Basic light support.
This commit is contained in:
parent
641ad3ea77
commit
b902d08ece
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@ -12,7 +12,11 @@ add_executable(model_render model_render.cpp
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render_resource_manager.h
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model_loader.cpp
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model_loader.h
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)
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light_manager.cpp
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light_manager.h
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nodes.cpp
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nodes.h)
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add_shader(model_render shader/model.vs.hlsl)
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add_shader(model_render shader/model.ps.hlsl)
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@ -0,0 +1,276 @@
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// =============================================
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// Aster: light_manager.cpp
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// Copyright (c) 2020-2024 Anish Bhobe
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// =============================================
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#include "light_manager.h"
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#include "glm/ext/matrix_transform.hpp"
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struct Light
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{
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union {
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vec3 um_Position;
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vec3 um_Direction;
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};
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f32 m_Range; // < 0.0 for invalid
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u32 m_Color_; // LSB is used for flags. (R G B Flags)
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f32 m_Intensity;
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constexpr static u32 MAX_GEN = 0x40;
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constexpr static u32 GEN_MASK = MAX_GEN - 1;
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constexpr static u32 TYPE_MASK = 0xC0;
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constexpr static u32 TYPE_INVALID = 0x0;
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constexpr static u32 TYPE_DIRECTIONAL = 1 << 6;
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constexpr static u32 TYPE_POINT = 2 << 6;
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constexpr static u32 TYPE_SPOT = 3 << 6; // Currently Unused
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constexpr static u32 COLOR_MASK = ~(GEN_MASK | TYPE_MASK);
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};
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// Static Checks
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// Ensure layouts are exact.
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static_assert(offsetof(DirectionalLight, m_Direction) == offsetof(Light, um_Direction));
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static_assert(offsetof(DirectionalLight, m_Color_) == offsetof(Light, m_Color_));
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static_assert(offsetof(DirectionalLight, m_Intensity) == offsetof(Light, m_Intensity));
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static_assert(sizeof(DirectionalLight) <= sizeof(Light));
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// Ensure layouts are exact.
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static_assert(offsetof(PointLight, m_Position) == offsetof(Light, um_Position));
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static_assert(offsetof(PointLight, m_Range) == offsetof(Light, m_Range));
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static_assert(offsetof(PointLight, m_Color_) == offsetof(Light, m_Color_));
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static_assert(offsetof(PointLight, m_Intensity) == offsetof(Light, m_Intensity));
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static_assert(sizeof(PointLight) <= sizeof(Light));
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// Ensure bitmask are in the right place.
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static_assert((Light::TYPE_MASK & Light::TYPE_INVALID) == Light::TYPE_INVALID);
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static_assert((Light::TYPE_MASK & Light::TYPE_DIRECTIONAL) == Light::TYPE_DIRECTIONAL);
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static_assert((Light::TYPE_MASK & Light::TYPE_POINT) == Light::TYPE_POINT);
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static_assert((Light::TYPE_MASK & Light::TYPE_SPOT) == Light::TYPE_SPOT);
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static_assert(Light::COLOR_MASK == 0xFFFFFF00);
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inline u32
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ToColor32(const vec4 &col)
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{
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const u32 r = Cast<u32>(eastl::min(col.r, 1.0f) * 255.99f);
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const u32 g = Cast<u32>(eastl::min(col.g, 1.0f) * 255.99f);
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const u32 b = Cast<u32>(eastl::min(col.b, 1.0f) * 255.99f);
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const u32 a = Cast<u32>(eastl::min(col.a, 1.0f) * 255.99f);
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return r << 24 | g << 16 | b << 8 | a;
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}
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inline u32
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ToColor32(const vec3 &col)
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{
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const u32 r = Cast<u32>(eastl::min(col.r, 1.0f) * 255.99f);
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const u32 g = Cast<u32>(eastl::min(col.g, 1.0f) * 255.99f);
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const u32 b = Cast<u32>(eastl::min(col.b, 1.0f) * 255.99f);
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constexpr u32 a = 255;
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return r << 24 | g << 16 | b << 8 | a;
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}
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LightManager::LightManager(GpuResourceManager *resourceManager)
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: m_ResourceManager{resourceManager}
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, m_DirectionalLightCount{}
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, m_PointLightCount{}
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, m_MetaInfo{}
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, m_GpuBufferCapacity_{0}
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{
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}
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LightManager::~LightManager()
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{
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m_ResourceManager->Release(m_MetaInfo.m_LightBuffer);
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}
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LightManager::LightManager(LightManager &&other) noexcept
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: m_ResourceManager(other.m_ResourceManager)
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, m_Lights(std::move(other.m_Lights))
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, m_DirectionalLightCount(other.m_DirectionalLightCount)
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, m_PointLightCount(other.m_PointLightCount)
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, m_MetaInfo(other.m_MetaInfo)
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, m_GpuBufferCapacity_(other.m_GpuBufferCapacity_)
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{
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other.m_MetaInfo.m_LightBuffer = {};
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}
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LightManager &
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LightManager::operator=(LightManager &&other) noexcept
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{
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if (this == &other)
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return *this;
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m_ResourceManager = other.m_ResourceManager;
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m_Lights = std::move(other.m_Lights);
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m_DirectionalLightCount = other.m_DirectionalLightCount;
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m_PointLightCount = other.m_PointLightCount;
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m_MetaInfo = other.m_MetaInfo;
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other.m_MetaInfo.m_LightBuffer = {};
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m_GpuBufferCapacity_ = other.m_GpuBufferCapacity_;
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return *this;
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}
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LightHandle
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LightManager::AddDirectional(const vec3 &direction, const vec3 &color)
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{
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const vec3 normDirection = normalize(direction);
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if (m_DirectionalLightCount < m_MetaInfo.m_DirectionalLightMaxCount)
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{
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u16 index = 0;
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for (auto &light : m_Lights)
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{
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if (light.m_Range < 0)
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{
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const u8 gen = light.m_Color_ & Light::GEN_MASK;
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light.m_Color_ = (ToColor32(color) & Light::COLOR_MASK) | Light::TYPE_DIRECTIONAL | gen;
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light.m_Range = 1.0f;
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light.um_Direction = normDirection;
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m_GpuBufferCapacity_ |= UPDATE_REQUIRED_BIT;
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return {Light::TYPE_DIRECTIONAL, gen, index};
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}
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++index;
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assert(index < m_MetaInfo.m_DirectionalLightMaxCount); // Gap not found. But must exist
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}
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}
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// In case we will end up intersecting, we move point lights away. (2 at a time)
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if (m_DirectionalLightCount == m_MetaInfo.m_DirectionalLightMaxCount &&
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m_MetaInfo.m_DirectionalLightMaxCount == m_MetaInfo.m_PointLightOffset)
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{
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const u16 oldPointLightOffset = m_MetaInfo.m_PointLightOffset;
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const u32 pointLightMaxCount = m_MetaInfo.m_PointLightMaxCount;
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// Might cause a capacity increase, but I want to use that for my gpu buffer resize.
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m_Lights.push_back();
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m_Lights.push_back();
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if (m_MetaInfo.m_PointLightMaxCount > 0) // Edge Case: nullptr at size 0
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{
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Light *oldPointStart = m_Lights.data() + oldPointLightOffset;
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Light *newPointStart = oldPointStart + 2;
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static_assert(std::is_trivially_copyable_v<Light>);
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memcpy(newPointStart, oldPointStart, pointLightMaxCount * sizeof *newPointStart);
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}
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m_MetaInfo.m_PointLightOffset += 2;
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}
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constexpr u8 gen = 0; // New light
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m_Lights[m_DirectionalLightCount].m_Color_ = (ToColor32(color) & Light::COLOR_MASK) | Light::TYPE_DIRECTIONAL | gen;
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m_Lights[m_DirectionalLightCount].m_Range = 1.0f;
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m_Lights[m_DirectionalLightCount].um_Direction = normDirection;
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const u16 index = m_DirectionalLightCount;
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++m_DirectionalLightCount;
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++m_MetaInfo.m_DirectionalLightMaxCount;
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return {Light::TYPE_DIRECTIONAL, gen, index};
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}
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LightHandle
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LightManager::AddPoint(const vec3 & position, const vec3 &color, const f32 radius)
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{
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assert(m_PointLightCount <= m_MetaInfo.m_PointLightMaxCount);
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assert(radius >= 0.0f);
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if (m_PointLightCount < m_MetaInfo.m_PointLightMaxCount)
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{
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Light *light = m_Lights.data() + m_MetaInfo.m_PointLightOffset;
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for (u32 index = 0; index < m_MetaInfo.m_PointLightMaxCount; ++index)
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{
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if (light->m_Range < 0)
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{
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const u8 gen = light->m_Color_ & Light::GEN_MASK;
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light->m_Color_ = (ToColor32(color) & Light::COLOR_MASK) | Light::TYPE_POINT | gen;
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light->m_Range = radius;
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light->um_Position = position;
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m_GpuBufferCapacity_ |= UPDATE_REQUIRED_BIT;
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return {Light::TYPE_POINT, gen, Cast<u16>(index)};
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}
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++light;
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}
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assert(false); // gap must exists.
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return {};
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}
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m_Lights.push_back();
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const u16 index = m_PointLightCount;
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Light *light = &m_Lights[index + m_MetaInfo.m_PointLightOffset];
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constexpr u8 gen = 0; // New light
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light->m_Color_ = (ToColor32(color) & Light::COLOR_MASK) | Light::TYPE_POINT | gen;
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light->m_Range = radius;
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light->um_Position = position;
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++m_PointLightCount;
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++m_MetaInfo.m_PointLightMaxCount;
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m_GpuBufferCapacity_ |= UPDATE_REQUIRED_BIT;
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return {Light::TYPE_POINT, gen, index};
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}
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void
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LightManager::Update()
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{
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const u16 requiredBufferCapacity = eastl::min(Cast<u16>(m_Lights.capacity()), MAX_LIGHTS);
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if ((m_GpuBufferCapacity_ & CAPACITY_MASK) < requiredBufferCapacity)
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{
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StorageBuffer newBuffer;
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newBuffer.Init(m_ResourceManager->m_Device, requiredBufferCapacity * sizeof m_Lights[0], true, "Light Buffer");
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m_GpuBufferCapacity_ = requiredBufferCapacity | UPDATE_REQUIRED_BIT;
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m_ResourceManager->Release(m_MetaInfo.m_LightBuffer);
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m_MetaInfo.m_LightBuffer = m_ResourceManager->Commit(&newBuffer);
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}
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if (m_GpuBufferCapacity_ & UPDATE_REQUIRED_BIT)
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{
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m_ResourceManager->Write(m_MetaInfo.m_LightBuffer, 0, m_Lights.size() * sizeof m_Lights[0], m_Lights.data());
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}
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}
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void
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LightManager::RemoveLight(const LightHandle handle)
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{
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const u8 handleGen = handle.m_Generation;
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if (handle.m_Type == Light::TYPE_DIRECTIONAL)
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{
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Light *lightSlot = &m_Lights[handle.m_Index];
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const u8 slotGen = lightSlot->m_Color_ & Light::GEN_MASK;
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if (slotGen > handleGen)
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{
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WARN("Invalid handle gen: {} being freed. (slot gen: {})", handleGen, slotGen);
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return;
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}
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lightSlot->m_Range = -1.0f;
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lightSlot->m_Color_ = Light::TYPE_INVALID | (slotGen + 1) % Light::MAX_GEN;
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--m_DirectionalLightCount;
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}
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if (handle.m_Type == Light::TYPE_POINT)
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{
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Light *lightSlot = &m_Lights[handle.m_Index + m_MetaInfo.m_PointLightOffset];
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const u8 slotGen = lightSlot->m_Color_ & Light::GEN_MASK;
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if (slotGen > handleGen)
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{
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WARN("Invalid handle gen: {} being freed. (slot gen: {})", handleGen, slotGen);
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return;
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}
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lightSlot->m_Range = -1.0f;
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lightSlot->m_Color_ = Light::TYPE_INVALID | (slotGen + 1) % Light::MAX_GEN;
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--m_PointLightCount;
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}
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}
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@ -0,0 +1,84 @@
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// =============================================
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// Aster: light_manager.h
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// Copyright (c) 2020-2024 Anish Bhobe
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// =============================================
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#pragma once
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#include "global.h"
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// TODO: Separate files so you only import handles.
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#include "render_resource_manager.h"
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struct DirectionalLight
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{
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vec3 m_Direction;
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u32 m_UnusedPadding0_;
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u32 m_Color_; // LSB is used for flags. (R G B Flags)
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f32 m_Intensity;
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};
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struct PointLight
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{
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vec3 m_Position;
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f32 m_Range;
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u32 m_Color_; // LSB is used for flags. (R G B Flags)
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f32 m_Intensity;
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};
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struct LightHandle
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{
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u8 m_Type;
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u8 m_Generation;
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u16 m_Index;
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};
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struct Light;
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struct LightManager
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{
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constexpr static u16 MAX_LIGHTS = MaxValue<u16>;
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struct LightMetaInfo
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{
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// The number of directional lights is relatively low (1 - 2) and will almost never change in a scene.
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// We can use that with Offset = 0, and point light at further offsets.
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// This way we don't need to move point lights often.
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BufferHandle m_LightBuffer; // 04 04
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u16 m_PointLightMaxCount; // 02 06
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u16 m_PointLightOffset; // 02 08
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u16 m_DirectionalLightMaxCount; // 02 10
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u16 m_UnusedPadding0 = 0; // 02 12
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};
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GpuResourceManager *m_ResourceManager;
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eastl::vector<Light> m_Lights;
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// We don't need a Directional Light free list. We will just brute force iterate.
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u16 m_DirectionalLightCount;
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// TODO: A point light free list. We will brute force until we have a lot (100+) of point lights.
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u16 m_PointLightCount;
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LightMetaInfo m_MetaInfo;
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// Using lower bit for flags. Use CAPACITY_MASK for value.
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u16 m_GpuBufferCapacity_;
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// Using lower bit. Capacity can be directly a multiple of 2
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// Thus, range is up to MaxValue<u16>
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constexpr static u16 UPDATE_REQUIRED_BIT = 1;
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constexpr static u16 CAPACITY_MASK = ~(UPDATE_REQUIRED_BIT);
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LightHandle AddDirectional(const vec3 &direction, const vec3 &color);
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LightHandle AddPoint(const vec3& position, const vec3 &color, f32 radius);
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void Update();
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void RemoveLight(LightHandle handle);
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explicit LightManager(GpuResourceManager *resourceManager);
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~LightManager();
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LightManager(LightManager &&other) noexcept;
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LightManager &operator=(LightManager &&other) noexcept;
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DISALLOW_COPY_AND_ASSIGN(LightManager);
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};
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@ -673,115 +673,6 @@ Model::operator=(Model &&other) noexcept
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return *this;
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}
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u32
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Nodes::Add(const mat4 &transform, const i32 parent)
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{
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m_Dirty = true;
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const u32 index = Count();
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m_Transforms.push_back(transform);
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m_GlobalTransforms.emplace_back(transform);
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const u32 parentVal = (parent < 0 ? ROOT_BIT : parent & PARENT_MASK) | DIRTY_BIT;
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m_Parents_.push_back(parentVal);
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return index;
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}
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const mat4 &
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Nodes::Get(const u32 index) const
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{
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return m_Transforms[index];
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}
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void
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Nodes::Set(const u32 index, const mat4 &transform)
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{
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m_Dirty = true;
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m_Transforms[index] = transform;
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m_Parents_[index] |= DIRTY_BIT;
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}
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const mat4 &
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Nodes::operator[](const u32 index) const
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{
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return m_Transforms[index];
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}
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mat4 &
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Nodes::operator[](const u32 index)
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{
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m_Dirty = true;
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m_Parents_[index] |= DIRTY_BIT;
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return m_Transforms[index];
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}
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u32
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Nodes::Count() const
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{
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return Cast<u32>(m_Transforms.size());
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}
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usize
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Nodes::GetGlobalTransformByteSize() const
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{
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return m_GlobalTransforms.size() * sizeof m_GlobalTransforms[0];
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}
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const Nodes::Transform *
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Nodes::GetGlobalTransformPtr() const
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{
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return m_GlobalTransforms.data();
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}
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bool
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Nodes::Update()
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{
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if (!m_Dirty)
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return false;
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auto transformIter = m_Transforms.begin();
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auto globalTransformIter = m_GlobalTransforms.begin();
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auto parentIter = m_Parents_.begin();
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const auto parentEnd = m_Parents_.end();
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while (parentIter != parentEnd)
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{
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const bool isRoot = *parentIter & ROOT_BIT;
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const bool isDirty = *parentIter & DIRTY_BIT;
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if (isRoot)
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{
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if (isDirty)
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{
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// Copy-update if the root is dirty.
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*globalTransformIter = *transformIter;
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}
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}
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else
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{
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const u32 parentIdx = *parentIter & PARENT_MASK;
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const bool isParentDirty = m_Parents_[parentIdx] & DIRTY_BIT;
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if (isDirty || isParentDirty)
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{
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// Update w.r.t parent if either local or parent transforms updated.
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*globalTransformIter = m_GlobalTransforms[parentIdx].m_GlobalTransforms * *transformIter;
|
||||
m_Parents_[parentIdx] |= DIRTY_BIT; // Set dirty to propagate the update.
|
||||
}
|
||||
}
|
||||
|
||||
++parentIter;
|
||||
++globalTransformIter;
|
||||
++transformIter;
|
||||
}
|
||||
|
||||
for (u32 &parentValue : m_Parents_)
|
||||
{
|
||||
parentValue &= ~DIRTY_BIT; // Unset dirty.
|
||||
}
|
||||
|
||||
m_Dirty = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
const mat4 &
|
||||
Model::GetModelTransform() const
|
||||
{
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@
|
|||
#include "global.h"
|
||||
|
||||
#include "render_resource_manager.h"
|
||||
#include "nodes.h"
|
||||
|
||||
#include <tiny_gltf.h>
|
||||
|
||||
|
|
@ -27,52 +28,6 @@ struct MeshPrimitive
|
|||
i32 m_TransformIdx;
|
||||
};
|
||||
|
||||
struct Nodes
|
||||
{
|
||||
struct Transform
|
||||
{
|
||||
mat4 m_GlobalTransforms;
|
||||
mat4 m_NormalTransforms;
|
||||
|
||||
explicit Transform(const mat4& transform)
|
||||
: m_GlobalTransforms(transform)
|
||||
, m_NormalTransforms(transpose(inverse(mat3{transform})))
|
||||
{
|
||||
}
|
||||
|
||||
Transform &
|
||||
operator=(const mat4& transform)
|
||||
{
|
||||
m_GlobalTransforms = transform;
|
||||
m_NormalTransforms = transpose(inverse(mat3{transform}));
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
|
||||
eastl::vector<mat4> m_Transforms;
|
||||
eastl::vector<Transform> m_GlobalTransforms;
|
||||
/// Parents are also used for bookkeeping
|
||||
eastl::vector<u32> m_Parents_;
|
||||
bool m_Dirty = true;
|
||||
|
||||
constexpr static u32 ROOT_BIT = 1u << 31;
|
||||
constexpr static u32 DIRTY_BIT = 1u << 30;
|
||||
constexpr static u32 PARENT_MASK = ~(ROOT_BIT | DIRTY_BIT);
|
||||
|
||||
u32 Add(const mat4 &transform, const i32 parent = -1);
|
||||
[[nodiscard]] const mat4 &Get(const u32 index) const;
|
||||
void Set(const u32 index, const mat4 &transform);
|
||||
[[nodiscard]] u32 Count() const;
|
||||
|
||||
[[nodiscard]] const mat4 &operator[](const u32 index) const;
|
||||
[[nodiscard]] mat4 &operator[](const u32 index);
|
||||
|
||||
[[nodiscard]] usize GetGlobalTransformByteSize() const;
|
||||
[[nodiscard]] const Transform *GetGlobalTransformPtr() const;
|
||||
|
||||
bool Update();
|
||||
};
|
||||
|
||||
struct Material
|
||||
{
|
||||
vec4 m_AlbedoFactor; // 16 16
|
||||
|
|
|
|||
|
|
@ -16,6 +16,7 @@
|
|||
|
||||
#include "frame.h"
|
||||
#include "helpers.h"
|
||||
#include "light_manager.h"
|
||||
|
||||
#include "model_loader.h"
|
||||
#include "pipeline_utils.h"
|
||||
|
|
@ -73,8 +74,9 @@ main(int, char **)
|
|||
GpuResourceManager resourceManager = {&device, 1000};
|
||||
|
||||
ModelLoader modelLoader = {&resourceManager, commandQueue, queueAllocation.m_Family, queueAllocation.m_Family};
|
||||
LightManager lightManager = LightManager{&resourceManager};
|
||||
|
||||
auto model = modelLoader.LoadModel(MODEL_FILE);
|
||||
Model model = modelLoader.LoadModel(MODEL_FILE);
|
||||
|
||||
Pipeline pipeline = CreatePipeline(&device, &swapchain, &resourceManager);
|
||||
|
||||
|
|
@ -84,6 +86,12 @@ main(int, char **)
|
|||
70_deg, Cast<f32>(swapchain.m_Extent.width) / Cast<f32>(swapchain.m_Extent.height), 0.1f, 100.0f),
|
||||
};
|
||||
|
||||
lightManager.AddDirectional(vec3(0.0f, -1.0f, 0.0f), {0.0f, 1.0f, 0.0f});
|
||||
lightManager.AddPoint(vec3{2.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 15.0f);
|
||||
lightManager.AddPoint(vec3{-2.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, 15.0f);
|
||||
|
||||
lightManager.Update();
|
||||
|
||||
vk::DescriptorPool descriptorPool;
|
||||
vk::DescriptorSet descriptorSet;
|
||||
|
||||
|
|
@ -264,16 +272,23 @@ main(int, char **)
|
|||
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline.m_Layout, 1, 1, &descriptorSet, 0, nullptr);
|
||||
|
||||
cmd.bindIndexBuffer(model.m_IndexBuffer.m_Buffer, 0, vk::IndexType::eUint32);
|
||||
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, 0, sizeof model.m_Handles,
|
||||
|
||||
u32 pcbOffset = 0;
|
||||
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof model.m_Handles,
|
||||
&model.m_Handles);
|
||||
pcbOffset += sizeof model.m_Handles;
|
||||
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof lightManager.m_MetaInfo,
|
||||
&lightManager.m_MetaInfo);
|
||||
pcbOffset += sizeof lightManager.m_MetaInfo;
|
||||
|
||||
for (auto &prim : model.m_MeshPrimitives)
|
||||
{
|
||||
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, sizeof model.m_Handles,
|
||||
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset,
|
||||
sizeof prim.m_MaterialIdx, &prim.m_MaterialIdx);
|
||||
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll,
|
||||
sizeof model.m_Handles + sizeof prim.m_MaterialIdx,
|
||||
pcbOffset += sizeof prim.m_MaterialIdx;
|
||||
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset,
|
||||
sizeof prim.m_TransformIdx, &prim.m_TransformIdx);
|
||||
pcbOffset += sizeof prim.m_TransformIdx;
|
||||
cmd.drawIndexed(prim.m_IndexCount, 1, prim.m_FirstIndex, Cast<i32>(prim.m_VertexOffset), 0);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,115 @@
|
|||
// =============================================
|
||||
// Aster: nodes.cpp
|
||||
// Copyright (c) 2020-2024 Anish Bhobe
|
||||
// =============================================
|
||||
|
||||
#include "nodes.h"
|
||||
|
||||
u32
|
||||
Nodes::Add(const mat4 &transform, const i32 parent)
|
||||
{
|
||||
m_Dirty = true;
|
||||
const u32 index = Count();
|
||||
m_Transforms.push_back(transform);
|
||||
m_GlobalTransforms.emplace_back(transform);
|
||||
const u32 parentVal = (parent < 0 ? ROOT_BIT : parent & PARENT_MASK) | DIRTY_BIT;
|
||||
m_Parents_.push_back(parentVal);
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
const mat4 &
|
||||
Nodes::Get(const u32 index) const
|
||||
{
|
||||
return m_Transforms[index];
|
||||
}
|
||||
|
||||
void
|
||||
Nodes::Set(const u32 index, const mat4 &transform)
|
||||
{
|
||||
m_Dirty = true;
|
||||
m_Transforms[index] = transform;
|
||||
m_Parents_[index] |= DIRTY_BIT;
|
||||
}
|
||||
|
||||
const mat4 &
|
||||
Nodes::operator[](const u32 index) const
|
||||
{
|
||||
return m_Transforms[index];
|
||||
}
|
||||
|
||||
mat4 &
|
||||
Nodes::operator[](const u32 index)
|
||||
{
|
||||
m_Dirty = true;
|
||||
m_Parents_[index] |= DIRTY_BIT;
|
||||
return m_Transforms[index];
|
||||
}
|
||||
|
||||
u32
|
||||
Nodes::Count() const
|
||||
{
|
||||
return Cast<u32>(m_Transforms.size());
|
||||
}
|
||||
|
||||
usize
|
||||
Nodes::GetGlobalTransformByteSize() const
|
||||
{
|
||||
return m_GlobalTransforms.size() * sizeof m_GlobalTransforms[0];
|
||||
}
|
||||
|
||||
const Nodes::Transform *
|
||||
Nodes::GetGlobalTransformPtr() const
|
||||
{
|
||||
return m_GlobalTransforms.data();
|
||||
}
|
||||
|
||||
bool
|
||||
Nodes::Update()
|
||||
{
|
||||
if (!m_Dirty)
|
||||
return false;
|
||||
|
||||
auto transformIter = m_Transforms.begin();
|
||||
auto globalTransformIter = m_GlobalTransforms.begin();
|
||||
auto parentIter = m_Parents_.begin();
|
||||
const auto parentEnd = m_Parents_.end();
|
||||
|
||||
while (parentIter != parentEnd)
|
||||
{
|
||||
const bool isRoot = *parentIter & ROOT_BIT;
|
||||
const bool isDirty = *parentIter & DIRTY_BIT;
|
||||
|
||||
if (isRoot)
|
||||
{
|
||||
if (isDirty)
|
||||
{
|
||||
// Copy-update if the root is dirty.
|
||||
*globalTransformIter = *transformIter;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const u32 parentIdx = *parentIter & PARENT_MASK;
|
||||
const bool isParentDirty = m_Parents_[parentIdx] & DIRTY_BIT;
|
||||
if (isDirty || isParentDirty)
|
||||
{
|
||||
// Update w.r.t parent if either local or parent transforms updated.
|
||||
*globalTransformIter = m_GlobalTransforms[parentIdx].m_GlobalTransforms * *transformIter;
|
||||
m_Parents_[parentIdx] |= DIRTY_BIT; // Set dirty to propagate the update.
|
||||
}
|
||||
}
|
||||
|
||||
++parentIter;
|
||||
++globalTransformIter;
|
||||
++transformIter;
|
||||
}
|
||||
|
||||
for (u32 &parentValue : m_Parents_)
|
||||
{
|
||||
parentValue &= ~DIRTY_BIT; // Unset dirty.
|
||||
}
|
||||
|
||||
m_Dirty = false;
|
||||
return true;
|
||||
}
|
||||
|
|
@ -0,0 +1,56 @@
|
|||
// =============================================
|
||||
// Aster: nodes.h
|
||||
// Copyright (c) 2020-2024 Anish Bhobe
|
||||
// =============================================
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "global.h"
|
||||
|
||||
#include "EASTL/vector.h"
|
||||
|
||||
struct Nodes
|
||||
{
|
||||
struct Transform
|
||||
{
|
||||
mat4 m_GlobalTransforms;
|
||||
mat4 m_NormalTransforms;
|
||||
|
||||
explicit Transform(const mat4 &transform)
|
||||
: m_GlobalTransforms(transform)
|
||||
, m_NormalTransforms(transpose(inverse(mat3{transform})))
|
||||
{
|
||||
}
|
||||
|
||||
Transform &
|
||||
operator=(const mat4 &transform)
|
||||
{
|
||||
m_GlobalTransforms = transform;
|
||||
m_NormalTransforms = transpose(inverse(mat3{transform}));
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
|
||||
eastl::vector<mat4> m_Transforms;
|
||||
eastl::vector<Transform> m_GlobalTransforms;
|
||||
/// Parents are also used for bookkeeping
|
||||
eastl::vector<u32> m_Parents_;
|
||||
bool m_Dirty = true;
|
||||
|
||||
constexpr static u32 ROOT_BIT = 1u << 31;
|
||||
constexpr static u32 DIRTY_BIT = 1u << 30;
|
||||
constexpr static u32 PARENT_MASK = ~(ROOT_BIT | DIRTY_BIT);
|
||||
|
||||
u32 Add(const mat4 &transform, const i32 parent = -1);
|
||||
[[nodiscard]] const mat4 &Get(const u32 index) const;
|
||||
void Set(const u32 index, const mat4 &transform);
|
||||
[[nodiscard]] u32 Count() const;
|
||||
|
||||
[[nodiscard]] const mat4 &operator[](const u32 index) const;
|
||||
[[nodiscard]] mat4 &operator[](const u32 index);
|
||||
|
||||
[[nodiscard]] usize GetGlobalTransformByteSize() const;
|
||||
[[nodiscard]] const Transform *GetGlobalTransformPtr() const;
|
||||
|
||||
bool Update();
|
||||
};
|
||||
|
|
@ -58,7 +58,7 @@ CreatePipeline(const Device *device, const Swapchain *swapchain, const GpuResour
|
|||
vk::PushConstantRange pushConstantRange = {
|
||||
.stageFlags = vk::ShaderStageFlagBits::eAll,
|
||||
.offset = 0,
|
||||
.size = 24,
|
||||
.size = 36,
|
||||
};
|
||||
|
||||
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo = {
|
||||
|
|
|
|||
|
|
@ -32,22 +32,38 @@ struct Block
|
|||
uint vertexDataHandle;
|
||||
uint materialBufferHandle;
|
||||
uint nodeBufferHandle;
|
||||
uint lightHandle;
|
||||
uint pointLightIndexer;
|
||||
uint directionLightIndexer;
|
||||
int m_MaterialIdx;
|
||||
uint m_NodeIdx;
|
||||
};
|
||||
|
||||
struct Light
|
||||
{
|
||||
float m_Position[3];
|
||||
float m_Range;
|
||||
uint m_Color;
|
||||
float m_Intensity;
|
||||
};
|
||||
|
||||
struct Camera
|
||||
{
|
||||
float4x4 view;
|
||||
float4x4 proj;
|
||||
};
|
||||
|
||||
// Little Endian storage. First short is least significant.
|
||||
#define IndexerCount(Indexer) (Indexer & 0xFFFF)
|
||||
#define IndexerOffset(Indexer) ((Indexer & 0xFFFF0000) >> 16);
|
||||
|
||||
#define INVALID_HANDLE 0xFFFFFFFF
|
||||
|
||||
[[vk::binding(0, 0)]] StructuredBuffer<float4> vertexBuffer[];
|
||||
[[vk::binding(0, 0)]] StructuredBuffer<VertexData> vertexDataBuffer[];
|
||||
[[vk::binding(0, 0)]] StructuredBuffer<MaterialData> materialsBuffer[];
|
||||
[[vk::binding(0, 0)]] StructuredBuffer<TransformData> nodeBuffer[];
|
||||
[[vk::binding(0, 0)]] StructuredBuffer<Light> lightBuffer[];
|
||||
|
||||
[[vk::binding(1, 0)]] Texture2D<float4> textures[];
|
||||
[[vk::binding(1, 0)]] SamplerState immutableSamplers[];
|
||||
|
|
|
|||
|
|
@ -26,23 +26,89 @@ float4 GetAlbedo(uint materialBufferId, int materialId, float2 uv)
|
|||
}
|
||||
}
|
||||
|
||||
FS_Output main(FS_Input stage_input)
|
||||
float3 GetDirectionalLightInfluence(float3 normal)
|
||||
{
|
||||
if (pcb.lightHandle == INVALID_HANDLE)
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
uint count = IndexerCount(pcb.directionLightIndexer);
|
||||
|
||||
float3 contrib = 0.0f;
|
||||
for (uint i = 0; i < count; ++i)
|
||||
{
|
||||
Light light = lightBuffer[pcb.lightHandle][i];
|
||||
float3 lightDir = - (float3) light.m_Position; // Position is actually direction for directionalLight; LightDir is Direction towards the light (-direction)
|
||||
float diff = max(dot(normal, lightDir), 0.0f);
|
||||
|
||||
int ur = (light.m_Color & 0xFF000000) >> 24;
|
||||
int ug = (light.m_Color & 0x00FF0000) >> 16;
|
||||
int ub = (light.m_Color & 0x0000FF00) >> 8;
|
||||
|
||||
float r = ur;
|
||||
float g = ug;
|
||||
float b = ub;
|
||||
|
||||
float3 color = float3(r, g, b) * 0.00392156862f; // 0.00392156862 = 1/255
|
||||
|
||||
float3 diffuse = diff * color;
|
||||
|
||||
contrib += (light.m_Range < 0 ? float3(0.0f, 0.0f, 0.0f) : diffuse);
|
||||
}
|
||||
|
||||
return contrib;
|
||||
}
|
||||
|
||||
float3 GetPointLightInfluence(float3 position, float3 normal)
|
||||
{
|
||||
if (pcb.lightHandle == INVALID_HANDLE)
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
uint offset = IndexerOffset(pcb.pointLightIndexer);
|
||||
uint count = IndexerCount(pcb.pointLightIndexer);
|
||||
|
||||
float3 contrib = 0.0f;
|
||||
for (uint i = 0; i < count; ++i)
|
||||
{
|
||||
Light light = lightBuffer[pcb.lightHandle][i + offset];
|
||||
float3 lightDir = normalize(((float3)light.m_Position) - position);
|
||||
float diff = max(dot(normal, lightDir), 0.0f);
|
||||
|
||||
int ur = (light.m_Color & 0xFF000000) >> 24;
|
||||
int ug = (light.m_Color & 0x00FF0000) >> 16;
|
||||
int ub = (light.m_Color & 0x0000FF00) >> 8;
|
||||
|
||||
float r = ur;
|
||||
float g = ug;
|
||||
float b = ub;
|
||||
|
||||
float3 color = float3(r, g, b) * 0.00392156862f; // 0.00392156862 = 1/255
|
||||
|
||||
float3 diffuse = diff * color;
|
||||
|
||||
contrib += (light.m_Range < 0 ? float3(0.0f, 0.0f, 0.0f) : diffuse);
|
||||
}
|
||||
|
||||
return contrib;
|
||||
}
|
||||
|
||||
FS_Output
|
||||
main(FS_Input stage_input)
|
||||
{
|
||||
|
||||
// Hereby assume that we always have a point light at
|
||||
float3 lightPos = float3(6.0f, 6.0f, 6.0f);
|
||||
// with
|
||||
float3 lightColor = float3(0.7f, 0.7f, 0.7f); //float3(0.7f, 0.4f, 0.1f);
|
||||
// and
|
||||
//// Hereby assume that we always have a point light at
|
||||
//float3 lightPos = float3(6.0f, 6.0f, 6.0f);
|
||||
//// with
|
||||
//float3 lightColor = float3(0.7f, 0.7f, 0.7f); //float3(0.7f, 0.4f, 0.1f);
|
||||
//// and
|
||||
float3 ambient = float3(0.02f, 0.02f, 0.02f);
|
||||
|
||||
float3 norm = normalize(stage_input.inNormal.xyz);
|
||||
float3 lightDir = normalize(lightPos - stage_input.inPosition.xyz);
|
||||
float diff = max(dot(norm, lightDir), 0.0f);
|
||||
float3 diffuse = diff * lightColor;
|
||||
float3 pos = stage_input.inPosition.xyz;
|
||||
|
||||
float4 objColor = pcb.m_MaterialIdx < 0 ? stage_input.inColor : GetAlbedo(pcb.materialBufferHandle, pcb.m_MaterialIdx, stage_input.inUV);
|
||||
|
||||
float3 diffuse = GetDirectionalLightInfluence(norm) + GetPointLightInfluence(pos, norm);
|
||||
|
||||
FS_Output output;
|
||||
output.outColor = float4(objColor.rgb * (diffuse + ambient), objColor.a);
|
||||
return output;
|
||||
|
|
|
|||
Loading…
Reference in New Issue