GPU_DATA_SIZE,
|
Material::GPU_DATA_SIZE,
|
||||||
materialData );
|
materialData );
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -132,7 +132,10 @@ void EntityManager::destroyEntity( Entity* entity )
|
||||||
for ( auto& material : entity->model.materials )
|
for ( auto& material : entity->model.materials )
|
||||||
{
|
{
|
||||||
vkDestroySampler( device, Take( material.sampler ), nullptr );
|
vkDestroySampler( device, Take( material.sampler ), nullptr );
|
||||||
pRenderDevice->textureManager->freeTexture( std::move( material.texture ) );
|
pRenderDevice->textureManager->freeTexture( std::move( material.albedoTextureID ) );
|
||||||
|
pRenderDevice->textureManager->freeTexture( std::move( material.normalTextureID ) );
|
||||||
|
pRenderDevice->textureManager->freeTexture( std::move( material.metalRoughTextureID ) );
|
||||||
|
pRenderDevice->textureManager->freeTexture( std::move( material.emissiveTextureID ) );
|
||||||
}
|
}
|
||||||
|
|
||||||
pRenderDevice->bufferManager->freeBuffer( std::move( entity->model.vertexBuffer ) );
|
pRenderDevice->bufferManager->freeBuffer( std::move( entity->model.vertexBuffer ) );
|
||||||
|
|
|
||||||
|
|
@ -36,3 +36,5 @@
|
||||||
while ( false )
|
while ( false )
|
||||||
|
|
||||||
#define Take( OBJ ) std::exchange( OBJ, {} )
|
#define Take( OBJ ) std::exchange( OBJ, {} )
|
||||||
|
|
||||||
|
#define UNREACHABLE G_ASSERT( false )
|
||||||
|
|
|
||||||
|
|
@ -60,7 +60,7 @@ bool MiscData::init( RenderDevice const& renderDevice )
|
||||||
VkPushConstantRange const pushConstantRange = {
|
VkPushConstantRange const pushConstantRange = {
|
||||||
.stageFlags = VK_SHADER_STAGE_ALL_GRAPHICS,
|
.stageFlags = VK_SHADER_STAGE_ALL_GRAPHICS,
|
||||||
.offset = 0,
|
.offset = 0,
|
||||||
.size = sizeof( DirectX::XMMATRIX ) + Material::GPU_DATA_SIZE,
|
.size = 2 * sizeof( DirectX::XMMATRIX ) + Material::GPU_DATA_SIZE,
|
||||||
};
|
};
|
||||||
|
|
||||||
std::array const descriptorSetLayouts = {
|
std::array const descriptorSetLayouts = {
|
||||||
|
|
@ -123,18 +123,24 @@ bool MiscData::init( RenderDevice const& renderDevice )
|
||||||
VkVertexInputAttributeDescription{
|
VkVertexInputAttributeDescription{
|
||||||
.location = 2,
|
.location = 2,
|
||||||
.binding = 0,
|
.binding = 0,
|
||||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||||
.offset = offsetof( Vertex, texCoord0 ),
|
.offset = offsetof( Vertex, tangent ),
|
||||||
},
|
},
|
||||||
VkVertexInputAttributeDescription{
|
VkVertexInputAttributeDescription{
|
||||||
.location = 3,
|
.location = 3,
|
||||||
.binding = 0,
|
.binding = 0,
|
||||||
.format = VK_FORMAT_R32G32_SFLOAT,
|
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||||
.offset = offsetof( Vertex, texCoord1 ),
|
.offset = offsetof( Vertex, texCoord0 ),
|
||||||
},
|
},
|
||||||
VkVertexInputAttributeDescription{
|
VkVertexInputAttributeDescription{
|
||||||
.location = 4,
|
.location = 4,
|
||||||
.binding = 0,
|
.binding = 0,
|
||||||
|
.format = VK_FORMAT_R32G32_SFLOAT,
|
||||||
|
.offset = offsetof( Vertex, texCoord1 ),
|
||||||
|
},
|
||||||
|
VkVertexInputAttributeDescription{
|
||||||
|
.location = 5,
|
||||||
|
.binding = 0,
|
||||||
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
|
||||||
.offset = offsetof( Vertex, color0 ),
|
.offset = offsetof( Vertex, color0 ),
|
||||||
},
|
},
|
||||||
|
|
@ -289,7 +295,7 @@ bool MiscData::init( RenderDevice const& renderDevice )
|
||||||
|
|
||||||
// Camera
|
// Camera
|
||||||
{
|
{
|
||||||
cameraData.cameraPosition = DirectX::XMVectorSet( 0.0f, 20.0f, -20.0f, 1.0f );
|
cameraData.cameraPosition = DirectX::XMVectorSet( 0.0f, 2.0f, -2.0f, 1.0f );
|
||||||
cameraTarget = DirectX::XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f );
|
cameraTarget = DirectX::XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f );
|
||||||
cameraUp = DirectX::XMVectorSet( 0.0f, 1.0f, 0.0f, 1.0f );
|
cameraUp = DirectX::XMVectorSet( 0.0f, 1.0f, 0.0f, 1.0f );
|
||||||
cameraData.viewMatrix = DirectX::XMMatrixLookAtLH( cameraData.cameraPosition, cameraTarget, cameraUp );
|
cameraData.viewMatrix = DirectX::XMMatrixLookAtLH( cameraData.cameraPosition, cameraTarget, cameraUp );
|
||||||
|
|
|
||||||
|
|
@ -16,31 +16,19 @@
|
||||||
#include "MacroUtils.h"
|
#include "MacroUtils.h"
|
||||||
#include "MathUtil.h"
|
#include "MathUtil.h"
|
||||||
|
|
||||||
// TODO: Cache materials while loading.
|
std::optional<TextureID> LoadTexture(
|
||||||
uint32_t ProcessMaterial( RenderDevice* renderDevice, Model* model, cgltf_material const& material )
|
RenderDevice* renderDevice, VkSampler sampler, cgltf_image const& baseColorImage, bool const linear )
|
||||||
{
|
|
||||||
ASSERT( material.has_pbr_metallic_roughness );
|
|
||||||
|
|
||||||
DirectX::XMFLOAT4 const baseColorFactor = DirectX::XMFLOAT4{ material.pbr_metallic_roughness.base_color_factor };
|
|
||||||
|
|
||||||
VkSampler sampler = nullptr;
|
|
||||||
TextureID baseColorTexture;
|
|
||||||
|
|
||||||
if ( material.pbr_metallic_roughness.base_color_texture.texture )
|
|
||||||
{
|
|
||||||
cgltf_image* baseColorImage = material.pbr_metallic_roughness.base_color_texture.texture->image;
|
|
||||||
|
|
||||||
{
|
{
|
||||||
byte* data;
|
byte* data;
|
||||||
if ( baseColorImage->buffer_view->data )
|
if ( baseColorImage.buffer_view->data )
|
||||||
{
|
{
|
||||||
data = static_cast<byte*>( baseColorImage->buffer_view->data );
|
data = static_cast<byte*>( baseColorImage.buffer_view->data );
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
data = static_cast<byte*>( baseColorImage->buffer_view->buffer->data ) + baseColorImage->buffer_view->offset;
|
data = static_cast<byte*>( baseColorImage.buffer_view->buffer->data ) + baseColorImage.buffer_view->offset;
|
||||||
}
|
}
|
||||||
size_t size = baseColorImage->buffer_view->size;
|
size_t size = baseColorImage.buffer_view->size;
|
||||||
|
|
||||||
uint32_t width;
|
uint32_t width;
|
||||||
uint32_t height;
|
uint32_t height;
|
||||||
|
|
@ -58,44 +46,22 @@ uint32_t ProcessMaterial( RenderDevice* renderDevice, Model* model, cgltf_materi
|
||||||
|
|
||||||
if ( not textureData )
|
if ( not textureData )
|
||||||
{
|
{
|
||||||
return UINT32_MAX;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
|
||||||
width = static_cast<uint32_t>( w );
|
width = static_cast<uint32_t>( w );
|
||||||
height = static_cast<uint32_t>( h );
|
height = static_cast<uint32_t>( h );
|
||||||
}
|
}
|
||||||
|
|
||||||
VkSamplerCreateInfo constexpr samplerCreateInfo = {
|
auto textureOpt = renderDevice->textureManager->createTexture(
|
||||||
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
|
{ width, height, 1 }, sampler, linear ? VK_FORMAT_R8G8B8A8_UNORM : VK_FORMAT_R8G8B8A8_SRGB );
|
||||||
.pNext = nullptr,
|
|
||||||
.flags = 0,
|
|
||||||
.magFilter = VK_FILTER_LINEAR,
|
|
||||||
.minFilter = VK_FILTER_LINEAR,
|
|
||||||
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR,
|
|
||||||
.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT,
|
|
||||||
.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT,
|
|
||||||
.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT,
|
|
||||||
.mipLodBias = 0.0,
|
|
||||||
.anisotropyEnable = true,
|
|
||||||
.maxAnisotropy = 1.0f,
|
|
||||||
.compareEnable = false,
|
|
||||||
.compareOp = VK_COMPARE_OP_NEVER,
|
|
||||||
.minLod = 0.0f,
|
|
||||||
.maxLod = VK_LOD_CLAMP_NONE,
|
|
||||||
.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK,
|
|
||||||
.unnormalizedCoordinates = false,
|
|
||||||
};
|
|
||||||
|
|
||||||
VK_CHECK( vkCreateSampler( renderDevice->device, &samplerCreateInfo, nullptr, &sampler ) );
|
|
||||||
|
|
||||||
auto textureOpt = renderDevice->textureManager->createTexture( { width, height, 1 }, sampler );
|
|
||||||
if ( not textureOpt )
|
if ( not textureOpt )
|
||||||
{
|
{
|
||||||
return UINT32_MAX;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
|
||||||
baseColorTexture = std::move( textureOpt.value() );
|
TextureID texture = std::move( textureOpt.value() );
|
||||||
VkImage textureImage = renderDevice->textureManager->fetchImage( baseColorTexture ).value();
|
VkImage textureImage = renderDevice->textureManager->fetchImage( texture ).value();
|
||||||
|
|
||||||
// Staging Buffer Create
|
// Staging Buffer Create
|
||||||
VkBuffer stagingBuffer;
|
VkBuffer stagingBuffer;
|
||||||
|
|
@ -181,7 +147,7 @@ uint32_t ProcessMaterial( RenderDevice* renderDevice, Model* model, cgltf_materi
|
||||||
.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
|
.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
|
||||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.image = renderDevice->textureManager->fetchImage( baseColorTexture ).value(),
|
.image = renderDevice->textureManager->fetchImage( texture ).value(),
|
||||||
.subresourceRange = subresourceRange,
|
.subresourceRange = subresourceRange,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -331,12 +297,7 @@ uint32_t ProcessMaterial( RenderDevice* renderDevice, Model* model, cgltf_materi
|
||||||
|
|
||||||
// Staging -> Image L0
|
// Staging -> Image L0
|
||||||
vkCmdCopyBufferToImage(
|
vkCmdCopyBufferToImage(
|
||||||
frameInUse.commandBuffer,
|
frameInUse.commandBuffer, stagingBuffer, textureImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©Region );
|
||||||
stagingBuffer,
|
|
||||||
textureImage,
|
|
||||||
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
|
|
||||||
1,
|
|
||||||
©Region );
|
|
||||||
|
|
||||||
prepareNextMipLevelBarriers[0].subresourceRange.baseMipLevel = 0;
|
prepareNextMipLevelBarriers[0].subresourceRange.baseMipLevel = 0;
|
||||||
prepareNextMipLevelBarriers[1].subresourceRange.baseMipLevel = 1;
|
prepareNextMipLevelBarriers[1].subresourceRange.baseMipLevel = 1;
|
||||||
|
|
@ -431,23 +392,163 @@ uint32_t ProcessMaterial( RenderDevice* renderDevice, Model* model, cgltf_materi
|
||||||
}
|
}
|
||||||
|
|
||||||
vmaDestroyBuffer( renderDevice->gpuAllocator, stagingBuffer, stagingAllocation );
|
vmaDestroyBuffer( renderDevice->gpuAllocator, stagingBuffer, stagingAllocation );
|
||||||
|
return texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO: Cache materials while loading.
|
||||||
|
uint32_t ProcessMaterial( RenderDevice* renderDevice, Model* model, cgltf_material const& material )
|
||||||
|
{
|
||||||
|
ASSERT( material.has_pbr_metallic_roughness );
|
||||||
|
|
||||||
|
auto const baseColorFactor = DirectX::XMFLOAT4{ material.pbr_metallic_roughness.base_color_factor };
|
||||||
|
auto const emissiveFactor = DirectX::XMFLOAT4{
|
||||||
|
material.emissive_factor[0],
|
||||||
|
material.emissive_factor[1],
|
||||||
|
material.emissive_factor[2],
|
||||||
|
std::max( material.emissive_strength.emissive_strength, 1.0f ),
|
||||||
|
};
|
||||||
|
|
||||||
|
VkSampler sampler = nullptr;
|
||||||
|
TextureID baseColorTexture;
|
||||||
|
TextureID normalTexture;
|
||||||
|
TextureID metalRoughTexture;
|
||||||
|
TextureID emissiveTexture;
|
||||||
|
|
||||||
|
VkSamplerCreateInfo constexpr samplerCreateInfo = {
|
||||||
|
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
|
||||||
|
.pNext = nullptr,
|
||||||
|
.flags = 0,
|
||||||
|
.magFilter = VK_FILTER_LINEAR,
|
||||||
|
.minFilter = VK_FILTER_LINEAR,
|
||||||
|
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR,
|
||||||
|
.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT,
|
||||||
|
.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT,
|
||||||
|
.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT,
|
||||||
|
.mipLodBias = 0.0,
|
||||||
|
.anisotropyEnable = true,
|
||||||
|
.maxAnisotropy = 1.0f,
|
||||||
|
.compareEnable = false,
|
||||||
|
.compareOp = VK_COMPARE_OP_NEVER,
|
||||||
|
.minLod = 0.0f,
|
||||||
|
.maxLod = VK_LOD_CLAMP_NONE,
|
||||||
|
.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK,
|
||||||
|
.unnormalizedCoordinates = false,
|
||||||
|
};
|
||||||
|
|
||||||
|
VK_CHECK( vkCreateSampler( renderDevice->device, &samplerCreateInfo, nullptr, &sampler ) );
|
||||||
|
|
||||||
|
if ( material.pbr_metallic_roughness.base_color_texture.texture )
|
||||||
|
{
|
||||||
|
cgltf_image const* baseColorImage = material.pbr_metallic_roughness.base_color_texture.texture->image;
|
||||||
|
|
||||||
|
auto baseColorTextureOpt = LoadTexture( renderDevice, sampler, *baseColorImage, false );
|
||||||
|
if ( not baseColorTextureOpt )
|
||||||
|
{
|
||||||
|
vkDestroySampler( renderDevice->device, Take( sampler ), nullptr );
|
||||||
|
return UINT32_MAX;
|
||||||
|
}
|
||||||
|
baseColorTexture = std::move( baseColorTextureOpt.value() );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( material.pbr_metallic_roughness.metallic_roughness_texture.texture )
|
||||||
|
{
|
||||||
|
cgltf_image const* metalRoughImage = material.pbr_metallic_roughness.metallic_roughness_texture.texture->image;
|
||||||
|
|
||||||
|
auto metalRoughTextureOpt = LoadTexture( renderDevice, sampler, *metalRoughImage, true );
|
||||||
|
if ( not metalRoughTextureOpt )
|
||||||
|
{
|
||||||
|
vkDestroySampler( renderDevice->device, Take( sampler ), nullptr );
|
||||||
|
renderDevice->textureManager->freeTexture( std::move( baseColorTexture ) );
|
||||||
|
return UINT32_MAX;
|
||||||
|
}
|
||||||
|
metalRoughTexture = std::move( metalRoughTextureOpt.value() );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( material.normal_texture.texture )
|
||||||
|
{
|
||||||
|
cgltf_image const* normalImage = material.normal_texture.texture->image;
|
||||||
|
|
||||||
|
auto normalTextureOpt = LoadTexture( renderDevice, sampler, *normalImage, true );
|
||||||
|
if ( not normalTextureOpt )
|
||||||
|
{
|
||||||
|
vkDestroySampler( renderDevice->device, Take( sampler ), nullptr );
|
||||||
|
renderDevice->textureManager->freeTexture( std::move( metalRoughTexture ) );
|
||||||
|
renderDevice->textureManager->freeTexture( std::move( baseColorTexture ) );
|
||||||
|
return UINT32_MAX;
|
||||||
|
}
|
||||||
|
normalTexture = std::move( normalTextureOpt.value() );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( material.emissive_texture.texture )
|
||||||
|
{
|
||||||
|
cgltf_image const* emissiveImage = material.emissive_texture.texture->image;
|
||||||
|
|
||||||
|
auto emissiveTextureOpt = LoadTexture( renderDevice, sampler, *emissiveImage, true );
|
||||||
|
if ( not emissiveTextureOpt )
|
||||||
|
{
|
||||||
|
vkDestroySampler( renderDevice->device, Take( sampler ), nullptr );
|
||||||
|
renderDevice->textureManager->freeTexture( std::move( baseColorTexture ) );
|
||||||
|
renderDevice->textureManager->freeTexture( std::move( normalTexture ) );
|
||||||
|
renderDevice->textureManager->freeTexture( std::move( metalRoughTexture ) );
|
||||||
|
return UINT32_MAX;
|
||||||
|
}
|
||||||
|
emissiveTexture = std::move( emissiveTextureOpt.value() );
|
||||||
}
|
}
|
||||||
|
|
||||||
float const metallic = material.pbr_metallic_roughness.metallic_factor;
|
float const metallic = material.pbr_metallic_roughness.metallic_factor;
|
||||||
float const roughness = material.pbr_metallic_roughness.roughness_factor;
|
float const roughness = material.pbr_metallic_roughness.roughness_factor;
|
||||||
|
|
||||||
uint32_t const materialIdx = static_cast<uint32_t>( model->materials.size() );
|
uint32_t const materialIdx = static_cast<uint32_t>( model->materials.size() );
|
||||||
model->materials.push_back( { sampler, std::move( baseColorTexture ), {}, roughness, metallic, baseColorFactor } );
|
model->materials.push_back( {
|
||||||
|
sampler,
|
||||||
|
baseColorFactor,
|
||||||
|
emissiveFactor,
|
||||||
|
std::move( baseColorTexture ),
|
||||||
|
std::move( normalTexture ),
|
||||||
|
std::move( metalRoughTexture ),
|
||||||
|
std::move( emissiveTexture ),
|
||||||
|
roughness,
|
||||||
|
metallic,
|
||||||
|
} );
|
||||||
|
|
||||||
return materialIdx;
|
return materialIdx;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void LoadAttribute(
|
||||||
|
std::vector<Vertex>* pVertices,
|
||||||
|
int32_t const vertexStart,
|
||||||
|
std::vector<float>* scratch,
|
||||||
|
cgltf_attribute const& positionAttr,
|
||||||
|
size_t const stride,
|
||||||
|
size_t const offset,
|
||||||
|
size_t const components )
|
||||||
|
{
|
||||||
|
size_t const floatCount = cgltf_accessor_unpack_floats( positionAttr.data, nullptr, 0 );
|
||||||
|
ASSERT( floatCount % components == 0 );
|
||||||
|
scratch->resize( floatCount );
|
||||||
|
cgltf_accessor_unpack_floats( positionAttr.data, scratch->data(), scratch->size() );
|
||||||
|
|
||||||
|
// Guaranteed to have space for these vertices.
|
||||||
|
pVertices->resize( vertexStart + floatCount / components );
|
||||||
|
|
||||||
|
byte* writePtr = reinterpret_cast<byte*>( pVertices->data() + vertexStart ) + offset;
|
||||||
|
float const* readPtr = scratch->data();
|
||||||
|
for ( size_t i = vertexStart; i < pVertices->size(); ++i )
|
||||||
|
{
|
||||||
|
memcpy( writePtr, readPtr, components * sizeof( float ) );
|
||||||
|
|
||||||
|
readPtr += components;
|
||||||
|
writePtr += stride;
|
||||||
|
}
|
||||||
|
|
||||||
|
scratch->clear();
|
||||||
|
}
|
||||||
|
|
||||||
ModelMesh ProcessMesh(
|
ModelMesh ProcessMesh(
|
||||||
RenderDevice* renderDevice,
|
RenderDevice* renderDevice,
|
||||||
Model* model,
|
Model* model,
|
||||||
std::pmr::vector<Vertex>* pVertices,
|
std::vector<Vertex>* pVertices,
|
||||||
std::pmr::vector<uint32_t>* pIndices,
|
std::vector<uint32_t>* pIndices,
|
||||||
cgltf_mesh const& mesh )
|
cgltf_mesh const& mesh )
|
||||||
{
|
{
|
||||||
using namespace std::string_view_literals;
|
using namespace std::string_view_literals;
|
||||||
|
|
@ -488,6 +589,8 @@ ModelMesh ProcessMesh(
|
||||||
.vertexOffset = vertexStart,
|
.vertexOffset = vertexStart,
|
||||||
} );
|
} );
|
||||||
|
|
||||||
|
std::vector<float> scratch;
|
||||||
|
|
||||||
cgltf_attribute const* attributes = primitive.attributes;
|
cgltf_attribute const* attributes = primitive.attributes;
|
||||||
for ( uint32_t attribIndex = 0; attribIndex < primitive.attributes_count; ++attribIndex )
|
for ( uint32_t attribIndex = 0; attribIndex < primitive.attributes_count; ++attribIndex )
|
||||||
{
|
{
|
||||||
|
|
@ -497,22 +600,11 @@ ModelMesh ProcessMesh(
|
||||||
ASSERT( positionAttr.data->component_type == cgltf_component_type_r_32f );
|
ASSERT( positionAttr.data->component_type == cgltf_component_type_r_32f );
|
||||||
ASSERT( positionAttr.data->type == cgltf_type_vec3 );
|
ASSERT( positionAttr.data->type == cgltf_type_vec3 );
|
||||||
|
|
||||||
std::pmr::vector<DirectX::XMFLOAT3> positions{ pVertices->get_allocator() };
|
size_t constexpr stride = sizeof( Vertex );
|
||||||
|
size_t constexpr offset = offsetof( Vertex, position );
|
||||||
|
size_t constexpr components = 3;
|
||||||
|
|
||||||
size_t const floatCount = cgltf_accessor_unpack_floats( positionAttr.data, nullptr, 0 );
|
LoadAttribute( pVertices, vertexStart, &scratch, positionAttr, stride, offset, components );
|
||||||
positions.resize( floatCount / 3 );
|
|
||||||
cgltf_accessor_unpack_floats(
|
|
||||||
positionAttr.data, reinterpret_cast<cgltf_float*>( positions.data() ), floatCount );
|
|
||||||
|
|
||||||
// Guaranteed to have space for these vertices.
|
|
||||||
pVertices->resize( vertexStart + positions.size() );
|
|
||||||
|
|
||||||
auto vertexIter = pVertices->begin() + vertexStart;
|
|
||||||
for ( DirectX::XMFLOAT3 const& position : positions )
|
|
||||||
{
|
|
||||||
vertexIter->position = position;
|
|
||||||
++vertexIter;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if ( "NORMAL"sv == attributes[attribIndex].name )
|
if ( "NORMAL"sv == attributes[attribIndex].name )
|
||||||
{
|
{
|
||||||
|
|
@ -520,21 +612,23 @@ ModelMesh ProcessMesh(
|
||||||
ASSERT( normalAttr.data->component_type == cgltf_component_type_r_32f );
|
ASSERT( normalAttr.data->component_type == cgltf_component_type_r_32f );
|
||||||
ASSERT( normalAttr.data->type == cgltf_type_vec3 );
|
ASSERT( normalAttr.data->type == cgltf_type_vec3 );
|
||||||
|
|
||||||
std::pmr::vector<DirectX::XMFLOAT3> normals{ pVertices->get_allocator() };
|
size_t constexpr stride = sizeof( Vertex );
|
||||||
|
size_t constexpr offset = offsetof( Vertex, normal );
|
||||||
|
size_t constexpr components = 3;
|
||||||
|
|
||||||
size_t const floatCount = cgltf_accessor_unpack_floats( normalAttr.data, nullptr, 0 );
|
LoadAttribute( pVertices, vertexStart, &scratch, normalAttr, stride, offset, components );
|
||||||
normals.resize( floatCount / 3 );
|
|
||||||
cgltf_accessor_unpack_floats( normalAttr.data, reinterpret_cast<cgltf_float*>( normals.data() ), floatCount );
|
|
||||||
|
|
||||||
// Guaranteed to have space for these vertices.
|
|
||||||
pVertices->resize( vertexStart + normals.size() );
|
|
||||||
|
|
||||||
auto vertexIter = pVertices->begin() + vertexStart;
|
|
||||||
for ( DirectX::XMFLOAT3 const& normal : normals )
|
|
||||||
{
|
|
||||||
vertexIter->normal = normal;
|
|
||||||
++vertexIter;
|
|
||||||
}
|
}
|
||||||
|
if ( "TANGENT"sv == attributes[attribIndex].name )
|
||||||
|
{
|
||||||
|
cgltf_attribute const& tangentAttr = attributes[attribIndex];
|
||||||
|
ASSERT( tangentAttr.data->component_type == cgltf_component_type_r_32f );
|
||||||
|
ASSERT( tangentAttr.data->type == cgltf_type_vec4 );
|
||||||
|
|
||||||
|
size_t constexpr stride = sizeof( Vertex );
|
||||||
|
size_t constexpr offset = offsetof( Vertex, tangent );
|
||||||
|
size_t constexpr components = 4;
|
||||||
|
|
||||||
|
LoadAttribute( pVertices, vertexStart, &scratch, tangentAttr, stride, offset, components );
|
||||||
}
|
}
|
||||||
if ( "TEXCOORD_0"sv == attributes[attribIndex].name )
|
if ( "TEXCOORD_0"sv == attributes[attribIndex].name )
|
||||||
{
|
{
|
||||||
|
|
@ -542,22 +636,11 @@ ModelMesh ProcessMesh(
|
||||||
ASSERT( texCoordAttr.data->component_type == cgltf_component_type_r_32f );
|
ASSERT( texCoordAttr.data->component_type == cgltf_component_type_r_32f );
|
||||||
ASSERT( texCoordAttr.data->type == cgltf_type_vec2 );
|
ASSERT( texCoordAttr.data->type == cgltf_type_vec2 );
|
||||||
|
|
||||||
std::pmr::vector<DirectX::XMFLOAT2> texCoords{ pVertices->get_allocator() };
|
size_t constexpr stride = sizeof( Vertex );
|
||||||
|
size_t constexpr offset = offsetof( Vertex, texCoord0 );
|
||||||
|
size_t constexpr components = 2;
|
||||||
|
|
||||||
size_t const floatCount = cgltf_accessor_unpack_floats( texCoordAttr.data, nullptr, 0 );
|
LoadAttribute( pVertices, vertexStart, &scratch, texCoordAttr, stride, offset, components );
|
||||||
texCoords.resize( floatCount / 2 );
|
|
||||||
cgltf_accessor_unpack_floats(
|
|
||||||
texCoordAttr.data, reinterpret_cast<cgltf_float*>( texCoords.data() ), floatCount );
|
|
||||||
|
|
||||||
// Guaranteed to have space for these vertices.
|
|
||||||
pVertices->resize( vertexStart + texCoords.size() );
|
|
||||||
|
|
||||||
auto vertexIter = pVertices->begin() + vertexStart;
|
|
||||||
for ( DirectX::XMFLOAT2 const& texCoord : texCoords )
|
|
||||||
{
|
|
||||||
vertexIter->texCoord0 = texCoord;
|
|
||||||
++vertexIter;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if ( "TEXCOORD_1"sv == attributes[attribIndex].name )
|
if ( "TEXCOORD_1"sv == attributes[attribIndex].name )
|
||||||
{
|
{
|
||||||
|
|
@ -565,65 +648,33 @@ ModelMesh ProcessMesh(
|
||||||
ASSERT( texCoordAttr.data->component_type == cgltf_component_type_r_32f );
|
ASSERT( texCoordAttr.data->component_type == cgltf_component_type_r_32f );
|
||||||
ASSERT( texCoordAttr.data->type == cgltf_type_vec2 );
|
ASSERT( texCoordAttr.data->type == cgltf_type_vec2 );
|
||||||
|
|
||||||
std::pmr::vector<DirectX::XMFLOAT2> texCoords{ pVertices->get_allocator() };
|
size_t constexpr stride = sizeof( Vertex );
|
||||||
|
size_t constexpr offset = offsetof( Vertex, texCoord1 );
|
||||||
|
size_t constexpr components = 2;
|
||||||
|
|
||||||
size_t const floatCount = cgltf_accessor_unpack_floats( texCoordAttr.data, nullptr, 0 );
|
LoadAttribute( pVertices, vertexStart, &scratch, texCoordAttr, stride, offset, components );
|
||||||
texCoords.resize( floatCount / 2 );
|
|
||||||
cgltf_accessor_unpack_floats(
|
|
||||||
texCoordAttr.data, reinterpret_cast<cgltf_float*>( texCoords.data() ), floatCount );
|
|
||||||
|
|
||||||
// Guaranteed to have space for these vertices.
|
|
||||||
pVertices->resize( vertexStart + texCoords.size() );
|
|
||||||
|
|
||||||
auto vertexIter = pVertices->begin() + vertexStart;
|
|
||||||
for ( DirectX::XMFLOAT2 const& texCoord : texCoords )
|
|
||||||
{
|
|
||||||
vertexIter->texCoord1 = texCoord;
|
|
||||||
++vertexIter;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
if ( "COLOR_0"sv == attributes[attribIndex].name )
|
if ( "COLOR_0"sv == attributes[attribIndex].name )
|
||||||
{
|
{
|
||||||
cgltf_attribute const& colorAttr = attributes[attribIndex];
|
cgltf_attribute const& colorAttr = attributes[attribIndex];
|
||||||
ASSERT( colorAttr.data->component_type == cgltf_component_type_r_32f );
|
ASSERT( colorAttr.data->component_type == cgltf_component_type_r_32f );
|
||||||
ASSERT( colorAttr.data->type == cgltf_type_vec3 or colorAttr.data->type == cgltf_type_vec4 );
|
|
||||||
|
|
||||||
if ( colorAttr.data->type == cgltf_type_vec3 )
|
size_t constexpr stride = sizeof( Vertex );
|
||||||
|
size_t constexpr offset = offsetof( Vertex, texCoord1 );
|
||||||
|
size_t components = 3;
|
||||||
|
switch ( colorAttr.data->type )
|
||||||
{
|
{
|
||||||
std::pmr::vector<DirectX::XMFLOAT3> colors{ pVertices->get_allocator() };
|
case cgltf_type_vec3:
|
||||||
|
components = 3;
|
||||||
size_t const floatCount = cgltf_accessor_unpack_floats( colorAttr.data, nullptr, 0 );
|
break;
|
||||||
colors.resize( floatCount / 3 );
|
case cgltf_type_vec4:
|
||||||
cgltf_accessor_unpack_floats( colorAttr.data, reinterpret_cast<cgltf_float*>( colors.data() ), floatCount );
|
components = 4;
|
||||||
|
break;
|
||||||
// Guaranteed to have space for these vertices.
|
default:
|
||||||
pVertices->resize( vertexStart + colors.size() );
|
UNREACHABLE;
|
||||||
|
|
||||||
auto vertexIter = pVertices->begin() + vertexStart;
|
|
||||||
for ( DirectX::XMFLOAT3 const& color : colors )
|
|
||||||
{
|
|
||||||
vertexIter->color0 = { color.x, color.y, color.z, 1.0f };
|
|
||||||
++vertexIter;
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
else // Since only two options
|
|
||||||
{
|
|
||||||
std::pmr::vector<DirectX::XMFLOAT4> colors{ pVertices->get_allocator() };
|
|
||||||
|
|
||||||
size_t const floatCount = cgltf_accessor_unpack_floats( colorAttr.data, nullptr, 0 );
|
LoadAttribute( pVertices, vertexStart, &scratch, colorAttr, stride, offset, components );
|
||||||
colors.resize( floatCount / 4 );
|
|
||||||
cgltf_accessor_unpack_floats( colorAttr.data, reinterpret_cast<cgltf_float*>( colors.data() ), floatCount );
|
|
||||||
|
|
||||||
// Guaranteed to have space for these vertices.
|
|
||||||
pVertices->resize( vertexStart + colors.size() );
|
|
||||||
|
|
||||||
auto vertexIter = pVertices->begin() + vertexStart;
|
|
||||||
for ( DirectX::XMFLOAT4 const& color : colors )
|
|
||||||
{
|
|
||||||
vertexIter->color0 = color;
|
|
||||||
++vertexIter;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
// TODO: Grab other attributes.
|
// TODO: Grab other attributes.
|
||||||
}
|
}
|
||||||
|
|
@ -636,8 +687,8 @@ Entity* ProcessNode(
|
||||||
RenderDevice* renderDevice,
|
RenderDevice* renderDevice,
|
||||||
EntityManager* entityManager,
|
EntityManager* entityManager,
|
||||||
Model* model,
|
Model* model,
|
||||||
std::pmr::vector<Vertex>* vertices,
|
std::vector<Vertex>* vertices,
|
||||||
std::pmr::vector<uint32_t>* indices,
|
std::vector<uint32_t>* indices,
|
||||||
cgltf_node const& node )
|
cgltf_node const& node )
|
||||||
{
|
{
|
||||||
DirectX::XMVECTOR vTranslation;
|
DirectX::XMVECTOR vTranslation;
|
||||||
|
|
@ -722,8 +773,8 @@ Entity* LoadModel( RenderDevice* renderDevice, EntityManager* entityManager, con
|
||||||
} );
|
} );
|
||||||
|
|
||||||
// Output data
|
// Output data
|
||||||
std::pmr::vector<Vertex> vertices;
|
std::vector<Vertex> vertices;
|
||||||
std::pmr::vector<uint32_t> indices;
|
std::vector<uint32_t> indices;
|
||||||
|
|
||||||
cgltf_scene const* currentScene = gltfModel->scene;
|
cgltf_scene const* currentScene = gltfModel->scene;
|
||||||
for ( uint32_t nodeIdx = 0; nodeIdx < currentScene->nodes_count; ++nodeIdx )
|
for ( uint32_t nodeIdx = 0; nodeIdx < currentScene->nodes_count; ++nodeIdx )
|
||||||
|
|
|
||||||
|
|
@ -14,8 +14,9 @@ struct GlobalMemory;
|
||||||
|
|
||||||
struct Vertex
|
struct Vertex
|
||||||
{
|
{
|
||||||
DirectX::XMFLOAT3 position = { 0.0f, 0.0f, 0.0f };
|
DirectX::XMFLOAT4 position = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||||
DirectX::XMFLOAT3 normal = { 1.0f, 1.0f, 1.0f };
|
DirectX::XMFLOAT4 normal = { 0.0f, 0.0f, 1.0f, 0.0f };
|
||||||
|
DirectX::XMFLOAT4 tangent = { 1.0f, 0.0f, 0.0f, 0.0f };
|
||||||
DirectX::XMFLOAT2 texCoord0 = { 0.0f, 0.0f };
|
DirectX::XMFLOAT2 texCoord0 = { 0.0f, 0.0f };
|
||||||
DirectX::XMFLOAT2 texCoord1 = { 0.0f, 0.0f };
|
DirectX::XMFLOAT2 texCoord1 = { 0.0f, 0.0f };
|
||||||
DirectX::XMFLOAT4 color0 = { 1.0f, 1.0f, 1.0f, 1.0f };
|
DirectX::XMFLOAT4 color0 = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||||
|
|
@ -42,21 +43,23 @@ struct ModelMesh
|
||||||
|
|
||||||
struct Material
|
struct Material
|
||||||
{
|
{
|
||||||
constexpr static size_t GPU_DATA_OFFSET = sizeof( VkSampler );
|
size_t constexpr static GPU_DATA_OFFSET = sizeof( VkSampler );
|
||||||
constexpr static size_t GPU_DATA_SIZE =
|
size_t constexpr static GPU_DATA_SIZE = 56;
|
||||||
sizeof( TextureID ) + sizeof( uint32_t ) + 2 * sizeof( float ) + sizeof( DirectX::XMFLOAT4 );
|
|
||||||
|
|
||||||
VkSampler sampler; // TODO: Reuse
|
VkSampler sampler; // TODO: Reuse
|
||||||
// To copy directly.
|
// To copy directly.
|
||||||
TextureID texture;
|
DirectX::XMFLOAT4 baseColor = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||||
uint32_t padding0; // FIXME: Wasting space.
|
DirectX::XMFLOAT4 emission = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||||
|
TextureID albedoTextureID;
|
||||||
|
TextureID normalTextureID;
|
||||||
|
TextureID metalRoughTextureID;
|
||||||
|
TextureID emissiveTextureID;
|
||||||
float roughness = 1.0f;
|
float roughness = 1.0f;
|
||||||
float metallic = 1.0f;
|
float metallic = 1.0f;
|
||||||
DirectX::XMFLOAT4 baseColor = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
||||||
|
|
||||||
[[nodiscard]] bool isNull() const
|
[[nodiscard]] bool isNull() const
|
||||||
{
|
{
|
||||||
return texture.isNull() or sampler;
|
return not( albedoTextureID and normalTextureID and metalRoughTextureID and emissiveTextureID and sampler );
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -7,7 +7,7 @@
|
||||||
|
|
||||||
template struct RID<Texture>;
|
template struct RID<Texture>;
|
||||||
|
|
||||||
std::optional<TextureID> TextureManager::createTexture( VkExtent3D const extent, VkSampler sampler )
|
std::optional<TextureID> TextureManager::createTexture( VkExtent3D const extent, VkSampler const sampler, VkFormat const format )
|
||||||
{
|
{
|
||||||
if ( m_freeList.empty() )
|
if ( m_freeList.empty() )
|
||||||
{
|
{
|
||||||
|
|
@ -20,8 +20,6 @@ std::optional<TextureID> TextureManager::createTexture( VkExtent3D const extent,
|
||||||
ASSERT( m_pRenderDevice );
|
ASSERT( m_pRenderDevice );
|
||||||
RenderDevice const& renderDevice = *m_pRenderDevice;
|
RenderDevice const& renderDevice = *m_pRenderDevice;
|
||||||
|
|
||||||
VkFormat const format = VK_FORMAT_R8G8B8A8_SRGB;
|
|
||||||
|
|
||||||
VkImage texture;
|
VkImage texture;
|
||||||
VmaAllocation textureAllocation;
|
VmaAllocation textureAllocation;
|
||||||
VkImageView textureView;
|
VkImageView textureView;
|
||||||
|
|
|
||||||
|
|
@ -67,7 +67,8 @@ public:
|
||||||
void freeTexture( TextureID&& rid );
|
void freeTexture( TextureID&& rid );
|
||||||
|
|
||||||
DEPRECATE_JULY_2025
|
DEPRECATE_JULY_2025
|
||||||
[[nodiscard]] std::optional<TextureID> createTexture( VkExtent3D extent, VkSampler sampler );
|
[[nodiscard]] std::optional<TextureID> createTexture(
|
||||||
|
VkExtent3D extent, VkSampler sampler, VkFormat format = VK_FORMAT_R8G8B8A8_SRGB );
|
||||||
|
|
||||||
DEPRECATE_JULY_2025
|
DEPRECATE_JULY_2025
|
||||||
std::optional<VkImage> fetchImage( TextureID const& rid );
|
std::optional<VkImage> fetchImage( TextureID const& rid );
|
||||||
|
|
|
||||||
7
PLAN.md
7
PLAN.md
|
|
@ -21,7 +21,12 @@
|
||||||
- [X] Create Vertex buffer
|
- [X] Create Vertex buffer
|
||||||
- [X] Load texture
|
- [X] Load texture
|
||||||
- [X] Draw
|
- [X] Draw
|
||||||
- [ ] Refactor
|
- [ ] Render Sponza
|
||||||
|
- [X] Load GLTF Scene
|
||||||
|
- [ ] Support Albedo
|
||||||
|
- [ ] Support Normal
|
||||||
|
- [ ] Support Metal/Rough
|
||||||
|
- [ ] Support Emission
|
||||||
|
|
||||||
## Features
|
## Features
|
||||||
- [ ] Scene Rendering
|
- [ ] Scene Rendering
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue