Adding 3D support #77
@@ -11,3 +11,6 @@
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[submodule "third_party/tracy"]
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[submodule "third_party/tracy"]
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path = third_party/tracy
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path = third_party/tracy
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url = https://github.com/wolfpld/tracy.git
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url = https://github.com/wolfpld/tracy.git
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[submodule "third_party/ImGuizmo"]
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path = third_party/ImGuizmo
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url = https://github.com/CedricGuillemet/ImGuizmo.git
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@@ -7,6 +7,7 @@ add_library(${NAME}_deps INTERFACE)
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target_link_libraries(${NAME}_deps INTERFACE
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target_link_libraries(${NAME}_deps INTERFACE
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${ENGINE_NAME}
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${ENGINE_NAME}
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imguizmo
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)
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)
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target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_17)
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target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_17)
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@@ -0,0 +1,99 @@
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#include "editor_camera.hpp"
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#include <algorithm>
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#include <cmath>
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namespace {
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constexpr float ORBIT_RADIANS_PER_PIXEL = 0.005f;
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const float MAX_PITCH = glm::radians(89.f);
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// Each wheel step moves this fraction of the way towards the pivot.
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constexpr float ZOOM_STEP = 0.1f;
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constexpr float MIN_DISTANCE = 0.05f;
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constexpr float MIN_ORTHO_HEIGHT = 0.01f;
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// Fly speed per unit of distance from the pivot, so it suits any scale.
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constexpr float FLY_SPEED = 1.5f;
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} // namespace
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void EditorCamera::orbit(glm::vec2 pixels) {
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if (mode != Mode::Scene3D) {
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return;
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}
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yaw -= pixels.x * ORBIT_RADIANS_PER_PIXEL;
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pitch = std::clamp(pitch - pixels.y * ORBIT_RADIANS_PER_PIXEL, -MAX_PITCH,
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MAX_PITCH);
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}
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void EditorCamera::pan(glm::vec2 pixels, float viewportHeight) {
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if (viewportHeight <= 0.f) {
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return;
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}
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// World units one pixel covers at the pivot's depth.
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float unitsPerPixel =
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mode == Mode::Scene3D
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? 2.f * distance * std::tan(fov / 2.f) / viewportHeight
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: orthoHeight / viewportHeight;
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// Screen y runs down, world y up. Dragging moves the scene with the mouse,
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// so the camera moves the other way.
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glm::vec3 offset{-pixels.x * unitsPerPixel, pixels.y * unitsPerPixel, 0.f};
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pivot += mode == Mode::Scene3D ? getRotation() * offset : offset;
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}
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void EditorCamera::zoom(float steps) {
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float scale = std::pow(1.f - ZOOM_STEP, steps);
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if (mode == Mode::Scene3D) {
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distance = std::max(distance * scale, MIN_DISTANCE);
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} else {
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orthoHeight = std::max(orthoHeight * scale, MIN_ORTHO_HEIGHT);
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}
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}
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void EditorCamera::fly(glm::vec3 direction, float deltaTime) {
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if (mode != Mode::Scene3D || direction == glm::vec3{0.f}) {
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return;
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}
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float speed = FLY_SPEED * std::max(distance, 1.f);
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pivot += getRotation() * glm::normalize(direction) * speed * deltaTime;
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}
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void EditorCamera::frame(glm::vec3 target, float radius) {
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pivot = target;
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radius = std::max(radius, 0.1f);
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// Far enough that the sphere fits in the vertical field of view.
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distance = radius / std::sin(fov / 2.f);
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orthoHeight = radius * 2.5f;
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}
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sophia::TransformComponent EditorCamera::getTransform() const {
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sophia::TransformComponent transform;
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if (mode == Mode::Scene3D) {
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transform.rotation = getRotation();
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transform.position =
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pivot + transform.rotation * glm::vec3{0.f, 0.f, distance};
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} else {
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transform.position = pivot;
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}
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return transform;
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}
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sophia::CameraComponent EditorCamera::getCamera() const {
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sophia::CameraComponent camera;
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if (mode == Mode::Scene3D) {
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camera.projection = sophia::CameraComponent::Projection::Perspective;
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camera.perspective.fov = fov;
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// Room to zoom far out without the scene clipping.
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camera.perspective.farPlane = 1000.f;
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} else {
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camera.projection = sophia::CameraComponent::Projection::Orthographic;
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camera.ortho.height = orthoHeight;
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}
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return camera;
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}
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glm::quat EditorCamera::getRotation() const {
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return glm::angleAxis(yaw, glm::vec3{0.f, 1.f, 0.f}) *
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glm::angleAxis(pitch, glm::vec3{1.f, 0.f, 0.f});
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}
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@@ -0,0 +1,49 @@
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#pragma once
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#include <sophia/components.hpp>
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#include <sophia/math.hpp>
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/**
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* The Scene panel's camera. Not part of any scene the editor edits, and never
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* saved with one.
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*
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* In 3D it orbits a pivot point at some distance; in 2D it looks straight
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* down -Z at the pivot through an orthographic projection, like a 2D game
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* camera.
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*/
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class EditorCamera {
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public:
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enum class Mode { Scene3D, Scene2D };
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Mode mode = Mode::Scene3D;
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// Turns around the pivot by a mouse movement in pixels. 3D only.
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void orbit(glm::vec2 pixels);
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// Moves the pivot so the scene follows a mouse movement in pixels across a
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// viewport `viewportHeight` pixels tall.
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void pan(glm::vec2 pixels, float viewportHeight);
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// Moves in (positive) or out by mouse wheel steps.
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void zoom(float steps);
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// Moves the pivot along the camera's axes: x right, y up, z backwards.
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// `direction` needn't be normalized. 3D only.
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void fly(glm::vec3 direction, float deltaTime);
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// Centers on `target`, backing off enough to see a sphere of `radius`.
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void frame(glm::vec3 target, float radius);
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sophia::TransformComponent getTransform() const;
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sophia::CameraComponent getCamera() const;
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private:
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glm::quat getRotation() const;
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glm::vec3 pivot{0.f, 0.f, 0.f};
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// 3D: looking at the pivot from in front, a little to the right and above.
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float yaw = glm::radians(30.f);
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float pitch = glm::radians(-25.f);
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float distance = 8.f;
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float fov = glm::radians(60.f);
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// 2D: world units visible from the bottom of the view to the top.
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float orthoHeight = 10.f;
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};
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@@ -0,0 +1,89 @@
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#pragma once
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#include <sophia/entity.hpp>
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#include <sophia/handles.hpp>
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#include <sophia/scene.hpp>
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#include <sophia/scene_registry.hpp>
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#include <sophia/scene_view_registry.hpp>
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#include <string>
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#include <vector>
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/**
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* What the editor is working on, shared by its panels. Panels read it every
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* frame instead of holding on to a scene, so switching scenes is one call.
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*/
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class EditorContext {
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public:
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// A scene the editor has open, and can switch to.
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struct OpenScene {
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sophia::SceneHandle handle;
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std::string name;
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};
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explicit EditorContext(sophia::SceneRegistry& scenes) : scenes{scenes} {}
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// Creates an open scene with a "Main Camera", without switching to it.
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sophia::SceneHandle createScene(std::string name) {
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sophia::SceneHandle handle = scenes.create();
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scenes.get(handle).createCamera("Main Camera");
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openScenes.push_back({handle, std::move(name)});
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return handle;
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}
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const std::vector<OpenScene>& getOpenScenes() const { return openScenes; }
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// Null if `handle` isn't an open scene.
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const std::string* getSceneName(sophia::SceneHandle handle) const {
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for (const OpenScene& open : openScenes) {
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if (open.handle == handle) {
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return &open.name;
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}
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}
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return nullptr;
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}
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void renameScene(sophia::SceneHandle handle, std::string name) {
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for (OpenScene& open : openScenes) {
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if (open.handle == handle) {
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open.name = std::move(name);
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}
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}
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}
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bool hasScene() const { return scenes.isAlive(activeScene); }
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sophia::SceneHandle getSceneHandle() const { return activeScene; }
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sophia::Scene& getScene() { return scenes.get(activeScene); }
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// Also clears the selection, which belonged to the previous scene.
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void setScene(sophia::SceneHandle handle) {
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activeScene = handle;
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selected = {};
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}
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// Null when nothing is selected. Always an entity of the active scene.
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sophia::Entity selected;
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private:
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sophia::SceneRegistry& scenes;
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sophia::SceneHandle activeScene = sophia::INVALID_HANDLE;
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// Kept open even when not active: with no saving yet, closing one would
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// lose it.
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std::vector<OpenScene> openScenes;
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};
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// Points `view` at the context's active scene, and renders it only while
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// there is one and its panel is `shown`. Call every frame from the panel that
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// owns the view.
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inline void syncSceneView(EditorContext& context,
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sophia::SceneViewRegistry& sceneViews,
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sophia::SceneViewHandle view, bool shown) {
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bool enabled = shown && context.hasScene();
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const sophia::SceneView& current = sceneViews.peek(view);
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// get() re-sorts the render queue, so only use it when something changed.
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if (current.enabled != enabled ||
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(context.hasScene() && current.scene != context.getSceneHandle())) {
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sophia::SceneView& updated = sceneViews.get(view);
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updated.enabled = enabled;
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updated.scene = context.getSceneHandle();
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}
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}
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+83
-16
@@ -1,49 +1,86 @@
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#include <iostream>
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#include <sophia/application.hpp>
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#include <sophia/application.hpp>
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#include <sophia/components.hpp>
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#include <sophia/components.hpp>
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#include <sophia/entity.hpp>
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#include <sophia/entity.hpp>
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#include <sophia/primitives.hpp>
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#include <vector>
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#include "editor_context.hpp"
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#include "panels/asset_browser_panel.hpp"
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#include "panels/asset_browser_panel.hpp"
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#include "panels/game_panel.hpp"
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#include "panels/inspector_panel.hpp"
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#include "panels/inspector_panel.hpp"
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#include "panels/scene_hierarchy_panel.hpp"
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#include "panels/scene_hierarchy_panel.hpp"
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#include "panels/viewport_panel.hpp"
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#include "panels/scene_panel.hpp"
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#include "utilities/logger.hpp"
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class Editor : public sophia::Application {
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class Editor : public sophia::Application {
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public:
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public:
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Editor() : Application{{.width = 750, .height = 1000, .name = "Editor"}} {}
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Editor() : Application{{.width = 750, .height = 1000, .name = "Editor"}} {}
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void onCreate() override {
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void onCreate() override {
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std::cout << "Editor created" << std::endl;
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log("Editor created");
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debugUI().show();
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debugUI().show();
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textures.emplace_back("Checker", createCheckerTexture());
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textures.emplace_back("Checker", createCheckerTexture());
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cubeMesh = createShadedCube();
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sophia::SceneHandle sceneHandle = scenes().create();
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sophia::SceneHandle sceneHandle = context.createScene("Demo");
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sophia::Scene& scene = scenes().get(sceneHandle);
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createDemoScene(scenes().get(sceneHandle));
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createDemoScene(scene);
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context.setScene(sceneHandle);
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panels().emplace<SceneHierarchyPanel>(scene, selected);
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// The editor's own scene, never edited or rendered. It holds the camera
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panels().emplace<InspectorPanel>(selected, textures);
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// the Scene panel looks through, which a SceneView may take from any
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panels().emplace<AssetBrowserPanel>();
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// scene.
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sophia::SceneHandle editorSceneHandle = scenes().create();
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sophia::Entity editorCamera =
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scenes().get(editorSceneHandle).createCamera("Editor Camera");
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// Views start without a scene; their panels point them at the active
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// scene each frame.
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sophia::RenderTargetHandle sceneTarget =
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sophia::RenderTargetHandle sceneTarget =
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resources().create<sophia::RenderTarget>();
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resources().create<sophia::RenderTarget>();
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sceneViews().create({.scene = sceneHandle, .target = sceneTarget});
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sophia::SceneViewHandle sceneView = sceneViews().create(
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panels().emplace<ViewportPanel>(ui(), sceneTarget, scene, selected);
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{.target = sceneTarget, .camera = editorCamera, .enabled = false});
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// No camera: the Game panel shows the scene through its active one.
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sophia::RenderTargetHandle gameTarget =
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resources().create<sophia::RenderTarget>();
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sophia::SceneViewHandle gameView =
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sceneViews().create({.target = gameTarget, .enabled = false});
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panels().emplace<SceneHierarchyPanel>(context, cubeMesh);
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panels().emplace<InspectorPanel>(context, textures);
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panels().emplace<AssetBrowserPanel>();
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viewPanels.push_back(
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{panels().emplace<ScenePanel>(ui(), resources(), context, sceneViews(),
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sceneView, sceneTarget, editorCamera),
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sceneView});
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viewPanels.push_back(
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{panels().emplace<GamePanel>(ui(), context, sceneViews(), gameView,
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gameTarget),
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gameView});
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panels().setDefaultLayout(
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panels().setDefaultLayout(
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{.left = {"Scene Hierarchy"},
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{.left = {"Scene Hierarchy"},
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.right = {"Inspector", "Frame Stats", "PanelRegistry"},
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.right = {"Inspector", "Frame Stats", "PanelRegistry"},
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.bottom = {"Asset Browser", "Console"},
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.bottom = {"Asset Browser", "Console"},
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.center = {"Viewport"}});
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.center = {"Scene", "Game"}});
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}
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}
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void onUpdate(const sophia::FrameInfo& frameInfo) override {}
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void onUpdate(const sophia::FrameInfo& frameInfo) override {
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// A closed panel's onUpdate() doesn't run, so it can't stop its view
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// rendering itself.
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for (const ViewPanel& viewPanel : viewPanels) {
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if (!panels().get(viewPanel.panel).isVisible() &&
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sceneViews().peek(viewPanel.view).enabled) {
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sceneViews().get(viewPanel.view).enabled = false;
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}
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}
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}
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private:
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private:
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// Adds to a new scene, which already has a camera.
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void createDemoScene(sophia::Scene& scene) {
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void createDemoScene(sophia::Scene& scene) {
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scene.createCamera("Main Camera");
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sophia::Entity checker = scene.createEntity("Checker");
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sophia::Entity checker = scene.createEntity("Checker");
|
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checker.getComponent<sophia::TransformComponent>().position = {-1.5f, 0.f,
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checker.getComponent<sophia::TransformComponent>().position = {-1.5f, 0.f,
|
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0.f};
|
0.f};
|
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@@ -63,6 +100,27 @@ class Editor : public sophia::Application {
|
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sophia::SpriteComponent{.color = {0.25f, 0.45f, 0.95f, 0.6f},
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sophia::SpriteComponent{.color = {0.25f, 0.45f, 0.95f, 0.6f},
|
||||||
.size = {2.f, 2.f},
|
.size = {2.f, 2.f},
|
||||||
.sortOrder = 1});
|
.sortOrder = 1});
|
||||||
|
|
||||||
|
sophia::Entity cube = scene.createEntity("Cube");
|
||||||
|
auto& cubeTransform = cube.getComponent<sophia::TransformComponent>();
|
||||||
|
cubeTransform.position = {0.f, 2.5f, 0.f};
|
||||||
|
cubeTransform.rotation =
|
||||||
|
glm::quat{glm::radians(glm::vec3{30.f, 45.f, 0.f})};
|
||||||
|
cube.addComponent<sophia::MeshComponent>(sophia::MeshComponent{
|
||||||
|
.handle = cubeMesh, .color = {0.4f, 0.8f, 0.5f, 1.f}});
|
||||||
|
}
|
||||||
|
|
||||||
|
// Meshes are unlit, so a plain cube is a flat silhouette. Bake a fixed
|
||||||
|
// light into its vertex colors so its faces read in 3D until there's real
|
||||||
|
// lighting; MeshComponent::color still tints it.
|
||||||
|
sophia::MeshHandle createShadedCube() {
|
||||||
|
const glm::vec3 lightDirection = glm::normalize(glm::vec3{0.4f, 1.f, 0.7f});
|
||||||
|
sophia::MeshData data = sophia::primitives::cube();
|
||||||
|
for (sophia::MeshVertex& vertex : data.vertices) {
|
||||||
|
float light = glm::dot(vertex.normal, lightDirection) * 0.5f + 0.5f;
|
||||||
|
vertex.color = glm::vec4{glm::vec3{0.35f + 0.65f * light}, 1.f};
|
||||||
|
}
|
||||||
|
return resources().create<sophia::Mesh>(data);
|
||||||
}
|
}
|
||||||
|
|
||||||
sophia::TextureHandle createCheckerTexture() {
|
sophia::TextureHandle createCheckerTexture() {
|
||||||
@@ -79,8 +137,17 @@ class Editor : public sophia::Application {
|
|||||||
return resources().create<sophia::Texture>(SIZE, SIZE, std::move(pixels));
|
return resources().create<sophia::Texture>(SIZE, SIZE, std::move(pixels));
|
||||||
}
|
}
|
||||||
|
|
||||||
sophia::Entity selected;
|
// A panel showing a scene view, which should only render while the panel
|
||||||
|
// is on screen.
|
||||||
|
struct ViewPanel {
|
||||||
|
sophia::PanelHandle panel;
|
||||||
|
sophia::SceneViewHandle view;
|
||||||
|
};
|
||||||
|
|
||||||
|
EditorContext context{scenes()};
|
||||||
|
std::vector<ViewPanel> viewPanels;
|
||||||
InspectorPanel::TextureList textures;
|
InspectorPanel::TextureList textures;
|
||||||
|
sophia::MeshHandle cubeMesh;
|
||||||
};
|
};
|
||||||
|
|
||||||
SOPHIA_MAIN(Editor)
|
SOPHIA_MAIN(Editor)
|
||||||
|
|||||||
@@ -0,0 +1,20 @@
|
|||||||
|
#include "game_panel.hpp"
|
||||||
|
|
||||||
|
#include <imgui.h>
|
||||||
|
|
||||||
|
void GamePanel::onUpdate(const sophia::FrameInfo&) {
|
||||||
|
syncSceneView(context, sceneViews, view, isShown());
|
||||||
|
|
||||||
|
if (!context.hasScene()) {
|
||||||
|
ImGui::TextDisabled("No scene open");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const ImVec2 origin = ImGui::GetCursorScreenPos();
|
||||||
|
ui.image(target);
|
||||||
|
|
||||||
|
if (!context.getScene().getActiveCamera()) {
|
||||||
|
ImGui::SetCursorScreenPos(ImVec2(origin.x + 8.0f, origin.y + 8.0f));
|
||||||
|
ImGui::TextDisabled("The scene has no active camera");
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,39 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <sophia/frame_info.hpp>
|
||||||
|
#include <sophia/handles.hpp>
|
||||||
|
#include <sophia/scene_view_registry.hpp>
|
||||||
|
#include <sophia/ui/panel.hpp>
|
||||||
|
#include <sophia/ui/ui.hpp>
|
||||||
|
|
||||||
|
#include "../editor_context.hpp"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Shows the active scene through its own active camera: what the game will
|
||||||
|
* see.
|
||||||
|
*/
|
||||||
|
class GamePanel : public sophia::Panel {
|
||||||
|
public:
|
||||||
|
// Renders into `target` through `view`, a SceneView with no camera of its
|
||||||
|
// own that this panel keeps pointed at the active scene.
|
||||||
|
GamePanel(sophia::UI& ui, EditorContext& context,
|
||||||
|
sophia::SceneViewRegistry& sceneViews, sophia::SceneViewHandle view,
|
||||||
|
sophia::RenderTargetHandle target)
|
||||||
|
: Panel{{.name = "Game",
|
||||||
|
.windowFlags = ImGuiWindowFlags_NoScrollbar |
|
||||||
|
ImGuiWindowFlags_NoScrollWithMouse}},
|
||||||
|
ui{ui},
|
||||||
|
context{context},
|
||||||
|
sceneViews{sceneViews},
|
||||||
|
view{view},
|
||||||
|
target{target} {}
|
||||||
|
|
||||||
|
void onUpdate(const sophia::FrameInfo& frameInfo) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
sophia::UI& ui;
|
||||||
|
EditorContext& context;
|
||||||
|
sophia::SceneViewRegistry& sceneViews;
|
||||||
|
sophia::SceneViewHandle view;
|
||||||
|
sophia::RenderTargetHandle target;
|
||||||
|
};
|
||||||
@@ -6,6 +6,7 @@
|
|||||||
#include <sophia/components.hpp>
|
#include <sophia/components.hpp>
|
||||||
|
|
||||||
void InspectorPanel::onUpdate(const sophia::FrameInfo&) {
|
void InspectorPanel::onUpdate(const sophia::FrameInfo&) {
|
||||||
|
selected = context.selected;
|
||||||
if (!selected) {
|
if (!selected) {
|
||||||
ImGui::TextDisabled("No entity selected");
|
ImGui::TextDisabled("No entity selected");
|
||||||
return;
|
return;
|
||||||
@@ -16,6 +17,7 @@ void InspectorPanel::onUpdate(const sophia::FrameInfo&) {
|
|||||||
drawTransform();
|
drawTransform();
|
||||||
drawCamera();
|
drawCamera();
|
||||||
drawSprite();
|
drawSprite();
|
||||||
|
drawMesh();
|
||||||
|
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
drawAddComponent();
|
drawAddComponent();
|
||||||
@@ -40,11 +42,13 @@ void InspectorPanel::drawTransform() {
|
|||||||
auto& transform = selected.getComponent<sophia::TransformComponent>();
|
auto& transform = selected.getComponent<sophia::TransformComponent>();
|
||||||
ImGui::DragFloat3("Position", &transform.position.x, 0.1f);
|
ImGui::DragFloat3("Position", &transform.position.x, 0.1f);
|
||||||
|
|
||||||
// 2D only: edits rotation around Z and drops any X/Y rotation.
|
// Euler angles in degrees, recomputed from the quaternion every frame.
|
||||||
float degrees = glm::degrees(glm::eulerAngles(transform.rotation).z);
|
// Near 90 degrees of pitch the angles can jump between equivalent values
|
||||||
if (ImGui::DragFloat("Rotation", °rees, 1.0f)) {
|
// while dragging.
|
||||||
transform.rotation =
|
// TODO: keep each entity's edited angles, or replace with gizmo rotation.
|
||||||
glm::angleAxis(glm::radians(degrees), glm::vec3{0.f, 0.f, 1.f});
|
glm::vec3 degrees = glm::degrees(glm::eulerAngles(transform.rotation));
|
||||||
|
if (ImGui::DragFloat3("Rotation", °rees.x, 1.0f)) {
|
||||||
|
transform.rotation = glm::quat{glm::radians(degrees)};
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::DragFloat3("Scale", &transform.scale.x, 0.1f);
|
ImGui::DragFloat3("Scale", &transform.scale.x, 0.1f);
|
||||||
@@ -118,6 +122,29 @@ void InspectorPanel::drawSprite() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void InspectorPanel::drawMesh() {
|
||||||
|
if (!selected.hasComponent<sophia::MeshComponent>()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool open = true;
|
||||||
|
if (!ImGui::CollapsingHeader("Mesh", &open, ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||||
|
if (!open) {
|
||||||
|
selected.removeComponent<sophia::MeshComponent>();
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto& mesh = selected.getComponent<sophia::MeshComponent>();
|
||||||
|
// TODO: pick the mesh once assets have names.
|
||||||
|
ImGui::Text("Mesh: %u", static_cast<sophia::u32>(mesh.handle.index));
|
||||||
|
ImGui::ColorEdit3("Color", &mesh.color.x);
|
||||||
|
|
||||||
|
if (!open) {
|
||||||
|
selected.removeComponent<sophia::MeshComponent>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void InspectorPanel::drawAddComponent() {
|
void InspectorPanel::drawAddComponent() {
|
||||||
if (ImGui::Button("Add Component")) {
|
if (ImGui::Button("Add Component")) {
|
||||||
ImGui::OpenPopup("AddComponent");
|
ImGui::OpenPopup("AddComponent");
|
||||||
|
|||||||
@@ -8,14 +8,16 @@
|
|||||||
#include <utility>
|
#include <utility>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
|
#include "../editor_context.hpp"
|
||||||
|
|
||||||
class InspectorPanel : public sophia::Panel {
|
class InspectorPanel : public sophia::Panel {
|
||||||
public:
|
public:
|
||||||
// Stand-in for an asset browser: the textures a sprite can pick from.
|
// Stand-in for an asset browser: the textures a sprite can pick from.
|
||||||
using TextureList =
|
using TextureList =
|
||||||
std::vector<std::pair<std::string, sophia::TextureHandle>>;
|
std::vector<std::pair<std::string, sophia::TextureHandle>>;
|
||||||
|
|
||||||
InspectorPanel(sophia::Entity& selected, const TextureList& textures)
|
InspectorPanel(EditorContext& context, const TextureList& textures)
|
||||||
: Panel{{.name = "Inspector"}}, selected{selected}, textures{textures} {}
|
: Panel{{.name = "Inspector"}}, context{context}, textures{textures} {}
|
||||||
|
|
||||||
void onUpdate(const sophia::FrameInfo& frameInfo) override;
|
void onUpdate(const sophia::FrameInfo& frameInfo) override;
|
||||||
|
|
||||||
@@ -24,8 +26,11 @@ class InspectorPanel : public sophia::Panel {
|
|||||||
void drawTransform();
|
void drawTransform();
|
||||||
void drawCamera();
|
void drawCamera();
|
||||||
void drawSprite();
|
void drawSprite();
|
||||||
|
void drawMesh();
|
||||||
void drawAddComponent();
|
void drawAddComponent();
|
||||||
|
|
||||||
sophia::Entity& selected;
|
EditorContext& context;
|
||||||
|
// The selected entity, for the duration of onUpdate().
|
||||||
|
sophia::Entity selected;
|
||||||
const TextureList& textures;
|
const TextureList& textures;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -2,18 +2,37 @@
|
|||||||
|
|
||||||
#include <imgui.h>
|
#include <imgui.h>
|
||||||
|
|
||||||
|
#include <cstdio>
|
||||||
#include <sophia/components.hpp>
|
#include <sophia/components.hpp>
|
||||||
|
#include <string>
|
||||||
|
|
||||||
void SceneHierarchyPanel::onUpdate(const sophia::FrameInfo&) {
|
void SceneHierarchyPanel::onUpdate(const sophia::FrameInfo&) {
|
||||||
|
drawSceneSelector();
|
||||||
|
ImGui::Separator();
|
||||||
|
|
||||||
|
if (!context.hasScene()) {
|
||||||
|
ImGui::TextDisabled("No scene open");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
sophia::Scene& scene = context.getScene();
|
||||||
|
sophia::Entity& selected = context.selected;
|
||||||
|
|
||||||
if (ImGui::Button("+ Sprite")) {
|
if (ImGui::Button("+ Sprite")) {
|
||||||
selected = scene.createEntity("Sprite");
|
selected = scene.createEntity("Sprite");
|
||||||
selected.addComponent<sophia::SpriteComponent>();
|
selected.addComponent<sophia::SpriteComponent>();
|
||||||
}
|
}
|
||||||
|
ImGui::SameLine();
|
||||||
|
if (ImGui::Button("+ Cube")) {
|
||||||
|
selected = scene.createEntity("Cube");
|
||||||
|
selected.addComponent<sophia::MeshComponent>(
|
||||||
|
sophia::MeshComponent{.handle = cubeMesh});
|
||||||
|
}
|
||||||
|
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
|
|
||||||
// Flat for now: there is no parent/child component yet.
|
// Flat for now: there is no parent/child component yet.
|
||||||
scene.forEachEntity([this](sophia::Entity entity) {
|
scene.forEachEntity([&selected](sophia::Entity entity) {
|
||||||
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf |
|
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf |
|
||||||
ImGuiTreeNodeFlags_NoTreePushOnOpen |
|
ImGuiTreeNodeFlags_NoTreePushOnOpen |
|
||||||
ImGuiTreeNodeFlags_SpanAvailWidth;
|
ImGuiTreeNodeFlags_SpanAvailWidth;
|
||||||
@@ -30,3 +49,86 @@ void SceneHierarchyPanel::onUpdate(const sophia::FrameInfo&) {
|
|||||||
ImGui::PopID();
|
ImGui::PopID();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
// See SceneHierarchyPanel::renameFocusFrames.
|
||||||
|
constexpr int RENAME_FOCUS_FRAMES = 2;
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
void SceneHierarchyPanel::drawSceneSelector() {
|
||||||
|
// Leave room for the button: its label, its padding, and the gap to it.
|
||||||
|
constexpr const char* ADD_SCENE_LABEL = "Add Scene";
|
||||||
|
const ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
ImGui::SetNextItemWidth(-(ImGui::CalcTextSize(ADD_SCENE_LABEL).x +
|
||||||
|
style.FramePadding.x * 2.f + style.ItemSpacing.x));
|
||||||
|
|
||||||
|
const std::string* current = context.getSceneName(context.getSceneHandle());
|
||||||
|
bool startRename = false;
|
||||||
|
|
||||||
|
if (renamingScene && current) {
|
||||||
|
drawSceneRename();
|
||||||
|
} else {
|
||||||
|
renamingScene = false;
|
||||||
|
if (ImGui::BeginCombo("##scene", current ? current->c_str() : "No scene")) {
|
||||||
|
for (const EditorContext::OpenScene& open : context.getOpenScenes()) {
|
||||||
|
ImGui::PushID(static_cast<int>(open.handle.index));
|
||||||
|
bool isCurrent = open.handle == context.getSceneHandle();
|
||||||
|
if (ImGui::Selectable(open.name.c_str(), isCurrent) && !isCurrent) {
|
||||||
|
context.setScene(open.handle);
|
||||||
|
}
|
||||||
|
ImGui::PopID();
|
||||||
|
}
|
||||||
|
ImGui::EndCombo();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (current && ImGui::BeginPopupContextItem("##sceneMenu")) {
|
||||||
|
startRename = ImGui::MenuItem("Rename", "F2");
|
||||||
|
ImGui::EndPopup();
|
||||||
|
}
|
||||||
|
startRename = startRename || (current && ImGui::IsWindowFocused() &&
|
||||||
|
!ImGui::GetIO().WantTextInput &&
|
||||||
|
ImGui::IsKeyPressed(ImGuiKey_F2));
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui::SameLine();
|
||||||
|
if (ImGui::Button(ADD_SCENE_LABEL)) {
|
||||||
|
std::string name = "Untitled " + std::to_string(++this->untitledSceneCount);
|
||||||
|
context.setScene(context.createScene(std::move(name)));
|
||||||
|
startRename = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (startRename) {
|
||||||
|
renamingScene = true;
|
||||||
|
renameFocusFrames = RENAME_FOCUS_FRAMES;
|
||||||
|
std::snprintf(renameBuffer.data(), renameBuffer.size(), "%s",
|
||||||
|
current->c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SceneHierarchyPanel::drawSceneRename() {
|
||||||
|
if (renameFocusFrames == RENAME_FOCUS_FRAMES) {
|
||||||
|
ImGui::SetKeyboardFocusHere();
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui::InputText("##sceneName", renameBuffer.data(), renameBuffer.size(),
|
||||||
|
ImGuiInputTextFlags_AutoSelectAll);
|
||||||
|
|
||||||
|
bool active = ImGui::IsItemActive();
|
||||||
|
if (active) {
|
||||||
|
renameFocusFrames = 0;
|
||||||
|
} else if (renameFocusFrames > 0) {
|
||||||
|
renameFocusFrames--;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Escape reverts the text before deactivating, so committing whatever is
|
||||||
|
// left when the field closes covers Enter, clicking away and Escape alike.
|
||||||
|
if (!active) {
|
||||||
|
std::string name = renameBuffer.data();
|
||||||
|
// Keep the old name rather than leave the scene nameless.
|
||||||
|
if (name.find_first_not_of(' ') != std::string::npos) {
|
||||||
|
context.renameScene(context.getSceneHandle(), std::move(name));
|
||||||
|
}
|
||||||
|
renamingScene = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,20 +1,38 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <sophia/entity.hpp>
|
#include <array>
|
||||||
#include <sophia/frame_info.hpp>
|
#include <sophia/frame_info.hpp>
|
||||||
#include <sophia/scene.hpp>
|
#include <sophia/handles.hpp>
|
||||||
#include <sophia/ui/panel.hpp>
|
#include <sophia/ui/panel.hpp>
|
||||||
|
|
||||||
|
#include "../editor_context.hpp"
|
||||||
|
|
||||||
class SceneHierarchyPanel : public sophia::Panel {
|
class SceneHierarchyPanel : public sophia::Panel {
|
||||||
public:
|
public:
|
||||||
SceneHierarchyPanel(sophia::Scene& scene, sophia::Entity& selected)
|
// `cubeMesh` is what "+ Cube" gives new entities.
|
||||||
|
SceneHierarchyPanel(EditorContext& context, sophia::MeshHandle cubeMesh)
|
||||||
: Panel{{.name = "Scene Hierarchy", .locked = true}},
|
: Panel{{.name = "Scene Hierarchy", .locked = true}},
|
||||||
scene{scene},
|
context{context},
|
||||||
selected{selected} {}
|
cubeMesh{cubeMesh} {}
|
||||||
|
|
||||||
void onUpdate(const sophia::FrameInfo& frameInfo) override;
|
void onUpdate(const sophia::FrameInfo& frameInfo) override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
sophia::Scene& scene;
|
// Switches between open scenes, renames the active one, and creates new
|
||||||
sophia::Entity& selected;
|
// ones.
|
||||||
|
void drawSceneSelector();
|
||||||
|
// Replaces the selector with a text field editing the active scene's name.
|
||||||
|
void drawSceneRename();
|
||||||
|
|
||||||
|
EditorContext& context;
|
||||||
|
sophia::MeshHandle cubeMesh;
|
||||||
|
// For naming new scenes "Untitled 1", "Untitled 2", ...
|
||||||
|
int untitledSceneCount = 0;
|
||||||
|
|
||||||
|
// Set while the scene selector is a text field for renaming.
|
||||||
|
bool renamingScene = false;
|
||||||
|
// Frames the text field has left to become active after renaming starts;
|
||||||
|
// focus can take a frame to land. If it never does, renaming ends.
|
||||||
|
int renameFocusFrames = 0;
|
||||||
|
std::array<char, 128> renameBuffer{};
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -0,0 +1,603 @@
|
|||||||
|
#include "scene_panel.hpp"
|
||||||
|
|
||||||
|
#include <imgui.h>
|
||||||
|
// After imgui.h, which it relies on.
|
||||||
|
#include <ImGuizmo.h>
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
|
#include <array>
|
||||||
|
#include <cmath>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
#include <limits>
|
||||||
|
#include <optional>
|
||||||
|
#include <sophia/aabb.hpp>
|
||||||
|
#include <sophia/components.hpp>
|
||||||
|
#include <tuple>
|
||||||
|
#include <utility>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
|
||||||
|
// Corners of the unit quad a SpriteComponent's model matrix maps to world.
|
||||||
|
constexpr std::array<glm::vec2, 4> UNIT_QUAD{
|
||||||
|
glm::vec2{0.f, 0.f}, glm::vec2{1.f, 0.f}, glm::vec2{1.f, 1.f},
|
||||||
|
glm::vec2{0.f, 1.f}};
|
||||||
|
|
||||||
|
const ImU32 SELECTION_COLOR = IM_COL32(255, 170, 40, 255);
|
||||||
|
|
||||||
|
// Holding Ctrl snaps the gizmo to these steps.
|
||||||
|
constexpr float TRANSLATE_SNAP = 0.5f;
|
||||||
|
constexpr float ROTATE_SNAP_DEGREES = 15.f;
|
||||||
|
constexpr float SCALE_SNAP = 0.1f;
|
||||||
|
|
||||||
|
// Writes a matrix built from a translation, rotation and scale (no shear)
|
||||||
|
// back into `transform`. A mirroring matrix comes back with a negative x
|
||||||
|
// scale.
|
||||||
|
void decompose(const glm::mat4& matrix, sophia::TransformComponent& transform) {
|
||||||
|
transform.position = glm::vec3{matrix[3]};
|
||||||
|
|
||||||
|
glm::vec3 scale{glm::length(glm::vec3{matrix[0]}),
|
||||||
|
glm::length(glm::vec3{matrix[1]}),
|
||||||
|
glm::length(glm::vec3{matrix[2]})};
|
||||||
|
if (glm::determinant(glm::mat3{matrix}) < 0.f) {
|
||||||
|
scale.x = -scale.x;
|
||||||
|
}
|
||||||
|
transform.scale = scale;
|
||||||
|
|
||||||
|
// A zero scale loses the axis, and with it the rotation; keep the old one.
|
||||||
|
if (scale.x == 0.f || scale.y == 0.f || scale.z == 0.f) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
glm::mat3 rotation{glm::vec3{matrix[0]} / scale.x,
|
||||||
|
glm::vec3{matrix[1]} / scale.y,
|
||||||
|
glm::vec3{matrix[2]} / scale.z};
|
||||||
|
transform.rotation = glm::normalize(glm::quat_cast(rotation));
|
||||||
|
}
|
||||||
|
|
||||||
|
// How far along a ray (from `origin`, along the normalized `direction`) it
|
||||||
|
// enters `bounds` placed by `model`, or null if it misses. A ray starting
|
||||||
|
// inside hits at 0.
|
||||||
|
std::optional<float> intersectBox(const glm::vec3& origin,
|
||||||
|
const glm::vec3& direction,
|
||||||
|
const glm::mat4& model,
|
||||||
|
const sophia::AABB& bounds) {
|
||||||
|
if (glm::determinant(model) == 0.f) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Test in the box's space, where it's axis-aligned. The direction isn't
|
||||||
|
// renormalized, so distances along it are still world distances.
|
||||||
|
glm::mat4 inverse = glm::inverse(model);
|
||||||
|
glm::vec3 localOrigin = glm::vec3{inverse * glm::vec4{origin, 1.f}};
|
||||||
|
glm::vec3 localDirection = glm::vec3{inverse * glm::vec4{direction, 0.f}};
|
||||||
|
|
||||||
|
float enter = 0.f;
|
||||||
|
float exit = std::numeric_limits<float>::infinity();
|
||||||
|
for (int axis = 0; axis < 3; axis++) {
|
||||||
|
if (std::abs(localDirection[axis]) < 1e-8f) {
|
||||||
|
// Parallel to this pair of faces: hits only if already between them.
|
||||||
|
if (localOrigin[axis] < bounds.min[axis] ||
|
||||||
|
localOrigin[axis] > bounds.max[axis]) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
float toMin = (bounds.min[axis] - localOrigin[axis]) / localDirection[axis];
|
||||||
|
float toMax = (bounds.max[axis] - localOrigin[axis]) / localDirection[axis];
|
||||||
|
if (toMin > toMax) {
|
||||||
|
std::swap(toMin, toMax);
|
||||||
|
}
|
||||||
|
enter = std::max(enter, toMin);
|
||||||
|
exit = std::min(exit, toMax);
|
||||||
|
if (enter > exit) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return enter;
|
||||||
|
}
|
||||||
|
|
||||||
|
// How far along a ray it hits the unit quad (0, 0)-(1, 1) in the XY plane,
|
||||||
|
// placed by `model`, or null if it misses.
|
||||||
|
std::optional<float> intersectQuad(const glm::vec3& origin,
|
||||||
|
const glm::vec3& direction,
|
||||||
|
const glm::mat4& model) {
|
||||||
|
if (glm::determinant(model) == 0.f) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::mat4 inverse = glm::inverse(model);
|
||||||
|
glm::vec3 localOrigin = glm::vec3{inverse * glm::vec4{origin, 1.f}};
|
||||||
|
glm::vec3 localDirection = glm::vec3{inverse * glm::vec4{direction, 0.f}};
|
||||||
|
// Edge on to the quad.
|
||||||
|
if (std::abs(localDirection.z) < 1e-8f) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
|
||||||
|
float distance = -localOrigin.z / localDirection.z;
|
||||||
|
if (distance < 0.f) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
glm::vec3 hit = localOrigin + distance * localDirection;
|
||||||
|
if (hit.x < 0.f || hit.x > 1.f || hit.y < 0.f || hit.y > 1.f) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
return distance;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
ImVec2 ScenePanel::ViewportTransform::clipToScreen(
|
||||||
|
const glm::vec4& clip) const {
|
||||||
|
glm::vec2 ndc = glm::vec2{clip} / clip.w;
|
||||||
|
// Vulkan NDC has +y pointing down, same as the screen.
|
||||||
|
return {origin.x + (ndc.x * 0.5f + 0.5f) * size.x,
|
||||||
|
origin.y + (ndc.y * 0.5f + 0.5f) * size.y};
|
||||||
|
}
|
||||||
|
|
||||||
|
std::optional<ImVec2> ScenePanel::ViewportTransform::worldToScreen(
|
||||||
|
const glm::vec3& world) const {
|
||||||
|
glm::vec4 clip = viewProjection * glm::vec4{world, 1.f};
|
||||||
|
if (clip.w <= 0.f) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
return clipToScreen(clip);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec2 ScenePanel::ViewportTransform::screenToWorld(
|
||||||
|
const ImVec2& screen) const {
|
||||||
|
glm::vec2 ndc{(screen.x - origin.x) / size.x * 2.f - 1.f,
|
||||||
|
(screen.y - origin.y) / size.y * 2.f - 1.f};
|
||||||
|
glm::vec4 world = inverseViewProjection * glm::vec4{ndc, 0.f, 1.f};
|
||||||
|
return glm::vec2{world} / world.w;
|
||||||
|
}
|
||||||
|
|
||||||
|
ScenePanel::Ray ScenePanel::ViewportTransform::screenToRay(
|
||||||
|
const ImVec2& screen) const {
|
||||||
|
glm::vec2 ndc{(screen.x - origin.x) / size.x * 2.f - 1.f,
|
||||||
|
(screen.y - origin.y) / size.y * 2.f - 1.f};
|
||||||
|
// Depth runs 0 at the near plane to 1 at the far one.
|
||||||
|
glm::vec4 nearPoint = inverseViewProjection * glm::vec4{ndc, 0.f, 1.f};
|
||||||
|
glm::vec4 farPoint = inverseViewProjection * glm::vec4{ndc, 1.f, 1.f};
|
||||||
|
glm::vec3 from = glm::vec3{nearPoint} / nearPoint.w;
|
||||||
|
glm::vec3 to = glm::vec3{farPoint} / farPoint.w;
|
||||||
|
return {from, glm::normalize(to - from)};
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::ViewportTransform::drawLine(ImDrawList* drawList,
|
||||||
|
const glm::vec3& a,
|
||||||
|
const glm::vec3& b, ImU32 color,
|
||||||
|
float thickness) const {
|
||||||
|
// Just in front of the camera. Points behind it project mirrored, so the
|
||||||
|
// part of the line there is cut off rather than drawn.
|
||||||
|
constexpr float MIN_W = 1e-4f;
|
||||||
|
|
||||||
|
glm::vec4 clipA = viewProjection * glm::vec4{a, 1.f};
|
||||||
|
glm::vec4 clipB = viewProjection * glm::vec4{b, 1.f};
|
||||||
|
if (clipA.w < MIN_W && clipB.w < MIN_W) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (clipA.w < MIN_W) {
|
||||||
|
clipA = glm::mix(clipA, clipB, (MIN_W - clipA.w) / (clipB.w - clipA.w));
|
||||||
|
} else if (clipB.w < MIN_W) {
|
||||||
|
clipB = glm::mix(clipB, clipA, (MIN_W - clipB.w) / (clipA.w - clipB.w));
|
||||||
|
}
|
||||||
|
drawList->AddLine(clipToScreen(clipA), clipToScreen(clipB), color, thickness);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::onUpdate(const sophia::FrameInfo& frameInfo) {
|
||||||
|
syncSceneView(context, sceneViews, view, isShown());
|
||||||
|
|
||||||
|
drawToolbar();
|
||||||
|
ImGui::Separator();
|
||||||
|
|
||||||
|
const ImVec2 origin = ImGui::GetCursorScreenPos();
|
||||||
|
const ImVec2 size = ImGui::GetContentRegionAvail();
|
||||||
|
if (size.x < 1.0f || size.y < 1.0f) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!context.hasScene()) {
|
||||||
|
ImGui::TextDisabled("No scene open");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ui.image(target);
|
||||||
|
|
||||||
|
// Rolls over ImGuizmo's "mouse is over a handle" state, so IsOver() below
|
||||||
|
// reports last frame's.
|
||||||
|
ImGuizmo::BeginFrame();
|
||||||
|
// A handle can't be grabbed while any ImGui item is hovered, so while the
|
||||||
|
// mouse is over one, leave out the viewport button, and keep the window
|
||||||
|
// still so dragging the handle doesn't drag it. Unless a camera drag is
|
||||||
|
// already under way: dropping the button would end it.
|
||||||
|
bool overGizmo =
|
||||||
|
(ImGuizmo::IsOver() || ImGuizmo::IsUsing()) && !viewportActive;
|
||||||
|
getConfig().windowFlags =
|
||||||
|
overGizmo ? WINDOW_FLAGS | ImGuiWindowFlags_NoMove : WINDOW_FLAGS;
|
||||||
|
|
||||||
|
// The image doesn't take mouse input, so without this, dragging in it
|
||||||
|
// would drag the window instead.
|
||||||
|
ImGui::SetCursorScreenPos(origin);
|
||||||
|
if (overGizmo) {
|
||||||
|
ImGui::Dummy(size);
|
||||||
|
} else {
|
||||||
|
ImGui::InvisibleButton("##viewport", size,
|
||||||
|
ImGuiButtonFlags_MouseButtonLeft |
|
||||||
|
ImGuiButtonFlags_MouseButtonRight |
|
||||||
|
ImGuiButtonFlags_MouseButtonMiddle);
|
||||||
|
}
|
||||||
|
viewportActive = !overGizmo && ImGui::IsItemActive();
|
||||||
|
|
||||||
|
handleCameraInput(frameInfo, size);
|
||||||
|
handleGizmoHotkeys();
|
||||||
|
|
||||||
|
// Drive the view's camera from the editor camera. The scene view renders
|
||||||
|
// after the panels update, so this frame already uses it.
|
||||||
|
camera.getComponent<sophia::TransformComponent>() =
|
||||||
|
editorCamera.getTransform();
|
||||||
|
camera.getComponent<sophia::CameraComponent>() = editorCamera.getCamera();
|
||||||
|
|
||||||
|
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||||
|
drawList->PushClipRect(origin, ImVec2(origin.x + size.x, origin.y + size.y),
|
||||||
|
true);
|
||||||
|
|
||||||
|
// Screen-space, so it only lines up with anything in 2D.
|
||||||
|
// TODO: a world-space grid on the XZ plane for 3D, once there's debug
|
||||||
|
// drawing in scene views.
|
||||||
|
if (showGrid && editorCamera.mode == EditorCamera::Mode::Scene2D) {
|
||||||
|
drawGrid(origin, size);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use the panel's size rather than the target's: the target is resized a
|
||||||
|
// frame late, and the mouse is over the panel.
|
||||||
|
float aspect = size.x / size.y;
|
||||||
|
glm::mat4 view = sophia::CameraComponent::getView(
|
||||||
|
camera.getComponent<sophia::TransformComponent>());
|
||||||
|
glm::mat4 viewProjection =
|
||||||
|
camera.getComponent<sophia::CameraComponent>().getProjection(aspect) *
|
||||||
|
view;
|
||||||
|
ViewportTransform viewport{origin, size, viewProjection,
|
||||||
|
glm::inverse(viewProjection)};
|
||||||
|
|
||||||
|
handleSelectionInput(viewport);
|
||||||
|
drawSelection(viewport);
|
||||||
|
|
||||||
|
ImGuizmo::SetDrawlist();
|
||||||
|
ImGuizmo::SetRect(origin.x, origin.y, size.x, size.y);
|
||||||
|
drawGizmo(view, aspect);
|
||||||
|
|
||||||
|
drawList->PopClipRect();
|
||||||
|
|
||||||
|
ImGui::SetCursorScreenPos(ImVec2(origin.x + 8.0f, origin.y + 8.0f));
|
||||||
|
ImGui::TextDisabled("%.0f x %.0f", size.x, size.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::drawToolbar() {
|
||||||
|
bool is2D = editorCamera.mode == EditorCamera::Mode::Scene2D;
|
||||||
|
if (ImGui::Checkbox("2D", &is2D)) {
|
||||||
|
editorCamera.mode =
|
||||||
|
is2D ? EditorCamera::Mode::Scene2D : EditorCamera::Mode::Scene3D;
|
||||||
|
dragging = false;
|
||||||
|
}
|
||||||
|
ImGui::SameLine();
|
||||||
|
ImGui::BeginDisabled(!is2D);
|
||||||
|
ImGui::Checkbox("Grid", &showGrid);
|
||||||
|
ImGui::EndDisabled();
|
||||||
|
|
||||||
|
ImGui::SameLine();
|
||||||
|
ImGui::TextDisabled("|");
|
||||||
|
ImGui::SameLine();
|
||||||
|
const struct {
|
||||||
|
const char* label;
|
||||||
|
GizmoOperation operation;
|
||||||
|
} operations[] = {{"Move (W)", GizmoOperation::Translate},
|
||||||
|
{"Rotate (E)", GizmoOperation::Rotate},
|
||||||
|
{"Scale (R)", GizmoOperation::Scale}};
|
||||||
|
for (const auto& entry : operations) {
|
||||||
|
if (ImGui::RadioButton(entry.label, gizmoOperation == entry.operation)) {
|
||||||
|
gizmoOperation = entry.operation;
|
||||||
|
}
|
||||||
|
ImGui::SameLine();
|
||||||
|
}
|
||||||
|
if (ImGui::Button(gizmoLocal ? "Local" : "World")) {
|
||||||
|
gizmoLocal = !gizmoLocal;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::handleGizmoHotkeys() {
|
||||||
|
const ImGuiIO& io = ImGui::GetIO();
|
||||||
|
// W/E/Q fly the camera while the right button is held.
|
||||||
|
if (!ImGui::IsWindowFocused() || io.WantTextInput ||
|
||||||
|
ImGui::IsMouseDown(ImGuiMouseButton_Right)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (ImGui::IsKeyPressed(ImGuiKey_W, false)) {
|
||||||
|
gizmoOperation = GizmoOperation::Translate;
|
||||||
|
} else if (ImGui::IsKeyPressed(ImGuiKey_E, false)) {
|
||||||
|
gizmoOperation = GizmoOperation::Rotate;
|
||||||
|
} else if (ImGui::IsKeyPressed(ImGuiKey_R, false)) {
|
||||||
|
gizmoOperation = GizmoOperation::Scale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::drawGizmo(const glm::mat4& view, float aspect) {
|
||||||
|
sophia::Entity selected = context.selected;
|
||||||
|
if (!selected) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool is2D = editorCamera.mode == EditorCamera::Mode::Scene2D;
|
||||||
|
|
||||||
|
// In 2D, only the axes that keep things in the XY plane.
|
||||||
|
ImGuizmo::OPERATION operation{};
|
||||||
|
float snapStep = 0.f;
|
||||||
|
switch (gizmoOperation) {
|
||||||
|
case GizmoOperation::Translate:
|
||||||
|
operation = is2D ? ImGuizmo::TRANSLATE_X | ImGuizmo::TRANSLATE_Y
|
||||||
|
: ImGuizmo::TRANSLATE;
|
||||||
|
snapStep = TRANSLATE_SNAP;
|
||||||
|
break;
|
||||||
|
case GizmoOperation::Rotate:
|
||||||
|
operation = is2D ? ImGuizmo::ROTATE_Z : ImGuizmo::ROTATE;
|
||||||
|
snapStep = ROTATE_SNAP_DEGREES;
|
||||||
|
break;
|
||||||
|
case GizmoOperation::Scale:
|
||||||
|
operation =
|
||||||
|
is2D ? ImGuizmo::SCALE_X | ImGuizmo::SCALE_Y : ImGuizmo::SCALE;
|
||||||
|
snapStep = SCALE_SNAP;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
std::array<float, 3> snap{snapStep, snapStep, snapStep};
|
||||||
|
bool snapping = ImGui::GetIO().KeyCtrl;
|
||||||
|
|
||||||
|
// ImGuizmo maps clip space to the screen the OpenGL way, with +y up, so it
|
||||||
|
// needs the projection without the Y flip CameraComponent adds for Vulkan.
|
||||||
|
glm::mat4 projection =
|
||||||
|
camera.getComponent<sophia::CameraComponent>().getProjection(aspect);
|
||||||
|
projection[1][1] *= -1.f;
|
||||||
|
|
||||||
|
auto& transform = selected.getComponent<sophia::TransformComponent>();
|
||||||
|
glm::mat4 model = transform.mat4();
|
||||||
|
|
||||||
|
ImGuizmo::SetOrthographic(is2D);
|
||||||
|
// Per entity, so a drag in progress doesn't carry over to a new selection.
|
||||||
|
ImGuizmo::PushID(static_cast<int>(static_cast<sophia::u32>(selected)));
|
||||||
|
bool changed = ImGuizmo::Manipulate(
|
||||||
|
glm::value_ptr(view), glm::value_ptr(projection), operation,
|
||||||
|
gizmoLocal ? ImGuizmo::LOCAL : ImGuizmo::WORLD, glm::value_ptr(model),
|
||||||
|
nullptr, snapping ? snap.data() : nullptr);
|
||||||
|
ImGuizmo::PopID();
|
||||||
|
|
||||||
|
if (changed) {
|
||||||
|
decompose(model, transform);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::drawGrid(ImVec2 origin, ImVec2 size) {
|
||||||
|
constexpr float GRID_STEP = 40.0f;
|
||||||
|
const ImU32 gridColor = IM_COL32(255, 255, 255, 18);
|
||||||
|
const ImVec2 end(origin.x + size.x, origin.y + size.y);
|
||||||
|
|
||||||
|
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||||
|
for (float x = GRID_STEP; x < size.x; x += GRID_STEP) {
|
||||||
|
drawList->AddLine(ImVec2(origin.x + x, origin.y),
|
||||||
|
ImVec2(origin.x + x, end.y), gridColor);
|
||||||
|
}
|
||||||
|
for (float y = GRID_STEP; y < size.y; y += GRID_STEP) {
|
||||||
|
drawList->AddLine(ImVec2(origin.x, origin.y + y),
|
||||||
|
ImVec2(end.x, origin.y + y), gridColor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::handleCameraInput(const sophia::FrameInfo& frameInfo,
|
||||||
|
ImVec2 size) {
|
||||||
|
const ImGuiIO& io = ImGui::GetIO();
|
||||||
|
bool is3D = editorCamera.mode == EditorCamera::Mode::Scene3D;
|
||||||
|
glm::vec2 mouseDelta{io.MouseDelta.x, io.MouseDelta.y};
|
||||||
|
|
||||||
|
// The button stays active while any of its mouse buttons is held, even
|
||||||
|
// once the mouse leaves the panel.
|
||||||
|
if (ImGui::IsItemActive()) {
|
||||||
|
bool rightDown = ImGui::IsMouseDown(ImGuiMouseButton_Right);
|
||||||
|
bool middleDown = ImGui::IsMouseDown(ImGuiMouseButton_Middle);
|
||||||
|
|
||||||
|
if (is3D && rightDown) {
|
||||||
|
editorCamera.orbit(mouseDelta);
|
||||||
|
|
||||||
|
glm::vec3 direction{0.f};
|
||||||
|
if (ImGui::IsKeyDown(ImGuiKey_D)) direction.x += 1.f;
|
||||||
|
if (ImGui::IsKeyDown(ImGuiKey_A)) direction.x -= 1.f;
|
||||||
|
if (ImGui::IsKeyDown(ImGuiKey_E)) direction.y += 1.f;
|
||||||
|
if (ImGui::IsKeyDown(ImGuiKey_Q)) direction.y -= 1.f;
|
||||||
|
if (ImGui::IsKeyDown(ImGuiKey_S)) direction.z += 1.f;
|
||||||
|
if (ImGui::IsKeyDown(ImGuiKey_W)) direction.z -= 1.f;
|
||||||
|
editorCamera.fly(direction, static_cast<float>(frameInfo.deltaTime));
|
||||||
|
} else if (middleDown || (!is3D && rightDown)) {
|
||||||
|
editorCamera.pan(mouseDelta, size.y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ImGui::IsItemHovered() && io.MouseWheel != 0.f) {
|
||||||
|
editorCamera.zoom(io.MouseWheel);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ImGui::IsWindowFocused() && !io.WantTextInput &&
|
||||||
|
ImGui::IsKeyPressed(ImGuiKey_F, false)) {
|
||||||
|
frameSelection();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::handleSelectionInput(const ViewportTransform& viewport) {
|
||||||
|
const ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
|
||||||
|
context.selected = pick(viewport.screenToRay(io.MousePos));
|
||||||
|
// Dragging the selection around is 2D only; in 3D, use the gizmo.
|
||||||
|
dragging =
|
||||||
|
context.selected && editorCamera.mode == EditorCamera::Mode::Scene2D;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!ImGui::IsItemActive() || !ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
|
||||||
|
dragging = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dragging && (io.MouseDelta.x != 0.f || io.MouseDelta.y != 0.f)) {
|
||||||
|
ImVec2 previous(io.MousePos.x - io.MouseDelta.x,
|
||||||
|
io.MousePos.y - io.MouseDelta.y);
|
||||||
|
glm::vec2 delta =
|
||||||
|
viewport.screenToWorld(io.MousePos) - viewport.screenToWorld(previous);
|
||||||
|
|
||||||
|
auto& transform =
|
||||||
|
context.selected.getComponent<sophia::TransformComponent>();
|
||||||
|
transform.position.x += delta.x;
|
||||||
|
transform.position.y += delta.y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::drawSelection(const ViewportTransform& viewport) {
|
||||||
|
sophia::Entity selected = context.selected;
|
||||||
|
if (!selected) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||||
|
const auto& transform = selected.getComponent<sophia::TransformComponent>();
|
||||||
|
|
||||||
|
if (selected.hasComponent<sophia::SpriteComponent>()) {
|
||||||
|
glm::mat4 model =
|
||||||
|
selected.getComponent<sophia::SpriteComponent>().getModel(transform);
|
||||||
|
for (size_t i = 0; i < UNIT_QUAD.size(); i++) {
|
||||||
|
const glm::vec2& from = UNIT_QUAD[i];
|
||||||
|
const glm::vec2& to = UNIT_QUAD[(i + 1) % UNIT_QUAD.size()];
|
||||||
|
viewport.drawLine(drawList, glm::vec3{model * glm::vec4{from, 0.f, 1.f}},
|
||||||
|
glm::vec3{model * glm::vec4{to, 0.f, 1.f}},
|
||||||
|
SELECTION_COLOR, 2.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (std::optional<sophia::AABB> bounds = getMeshBounds(selected)) {
|
||||||
|
glm::mat4 model = transform.mat4();
|
||||||
|
std::array<glm::vec3, 8> corners = bounds->getCorners();
|
||||||
|
for (glm::vec3& corner : corners) {
|
||||||
|
corner = glm::vec3{model * glm::vec4{corner, 1.f}};
|
||||||
|
}
|
||||||
|
// Corners whose indices differ in one bit share an edge.
|
||||||
|
for (int i = 0; i < 8; i++) {
|
||||||
|
for (int bit : {1, 2, 4}) {
|
||||||
|
if ((i & bit) == 0) {
|
||||||
|
viewport.drawLine(drawList, corners[i], corners[i | bit],
|
||||||
|
SELECTION_COLOR, 2.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mark the transform's position (the sprite's pivot), which is also all
|
||||||
|
// there is to show for entities without a sprite or mesh, such as the
|
||||||
|
// camera.
|
||||||
|
if (std::optional<ImVec2> center =
|
||||||
|
viewport.worldToScreen(transform.position)) {
|
||||||
|
drawList->AddCircle(*center, 4.0f, SELECTION_COLOR, 0, 2.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScenePanel::frameSelection() {
|
||||||
|
sophia::Entity selected = context.selected;
|
||||||
|
if (!selected) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const auto& transform = selected.getComponent<sophia::TransformComponent>();
|
||||||
|
|
||||||
|
// The selection's corners in world space, from its mesh or sprite.
|
||||||
|
std::vector<glm::vec3> points;
|
||||||
|
if (std::optional<sophia::AABB> bounds = getMeshBounds(selected)) {
|
||||||
|
glm::mat4 model = transform.mat4();
|
||||||
|
for (const glm::vec3& corner : bounds->getCorners()) {
|
||||||
|
points.push_back(glm::vec3{model * glm::vec4{corner, 1.f}});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (selected.hasComponent<sophia::SpriteComponent>()) {
|
||||||
|
glm::mat4 model =
|
||||||
|
selected.getComponent<sophia::SpriteComponent>().getModel(transform);
|
||||||
|
for (const glm::vec2& corner : UNIT_QUAD) {
|
||||||
|
points.push_back(glm::vec3{model * glm::vec4{corner, 0.f, 1.f}});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (points.empty()) {
|
||||||
|
// Nothing with a size: frame a unit around its position.
|
||||||
|
editorCamera.frame(transform.position, 0.5f);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 min = points.front();
|
||||||
|
glm::vec3 max = points.front();
|
||||||
|
for (const glm::vec3& point : points) {
|
||||||
|
min = glm::min(min, point);
|
||||||
|
max = glm::max(max, point);
|
||||||
|
}
|
||||||
|
editorCamera.frame((min + max) * 0.5f, glm::length(max - min) * 0.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::optional<sophia::AABB> ScenePanel::getMeshBounds(sophia::Entity entity) {
|
||||||
|
if (!entity.hasComponent<sophia::MeshComponent>()) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
sophia::MeshHandle mesh = entity.getComponent<sophia::MeshComponent>().handle;
|
||||||
|
if (!resources.isAlive(mesh)) {
|
||||||
|
return std::nullopt;
|
||||||
|
}
|
||||||
|
return resources.getBounds(mesh);
|
||||||
|
}
|
||||||
|
|
||||||
|
sophia::Entity ScenePanel::pick(const Ray& ray) {
|
||||||
|
sophia::Scene& scene = context.getScene();
|
||||||
|
|
||||||
|
// Meshes are opaque and depth tested, so the nearest one hides anything
|
||||||
|
// behind it.
|
||||||
|
sophia::Entity nearestMesh;
|
||||||
|
float meshDistance = std::numeric_limits<float>::infinity();
|
||||||
|
scene.forEachEntity([&](sophia::Entity entity) {
|
||||||
|
std::optional<sophia::AABB> bounds = getMeshBounds(entity);
|
||||||
|
if (!bounds) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
glm::mat4 model = entity.getComponent<sophia::TransformComponent>().mat4();
|
||||||
|
std::optional<float> distance =
|
||||||
|
intersectBox(ray.origin, ray.direction, model, *bounds);
|
||||||
|
if (distance && *distance < meshDistance) {
|
||||||
|
nearestMesh = entity;
|
||||||
|
meshDistance = *distance;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Sprites in front of that mesh draw over it, in the renderer's order:
|
||||||
|
// higher sortOrder on top, then nearer.
|
||||||
|
sophia::Entity topSprite;
|
||||||
|
std::optional<std::tuple<sophia::s32, float>> topOrder;
|
||||||
|
scene.forEachEntity([&](sophia::Entity entity) {
|
||||||
|
if (!entity.hasComponent<sophia::SpriteComponent>()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
const auto& sprite = entity.getComponent<sophia::SpriteComponent>();
|
||||||
|
glm::mat4 model =
|
||||||
|
sprite.getModel(entity.getComponent<sophia::TransformComponent>());
|
||||||
|
std::optional<float> distance =
|
||||||
|
intersectQuad(ray.origin, ray.direction, model);
|
||||||
|
if (!distance || *distance > meshDistance) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Negated distance, so nearer compares greater.
|
||||||
|
std::tuple order{sprite.sortOrder, -*distance};
|
||||||
|
if (!topOrder || order > *topOrder) {
|
||||||
|
topSprite = entity;
|
||||||
|
topOrder = order;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return topSprite ? topSprite : nearestMesh;
|
||||||
|
}
|
||||||
@@ -0,0 +1,125 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <optional>
|
||||||
|
#include <sophia/aabb.hpp>
|
||||||
|
#include <sophia/entity.hpp>
|
||||||
|
#include <sophia/frame_info.hpp>
|
||||||
|
#include <sophia/handles.hpp>
|
||||||
|
#include <sophia/math.hpp>
|
||||||
|
#include <sophia/resource_registry_ref.hpp>
|
||||||
|
#include <sophia/scene_view_registry.hpp>
|
||||||
|
#include <sophia/ui/panel.hpp>
|
||||||
|
#include <sophia/ui/ui.hpp>
|
||||||
|
|
||||||
|
#include "../editor_camera.hpp"
|
||||||
|
#include "../editor_context.hpp"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Shows the active scene through the editor's own camera.
|
||||||
|
*
|
||||||
|
* 3D: right-drag orbits, middle-drag pans, the wheel zooms, right-drag with
|
||||||
|
* WASD/QE flies. 2D: right- or middle-drag pans, the wheel zooms. F frames
|
||||||
|
* the selection in both.
|
||||||
|
*
|
||||||
|
* The selection gets a transform gizmo: W moves, E rotates, R scales, and
|
||||||
|
* holding Ctrl snaps. Clicking selects the mesh or sprite under the mouse;
|
||||||
|
* in 2D, dragging it also moves it.
|
||||||
|
*/
|
||||||
|
class ScenePanel : public sophia::Panel {
|
||||||
|
public:
|
||||||
|
// Renders into `target` through `view`, a SceneView this panel keeps
|
||||||
|
// pointed at the active scene. `camera` is the entity the view looks
|
||||||
|
// through; it belongs to a scene of the editor's own, and this panel
|
||||||
|
// drives it from its EditorCamera.
|
||||||
|
ScenePanel(sophia::UI& ui, sophia::ResourceRegistryRef resources,
|
||||||
|
EditorContext& context, sophia::SceneViewRegistry& sceneViews,
|
||||||
|
sophia::SceneViewHandle view, sophia::RenderTargetHandle target,
|
||||||
|
sophia::Entity camera)
|
||||||
|
: Panel{{.name = "Scene", .windowFlags = WINDOW_FLAGS}},
|
||||||
|
ui{ui},
|
||||||
|
resources{resources},
|
||||||
|
context{context},
|
||||||
|
sceneViews{sceneViews},
|
||||||
|
view{view},
|
||||||
|
target{target},
|
||||||
|
camera{camera} {}
|
||||||
|
|
||||||
|
void onUpdate(const sophia::FrameInfo& frameInfo) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
static constexpr ImGuiWindowFlags WINDOW_FLAGS =
|
||||||
|
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
|
||||||
|
|
||||||
|
enum class GizmoOperation { Translate, Rotate, Scale };
|
||||||
|
|
||||||
|
// A half-line in world space. `direction` is normalized, so distances
|
||||||
|
// along it are in world units.
|
||||||
|
struct Ray {
|
||||||
|
glm::vec3 origin;
|
||||||
|
glm::vec3 direction;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Where the scene image is on screen this frame, and the camera looking
|
||||||
|
// through it.
|
||||||
|
struct ViewportTransform {
|
||||||
|
ImVec2 origin;
|
||||||
|
ImVec2 size;
|
||||||
|
glm::mat4 viewProjection;
|
||||||
|
glm::mat4 inverseViewProjection;
|
||||||
|
|
||||||
|
// Null for points behind the camera.
|
||||||
|
std::optional<ImVec2> worldToScreen(const glm::vec3& world) const;
|
||||||
|
// Where `screen` is on the camera's near plane. Only the x and y, which
|
||||||
|
// is all that's needed in 2D.
|
||||||
|
glm::vec2 screenToWorld(const ImVec2& screen) const;
|
||||||
|
// From the near plane through `screen`, into the scene.
|
||||||
|
Ray screenToRay(const ImVec2& screen) const;
|
||||||
|
|
||||||
|
// Draws a world-space line, cut off where it passes behind the camera.
|
||||||
|
void drawLine(ImDrawList* drawList, const glm::vec3& a, const glm::vec3& b,
|
||||||
|
ImU32 color, float thickness) const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
ImVec2 clipToScreen(const glm::vec4& clip) const;
|
||||||
|
};
|
||||||
|
|
||||||
|
void drawToolbar();
|
||||||
|
void drawGrid(ImVec2 origin, ImVec2 size);
|
||||||
|
void handleCameraInput(const sophia::FrameInfo& frameInfo, ImVec2 size);
|
||||||
|
void handleSelectionInput(const ViewportTransform& viewport);
|
||||||
|
void handleGizmoHotkeys();
|
||||||
|
// Draws the transform gizmo on the selection, and applies any change made
|
||||||
|
// with it. `view` is the editor camera's, and `aspect` the viewport's
|
||||||
|
// width over its height.
|
||||||
|
void drawGizmo(const glm::mat4& view, float aspect);
|
||||||
|
void drawSelection(const ViewportTransform& viewport);
|
||||||
|
void frameSelection();
|
||||||
|
|
||||||
|
// The bounds of the entity's mesh in the mesh's own space, if it has one.
|
||||||
|
std::optional<sophia::AABB> getMeshBounds(sophia::Entity entity);
|
||||||
|
|
||||||
|
// The entity drawn in front along `ray`, or a null Entity. Only meshes and
|
||||||
|
// sprites can be hit.
|
||||||
|
sophia::Entity pick(const Ray& ray);
|
||||||
|
|
||||||
|
sophia::UI& ui;
|
||||||
|
sophia::ResourceRegistryRef resources;
|
||||||
|
EditorContext& context;
|
||||||
|
sophia::SceneViewRegistry& sceneViews;
|
||||||
|
sophia::SceneViewHandle view;
|
||||||
|
sophia::RenderTargetHandle target;
|
||||||
|
sophia::Entity camera;
|
||||||
|
|
||||||
|
EditorCamera editorCamera;
|
||||||
|
|
||||||
|
GizmoOperation gizmoOperation = GizmoOperation::Translate;
|
||||||
|
// Whether the gizmo works along the entity's own axes or the world's.
|
||||||
|
bool gizmoLocal = true;
|
||||||
|
// Whether the viewport button was active last frame, i.e. a camera drag or
|
||||||
|
// click is under way, which the gizmo mustn't interrupt.
|
||||||
|
bool viewportActive = false;
|
||||||
|
|
||||||
|
bool showGrid = true;
|
||||||
|
// Set while a drag that started on the selected entity is moving it.
|
||||||
|
bool dragging = false;
|
||||||
|
};
|
||||||
@@ -1,202 +0,0 @@
|
|||||||
#include "viewport_panel.hpp"
|
|
||||||
|
|
||||||
#include <imgui.h>
|
|
||||||
|
|
||||||
#include <array>
|
|
||||||
#include <optional>
|
|
||||||
#include <sophia/components.hpp>
|
|
||||||
#include <tuple>
|
|
||||||
|
|
||||||
namespace {
|
|
||||||
|
|
||||||
// Corners of the unit quad a SpriteComponent's model matrix maps to world.
|
|
||||||
constexpr std::array<glm::vec2, 4> UNIT_QUAD{
|
|
||||||
glm::vec2{0.f, 0.f}, glm::vec2{1.f, 0.f}, glm::vec2{1.f, 1.f},
|
|
||||||
glm::vec2{0.f, 1.f}};
|
|
||||||
|
|
||||||
const ImU32 SELECTION_COLOR = IM_COL32(255, 170, 40, 255);
|
|
||||||
|
|
||||||
} // namespace
|
|
||||||
|
|
||||||
ImVec2 ViewportPanel::ViewportTransform::worldToScreen(
|
|
||||||
const glm::vec3& world) const {
|
|
||||||
glm::vec4 clip = viewProjection * glm::vec4{world, 1.f};
|
|
||||||
glm::vec2 ndc = glm::vec2{clip} / clip.w;
|
|
||||||
// Vulkan NDC has +y pointing down, same as the screen.
|
|
||||||
return {origin.x + (ndc.x * 0.5f + 0.5f) * size.x,
|
|
||||||
origin.y + (ndc.y * 0.5f + 0.5f) * size.y};
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec2 ViewportPanel::ViewportTransform::screenToWorld(
|
|
||||||
const ImVec2& screen) const {
|
|
||||||
glm::vec2 ndc{(screen.x - origin.x) / size.x * 2.f - 1.f,
|
|
||||||
(screen.y - origin.y) / size.y * 2.f - 1.f};
|
|
||||||
glm::vec4 world = inverseViewProjection * glm::vec4{ndc, 0.f, 1.f};
|
|
||||||
return glm::vec2{world} / world.w;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ViewportPanel::onUpdate(const sophia::FrameInfo&) {
|
|
||||||
drawToolbar();
|
|
||||||
ImGui::Separator();
|
|
||||||
|
|
||||||
const ImVec2 origin = ImGui::GetCursorScreenPos();
|
|
||||||
const ImVec2 size = ImGui::GetContentRegionAvail();
|
|
||||||
if (size.x < 1.0f || size.y < 1.0f) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ui.image(target);
|
|
||||||
|
|
||||||
// The image doesn't take mouse input, so without this, dragging in it
|
|
||||||
// would drag the window instead.
|
|
||||||
ImGui::SetCursorScreenPos(origin);
|
|
||||||
ImGui::InvisibleButton("##viewport", size);
|
|
||||||
|
|
||||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
|
||||||
drawList->PushClipRect(origin, ImVec2(origin.x + size.x, origin.y + size.y),
|
|
||||||
true);
|
|
||||||
|
|
||||||
if (showGrid) {
|
|
||||||
drawGrid(origin, size);
|
|
||||||
}
|
|
||||||
|
|
||||||
sophia::Entity camera = scene.getActiveCamera();
|
|
||||||
if (camera && camera.hasComponent<sophia::CameraComponent>()) {
|
|
||||||
// Use the panel's size rather than the target's: the target is resized
|
|
||||||
// a frame late, and the mouse is over the panel.
|
|
||||||
float aspect = size.x / size.y;
|
|
||||||
glm::mat4 viewProjection =
|
|
||||||
camera.getComponent<sophia::CameraComponent>().getViewProjection(
|
|
||||||
camera.getComponent<sophia::TransformComponent>(), aspect);
|
|
||||||
|
|
||||||
ViewportTransform viewport{origin, size, viewProjection,
|
|
||||||
glm::inverse(viewProjection)};
|
|
||||||
handleInput(viewport);
|
|
||||||
drawSelection(viewport);
|
|
||||||
}
|
|
||||||
|
|
||||||
drawList->PopClipRect();
|
|
||||||
|
|
||||||
ImGui::SetCursorScreenPos(ImVec2(origin.x + 8.0f, origin.y + 8.0f));
|
|
||||||
ImGui::TextDisabled("%.0f x %.0f", size.x, size.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ViewportPanel::drawToolbar() {
|
|
||||||
const struct {
|
|
||||||
const char* label;
|
|
||||||
GizmoMode mode;
|
|
||||||
} modes[] = {{"Move", GizmoMode::Move},
|
|
||||||
{"Rotate", GizmoMode::Rotate},
|
|
||||||
{"Scale", GizmoMode::Scale}};
|
|
||||||
|
|
||||||
for (const auto& entry : modes) {
|
|
||||||
if (ImGui::RadioButton(entry.label, gizmoMode == entry.mode)) {
|
|
||||||
gizmoMode = entry.mode;
|
|
||||||
}
|
|
||||||
ImGui::SameLine();
|
|
||||||
}
|
|
||||||
ImGui::Checkbox("Grid", &showGrid);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ViewportPanel::drawGrid(ImVec2 origin, ImVec2 size) {
|
|
||||||
constexpr float GRID_STEP = 40.0f;
|
|
||||||
const ImU32 gridColor = IM_COL32(255, 255, 255, 18);
|
|
||||||
const ImVec2 end(origin.x + size.x, origin.y + size.y);
|
|
||||||
|
|
||||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
|
||||||
for (float x = GRID_STEP; x < size.x; x += GRID_STEP) {
|
|
||||||
drawList->AddLine(ImVec2(origin.x + x, origin.y),
|
|
||||||
ImVec2(origin.x + x, end.y), gridColor);
|
|
||||||
}
|
|
||||||
for (float y = GRID_STEP; y < size.y; y += GRID_STEP) {
|
|
||||||
drawList->AddLine(ImVec2(origin.x, origin.y + y),
|
|
||||||
ImVec2(end.x, origin.y + y), gridColor);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void ViewportPanel::handleInput(const ViewportTransform& viewport) {
|
|
||||||
const ImGuiIO& io = ImGui::GetIO();
|
|
||||||
|
|
||||||
if (ImGui::IsItemActivated()) {
|
|
||||||
selected = pick(viewport.screenToWorld(io.MousePos));
|
|
||||||
dragging = selected && gizmoMode == GizmoMode::Move;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!ImGui::IsItemActive()) {
|
|
||||||
dragging = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (dragging && (io.MouseDelta.x != 0.f || io.MouseDelta.y != 0.f)) {
|
|
||||||
ImVec2 previous(io.MousePos.x - io.MouseDelta.x,
|
|
||||||
io.MousePos.y - io.MouseDelta.y);
|
|
||||||
glm::vec2 delta =
|
|
||||||
viewport.screenToWorld(io.MousePos) - viewport.screenToWorld(previous);
|
|
||||||
|
|
||||||
auto& transform = selected.getComponent<sophia::TransformComponent>();
|
|
||||||
transform.position.x += delta.x;
|
|
||||||
transform.position.y += delta.y;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void ViewportPanel::drawSelection(const ViewportTransform& viewport) {
|
|
||||||
if (!selected) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
|
||||||
const auto& transform = selected.getComponent<sophia::TransformComponent>();
|
|
||||||
|
|
||||||
if (selected.hasComponent<sophia::SpriteComponent>()) {
|
|
||||||
glm::mat4 model =
|
|
||||||
selected.getComponent<sophia::SpriteComponent>().getModel(transform);
|
|
||||||
|
|
||||||
std::array<ImVec2, 4> corners;
|
|
||||||
for (size_t i = 0; i < UNIT_QUAD.size(); i++) {
|
|
||||||
corners[i] = viewport.worldToScreen(
|
|
||||||
glm::vec3{model * glm::vec4{UNIT_QUAD[i], 0.f, 1.f}});
|
|
||||||
}
|
|
||||||
drawList->AddQuad(corners[0], corners[1], corners[2], corners[3],
|
|
||||||
SELECTION_COLOR, 2.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Mark the transform's position (the sprite's pivot), which is also all
|
|
||||||
// there is to show for entities without a sprite, such as the camera.
|
|
||||||
ImVec2 center = viewport.worldToScreen(transform.position);
|
|
||||||
drawList->AddCircle(center, 4.0f, SELECTION_COLOR, 0, 2.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
sophia::Entity ViewportPanel::pick(glm::vec2 world) {
|
|
||||||
sophia::Entity best;
|
|
||||||
std::optional<std::tuple<sophia::s32, float>> bestOrder;
|
|
||||||
|
|
||||||
scene.forEachEntity([&](sophia::Entity entity) {
|
|
||||||
if (!entity.hasComponent<sophia::SpriteComponent>()) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
const auto& transform = entity.getComponent<sophia::TransformComponent>();
|
|
||||||
const auto& sprite = entity.getComponent<sophia::SpriteComponent>();
|
|
||||||
|
|
||||||
glm::mat4 model = sprite.getModel(transform);
|
|
||||||
// Zero size or scale; nothing to hit.
|
|
||||||
if (glm::determinant(model) == 0.f) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::vec4 local =
|
|
||||||
glm::inverse(model) * glm::vec4{world, transform.position.z, 1.f};
|
|
||||||
if (local.x < 0.f || local.x > 1.f || local.y < 0.f || local.y > 1.f) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Same ordering the renderer draws in, so this is the one on top.
|
|
||||||
std::tuple order{sprite.sortOrder, transform.position.z};
|
|
||||||
if (!bestOrder || order >= *bestOrder) {
|
|
||||||
best = entity;
|
|
||||||
bestOrder = order;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
return best;
|
|
||||||
}
|
|
||||||
@@ -1,64 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <sophia/entity.hpp>
|
|
||||||
#include <sophia/frame_info.hpp>
|
|
||||||
#include <sophia/handles.hpp>
|
|
||||||
#include <sophia/math.hpp>
|
|
||||||
#include <sophia/scene.hpp>
|
|
||||||
#include <sophia/ui/panel.hpp>
|
|
||||||
#include <sophia/ui/ui.hpp>
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Shows the scene through its active camera. Click a sprite to select it,
|
|
||||||
* drag it to move it (in Move mode).
|
|
||||||
*
|
|
||||||
* Picking and moving are 2D: they assume an orthographic camera rotated only
|
|
||||||
* around Z, and work in the z = 0 plane.
|
|
||||||
*/
|
|
||||||
class ViewportPanel : public sophia::Panel {
|
|
||||||
public:
|
|
||||||
ViewportPanel(sophia::UI& ui, sophia::RenderTargetHandle target,
|
|
||||||
sophia::Scene& scene, sophia::Entity& selected)
|
|
||||||
: Panel{{.name = "Viewport",
|
|
||||||
.windowFlags = ImGuiWindowFlags_NoScrollbar |
|
|
||||||
ImGuiWindowFlags_NoScrollWithMouse}},
|
|
||||||
ui{ui},
|
|
||||||
target{target},
|
|
||||||
scene{scene},
|
|
||||||
selected{selected} {}
|
|
||||||
|
|
||||||
void onUpdate(const sophia::FrameInfo& frameInfo) override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
// Where the scene image is on screen this frame, and the camera looking
|
|
||||||
// through it.
|
|
||||||
struct ViewportTransform {
|
|
||||||
ImVec2 origin;
|
|
||||||
ImVec2 size;
|
|
||||||
glm::mat4 viewProjection;
|
|
||||||
glm::mat4 inverseViewProjection;
|
|
||||||
|
|
||||||
ImVec2 worldToScreen(const glm::vec3& world) const;
|
|
||||||
glm::vec2 screenToWorld(const ImVec2& screen) const;
|
|
||||||
};
|
|
||||||
|
|
||||||
void drawToolbar();
|
|
||||||
void drawGrid(ImVec2 origin, ImVec2 size);
|
|
||||||
void handleInput(const ViewportTransform& viewport);
|
|
||||||
void drawSelection(const ViewportTransform& viewport);
|
|
||||||
|
|
||||||
// The top-most sprite under `world`, or a null Entity.
|
|
||||||
sophia::Entity pick(glm::vec2 world);
|
|
||||||
|
|
||||||
sophia::UI& ui;
|
|
||||||
sophia::RenderTargetHandle target;
|
|
||||||
sophia::Scene& scene;
|
|
||||||
sophia::Entity& selected;
|
|
||||||
|
|
||||||
enum class GizmoMode { Move, Rotate, Scale };
|
|
||||||
|
|
||||||
GizmoMode gizmoMode = GizmoMode::Move;
|
|
||||||
bool showGrid = true;
|
|
||||||
// Set while a drag that started on the selected entity is moving it.
|
|
||||||
bool dragging = false;
|
|
||||||
};
|
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <sophia/util/logger.hpp>
|
||||||
|
|
||||||
|
template <typename... Args>
|
||||||
|
void log(Args... args) {
|
||||||
|
sophia::log::print("\033[1;38;2;170;90;255m[editor]\033[0m", args...);
|
||||||
|
}
|
||||||
@@ -0,0 +1,30 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <array>
|
||||||
|
#include <sophia/math.hpp>
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
/** @brief Axis-Aligned Bounding Box
|
||||||
|
*
|
||||||
|
* An axis-aligned box, from its smallest corner to its largest.
|
||||||
|
*/
|
||||||
|
struct AABB {
|
||||||
|
vec3 min{0.f, 0.f, 0.f};
|
||||||
|
vec3 max{0.f, 0.f, 0.f};
|
||||||
|
|
||||||
|
vec3 getCenter() const { return (min + max) * 0.5f; }
|
||||||
|
vec3 getSize() const { return max - min; }
|
||||||
|
|
||||||
|
// The 8 corners. Bit 0 of the index picks x from max, bit 1 y, bit 2 z.
|
||||||
|
std::array<vec3, 8> getCorners() const {
|
||||||
|
std::array<vec3, 8> corners;
|
||||||
|
for (int i = 0; i < 8; i++) {
|
||||||
|
corners[i] = {(i & 1) ? max.x : min.x, (i & 2) ? max.y : min.y,
|
||||||
|
(i & 4) ? max.z : min.z};
|
||||||
|
}
|
||||||
|
return corners;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -3,7 +3,6 @@
|
|||||||
#include <cstdlib>
|
#include <cstdlib>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <sophia/camera_2d.hpp>
|
|
||||||
#include <sophia/canvas.hpp>
|
#include <sophia/canvas.hpp>
|
||||||
#include <sophia/console/console_command_registry.hpp>
|
#include <sophia/console/console_command_registry.hpp>
|
||||||
#include <sophia/frame_info.hpp>
|
#include <sophia/frame_info.hpp>
|
||||||
@@ -53,7 +52,6 @@ class Application {
|
|||||||
DebugUI& debugUI() { return this->_debugUI; }
|
DebugUI& debugUI() { return this->_debugUI; }
|
||||||
|
|
||||||
Canvas canvas;
|
Canvas canvas;
|
||||||
Camera2D camera;
|
|
||||||
std::vector<std::string> args;
|
std::vector<std::string> args;
|
||||||
|
|
||||||
ConsoleCommandRegistry consoleCommandRegistry;
|
ConsoleCommandRegistry consoleCommandRegistry;
|
||||||
|
|||||||
@@ -1,28 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include <sophia/math.hpp>
|
|
||||||
|
|
||||||
namespace sophia {
|
|
||||||
|
|
||||||
class Camera2D {
|
|
||||||
public:
|
|
||||||
glm::vec2 position{0.f, 0.f};
|
|
||||||
|
|
||||||
void setProjection(float left, float right, float bottom, float top) {
|
|
||||||
projection = glm::ortho(left, right, bottom, top);
|
|
||||||
}
|
|
||||||
|
|
||||||
const glm::mat4& getProjection() const { return projection; }
|
|
||||||
|
|
||||||
glm::mat4 getView() const {
|
|
||||||
return glm::translate(glm::mat4(1.f), glm::vec3(-position, 0.f));
|
|
||||||
}
|
|
||||||
|
|
||||||
glm::mat4 getViewProjection() const { return projection * getView(); }
|
|
||||||
|
|
||||||
private:
|
|
||||||
glm::mat4 projection{1.f};
|
|
||||||
};
|
|
||||||
|
|
||||||
} // namespace sophia
|
|
||||||
@@ -43,8 +43,15 @@ struct TransformComponent {
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Draws a mesh, placed by the entity's TransformComponent. Opaque and unlit
|
||||||
|
* for now.
|
||||||
|
*/
|
||||||
struct MeshComponent {
|
struct MeshComponent {
|
||||||
MeshHandle handle;
|
MeshHandle handle;
|
||||||
|
// Multiplied with the mesh's vertex colors. Alpha is ignored. Stands in for
|
||||||
|
// a material until there are materials.
|
||||||
|
glm::vec4 color{1.f, 1.f, 1.f, 1.f};
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -58,13 +65,17 @@ struct SpriteComponent {
|
|||||||
|
|
||||||
// Size in world units, before the transform's scale.
|
// Size in world units, before the transform's scale.
|
||||||
glm::vec2 size{1.f, 1.f};
|
glm::vec2 size{1.f, 1.f};
|
||||||
// Point on the sprite, from (0, 0) to (1, 1) across its size, that sits at
|
// Point on the sprite, from (0, 0) at its bottom-left to (1, 1) at its
|
||||||
// the transform's position and that it rotates around.
|
// top-right, that sits at the transform's position and that it rotates
|
||||||
|
// around.
|
||||||
glm::vec2 pivot{0.5f, 0.5f};
|
glm::vec2 pivot{0.5f, 0.5f};
|
||||||
// Region of the texture to draw, as normalized (u0, v0, u1, v1).
|
// Region of the texture to draw, as normalized (u0, v0, u1, v1) with
|
||||||
|
// (0, 0) at the texture's top-left.
|
||||||
glm::vec4 uvRect{0.f, 0.f, 1.f, 1.f};
|
glm::vec4 uvRect{0.f, 0.f, 1.f, 1.f};
|
||||||
|
|
||||||
// Higher draws on top. Ties are broken by the transform's position.z.
|
// Higher draws on top, whatever the depth. Sprites with the same sortOrder
|
||||||
|
// draw back to front from the camera; the transform's position.z is depth
|
||||||
|
// like any other axis, not a layer.
|
||||||
s32 sortOrder = 0;
|
s32 sortOrder = 0;
|
||||||
|
|
||||||
// Maps the unit quad (0, 0)-(1, 1) to world space: to the sprite's
|
// Maps the unit quad (0, 0)-(1, 1) to world space: to the sprite's
|
||||||
@@ -79,8 +90,8 @@ struct SpriteComponent {
|
|||||||
struct CameraComponent {
|
struct CameraComponent {
|
||||||
struct Orthographic {
|
struct Orthographic {
|
||||||
float height = 10.f;
|
float height = 10.f;
|
||||||
float nearPlane = -1.f;
|
float nearPlane = -1000.f;
|
||||||
float farPlane = 1.f;
|
float farPlane = 1000.f;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Perspective {
|
struct Perspective {
|
||||||
@@ -95,25 +106,37 @@ struct CameraComponent {
|
|||||||
Orthographic ortho;
|
Orthographic ortho;
|
||||||
Perspective perspective;
|
Perspective perspective;
|
||||||
|
|
||||||
|
// View -> clip space. World +Y is up on screen: Vulkan's clip space has +Y
|
||||||
|
// pointing down, so the projection flips it.
|
||||||
glm::mat4 getProjection(float aspect) const {
|
glm::mat4 getProjection(float aspect) const {
|
||||||
|
glm::mat4 result;
|
||||||
if (projection == Projection::Perspective) {
|
if (projection == Projection::Perspective) {
|
||||||
return glm::perspective(perspective.fov, aspect, perspective.nearPlane,
|
result = glm::perspective(perspective.fov, aspect, perspective.nearPlane,
|
||||||
perspective.farPlane);
|
perspective.farPlane);
|
||||||
|
} else {
|
||||||
|
float halfHeight = ortho.height / 2.f;
|
||||||
|
float halfWidth = halfHeight * aspect;
|
||||||
|
result = glm::ortho(-halfWidth, halfWidth, -halfHeight, halfHeight,
|
||||||
|
ortho.nearPlane, ortho.farPlane);
|
||||||
}
|
}
|
||||||
|
|
||||||
float halfHeight = ortho.height / 2.f;
|
result[1][1] *= -1.f;
|
||||||
float halfWidth = halfHeight * aspect;
|
return result;
|
||||||
return glm::ortho(-halfWidth, halfWidth, -halfHeight, halfHeight,
|
|
||||||
ortho.nearPlane, ortho.farPlane);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// World -> clip space for this camera placed by `transform`. The view
|
// World -> view space for this camera placed by `transform`. Ignores the
|
||||||
// ignores the transform's scale; zoom is the projection's job.
|
// transform's scale; zoom is the projection's job. The camera looks down
|
||||||
glm::mat4 getViewProjection(const TransformComponent& transform,
|
// view-space -Z.
|
||||||
float aspect) const {
|
static glm::mat4 getView(const TransformComponent& transform) {
|
||||||
glm::mat4 world = glm::translate(glm::mat4{1.f}, transform.position) *
|
glm::mat4 world = glm::translate(glm::mat4{1.f}, transform.position) *
|
||||||
glm::mat4_cast(transform.rotation);
|
glm::mat4_cast(transform.rotation);
|
||||||
return getProjection(aspect) * glm::inverse(world);
|
return glm::inverse(world);
|
||||||
|
}
|
||||||
|
|
||||||
|
// World -> clip space for this camera placed by `transform`.
|
||||||
|
glm::mat4 getViewProjection(const TransformComponent& transform,
|
||||||
|
float aspect) const {
|
||||||
|
return getProjection(aspect) * getView(transform);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <sophia/camera_2d.hpp>
|
|
||||||
#include <sophia/math.hpp>
|
#include <sophia/math.hpp>
|
||||||
#include <sophia/types.hpp>
|
#include <sophia/types.hpp>
|
||||||
|
|
||||||
@@ -11,7 +10,6 @@ struct FrameInfo {
|
|||||||
double elapsedTime;
|
double elapsedTime;
|
||||||
double deltaTime;
|
double deltaTime;
|
||||||
glm::vec2 currentFramebufferExtent;
|
glm::vec2 currentFramebufferExtent;
|
||||||
const Camera2D& camera;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace sophia
|
} // namespace sophia
|
||||||
|
|||||||
@@ -0,0 +1,29 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <sophia/math.hpp>
|
||||||
|
#include <sophia/types.hpp>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
// Layout must match the per-vertex inputs in mesh.vert.
|
||||||
|
struct MeshVertex {
|
||||||
|
vec3 position{0.f, 0.f, 0.f};
|
||||||
|
vec3 normal{0.f, 0.f, 1.f};
|
||||||
|
// Texture coordinates, with (0, 0) at the texture's top-left.
|
||||||
|
vec2 uv{0.f, 0.f};
|
||||||
|
vec4 color{1.f, 1.f, 1.f, 1.f};
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Geometry on the CPU, uploaded with `resources().create<Mesh>(data)`.
|
||||||
|
* Triangles wind counter-clockwise when seen from the front; back faces are
|
||||||
|
* culled. See primitives.hpp for ready-made shapes.
|
||||||
|
*/
|
||||||
|
struct MeshData {
|
||||||
|
std::vector<MeshVertex> vertices;
|
||||||
|
// Empty draws the vertices in order, three per triangle.
|
||||||
|
std::vector<u32> indices;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <sophia/math.hpp>
|
||||||
|
#include <sophia/mesh_data.hpp>
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ready-made shapes, centered on the origin. They return MeshData rather than
|
||||||
|
* a mesh so they can be adjusted before uploading:
|
||||||
|
*
|
||||||
|
* MeshHandle cube = resources().create<Mesh>(primitives::cube());
|
||||||
|
*/
|
||||||
|
namespace sophia::primitives {
|
||||||
|
|
||||||
|
// An axis-aligned cube `size` across. Each face has its own four vertices so
|
||||||
|
// it gets its own normal and UVs.
|
||||||
|
MeshData cube(float size = 1.f, vec4 color = vec4{1.f});
|
||||||
|
|
||||||
|
} // namespace sophia::primitives
|
||||||
@@ -1,8 +1,9 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <sophia/canvas.hpp>
|
#include <sophia/aabb.hpp>
|
||||||
#include <sophia/handles.hpp>
|
#include <sophia/handles.hpp>
|
||||||
#include <sophia/math.hpp>
|
#include <sophia/math.hpp>
|
||||||
|
#include <sophia/mesh_data.hpp>
|
||||||
#include <sophia/types.hpp>
|
#include <sophia/types.hpp>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <type_traits>
|
#include <type_traits>
|
||||||
@@ -28,6 +29,10 @@ class ResourceRegistryRef {
|
|||||||
glm::vec2 getExtent(RenderTargetHandle handle) const;
|
glm::vec2 getExtent(RenderTargetHandle handle) const;
|
||||||
glm::vec2 getExtent(TextureHandle handle) const;
|
glm::vec2 getExtent(TextureHandle handle) const;
|
||||||
|
|
||||||
|
// In the mesh's own space.
|
||||||
|
AABB getBounds(MeshHandle handle) const;
|
||||||
|
|
||||||
|
bool isAlive(MeshHandle handle) const;
|
||||||
bool isAlive(RenderTargetHandle handle) const;
|
bool isAlive(RenderTargetHandle handle) const;
|
||||||
bool isAlive(TextureHandle handle) const;
|
bool isAlive(TextureHandle handle) const;
|
||||||
|
|
||||||
@@ -40,9 +45,7 @@ class ResourceRegistryRef {
|
|||||||
explicit ResourceRegistryRef(ResourceRegistry& registry)
|
explicit ResourceRegistryRef(ResourceRegistry& registry)
|
||||||
: registry{®istry} {}
|
: registry{®istry} {}
|
||||||
|
|
||||||
MeshHandle createResource(std::type_identity<Mesh>,
|
MeshHandle createResource(std::type_identity<Mesh>, const MeshData& data);
|
||||||
std::vector<CanvasVertex> vertices,
|
|
||||||
std::vector<u32> indices = {});
|
|
||||||
|
|
||||||
RenderTargetHandle createResource(std::type_identity<RenderTarget>,
|
RenderTargetHandle createResource(std::type_identity<RenderTarget>,
|
||||||
u32 width = 1, u32 height = 1);
|
u32 width = 1, u32 height = 1);
|
||||||
|
|||||||
@@ -25,12 +25,20 @@ class Scene {
|
|||||||
Entity getActiveCamera();
|
Entity getActiveCamera();
|
||||||
void setActiveCamera(Entity camera);
|
void setActiveCamera(Entity camera);
|
||||||
|
|
||||||
|
bool isVisible() const { return this->visible; }
|
||||||
|
void setVisible(bool visible) { this->visible = visible; }
|
||||||
|
|
||||||
|
bool isActive() const { return this->active; }
|
||||||
|
void setActive(bool active) { this->active = active; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
friend class Entity;
|
friend class Entity;
|
||||||
friend class SceneRenderer; // !TEMP remove this
|
friend class SceneRenderer; // !TEMP remove this
|
||||||
|
|
||||||
entt::registry registry;
|
entt::registry registry;
|
||||||
entt::entity activeCamera = entt::null;
|
entt::entity activeCamera = entt::null;
|
||||||
|
bool visible = true;
|
||||||
|
bool active = true;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace sophia
|
} // namespace sophia
|
||||||
|
|||||||
@@ -19,8 +19,11 @@ struct SceneView {
|
|||||||
SceneHandle scene = INVALID_HANDLE;
|
SceneHandle scene = INVALID_HANDLE;
|
||||||
RenderTargetHandle target =
|
RenderTargetHandle target =
|
||||||
INVALID_HANDLE; // null implies render to swapchain
|
INVALID_HANDLE; // null implies render to swapchain
|
||||||
Entity camera; // null implies use scene's active camera
|
// Null implies the scene's active camera. May belong to another scene,
|
||||||
|
// e.g. an editor camera that isn't part of the scene being shown.
|
||||||
|
Entity camera;
|
||||||
|
|
||||||
|
// TODO(#76): not used yet; every view renders to its whole target.
|
||||||
vec4 viewport{0.0f, 0.0f, 1.0f, 1.0f};
|
vec4 viewport{0.0f, 0.0f, 1.0f, 1.0f};
|
||||||
|
|
||||||
vec4 clearColor{0.f, 0.f, 0.f, 1.f};
|
vec4 clearColor{0.f, 0.f, 0.f, 1.f};
|
||||||
|
|||||||
@@ -48,6 +48,7 @@ class Panel {
|
|||||||
bool isLocked() const { return config.locked; }
|
bool isLocked() const { return config.locked; }
|
||||||
|
|
||||||
bool isVisible() const { return this->visible; }
|
bool isVisible() const { return this->visible; }
|
||||||
|
bool isShown() const { return this->visible && this->shown; }
|
||||||
void setVisible(bool visible) { this->visible = visible; }
|
void setVisible(bool visible) { this->visible = visible; }
|
||||||
void toggleVisible() { this->visible = !this->visible; }
|
void toggleVisible() { this->visible = !this->visible; }
|
||||||
|
|
||||||
@@ -55,6 +56,7 @@ class Panel {
|
|||||||
virtual void onUpdate(const FrameInfo& frameInfo) = 0;
|
virtual void onUpdate(const FrameInfo& frameInfo) = 0;
|
||||||
|
|
||||||
bool visible = true;
|
bool visible = true;
|
||||||
|
bool shown = false;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Config config;
|
Config config;
|
||||||
|
|||||||
@@ -5,6 +5,7 @@
|
|||||||
* using namespace sophia;
|
* using namespace sophia;
|
||||||
* log::fatal("fatal message")
|
* log::fatal("fatal message")
|
||||||
* log::info("Infomation message")
|
* log::info("Infomation message")
|
||||||
|
* log::print("no prefix, just the message")
|
||||||
*
|
*
|
||||||
* TODO Impl some form of log error handling
|
* TODO Impl some form of log error handling
|
||||||
*/
|
*/
|
||||||
@@ -122,4 +123,24 @@ void trace(Args... args) {
|
|||||||
log(LEVEL::TRACE, args...);
|
log(LEVEL::TRACE, args...);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Like the functions above, but with no "[LEVEL]" prefix: just the arguments,
|
||||||
|
// separated by spaces, then a newline. With none, an empty line.
|
||||||
|
inline void print() {
|
||||||
|
#ifndef NDEBUG
|
||||||
|
std::cout << std::endl;
|
||||||
|
#endif // !NDEBUG
|
||||||
|
}
|
||||||
|
|
||||||
|
template <typename First, typename... Rest>
|
||||||
|
void print(First first, Rest... rest) {
|
||||||
|
#ifndef NDEBUG
|
||||||
|
std::cout << first;
|
||||||
|
((std::cout << ' ' << rest), ...);
|
||||||
|
std::cout << std::endl;
|
||||||
|
#else
|
||||||
|
(void)first;
|
||||||
|
(void)std::initializer_list<int>{((void)rest, 0)...};
|
||||||
|
#endif // !NDEBUG
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace sophia::log
|
} // namespace sophia::log
|
||||||
|
|||||||
+81
-28
@@ -5,7 +5,9 @@
|
|||||||
#include <chrono>
|
#include <chrono>
|
||||||
#include <cstddef>
|
#include <cstddef>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <map>
|
#include <map>
|
||||||
|
#include <optional>
|
||||||
#include <set>
|
#include <set>
|
||||||
#include <sophia/application.hpp>
|
#include <sophia/application.hpp>
|
||||||
#include <sophia/util/logger.hpp>
|
#include <sophia/util/logger.hpp>
|
||||||
@@ -92,8 +94,9 @@ class Application::Impl {
|
|||||||
|
|
||||||
imguiRenderer.setDefaultLayout(panelRegistry.getDefaultLayout());
|
imguiRenderer.setDefaultLayout(panelRegistry.getDefaultLayout());
|
||||||
|
|
||||||
// Views already warned about having no camera, so each warns once.
|
// Views already warned about, so each warns once.
|
||||||
std::set<SceneViewHandle> viewsWithoutCamera;
|
std::set<SceneViewHandle> viewsWithoutCamera;
|
||||||
|
std::set<SceneViewHandle> viewsOverwritingOthers;
|
||||||
|
|
||||||
auto startTime = std::chrono::high_resolution_clock::now();
|
auto startTime = std::chrono::high_resolution_clock::now();
|
||||||
auto currentTime = startTime;
|
auto currentTime = startTime;
|
||||||
@@ -117,17 +120,20 @@ class Application::Impl {
|
|||||||
vk::Extent2D extent = renderContext.getExtent();
|
vk::Extent2D extent = renderContext.getExtent();
|
||||||
FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
|
FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
|
||||||
glm::vec2(static_cast<float>(extent.width),
|
glm::vec2(static_cast<float>(extent.width),
|
||||||
static_cast<float>(extent.height)),
|
static_cast<float>(extent.height))};
|
||||||
this->application.camera};
|
|
||||||
{
|
{
|
||||||
ZoneScopedN("Application::onUpdate");
|
ZoneScopedN("Application::onUpdate");
|
||||||
this->application.onUpdate(frameInfo);
|
this->application.onUpdate(frameInfo);
|
||||||
}
|
}
|
||||||
this->application.camera.setProjection(
|
|
||||||
-frameInfo.currentFramebufferExtent.x / 2.f,
|
// Canvas draws in window pixels, origin at the center.
|
||||||
frameInfo.currentFramebufferExtent.x / 2.f,
|
// TODO: replace with Debug/Gizmos drawn into scene views through their
|
||||||
-frameInfo.currentFramebufferExtent.y / 2.f,
|
// cameras.
|
||||||
frameInfo.currentFramebufferExtent.y / 2.f);
|
glm::mat4 canvasProjection =
|
||||||
|
glm::ortho(-frameInfo.currentFramebufferExtent.x / 2.f,
|
||||||
|
frameInfo.currentFramebufferExtent.x / 2.f,
|
||||||
|
-frameInfo.currentFramebufferExtent.y / 2.f,
|
||||||
|
frameInfo.currentFramebufferExtent.y / 2.f);
|
||||||
|
|
||||||
vk::CommandBuffer commandBuffer = renderContext.beginFrame();
|
vk::CommandBuffer commandBuffer = renderContext.beginFrame();
|
||||||
if (!commandBuffer) {
|
if (!commandBuffer) {
|
||||||
@@ -152,37 +158,79 @@ class Application::Impl {
|
|||||||
this->drawCalls.end());
|
this->drawCalls.end());
|
||||||
this->drawCalls.clear();
|
this->drawCalls.clear();
|
||||||
|
|
||||||
RenderGraph graph;
|
RenderGraph graph{renderContext.getTracyContext()};
|
||||||
ImageRef backbuffer =
|
ImageRef backbuffer =
|
||||||
graph.importImage(renderContext.getCurrentImage(), Access::Present);
|
graph.importImage(renderContext.getCurrentImage(), Access::Present);
|
||||||
|
|
||||||
std::map<RenderTargetHandle, ImageRef> viewTargets;
|
struct ViewTarget {
|
||||||
|
ImageRef color;
|
||||||
|
ImageRef depth;
|
||||||
|
};
|
||||||
|
std::map<RenderTargetHandle, ViewTarget> viewTargets;
|
||||||
|
// Views without a target render straight into the backbuffer.
|
||||||
|
std::optional<ViewTarget> swapchainTarget;
|
||||||
for (SceneViewHandle handle : sceneViewRegistry.GetRenderQueue()) {
|
for (SceneViewHandle handle : sceneViewRegistry.GetRenderQueue()) {
|
||||||
const SceneView& view = sceneViewRegistry.peek(handle);
|
const SceneView& view = sceneViewRegistry.peek(handle);
|
||||||
|
bool toSwapchain = !view.target.isValid();
|
||||||
if (!sceneRegistry.isAlive(view.scene) ||
|
if (!sceneRegistry.isAlive(view.scene) ||
|
||||||
!renderTargetPool.isAlive(view.target)) {
|
!sceneRegistry.get(view.scene).isVisible() ||
|
||||||
|
(!toSwapchain && !renderTargetPool.isAlive(view.target))) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto [it, inserted] = viewTargets.try_emplace(view.target);
|
ViewTarget target;
|
||||||
if (inserted) {
|
vk::Extent2D targetExtent;
|
||||||
it->second =
|
// Whether this is the first view this frame to render to its target.
|
||||||
graph.importImage(renderTargetPool.get(view.target).getImage(),
|
bool firstOnTarget = false;
|
||||||
Access::SampledRead);
|
if (toSwapchain) {
|
||||||
|
firstOnTarget = !swapchainTarget;
|
||||||
|
if (!swapchainTarget) {
|
||||||
|
swapchainTarget = {
|
||||||
|
backbuffer,
|
||||||
|
graph.importImage(renderContext.getCurrentDepthImage(),
|
||||||
|
Access::DepthWrite)};
|
||||||
|
}
|
||||||
|
target = *swapchainTarget;
|
||||||
|
targetExtent = renderContext.getExtent();
|
||||||
|
} else {
|
||||||
|
RenderTarget& renderTarget = renderTargetPool.get(view.target);
|
||||||
|
auto [it, inserted] = viewTargets.try_emplace(view.target);
|
||||||
|
firstOnTarget = inserted;
|
||||||
|
if (inserted) {
|
||||||
|
it->second = {
|
||||||
|
graph.importImage(renderTarget.getImage(), Access::SampledRead),
|
||||||
|
graph.importImage(renderTarget.getDepthImage(),
|
||||||
|
Access::DepthWrite)};
|
||||||
|
}
|
||||||
|
target = it->second;
|
||||||
|
targetExtent = renderTarget.getExtent();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!firstOnTarget && hasFlag(view.clearFlags, ClearFlags::Color) &&
|
||||||
|
viewsOverwritingOthers.insert(handle).second) {
|
||||||
|
log::warning(
|
||||||
|
"scene view clears its target after another view already "
|
||||||
|
"rendered to it this frame, hiding that view (give it clearFlags "
|
||||||
|
"without Color, or render it first with a lower priority)");
|
||||||
}
|
}
|
||||||
|
|
||||||
const vec4& color = view.clearColor;
|
const vec4& color = view.clearColor;
|
||||||
graph.addPass(
|
graph.addPass(
|
||||||
"scene view",
|
"scene view " + std::to_string(handle.index),
|
||||||
[&](RenderGraph::PassBuilder& pass) {
|
[&](RenderGraph::PassBuilder& pass) {
|
||||||
pass.writeColor(it->second,
|
pass.writeColor(target.color,
|
||||||
hasFlag(view.clearFlags, ClearFlags::Color)
|
hasFlag(view.clearFlags, ClearFlags::Color)
|
||||||
? vk::AttachmentLoadOp::eClear
|
? vk::AttachmentLoadOp::eClear
|
||||||
: vk::AttachmentLoadOp::eLoad,
|
: vk::AttachmentLoadOp::eLoad,
|
||||||
{color.r, color.g, color.b, color.a});
|
{color.r, color.g, color.b, color.a});
|
||||||
|
pass.writeDepth(target.depth,
|
||||||
|
hasFlag(view.clearFlags, ClearFlags::Depth)
|
||||||
|
? vk::AttachmentLoadOp::eClear
|
||||||
|
: vk::AttachmentLoadOp::eLoad);
|
||||||
},
|
},
|
||||||
[&sceneRenderer, &sceneRegistry, &sceneViewRegistry,
|
[&sceneRenderer, &sceneRegistry, &sceneViewRegistry,
|
||||||
&viewsWithoutCamera, handle](vk::CommandBuffer commandBuffer) {
|
&viewsWithoutCamera, handle,
|
||||||
|
targetExtent](vk::CommandBuffer commandBuffer) {
|
||||||
ZoneScopedN("scene view pass");
|
ZoneScopedN("scene view pass");
|
||||||
const SceneView& view = sceneViewRegistry.peek(handle);
|
const SceneView& view = sceneViewRegistry.peek(handle);
|
||||||
Entity camera =
|
Entity camera =
|
||||||
@@ -198,22 +246,26 @@ class Application::Impl {
|
|||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
sceneRenderer.render(commandBuffer, view, camera);
|
sceneRenderer.render(commandBuffer, view, camera, targetExtent);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
graph.addPass(
|
graph.addPass(
|
||||||
"main",
|
"main",
|
||||||
[&](RenderGraph::PassBuilder& pass) {
|
[&](RenderGraph::PassBuilder& pass) {
|
||||||
pass.writeColor(backbuffer, vk::AttachmentLoadOp::eClear,
|
// Keep what scene views drew into the backbuffer.
|
||||||
|
pass.writeColor(backbuffer,
|
||||||
|
swapchainTarget ? vk::AttachmentLoadOp::eLoad
|
||||||
|
: vk::AttachmentLoadOp::eClear,
|
||||||
CLEAR_COLOR);
|
CLEAR_COLOR);
|
||||||
for (const auto& [handle, target] : viewTargets) {
|
for (const auto& [handle, target] : viewTargets) {
|
||||||
pass.sample(target);
|
pass.sample(target.color);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
[&](vk::CommandBuffer commandBuffer) {
|
[&](vk::CommandBuffer commandBuffer) {
|
||||||
ZoneScopedN("main pass");
|
ZoneScopedN("main pass");
|
||||||
modelRenderSystem.render(commandBuffer, instances, frameInfo);
|
modelRenderSystem.render(commandBuffer, instances,
|
||||||
|
canvasProjection);
|
||||||
|
|
||||||
imguiRenderer.endFrame(commandBuffer);
|
imguiRenderer.endFrame(commandBuffer);
|
||||||
});
|
});
|
||||||
@@ -239,14 +291,15 @@ class Application::Impl {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void pushMesh(std::vector<CanvasVertex> vertices, std::vector<u32> indices) {
|
void pushMesh(std::vector<CanvasVertex> vertices, std::vector<u32> indices) {
|
||||||
Mesh::Builder builder{};
|
MeshData data;
|
||||||
builder.vertices.reserve(vertices.size());
|
data.vertices.reserve(vertices.size());
|
||||||
for (const CanvasVertex& vertex : vertices) {
|
for (const CanvasVertex& vertex : vertices) {
|
||||||
builder.vertices.push_back({vertex.position, vertex.color});
|
data.vertices.push_back(
|
||||||
|
{.position = {vertex.position, 0.f}, .color = {vertex.color, 1.f}});
|
||||||
}
|
}
|
||||||
builder.indices = std::move(indices);
|
data.indices = std::move(indices);
|
||||||
|
|
||||||
this->meshes.push_back(std::make_unique<Mesh>(this->device, builder));
|
this->meshes.push_back(std::make_unique<Mesh>(this->device, data));
|
||||||
}
|
}
|
||||||
|
|
||||||
void clearMeshes() {
|
void clearMeshes() {
|
||||||
|
|||||||
@@ -0,0 +1,153 @@
|
|||||||
|
#include "renderer/mesh_render_system.hpp"
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
|
#include <sophia/util/logger.hpp>
|
||||||
|
#include <tracy/Tracy.hpp>
|
||||||
|
|
||||||
|
#include "shaders/mesh.frag.spv.h"
|
||||||
|
#include "shaders/mesh.vert.spv.h"
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
namespace {
|
||||||
|
// Mesh::getAttributeDescriptions() takes locations below this.
|
||||||
|
constexpr u32 FIRST_INSTANCE_LOCATION = 4;
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
MeshRenderSystem::MeshRenderSystem(Device& device, vk::Format colorFormat,
|
||||||
|
vk::Format depthFormat,
|
||||||
|
ResourceRegistry& resources)
|
||||||
|
: device{device}, resources{resources} {
|
||||||
|
createPipelineLayout();
|
||||||
|
createPipeline(colorFormat, depthFormat);
|
||||||
|
createInstanceBuffers();
|
||||||
|
}
|
||||||
|
|
||||||
|
MeshRenderSystem::~MeshRenderSystem() {
|
||||||
|
log::trace("destroyed sophia::MeshRenderSystem");
|
||||||
|
}
|
||||||
|
|
||||||
|
void MeshRenderSystem::beginFrame(u32 frameIndex) {
|
||||||
|
this->frameIndex = frameIndex;
|
||||||
|
this->instanceCursor = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MeshRenderSystem::render(vk::CommandBuffer commandBuffer,
|
||||||
|
const glm::mat4& viewProjection,
|
||||||
|
std::span<const Instance> instances,
|
||||||
|
std::span<const Batch> batches) {
|
||||||
|
ZoneScoped;
|
||||||
|
if (instances.empty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
u32 available = MAX_INSTANCES_PER_FRAME - this->instanceCursor;
|
||||||
|
if (instances.size() > available) {
|
||||||
|
log::warning("MeshRenderSystem: frame instance buffer full, dropping",
|
||||||
|
instances.size() - available, "meshes");
|
||||||
|
}
|
||||||
|
|
||||||
|
Buffer& buffer = *this->instanceBuffers[this->frameIndex];
|
||||||
|
u32 base = this->instanceCursor;
|
||||||
|
u32 count = std::min(static_cast<u32>(instances.size()), available);
|
||||||
|
buffer.writeToBuffer(const_cast<Instance*>(instances.data()),
|
||||||
|
count * sizeof(Instance), base * sizeof(Instance));
|
||||||
|
this->instanceCursor += count;
|
||||||
|
|
||||||
|
this->graphicsPipeline->bind(commandBuffer);
|
||||||
|
|
||||||
|
PushConstantData push{viewProjection};
|
||||||
|
commandBuffer.pushConstants(this->pipelineLayout.get(),
|
||||||
|
vk::ShaderStageFlagBits::eVertex, 0,
|
||||||
|
sizeof(PushConstantData), &push);
|
||||||
|
|
||||||
|
// Binding 1 stays bound across batches; each mesh rebinds binding 0.
|
||||||
|
vk::Buffer instanceBuffer = buffer.getBuffer();
|
||||||
|
vk::DeviceSize offset = 0;
|
||||||
|
commandBuffer.bindVertexBuffers(1, 1, &instanceBuffer, &offset);
|
||||||
|
|
||||||
|
for (const Batch& batch : batches) {
|
||||||
|
if (batch.firstInstance >= count) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
u32 batchCount = std::min(batch.instanceCount, count - batch.firstInstance);
|
||||||
|
|
||||||
|
const Mesh& mesh = this->resources.meshPool.get(batch.mesh);
|
||||||
|
mesh.bind(commandBuffer);
|
||||||
|
mesh.draw(commandBuffer, batchCount, base + batch.firstInstance);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MeshRenderSystem::createPipelineLayout() {
|
||||||
|
vk::PushConstantRange pushConstantRange{};
|
||||||
|
pushConstantRange.stageFlags = vk::ShaderStageFlagBits::eVertex;
|
||||||
|
pushConstantRange.offset = 0;
|
||||||
|
pushConstantRange.size = sizeof(PushConstantData);
|
||||||
|
|
||||||
|
vk::PipelineLayoutCreateInfo pipelineLayoutInfo = {};
|
||||||
|
pipelineLayoutInfo.setLayoutCount = 0;
|
||||||
|
pipelineLayoutInfo.pushConstantRangeCount = 1;
|
||||||
|
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
|
||||||
|
|
||||||
|
try {
|
||||||
|
this->pipelineLayout =
|
||||||
|
this->device.get()->createPipelineLayoutUnique(pipelineLayoutInfo);
|
||||||
|
log::trace("created vk::PipelineLayout");
|
||||||
|
} catch (const vk::SystemError& err) {
|
||||||
|
log::fatal("failed to create vk::PipelineLayout");
|
||||||
|
throw std::runtime_error("failed to create vk::PipelineLayout");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MeshRenderSystem::createPipeline(vk::Format colorFormat,
|
||||||
|
vk::Format depthFormat) {
|
||||||
|
auto vertexShader = Shader::Builder()
|
||||||
|
.fromSPIRV(shaders::mesh_vert_spv)
|
||||||
|
.setStage(ShaderStage::VERTEX)
|
||||||
|
.build();
|
||||||
|
auto fragmentShader = Shader::Builder()
|
||||||
|
.fromSPIRV(shaders::mesh_frag_spv)
|
||||||
|
.setStage(ShaderStage::FRAGMENT)
|
||||||
|
.build();
|
||||||
|
|
||||||
|
std::vector<vk::VertexInputBindingDescription> bindings =
|
||||||
|
Mesh::getBindingDescriptions();
|
||||||
|
bindings.push_back({1, sizeof(Instance), vk::VertexInputRate::eInstance});
|
||||||
|
|
||||||
|
std::vector<vk::VertexInputAttributeDescription> attributes =
|
||||||
|
Mesh::getAttributeDescriptions();
|
||||||
|
// A mat4 attribute takes four consecutive locations, one per column.
|
||||||
|
for (u32 column = 0; column < 4; column++) {
|
||||||
|
attributes.push_back({FIRST_INSTANCE_LOCATION + column, 1,
|
||||||
|
vk::Format::eR32G32B32A32Sfloat,
|
||||||
|
static_cast<u32>(offsetof(Instance, model) +
|
||||||
|
column * sizeof(glm::vec4))});
|
||||||
|
}
|
||||||
|
attributes.push_back({FIRST_INSTANCE_LOCATION + 4, 1,
|
||||||
|
vk::Format::eR32G32B32A32Sfloat,
|
||||||
|
static_cast<u32>(offsetof(Instance, color))});
|
||||||
|
|
||||||
|
this->graphicsPipeline = GraphicsPipeline::Builder(this->device)
|
||||||
|
.setVertexShader(*vertexShader)
|
||||||
|
.setFragmentShader(*fragmentShader)
|
||||||
|
.setPipelineLayout(this->pipelineLayout.get())
|
||||||
|
.setColorAttachmentFormats({colorFormat})
|
||||||
|
.setDepthAttachmentFormat(depthFormat)
|
||||||
|
.setVertexInput(bindings, attributes)
|
||||||
|
.setDepthTest(true, true)
|
||||||
|
.setCullMode(vk::CullModeFlagBits::eBack)
|
||||||
|
.build();
|
||||||
|
}
|
||||||
|
|
||||||
|
void MeshRenderSystem::createInstanceBuffers() {
|
||||||
|
for (std::unique_ptr<Buffer>& buffer : this->instanceBuffers) {
|
||||||
|
buffer = std::make_unique<Buffer>(
|
||||||
|
this->device, sizeof(Instance), MAX_INSTANCES_PER_FRAME,
|
||||||
|
vk::BufferUsageFlagBits::eVertexBuffer,
|
||||||
|
vk::MemoryPropertyFlagBits::eHostVisible |
|
||||||
|
vk::MemoryPropertyFlagBits::eHostCoherent);
|
||||||
|
buffer->map();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -0,0 +1,80 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <array>
|
||||||
|
#include <memory>
|
||||||
|
#include <sophia/handles.hpp>
|
||||||
|
#include <sophia/math.hpp>
|
||||||
|
#include <span>
|
||||||
|
|
||||||
|
#include "renderer/render_context.hpp"
|
||||||
|
#include "resources/resource_registry.hpp"
|
||||||
|
#include "vulkan/buffer.hpp"
|
||||||
|
#include "vulkan/device.hpp"
|
||||||
|
#include "vulkan/pipelines/graphics_pipeline.hpp"
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Draws batches of opaque meshes, depth tested and back-face culled. Knows
|
||||||
|
* nothing about scenes: callers hand it instances grouped into runs that
|
||||||
|
* share a mesh.
|
||||||
|
*
|
||||||
|
* Unlit for now: each pixel is the vertex color times the instance color.
|
||||||
|
* Normals and UVs reach the vertex shader but aren't used yet.
|
||||||
|
*
|
||||||
|
* Instances are written to a per-frame host-visible buffer, so every
|
||||||
|
* render() call within one frame appends to it; call beginFrame() once per
|
||||||
|
* frame before any render().
|
||||||
|
*/
|
||||||
|
class MeshRenderSystem {
|
||||||
|
public:
|
||||||
|
// Layout must match the per-instance inputs in mesh.vert.
|
||||||
|
struct Instance {
|
||||||
|
glm::mat4 model{1.f};
|
||||||
|
glm::vec4 color{1.f};
|
||||||
|
};
|
||||||
|
|
||||||
|
// A run of consecutive instances of the same mesh.
|
||||||
|
struct Batch {
|
||||||
|
MeshHandle mesh;
|
||||||
|
u32 firstInstance;
|
||||||
|
u32 instanceCount;
|
||||||
|
};
|
||||||
|
|
||||||
|
static constexpr u32 MAX_INSTANCES_PER_FRAME = 32768;
|
||||||
|
|
||||||
|
MeshRenderSystem(const MeshRenderSystem&) = delete;
|
||||||
|
MeshRenderSystem& operator=(const MeshRenderSystem&) = delete;
|
||||||
|
|
||||||
|
MeshRenderSystem(Device& device, vk::Format colorFormat,
|
||||||
|
vk::Format depthFormat, ResourceRegistry& resources);
|
||||||
|
~MeshRenderSystem();
|
||||||
|
|
||||||
|
void beginFrame(u32 frameIndex);
|
||||||
|
|
||||||
|
void render(vk::CommandBuffer commandBuffer, const glm::mat4& viewProjection,
|
||||||
|
std::span<const Instance> instances,
|
||||||
|
std::span<const Batch> batches);
|
||||||
|
|
||||||
|
private:
|
||||||
|
struct PushConstantData {
|
||||||
|
glm::mat4 viewProjection{1.f};
|
||||||
|
};
|
||||||
|
|
||||||
|
void createPipelineLayout();
|
||||||
|
void createPipeline(vk::Format colorFormat, vk::Format depthFormat);
|
||||||
|
void createInstanceBuffers();
|
||||||
|
|
||||||
|
Device& device;
|
||||||
|
ResourceRegistry& resources;
|
||||||
|
|
||||||
|
vk::UniquePipelineLayout pipelineLayout;
|
||||||
|
std::unique_ptr<GraphicsPipeline> graphicsPipeline;
|
||||||
|
|
||||||
|
std::array<std::unique_ptr<Buffer>, RenderContext::MAX_FRAMES_IN_FLIGHT>
|
||||||
|
instanceBuffers;
|
||||||
|
u32 frameIndex = 0;
|
||||||
|
u32 instanceCursor = 0;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -25,8 +25,8 @@ ModelRenderSystem::ModelRenderSystem(Device& device,
|
|||||||
.setStage(ShaderStage::FRAGMENT)
|
.setStage(ShaderStage::FRAGMENT)
|
||||||
.build();
|
.build();
|
||||||
|
|
||||||
auto bindingDescriptions = Mesh::Vertex::getBindingDescriptions();
|
auto bindingDescriptions = Mesh::getBindingDescriptions();
|
||||||
auto attributeDescriptions = Mesh::Vertex::getAttributeDescriptions();
|
auto attributeDescriptions = Mesh::getAttributeDescriptions();
|
||||||
|
|
||||||
this->graphicsPipeline =
|
this->graphicsPipeline =
|
||||||
GraphicsPipeline::Builder(device)
|
GraphicsPipeline::Builder(device)
|
||||||
@@ -44,10 +44,8 @@ ModelRenderSystem::~ModelRenderSystem() {
|
|||||||
|
|
||||||
void ModelRenderSystem::render(vk::CommandBuffer commandBuffer,
|
void ModelRenderSystem::render(vk::CommandBuffer commandBuffer,
|
||||||
std::span<const MeshInstance> instances,
|
std::span<const MeshInstance> instances,
|
||||||
const FrameInfo& frameInfo) {
|
const glm::mat4& viewProjection) {
|
||||||
ZoneScoped;
|
ZoneScoped;
|
||||||
glm::mat4 viewProjection = frameInfo.camera.getViewProjection();
|
|
||||||
|
|
||||||
this->graphicsPipeline->bind(commandBuffer);
|
this->graphicsPipeline->bind(commandBuffer);
|
||||||
|
|
||||||
for (const MeshInstance& instance : instances) {
|
for (const MeshInstance& instance : instances) {
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <sophia/frame_info.hpp>
|
#include <sophia/math.hpp>
|
||||||
#include <span>
|
#include <span>
|
||||||
|
|
||||||
#include "renderer/render_context.hpp"
|
#include "renderer/render_context.hpp"
|
||||||
@@ -32,7 +32,7 @@ class ModelRenderSystem {
|
|||||||
|
|
||||||
void render(vk::CommandBuffer commandBuffer,
|
void render(vk::CommandBuffer commandBuffer,
|
||||||
std::span<const MeshInstance> instances,
|
std::span<const MeshInstance> instances,
|
||||||
const FrameInfo& frameInfo);
|
const glm::mat4& viewProjection);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void createPipelineLayout();
|
void createPipelineLayout();
|
||||||
|
|||||||
@@ -14,9 +14,13 @@ RenderContext::RenderContext(Window& window, Device& device)
|
|||||||
: window{window}, device{device} {
|
: window{window}, device{device} {
|
||||||
createFrames();
|
createFrames();
|
||||||
recreateSwapchain();
|
recreateSwapchain();
|
||||||
|
createTracyContext();
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderContext::~RenderContext() { this->device.waitIdle(); }
|
RenderContext::~RenderContext() {
|
||||||
|
this->device.waitIdle();
|
||||||
|
TracyVkDestroy(this->tracyContext);
|
||||||
|
}
|
||||||
|
|
||||||
vk::CommandBuffer RenderContext::beginFrame() {
|
vk::CommandBuffer RenderContext::beginFrame() {
|
||||||
ZoneScoped;
|
ZoneScoped;
|
||||||
@@ -75,6 +79,9 @@ vk::CommandBuffer RenderContext::beginFrame() {
|
|||||||
throw std::runtime_error("failed to begin recording command buffer");
|
throw std::runtime_error("failed to begin recording command buffer");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TracyVkCollect(this->tracyContext,
|
||||||
|
static_cast<VkCommandBuffer>(frame.commandBuffer));
|
||||||
|
|
||||||
return frame.commandBuffer;
|
return frame.commandBuffer;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -158,6 +165,27 @@ void RenderContext::recreateSwapchain() {
|
|||||||
this->imagesInFlight.assign(this->swapchain->imageCount(), vk::Fence{});
|
this->imagesInFlight.assign(this->swapchain->imageCount(), vk::Fence{});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void RenderContext::createTracyContext() {
|
||||||
|
#ifdef TRACY_ENABLE
|
||||||
|
// Tracy records and submits a one-off command buffer to line up GPU and CPU
|
||||||
|
// clocks, and waits for it.
|
||||||
|
vk::CommandBufferAllocateInfo allocInfo{this->device.getCommandPool(),
|
||||||
|
vk::CommandBufferLevel::ePrimary, 1};
|
||||||
|
vk::CommandBuffer commandBuffer =
|
||||||
|
this->device.get()->allocateCommandBuffers(allocInfo).front();
|
||||||
|
|
||||||
|
this->tracyContext = TracyVkContext(
|
||||||
|
static_cast<VkPhysicalDevice>(this->device.getPhysicalDevice()),
|
||||||
|
static_cast<VkDevice>(*this->device.get()),
|
||||||
|
static_cast<VkQueue>(this->device.getGraphicsQueue()),
|
||||||
|
static_cast<VkCommandBuffer>(commandBuffer));
|
||||||
|
TracyVkContextName(this->tracyContext, "Graphics", 8);
|
||||||
|
|
||||||
|
this->device.get()->freeCommandBuffers(this->device.getCommandPool(),
|
||||||
|
commandBuffer);
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
void RenderContext::createFrames() {
|
void RenderContext::createFrames() {
|
||||||
vk::CommandBufferAllocateInfo allocInfo{this->device.getCommandPool(),
|
vk::CommandBufferAllocateInfo allocInfo{this->device.getCommandPool(),
|
||||||
vk::CommandBufferLevel::ePrimary,
|
vk::CommandBufferLevel::ePrimary,
|
||||||
|
|||||||
@@ -6,6 +6,9 @@
|
|||||||
#include <vector>
|
#include <vector>
|
||||||
#include <vulkan/vulkan.hpp>
|
#include <vulkan/vulkan.hpp>
|
||||||
|
|
||||||
|
/* AFTER VULKAN */
|
||||||
|
#include <tracy/TracyVulkan.hpp>
|
||||||
|
|
||||||
#include "vulkan/device.hpp"
|
#include "vulkan/device.hpp"
|
||||||
#include "vulkan/swapchain.hpp"
|
#include "vulkan/swapchain.hpp"
|
||||||
#include "window.hpp"
|
#include "window.hpp"
|
||||||
@@ -35,11 +38,17 @@ class RenderContext {
|
|||||||
return this->swapchain->getImage(static_cast<int>(this->currentImageIndex));
|
return this->swapchain->getImage(static_cast<int>(this->currentImageIndex));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Image& getCurrentDepthImage() const {
|
||||||
|
return this->swapchain->getDepthImage(
|
||||||
|
static_cast<int>(this->currentImageIndex));
|
||||||
|
}
|
||||||
|
|
||||||
vk::Extent2D getExtent() const { return this->swapchain->getExtent(); }
|
vk::Extent2D getExtent() const { return this->swapchain->getExtent(); }
|
||||||
vk::Format getImageFormat() const {
|
vk::Format getImageFormat() const {
|
||||||
return this->swapchain->getImageFormat();
|
return this->swapchain->getImageFormat();
|
||||||
}
|
}
|
||||||
u32 getFrameIndex() const { return this->currentFrameIndex; }
|
u32 getFrameIndex() const { return this->currentFrameIndex; }
|
||||||
|
TracyVkCtx getTracyContext() const { return this->tracyContext; }
|
||||||
u32 getImageCount() const {
|
u32 getImageCount() const {
|
||||||
return static_cast<u32>(this->swapchain->imageCount());
|
return static_cast<u32>(this->swapchain->imageCount());
|
||||||
}
|
}
|
||||||
@@ -47,6 +56,7 @@ class RenderContext {
|
|||||||
private:
|
private:
|
||||||
void recreateSwapchain();
|
void recreateSwapchain();
|
||||||
void createFrames();
|
void createFrames();
|
||||||
|
void createTracyContext();
|
||||||
|
|
||||||
Window& window;
|
Window& window;
|
||||||
Device& device;
|
Device& device;
|
||||||
@@ -58,6 +68,8 @@ class RenderContext {
|
|||||||
std::vector<vk::UniqueSemaphore> renderFinishedSemaphores;
|
std::vector<vk::UniqueSemaphore> renderFinishedSemaphores;
|
||||||
std::vector<vk::Fence> imagesInFlight;
|
std::vector<vk::Fence> imagesInFlight;
|
||||||
|
|
||||||
|
TracyVkCtx tracyContext = nullptr;
|
||||||
|
|
||||||
u32 currentFrameIndex = 0;
|
u32 currentFrameIndex = 0;
|
||||||
u32 currentImageIndex = 0;
|
u32 currentImageIndex = 0;
|
||||||
bool isFrameStarted = false;
|
bool isFrameStarted = false;
|
||||||
|
|||||||
@@ -71,6 +71,10 @@ void RenderGraph::flush(vk::CommandBuffer commandBuffer,
|
|||||||
}
|
}
|
||||||
|
|
||||||
void RenderGraph::recordPass(vk::CommandBuffer commandBuffer, Pass& pass) {
|
void RenderGraph::recordPass(vk::CommandBuffer commandBuffer, Pass& pass) {
|
||||||
|
ZoneTransientN(cpuZone, pass.name.c_str(), true);
|
||||||
|
TracyVkZoneTransient(this->tracyContext, gpuZone,
|
||||||
|
static_cast<VkCommandBuffer>(commandBuffer),
|
||||||
|
pass.name.c_str(), this->tracyContext != nullptr);
|
||||||
beginDebugLabel(commandBuffer, pass.name.c_str());
|
beginDebugLabel(commandBuffer, pass.name.c_str());
|
||||||
|
|
||||||
PendingBarriers pending;
|
PendingBarriers pending;
|
||||||
@@ -79,7 +83,7 @@ void RenderGraph::recordPass(vk::CommandBuffer commandBuffer, Pass& pass) {
|
|||||||
}
|
}
|
||||||
this->flush(commandBuffer, pending);
|
this->flush(commandBuffer, pending);
|
||||||
|
|
||||||
if (pass.colorAttachments.empty()) {
|
if (pass.colorAttachments.empty() && !pass.depthAttachment) {
|
||||||
pass.execute(commandBuffer);
|
pass.execute(commandBuffer);
|
||||||
} else {
|
} else {
|
||||||
this->recordRendering(commandBuffer, pass);
|
this->recordRendering(commandBuffer, pass);
|
||||||
@@ -92,9 +96,10 @@ void RenderGraph::recordRendering(vk::CommandBuffer commandBuffer, Pass& pass) {
|
|||||||
std::vector<vk::RenderingAttachmentInfo> attachments;
|
std::vector<vk::RenderingAttachmentInfo> attachments;
|
||||||
attachments.reserve(pass.colorAttachments.size());
|
attachments.reserve(pass.colorAttachments.size());
|
||||||
|
|
||||||
vk::Extent3D imageExtent =
|
ImageRef sizedBy = pass.colorAttachments.empty()
|
||||||
this->images[pass.colorAttachments.front().image.index]
|
? pass.depthAttachment->image
|
||||||
.image->getExtent();
|
: pass.colorAttachments.front().image;
|
||||||
|
vk::Extent3D imageExtent = this->images[sizedBy.index].image->getExtent();
|
||||||
vk::Extent2D extent{imageExtent.width, imageExtent.height};
|
vk::Extent2D extent{imageExtent.width, imageExtent.height};
|
||||||
|
|
||||||
for (const ColorAttachment& color : pass.colorAttachments) {
|
for (const ColorAttachment& color : pass.colorAttachments) {
|
||||||
@@ -119,6 +124,24 @@ void RenderGraph::recordRendering(vk::CommandBuffer commandBuffer, Pass& pass) {
|
|||||||
renderingInfo.colorAttachmentCount = static_cast<u32>(attachments.size());
|
renderingInfo.colorAttachmentCount = static_cast<u32>(attachments.size());
|
||||||
renderingInfo.pColorAttachments = attachments.data();
|
renderingInfo.pColorAttachments = attachments.data();
|
||||||
|
|
||||||
|
vk::RenderingAttachmentInfo depthAttachment{};
|
||||||
|
if (pass.depthAttachment) {
|
||||||
|
const Image& image = *this->images[pass.depthAttachment->image.index].image;
|
||||||
|
SOPHIA_ASSERT(image.getExtent().width == extent.width &&
|
||||||
|
image.getExtent().height == extent.height,
|
||||||
|
"Pass", pass.name,
|
||||||
|
"has a depth attachment of a different size");
|
||||||
|
|
||||||
|
depthAttachment.imageView = image.getView();
|
||||||
|
depthAttachment.imageLayout =
|
||||||
|
vk::ImageLayout::eDepthStencilAttachmentOptimal;
|
||||||
|
depthAttachment.loadOp = pass.depthAttachment->loadOp;
|
||||||
|
depthAttachment.storeOp = vk::AttachmentStoreOp::eStore;
|
||||||
|
depthAttachment.clearValue.depthStencil =
|
||||||
|
vk::ClearDepthStencilValue{pass.depthAttachment->clearDepth, 0};
|
||||||
|
renderingInfo.pDepthAttachment = &depthAttachment;
|
||||||
|
}
|
||||||
|
|
||||||
commandBuffer.beginRendering(renderingInfo);
|
commandBuffer.beginRendering(renderingInfo);
|
||||||
|
|
||||||
vk::Viewport viewport{0.0f,
|
vk::Viewport viewport{0.0f,
|
||||||
@@ -143,6 +166,15 @@ RenderGraph::PassBuilder& RenderGraph::PassBuilder::writeColor(
|
|||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
RenderGraph::PassBuilder& RenderGraph::PassBuilder::writeDepth(
|
||||||
|
ImageRef image, vk::AttachmentLoadOp loadOp, float clearDepth) {
|
||||||
|
SOPHIA_ASSERT(!this->pass.depthAttachment, "Pass", this->pass.name,
|
||||||
|
"already has a depth attachment");
|
||||||
|
this->use(image, Access::DepthWrite);
|
||||||
|
this->pass.depthAttachment = DepthAttachment{image, loadOp, clearDepth};
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
RenderGraph::PassBuilder& RenderGraph::PassBuilder::sample(ImageRef image) {
|
RenderGraph::PassBuilder& RenderGraph::PassBuilder::sample(ImageRef image) {
|
||||||
return this->use(image, Access::SampledRead);
|
return this->use(image, Access::SampledRead);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,10 +2,13 @@
|
|||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
|
#include <optional>
|
||||||
#include <sophia/types.hpp>
|
#include <sophia/types.hpp>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <vulkan/vulkan.hpp>
|
#include <vulkan/vulkan.hpp>
|
||||||
|
// After Vulkan, which it expects to already be declared.
|
||||||
|
#include <tracy/TracyVulkan.hpp>
|
||||||
|
|
||||||
#include "vulkan/access.hpp"
|
#include "vulkan/access.hpp"
|
||||||
#include "vulkan/image.hpp"
|
#include "vulkan/image.hpp"
|
||||||
@@ -31,7 +34,7 @@ using ClearColor = std::array<float, 4>;
|
|||||||
* buffer. Passes run in the order they were added; the graph's job is to
|
* buffer. Passes run in the order they were added; the graph's job is to
|
||||||
* work out the barriers and layout transitions between them from what each
|
* work out the barriers and layout transitions between them from what each
|
||||||
* pass says it does to each image, and to begin/end rendering for passes that
|
* pass says it does to each image, and to begin/end rendering for passes that
|
||||||
* write color attachments.
|
* write color or depth attachments.
|
||||||
*
|
*
|
||||||
* Built fresh every frame:
|
* Built fresh every frame:
|
||||||
*
|
*
|
||||||
@@ -53,7 +56,8 @@ class RenderGraph {
|
|||||||
using SetupFn = std::function<void(PassBuilder&)>;
|
using SetupFn = std::function<void(PassBuilder&)>;
|
||||||
using ExecuteFn = std::function<void(vk::CommandBuffer)>;
|
using ExecuteFn = std::function<void(vk::CommandBuffer)>;
|
||||||
|
|
||||||
RenderGraph() = default;
|
explicit RenderGraph(TracyVkCtx tracyContext = nullptr)
|
||||||
|
: tracyContext{tracyContext} {}
|
||||||
|
|
||||||
RenderGraph(const RenderGraph&) = delete;
|
RenderGraph(const RenderGraph&) = delete;
|
||||||
RenderGraph& operator=(const RenderGraph&) = delete;
|
RenderGraph& operator=(const RenderGraph&) = delete;
|
||||||
@@ -67,8 +71,8 @@ class RenderGraph {
|
|||||||
/**
|
/**
|
||||||
* Adds a pass. `setup` runs immediately and declares what the pass does to
|
* Adds a pass. `setup` runs immediately and declares what the pass does to
|
||||||
* images; `execute` runs later, from execute(), with the barriers already
|
* images; `execute` runs later, from execute(), with the barriers already
|
||||||
* recorded and (if the pass writes color) rendering begun. `name` labels
|
* recorded and (if the pass writes color or depth) rendering begun. `name`
|
||||||
* the pass's commands in debugging tools such as RenderDoc.
|
* labels the pass's commands in debugging tools such as RenderDoc.
|
||||||
*/
|
*/
|
||||||
void addPass(std::string name, const SetupFn& setup, ExecuteFn execute);
|
void addPass(std::string name, const SetupFn& setup, ExecuteFn execute);
|
||||||
|
|
||||||
@@ -89,10 +93,17 @@ class RenderGraph {
|
|||||||
ClearColor clearColor;
|
ClearColor clearColor;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct DepthAttachment {
|
||||||
|
ImageRef image;
|
||||||
|
vk::AttachmentLoadOp loadOp;
|
||||||
|
float clearDepth;
|
||||||
|
};
|
||||||
|
|
||||||
struct Pass {
|
struct Pass {
|
||||||
std::string name;
|
std::string name;
|
||||||
std::vector<ImageUse> uses;
|
std::vector<ImageUse> uses;
|
||||||
std::vector<ColorAttachment> colorAttachments;
|
std::vector<ColorAttachment> colorAttachments;
|
||||||
|
std::optional<DepthAttachment> depthAttachment;
|
||||||
ExecuteFn execute;
|
ExecuteFn execute;
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -113,6 +124,7 @@ class RenderGraph {
|
|||||||
void recordPass(vk::CommandBuffer commandBuffer, Pass& pass);
|
void recordPass(vk::CommandBuffer commandBuffer, Pass& pass);
|
||||||
void recordRendering(vk::CommandBuffer commandBuffer, Pass& pass);
|
void recordRendering(vk::CommandBuffer commandBuffer, Pass& pass);
|
||||||
|
|
||||||
|
TracyVkCtx tracyContext;
|
||||||
std::vector<ImportedImage> images;
|
std::vector<ImportedImage> images;
|
||||||
std::vector<Pass> passes;
|
std::vector<Pass> passes;
|
||||||
};
|
};
|
||||||
@@ -129,6 +141,15 @@ class RenderGraph::PassBuilder {
|
|||||||
vk::AttachmentLoadOp loadOp = vk::AttachmentLoadOp::eClear,
|
vk::AttachmentLoadOp loadOp = vk::AttachmentLoadOp::eClear,
|
||||||
ClearColor clearColor = {0.f, 0.f, 0.f, 1.f});
|
ClearColor clearColor = {0.f, 0.f, 0.f, 1.f});
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Renders with `image` as the depth attachment, which must be the same size
|
||||||
|
* as any color attachments. At most one per pass.
|
||||||
|
*/
|
||||||
|
PassBuilder& writeDepth(
|
||||||
|
ImageRef image,
|
||||||
|
vk::AttachmentLoadOp loadOp = vk::AttachmentLoadOp::eClear,
|
||||||
|
float clearDepth = 1.f);
|
||||||
|
|
||||||
/** Samples `image` in a shader. */
|
/** Samples `image` in a shader. */
|
||||||
PassBuilder& sample(ImageRef image);
|
PassBuilder& sample(ImageRef image);
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,9 @@
|
|||||||
|
#include "renderer/renderer.hpp"
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
Renderer::Renderer() {}
|
||||||
|
|
||||||
|
Renderer::~Renderer() {}
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -0,0 +1,91 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <sophia/handles.hpp>
|
||||||
|
#include <sophia/math.hpp>
|
||||||
|
#include <sophia/types.hpp>
|
||||||
|
#include <string>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
#include "vulkan/buffer.hpp"
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
struct DrawPacket {
|
||||||
|
/* Geometry */
|
||||||
|
// BufferHandle vertexBuffer;
|
||||||
|
// BufferHandle indexBuffer;
|
||||||
|
u32 indexCount;
|
||||||
|
u32 firstIndex;
|
||||||
|
|
||||||
|
/* Shader & state */
|
||||||
|
// PipelineHandle pipelineState; // Contains shaders, blend state, depth
|
||||||
|
// settings
|
||||||
|
|
||||||
|
/* Bindings */
|
||||||
|
// DescriptorSetHandle resourceBindings; // Textures, Uniform Buffers,
|
||||||
|
// Storage Buffers
|
||||||
|
|
||||||
|
/* Transform / Constants */
|
||||||
|
u32 pushConstantData[16];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct RenderView {
|
||||||
|
mat4 view;
|
||||||
|
mat4 projection;
|
||||||
|
vec2 viewport;
|
||||||
|
|
||||||
|
RenderTargetHandle target;
|
||||||
|
};
|
||||||
|
|
||||||
|
// struct ComputePacket {
|
||||||
|
// ComputePipelineHandle pipeline;
|
||||||
|
// DescriptorSetHandle
|
||||||
|
// resourceBindings; // Includes storage buffers, uniforms, textures
|
||||||
|
|
||||||
|
// // Grid dimensions
|
||||||
|
// uint32_t groupCountX = 1;
|
||||||
|
// uint32_t groupCountY = 1;
|
||||||
|
// uint32_t groupCountZ = 1;
|
||||||
|
|
||||||
|
// // Optional push constants for dynamic per-dispatch parameters
|
||||||
|
// uint8_t pushConstants[64];
|
||||||
|
// uint32_t pushConstantSize = 0;
|
||||||
|
// };
|
||||||
|
|
||||||
|
// !TODO move to render graph
|
||||||
|
enum class RenderPassType { Graphics, Compute };
|
||||||
|
|
||||||
|
// !TODO move to render graph (???)
|
||||||
|
struct RenderPass {
|
||||||
|
std::string name;
|
||||||
|
RenderPassType type;
|
||||||
|
|
||||||
|
// Declared for automatic barrier injection & resource synchronization
|
||||||
|
std::vector<Buffer> readBuffers; // BufferHandle instead?
|
||||||
|
std::vector<Buffer> writeBuffers; // BufferHandle instead?
|
||||||
|
|
||||||
|
// Commands in this pass
|
||||||
|
// std::vector<ComputePacket> computeDispatches;
|
||||||
|
std::vector<DrawPacket> opaqueDrawPackets;
|
||||||
|
std::vector<DrawPacket> transparentDrawPackets;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct RenderPacket {
|
||||||
|
RenderView view;
|
||||||
|
std::vector<RenderPass> passes;
|
||||||
|
};
|
||||||
|
|
||||||
|
class Renderer {
|
||||||
|
public:
|
||||||
|
Renderer(const Renderer&) = delete;
|
||||||
|
Renderer& operator=(const Renderer&) = delete;
|
||||||
|
|
||||||
|
Renderer();
|
||||||
|
~Renderer();
|
||||||
|
|
||||||
|
// PipelineHandle createPipeline();
|
||||||
|
|
||||||
|
private:
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -13,73 +13,149 @@ SceneRenderer::SceneRenderer(const SceneRegistry& sceneRegistry,
|
|||||||
vk::Format colorFormat)
|
vk::Format colorFormat)
|
||||||
: sceneRegistry{sceneRegistry},
|
: sceneRegistry{sceneRegistry},
|
||||||
resources{resources},
|
resources{resources},
|
||||||
spriteRenderSystem{device, colorFormat, resources} {}
|
meshRenderSystem{device, colorFormat,
|
||||||
|
resources.renderTargetPool.getDepthFormat(), resources},
|
||||||
|
spriteRenderSystem{device, colorFormat,
|
||||||
|
resources.renderTargetPool.getDepthFormat(),
|
||||||
|
resources} {}
|
||||||
|
|
||||||
void SceneRenderer::beginFrame(u32 frameIndex) {
|
void SceneRenderer::beginFrame(u32 frameIndex) {
|
||||||
ZoneScoped;
|
ZoneScoped;
|
||||||
|
this->meshRenderSystem.beginFrame(frameIndex);
|
||||||
this->spriteRenderSystem.beginFrame(frameIndex);
|
this->spriteRenderSystem.beginFrame(frameIndex);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SceneRenderer::render(vk::CommandBuffer commandBuffer,
|
void SceneRenderer::render(vk::CommandBuffer commandBuffer,
|
||||||
const SceneView& sceneView, Entity camera) {
|
const SceneView& sceneView, Entity camera,
|
||||||
|
vk::Extent2D extent) {
|
||||||
ZoneScoped;
|
ZoneScoped;
|
||||||
SOPHIA_ASSERT(camera.hasComponent<CameraComponent>(),
|
SOPHIA_ASSERT(camera.hasComponent<CameraComponent>(),
|
||||||
"camera does not have camera component!");
|
"camera does not have camera component!");
|
||||||
|
|
||||||
vk::Extent2D extent =
|
|
||||||
this->resources.renderTargetPool.get(sceneView.target).getExtent();
|
|
||||||
float aspect =
|
float aspect =
|
||||||
static_cast<float>(extent.width) / static_cast<float>(extent.height);
|
static_cast<float>(extent.width) / static_cast<float>(extent.height);
|
||||||
|
|
||||||
glm::mat4 viewProjection =
|
glm::mat4 view =
|
||||||
camera.getComponent<CameraComponent>().getViewProjection(
|
CameraComponent::getView(camera.getComponent<TransformComponent>());
|
||||||
camera.getComponent<TransformComponent>(), aspect);
|
glm::mat4 projection =
|
||||||
|
camera.getComponent<CameraComponent>().getProjection(aspect);
|
||||||
|
|
||||||
renderSprites(commandBuffer, this->sceneRegistry.get(sceneView.scene),
|
const Scene& scene = this->sceneRegistry.get(sceneView.scene);
|
||||||
viewProjection);
|
glm::mat4 viewProjection = projection * view;
|
||||||
|
|
||||||
// TODO: meshes. Group MeshComponent entities by mesh and draw each group
|
// Opaque first, so sprites blend over the meshes behind them.
|
||||||
// (instanced), as sprites are grouped by texture.
|
renderMeshes(commandBuffer, scene, viewProjection);
|
||||||
|
renderSprites(commandBuffer, scene, view, viewProjection);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SceneRenderer::renderMeshes(vk::CommandBuffer commandBuffer,
|
||||||
|
const Scene& scene,
|
||||||
|
const glm::mat4& viewProjection) {
|
||||||
|
ZoneScoped;
|
||||||
|
this->meshDrawItems.clear();
|
||||||
|
|
||||||
|
{
|
||||||
|
ZoneScopedN("meshes: gather");
|
||||||
|
auto meshes =
|
||||||
|
scene.registry.view<const TransformComponent, const MeshComponent>();
|
||||||
|
for (auto [entity, transform, mesh] : meshes.each()) {
|
||||||
|
if (!this->resources.meshPool.isAlive(mesh.handle)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
this->meshDrawItems.push_back(
|
||||||
|
{mesh.handle, {transform.mat4(), mesh.color}});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
ZoneScopedN("meshes: sort");
|
||||||
|
// Opaque, so order only matters for batching: one batch per mesh.
|
||||||
|
std::ranges::sort(this->meshDrawItems, {},
|
||||||
|
[](const MeshDrawItem& item) { return item.mesh; });
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
ZoneScopedN("meshes: batch");
|
||||||
|
this->meshInstances.clear();
|
||||||
|
this->meshBatches.clear();
|
||||||
|
for (const MeshDrawItem& item : this->meshDrawItems) {
|
||||||
|
auto index = static_cast<u32>(this->meshInstances.size());
|
||||||
|
this->meshInstances.push_back(item.instance);
|
||||||
|
|
||||||
|
if (this->meshBatches.empty() ||
|
||||||
|
this->meshBatches.back().mesh != item.mesh) {
|
||||||
|
this->meshBatches.push_back({item.mesh, index, 0});
|
||||||
|
}
|
||||||
|
this->meshBatches.back().instanceCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
TracyPlot("mesh instances", static_cast<int64_t>(this->meshInstances.size()));
|
||||||
|
TracyPlot("mesh batches", static_cast<int64_t>(this->meshBatches.size()));
|
||||||
|
|
||||||
|
this->meshRenderSystem.render(commandBuffer, viewProjection,
|
||||||
|
this->meshInstances, this->meshBatches);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SceneRenderer::renderSprites(vk::CommandBuffer commandBuffer,
|
void SceneRenderer::renderSprites(vk::CommandBuffer commandBuffer,
|
||||||
const Scene& scene,
|
const Scene& scene, const glm::mat4& view,
|
||||||
const glm::mat4& viewProjection) {
|
const glm::mat4& viewProjection) {
|
||||||
|
ZoneScoped;
|
||||||
this->spriteDrawItems.clear();
|
this->spriteDrawItems.clear();
|
||||||
|
|
||||||
auto view =
|
{
|
||||||
scene.registry.view<const TransformComponent, const SpriteComponent>();
|
ZoneScopedN("sprites: gather");
|
||||||
for (auto [entity, transform, sprite] : view.each()) {
|
auto sprites =
|
||||||
TextureHandle texture = this->resources.texturePool.isAlive(sprite.texture)
|
scene.registry.view<const TransformComponent, const SpriteComponent>();
|
||||||
? sprite.texture
|
for (auto [entity, transform, sprite] : sprites.each()) {
|
||||||
: this->resources.whiteTexture;
|
TextureHandle texture =
|
||||||
|
this->resources.texturePool.isAlive(sprite.texture)
|
||||||
|
? sprite.texture
|
||||||
|
: this->resources.whiteTexture;
|
||||||
|
|
||||||
this->spriteDrawItems.push_back(
|
// Distance in front of the camera, which looks down view-space -Z.
|
||||||
{sprite.sortOrder,
|
float depth = -(view * glm::vec4{transform.position, 1.f}).z;
|
||||||
transform.position.z,
|
|
||||||
texture,
|
|
||||||
{sprite.getModel(transform), sprite.color, sprite.uvRect}});
|
|
||||||
}
|
|
||||||
|
|
||||||
// Texture is the last key so that sprites whose order doesn't matter
|
this->spriteDrawItems.push_back(
|
||||||
// relative to each other still end up in as few batches as possible.
|
{sprite.sortOrder,
|
||||||
std::ranges::sort(this->spriteDrawItems, {}, [](const SpriteDrawItem& item) {
|
depth,
|
||||||
return std::tuple{item.sortOrder, item.depth, item.texture};
|
texture,
|
||||||
});
|
{sprite.getModel(transform), sprite.color, sprite.uvRect}});
|
||||||
|
|
||||||
this->spriteInstances.clear();
|
|
||||||
this->spriteBatches.clear();
|
|
||||||
for (const SpriteDrawItem& item : this->spriteDrawItems) {
|
|
||||||
auto index = static_cast<u32>(this->spriteInstances.size());
|
|
||||||
this->spriteInstances.push_back(item.instance);
|
|
||||||
|
|
||||||
if (this->spriteBatches.empty() ||
|
|
||||||
this->spriteBatches.back().texture != item.texture) {
|
|
||||||
this->spriteBatches.push_back({item.texture, index, 0});
|
|
||||||
}
|
}
|
||||||
this->spriteBatches.back().instanceCount++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
ZoneScopedN("sprites: sort");
|
||||||
|
// Within a sortOrder, back to front, so nearer sprites blend over farther
|
||||||
|
// ones. Texture is the last key so that sprites whose order doesn't
|
||||||
|
// matter relative to each other still end up in as few batches as
|
||||||
|
// possible.
|
||||||
|
std::ranges::sort(
|
||||||
|
this->spriteDrawItems, {}, [](const SpriteDrawItem& item) {
|
||||||
|
return std::tuple{item.sortOrder, -item.depth, item.texture};
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
ZoneScopedN("sprites: batch");
|
||||||
|
this->spriteInstances.clear();
|
||||||
|
this->spriteBatches.clear();
|
||||||
|
for (const SpriteDrawItem& item : this->spriteDrawItems) {
|
||||||
|
auto index = static_cast<u32>(this->spriteInstances.size());
|
||||||
|
this->spriteInstances.push_back(item.instance);
|
||||||
|
|
||||||
|
if (this->spriteBatches.empty() ||
|
||||||
|
this->spriteBatches.back().texture != item.texture) {
|
||||||
|
this->spriteBatches.push_back({item.texture, index, 0});
|
||||||
|
}
|
||||||
|
this->spriteBatches.back().instanceCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
TracyPlot("sprite instances",
|
||||||
|
static_cast<int64_t>(this->spriteInstances.size()));
|
||||||
|
TracyPlot("sprite batches", static_cast<int64_t>(this->spriteBatches.size()));
|
||||||
|
|
||||||
this->spriteRenderSystem.render(commandBuffer, viewProjection,
|
this->spriteRenderSystem.render(commandBuffer, viewProjection,
|
||||||
this->spriteInstances, this->spriteBatches);
|
this->spriteInstances, this->spriteBatches);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
#include <sophia/scene_view.hpp>
|
#include <sophia/scene_view.hpp>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
|
#include "renderer/mesh_render_system.hpp"
|
||||||
#include "renderer/sprite_render_system.hpp"
|
#include "renderer/sprite_render_system.hpp"
|
||||||
#include "resources/resource_registry.hpp"
|
#include "resources/resource_registry.hpp"
|
||||||
|
|
||||||
@@ -27,27 +28,39 @@ class SceneRenderer {
|
|||||||
|
|
||||||
// Records `sceneView` as seen through `camera` (an entity of the view's
|
// Records `sceneView` as seen through `camera` (an entity of the view's
|
||||||
// scene with a CameraComponent) into `commandBuffer`. Rendering into the
|
// scene with a CameraComponent) into `commandBuffer`. Rendering into the
|
||||||
// view's target must already have begun.
|
// view's target, which is `extent` in size, must already have begun.
|
||||||
void render(vk::CommandBuffer commandBuffer, const SceneView& sceneView,
|
void render(vk::CommandBuffer commandBuffer, const SceneView& sceneView,
|
||||||
Entity camera);
|
Entity camera, vk::Extent2D extent);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
struct MeshDrawItem {
|
||||||
|
MeshHandle mesh;
|
||||||
|
MeshRenderSystem::Instance instance;
|
||||||
|
};
|
||||||
|
|
||||||
struct SpriteDrawItem {
|
struct SpriteDrawItem {
|
||||||
s32 sortOrder;
|
s32 sortOrder;
|
||||||
|
// Distance in front of the camera.
|
||||||
float depth;
|
float depth;
|
||||||
TextureHandle texture;
|
TextureHandle texture;
|
||||||
SpriteRenderSystem::Instance instance;
|
SpriteRenderSystem::Instance instance;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
void renderMeshes(vk::CommandBuffer commandBuffer, const Scene& scene,
|
||||||
|
const glm::mat4& viewProjection);
|
||||||
void renderSprites(vk::CommandBuffer commandBuffer, const Scene& scene,
|
void renderSprites(vk::CommandBuffer commandBuffer, const Scene& scene,
|
||||||
const glm::mat4& viewProjection);
|
const glm::mat4& view, const glm::mat4& viewProjection);
|
||||||
|
|
||||||
const SceneRegistry& sceneRegistry;
|
const SceneRegistry& sceneRegistry;
|
||||||
ResourceRegistry& resources;
|
ResourceRegistry& resources;
|
||||||
|
|
||||||
|
MeshRenderSystem meshRenderSystem;
|
||||||
SpriteRenderSystem spriteRenderSystem;
|
SpriteRenderSystem spriteRenderSystem;
|
||||||
|
|
||||||
// Reused across frames to avoid reallocating.
|
// Reused across frames to avoid reallocating.
|
||||||
|
std::vector<MeshDrawItem> meshDrawItems;
|
||||||
|
std::vector<MeshRenderSystem::Instance> meshInstances;
|
||||||
|
std::vector<MeshRenderSystem::Batch> meshBatches;
|
||||||
std::vector<SpriteDrawItem> spriteDrawItems;
|
std::vector<SpriteDrawItem> spriteDrawItems;
|
||||||
std::vector<SpriteRenderSystem::Instance> spriteInstances;
|
std::vector<SpriteRenderSystem::Instance> spriteInstances;
|
||||||
std::vector<SpriteRenderSystem::Batch> spriteBatches;
|
std::vector<SpriteRenderSystem::Batch> spriteBatches;
|
||||||
|
|||||||
@@ -16,11 +16,12 @@ constexpr u32 VERTICES_PER_SPRITE = 6;
|
|||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
SpriteRenderSystem::SpriteRenderSystem(Device& device, vk::Format colorFormat,
|
SpriteRenderSystem::SpriteRenderSystem(Device& device, vk::Format colorFormat,
|
||||||
|
vk::Format depthFormat,
|
||||||
ResourceRegistry& resources)
|
ResourceRegistry& resources)
|
||||||
: device{device}, resources{resources} {
|
: device{device}, resources{resources} {
|
||||||
createDescriptors();
|
createDescriptors();
|
||||||
createPipelineLayout();
|
createPipelineLayout();
|
||||||
createPipeline(colorFormat);
|
createPipeline(colorFormat, depthFormat);
|
||||||
createInstanceBuffers();
|
createInstanceBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -147,7 +148,8 @@ void SpriteRenderSystem::createPipelineLayout() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SpriteRenderSystem::createPipeline(vk::Format colorFormat) {
|
void SpriteRenderSystem::createPipeline(vk::Format colorFormat,
|
||||||
|
vk::Format depthFormat) {
|
||||||
auto vertexShader = Shader::Builder()
|
auto vertexShader = Shader::Builder()
|
||||||
.fromSPIRV(shaders::sprite_vert_spv)
|
.fromSPIRV(shaders::sprite_vert_spv)
|
||||||
.setStage(ShaderStage::VERTEX)
|
.setStage(ShaderStage::VERTEX)
|
||||||
@@ -172,14 +174,17 @@ void SpriteRenderSystem::createPipeline(vk::Format colorFormat) {
|
|||||||
attributes.push_back({5, 0, vk::Format::eR32G32B32A32Sfloat,
|
attributes.push_back({5, 0, vk::Format::eR32G32B32A32Sfloat,
|
||||||
static_cast<u32>(offsetof(Instance, uvRect))});
|
static_cast<u32>(offsetof(Instance, uvRect))});
|
||||||
|
|
||||||
this->graphicsPipeline = GraphicsPipeline::Builder(this->device)
|
this->graphicsPipeline =
|
||||||
.setVertexShader(*vertexShader)
|
GraphicsPipeline::Builder(this->device)
|
||||||
.setFragmentShader(*fragmentShader)
|
.setVertexShader(*vertexShader)
|
||||||
.setPipelineLayout(this->pipelineLayout.get())
|
.setFragmentShader(*fragmentShader)
|
||||||
.setColorAttachmentFormats({colorFormat})
|
.setPipelineLayout(this->pipelineLayout.get())
|
||||||
.setVertexInput(bindings, attributes)
|
.setColorAttachmentFormats({colorFormat})
|
||||||
.setAlphaBlending()
|
.setDepthAttachmentFormat(depthFormat)
|
||||||
.build();
|
.setVertexInput(bindings, attributes)
|
||||||
|
.setAlphaBlending()
|
||||||
|
.setDepthTest(true, false, vk::CompareOp::eLessOrEqual)
|
||||||
|
.build();
|
||||||
}
|
}
|
||||||
|
|
||||||
void SpriteRenderSystem::createInstanceBuffers() {
|
void SpriteRenderSystem::createInstanceBuffers() {
|
||||||
|
|||||||
@@ -20,6 +20,8 @@ namespace sophia {
|
|||||||
/**
|
/**
|
||||||
* Draws batches of textured quads. Knows nothing about scenes: callers hand
|
* Draws batches of textured quads. Knows nothing about scenes: callers hand
|
||||||
* it instances already in draw order, grouped into runs that share a texture.
|
* it instances already in draw order, grouped into runs that share a texture.
|
||||||
|
* Sprites are depth tested, so opaque geometry in front hides them, but
|
||||||
|
* don't write depth, since they blend.
|
||||||
*
|
*
|
||||||
* Instances are written to a per-frame host-visible buffer, so every
|
* Instances are written to a per-frame host-visible buffer, so every
|
||||||
* render() call within one frame appends to it; call beginFrame() once per
|
* render() call within one frame appends to it; call beginFrame() once per
|
||||||
@@ -47,7 +49,7 @@ class SpriteRenderSystem {
|
|||||||
SpriteRenderSystem& operator=(const SpriteRenderSystem&) = delete;
|
SpriteRenderSystem& operator=(const SpriteRenderSystem&) = delete;
|
||||||
|
|
||||||
SpriteRenderSystem(Device& device, vk::Format colorFormat,
|
SpriteRenderSystem(Device& device, vk::Format colorFormat,
|
||||||
ResourceRegistry& resources);
|
vk::Format depthFormat, ResourceRegistry& resources);
|
||||||
~SpriteRenderSystem();
|
~SpriteRenderSystem();
|
||||||
|
|
||||||
void beginFrame(u32 frameIndex);
|
void beginFrame(u32 frameIndex);
|
||||||
@@ -68,7 +70,7 @@ class SpriteRenderSystem {
|
|||||||
|
|
||||||
void createDescriptors();
|
void createDescriptors();
|
||||||
void createPipelineLayout();
|
void createPipelineLayout();
|
||||||
void createPipeline(vk::Format colorFormat);
|
void createPipeline(vk::Format colorFormat, vk::Format depthFormat);
|
||||||
void createInstanceBuffers();
|
void createInstanceBuffers();
|
||||||
|
|
||||||
vk::DescriptorSet getDescriptorSet(TextureHandle handle);
|
vk::DescriptorSet getDescriptorSet(TextureHandle handle);
|
||||||
|
|||||||
@@ -5,35 +5,32 @@
|
|||||||
|
|
||||||
namespace sophia {
|
namespace sophia {
|
||||||
|
|
||||||
std::vector<vk::VertexInputBindingDescription>
|
std::vector<vk::VertexInputBindingDescription> Mesh::getBindingDescriptions() {
|
||||||
Mesh::Vertex::getBindingDescriptions() {
|
return {{0, sizeof(MeshVertex), vk::VertexInputRate::eVertex}};
|
||||||
std::vector<vk::VertexInputBindingDescription> bindingDescriptions(1);
|
|
||||||
bindingDescriptions[0].binding = 0;
|
|
||||||
bindingDescriptions[0].stride = sizeof(Vertex);
|
|
||||||
bindingDescriptions[0].inputRate = vk::VertexInputRate::eVertex;
|
|
||||||
|
|
||||||
return bindingDescriptions;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<vk::VertexInputAttributeDescription>
|
std::vector<vk::VertexInputAttributeDescription>
|
||||||
Mesh::Vertex::getAttributeDescriptions() {
|
Mesh::getAttributeDescriptions() {
|
||||||
std::vector<vk::VertexInputAttributeDescription> attributeDescriptions{};
|
return {
|
||||||
|
{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(MeshVertex, position)},
|
||||||
attributeDescriptions.push_back(
|
{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(MeshVertex, normal)},
|
||||||
{0, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, position)});
|
{2, 0, vk::Format::eR32G32Sfloat, offsetof(MeshVertex, uv)},
|
||||||
attributeDescriptions.push_back(
|
{3, 0, vk::Format::eR32G32B32A32Sfloat, offsetof(MeshVertex, color)},
|
||||||
{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, color)});
|
};
|
||||||
// attributeDescriptions.push_back(
|
|
||||||
// {2, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, normal)});
|
|
||||||
// attributeDescriptions.push_back(
|
|
||||||
// {3, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, uv)});
|
|
||||||
|
|
||||||
return attributeDescriptions;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Mesh::Mesh(Device& device, const Builder& builder) : device{device} {
|
Mesh::Mesh(Device& device, const MeshData& data) : device{device} {
|
||||||
createVertexBuffers(builder.vertices);
|
if (!data.vertices.empty()) {
|
||||||
createIndexBuffers(builder.indices);
|
this->bounds = {data.vertices.front().position,
|
||||||
|
data.vertices.front().position};
|
||||||
|
for (const MeshVertex& vertex : data.vertices) {
|
||||||
|
this->bounds.min = glm::min(this->bounds.min, vertex.position);
|
||||||
|
this->bounds.max = glm::max(this->bounds.max, vertex.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
createVertexBuffers(data.vertices);
|
||||||
|
createIndexBuffers(data.indices);
|
||||||
}
|
}
|
||||||
|
|
||||||
Mesh::~Mesh() = default;
|
Mesh::~Mesh() = default;
|
||||||
@@ -49,15 +46,17 @@ void Mesh::bind(vk::CommandBuffer commandBuffer) const {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::draw(vk::CommandBuffer commandBuffer) const {
|
void Mesh::draw(vk::CommandBuffer commandBuffer, u32 instanceCount,
|
||||||
|
u32 firstInstance) const {
|
||||||
if (this->hasIndexBuffer) {
|
if (this->hasIndexBuffer) {
|
||||||
commandBuffer.drawIndexed(this->indexCount, 1, 0, 0, 0);
|
commandBuffer.drawIndexed(this->indexCount, instanceCount, 0, 0,
|
||||||
|
firstInstance);
|
||||||
} else {
|
} else {
|
||||||
commandBuffer.draw(this->vertexCount, 1, 0, 0);
|
commandBuffer.draw(this->vertexCount, instanceCount, 0, firstInstance);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::createVertexBuffers(const std::vector<Vertex>& vertices) {
|
void Mesh::createVertexBuffers(const std::vector<MeshVertex>& vertices) {
|
||||||
this->vertexCount = static_cast<u32>(vertices.size());
|
this->vertexCount = static_cast<u32>(vertices.size());
|
||||||
SOPHIA_ASSERT(this->vertexCount >= 3, "vertex count must be at least 3");
|
SOPHIA_ASSERT(this->vertexCount >= 3, "vertex count must be at least 3");
|
||||||
|
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
#include <sophia/aabb.hpp>
|
||||||
#include <sophia/handles.hpp>
|
#include <sophia/handles.hpp>
|
||||||
#include <sophia/math.hpp>
|
#include <sophia/math.hpp>
|
||||||
|
#include <sophia/mesh_data.hpp>
|
||||||
#include <sophia/types.hpp>
|
#include <sophia/types.hpp>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
@@ -13,47 +15,33 @@ namespace sophia {
|
|||||||
|
|
||||||
class Mesh {
|
class Mesh {
|
||||||
public:
|
public:
|
||||||
struct Vertex {
|
// Binding 0 (per vertex, MeshVertex) for pipelines that draw meshes.
|
||||||
glm::vec2 position{};
|
static std::vector<vk::VertexInputBindingDescription>
|
||||||
glm::vec3 color{};
|
getBindingDescriptions();
|
||||||
// glm::vec3 normal{};
|
static std::vector<vk::VertexInputAttributeDescription>
|
||||||
// glm::vec2 uv{};
|
getAttributeDescriptions();
|
||||||
|
|
||||||
static std::vector<vk::VertexInputBindingDescription>
|
Mesh(Device& device, const MeshData& data);
|
||||||
getBindingDescriptions();
|
|
||||||
static std::vector<vk::VertexInputAttributeDescription>
|
|
||||||
getAttributeDescriptions();
|
|
||||||
|
|
||||||
// bool operator==(const Vertex& other) const {
|
|
||||||
// return position == other.position && color == other.color;
|
|
||||||
// }
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Builder {
|
|
||||||
std::vector<Vertex> vertices{};
|
|
||||||
std::vector<uint32_t> indices{};
|
|
||||||
|
|
||||||
// void loadModel(const std::string& filepath);
|
|
||||||
};
|
|
||||||
|
|
||||||
Mesh(Device& device, const Mesh::Builder& builder);
|
|
||||||
~Mesh();
|
~Mesh();
|
||||||
|
|
||||||
Mesh(const Mesh&) = delete;
|
Mesh(const Mesh&) = delete;
|
||||||
Mesh& operator=(const Mesh&) = delete;
|
Mesh& operator=(const Mesh&) = delete;
|
||||||
|
|
||||||
// static std::unique_ptr<Mesh> createMeshFromFile(
|
// Bounds of the vertices, in the mesh's own space.
|
||||||
// Device& device, const std::string& filepath);
|
const AABB& getBounds() const { return this->bounds; }
|
||||||
|
|
||||||
void bind(vk::CommandBuffer commandBuffer) const;
|
void bind(vk::CommandBuffer commandBuffer) const;
|
||||||
void draw(vk::CommandBuffer commandBuffer) const;
|
void draw(vk::CommandBuffer commandBuffer, u32 instanceCount = 1,
|
||||||
|
u32 firstInstance = 0) const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void createVertexBuffers(const std::vector<Vertex>& vertices);
|
void createVertexBuffers(const std::vector<MeshVertex>& vertices);
|
||||||
void createIndexBuffers(const std::vector<u32>& indices);
|
void createIndexBuffers(const std::vector<u32>& indices);
|
||||||
|
|
||||||
Device& device;
|
Device& device;
|
||||||
|
|
||||||
|
AABB bounds;
|
||||||
|
|
||||||
std::unique_ptr<Buffer> vertexBuffer;
|
std::unique_ptr<Buffer> vertexBuffer;
|
||||||
u32 vertexCount;
|
u32 vertexCount;
|
||||||
|
|
||||||
|
|||||||
@@ -5,10 +5,16 @@
|
|||||||
namespace sophia {
|
namespace sophia {
|
||||||
|
|
||||||
RenderTargetPool::RenderTargetPool(Device& device, vk::Format format)
|
RenderTargetPool::RenderTargetPool(Device& device, vk::Format format)
|
||||||
: device{device}, format{format} {}
|
: device{device},
|
||||||
|
format{format},
|
||||||
|
// Depth-only formats, so the images have no stencil aspect to track.
|
||||||
|
depthFormat{device.findSupportedFormat(
|
||||||
|
{vk::Format::eD32Sfloat, vk::Format::eX8D24UnormPack32},
|
||||||
|
vk::ImageTiling::eOptimal,
|
||||||
|
vk::FormatFeatureFlagBits::eDepthStencilAttachment)} {}
|
||||||
|
|
||||||
RenderTargetHandle RenderTargetPool::create(u32 width, u32 height) {
|
RenderTargetHandle RenderTargetPool::create(u32 width, u32 height) {
|
||||||
return pool.create(device, format, width, height);
|
return pool.create(device, format, depthFormat, width, height);
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderTargetPool::release(RenderTargetHandle handle) {
|
void RenderTargetPool::release(RenderTargetHandle handle) {
|
||||||
|
|||||||
@@ -24,11 +24,15 @@ class RenderTargetPool {
|
|||||||
|
|
||||||
bool isAlive(RenderTargetHandle handle) const { return pool.isAlive(handle); }
|
bool isAlive(RenderTargetHandle handle) const { return pool.isAlive(handle); }
|
||||||
|
|
||||||
|
vk::Format getFormat() const { return format; }
|
||||||
|
vk::Format getDepthFormat() const { return depthFormat; }
|
||||||
|
|
||||||
void applyPendingResizes();
|
void applyPendingResizes();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Device& device;
|
Device& device;
|
||||||
vk::Format format;
|
vk::Format format;
|
||||||
|
vk::Format depthFormat;
|
||||||
|
|
||||||
Pool<RenderTarget> pool{"RenderTarget"};
|
Pool<RenderTarget> pool{"RenderTarget"};
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -0,0 +1,55 @@
|
|||||||
|
#include <array>
|
||||||
|
#include <sophia/primitives.hpp>
|
||||||
|
|
||||||
|
namespace sophia::primitives {
|
||||||
|
|
||||||
|
MeshData cube(float size, vec4 color) {
|
||||||
|
struct Face {
|
||||||
|
vec3 normal;
|
||||||
|
// Axes across the face, with u x v = normal, so corners taken
|
||||||
|
// counter-clockwise in (u, v) wind counter-clockwise seen from outside.
|
||||||
|
vec3 u;
|
||||||
|
vec3 v;
|
||||||
|
};
|
||||||
|
|
||||||
|
constexpr std::array<Face, 6> FACES{{
|
||||||
|
{{1.f, 0.f, 0.f}, {0.f, 0.f, -1.f}, {0.f, 1.f, 0.f}},
|
||||||
|
{{-1.f, 0.f, 0.f}, {0.f, 0.f, 1.f}, {0.f, 1.f, 0.f}},
|
||||||
|
{{0.f, 1.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 0.f, -1.f}},
|
||||||
|
{{0.f, -1.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 0.f, 1.f}},
|
||||||
|
{{0.f, 0.f, 1.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}},
|
||||||
|
{{0.f, 0.f, -1.f}, {-1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}},
|
||||||
|
}};
|
||||||
|
|
||||||
|
constexpr std::array<vec2, 4> CORNERS{vec2{-1.f, -1.f}, vec2{1.f, -1.f},
|
||||||
|
vec2{1.f, 1.f}, vec2{-1.f, 1.f}};
|
||||||
|
|
||||||
|
float half = size / 2.f;
|
||||||
|
|
||||||
|
MeshData data;
|
||||||
|
data.vertices.reserve(FACES.size() * CORNERS.size());
|
||||||
|
data.indices.reserve(FACES.size() * 6);
|
||||||
|
|
||||||
|
for (const Face& face : FACES) {
|
||||||
|
auto base = static_cast<u32>(data.vertices.size());
|
||||||
|
|
||||||
|
for (vec2 corner : CORNERS) {
|
||||||
|
MeshVertex vertex;
|
||||||
|
vertex.position =
|
||||||
|
(face.normal + corner.x * face.u + corner.y * face.v) * half;
|
||||||
|
vertex.normal = face.normal;
|
||||||
|
// Texture v runs down while the face's v runs up.
|
||||||
|
vertex.uv = {(corner.x + 1.f) / 2.f, (1.f - corner.y) / 2.f};
|
||||||
|
vertex.color = color;
|
||||||
|
data.vertices.push_back(vertex);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (u32 index : {0u, 1u, 2u, 2u, 3u, 0u}) {
|
||||||
|
data.indices.push_back(base + index);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return data;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace sophia::primitives
|
||||||
@@ -4,9 +4,9 @@
|
|||||||
|
|
||||||
namespace sophia {
|
namespace sophia {
|
||||||
|
|
||||||
RenderTarget::RenderTarget(Device& device, vk::Format format, u32 width,
|
RenderTarget::RenderTarget(Device& device, vk::Format format,
|
||||||
u32 height)
|
vk::Format depthFormat, u32 width, u32 height)
|
||||||
: device{device}, format{format} {
|
: device{device}, format{format}, depthFormat{depthFormat} {
|
||||||
create(std::max(width, 1u), std::max(height, 1u));
|
create(std::max(width, 1u), std::max(height, 1u));
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -46,8 +46,17 @@ void RenderTarget::create(u32 width, u32 height) {
|
|||||||
.asColorAttachment()
|
.asColorAttachment()
|
||||||
.withView()
|
.withView()
|
||||||
.build();
|
.build();
|
||||||
|
this->depthImage = Image::Builder(this->device)
|
||||||
|
.setExtent(width, height)
|
||||||
|
.asDepthAttachment()
|
||||||
|
.setFormat(this->depthFormat)
|
||||||
|
.withView()
|
||||||
|
.build();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderTarget::destroy() { this->image.reset(); }
|
void RenderTarget::destroy() {
|
||||||
|
this->image.reset();
|
||||||
|
this->depthImage.reset();
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace sophia
|
} // namespace sophia
|
||||||
|
|||||||
@@ -11,20 +11,22 @@
|
|||||||
namespace sophia {
|
namespace sophia {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A place rendering can go. Currently always backed by an offscreen color
|
* A place rendering can go: an offscreen color image, plus a depth image of
|
||||||
* image.
|
* the same size.
|
||||||
*
|
*
|
||||||
* Owned by the ResourceRegistry and addressed through a RenderTargetHandle.
|
* Owned by the ResourceRegistry and addressed through a RenderTargetHandle.
|
||||||
*/
|
*/
|
||||||
class RenderTarget {
|
class RenderTarget {
|
||||||
public:
|
public:
|
||||||
RenderTarget(Device& device, vk::Format format, u32 width, u32 height);
|
RenderTarget(Device& device, vk::Format format, vk::Format depthFormat,
|
||||||
|
u32 width, u32 height);
|
||||||
~RenderTarget();
|
~RenderTarget();
|
||||||
|
|
||||||
RenderTarget(const RenderTarget&) = delete;
|
RenderTarget(const RenderTarget&) = delete;
|
||||||
RenderTarget& operator=(const RenderTarget&) = delete;
|
RenderTarget& operator=(const RenderTarget&) = delete;
|
||||||
|
|
||||||
Image& getImage() const { return *this->image; }
|
Image& getImage() const { return *this->image; }
|
||||||
|
Image& getDepthImage() const { return *this->depthImage; }
|
||||||
|
|
||||||
vk::Extent2D getExtent() const;
|
vk::Extent2D getExtent() const;
|
||||||
u32 getVersion() const { return this->version; }
|
u32 getVersion() const { return this->version; }
|
||||||
@@ -43,8 +45,10 @@ class RenderTarget {
|
|||||||
|
|
||||||
Device& device;
|
Device& device;
|
||||||
vk::Format format;
|
vk::Format format;
|
||||||
|
vk::Format depthFormat;
|
||||||
|
|
||||||
std::unique_ptr<Image> image;
|
std::unique_ptr<Image> image;
|
||||||
|
std::unique_ptr<Image> depthImage;
|
||||||
|
|
||||||
std::optional<vk::Extent2D> pendingExtent;
|
std::optional<vk::Extent2D> pendingExtent;
|
||||||
u32 version = 0;
|
u32 version = 0;
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ MeshHandle ResourceRegistryRef::load<Mesh>(const std::string& path) {
|
|||||||
(void)path;
|
(void)path;
|
||||||
SOPHIA_ASSERT(false,
|
SOPHIA_ASSERT(false,
|
||||||
"Mesh::load(path) is not implemented yet - no model file "
|
"Mesh::load(path) is not implemented yet - no model file "
|
||||||
"format is supported; build one via Mesh::Builder for now");
|
"format is supported; build a MeshData instead");
|
||||||
return MeshHandle{};
|
return MeshHandle{};
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -40,6 +40,8 @@ TextureHandle ResourceRegistryRef::load<Texture>(const std::string& path) {
|
|||||||
|
|
||||||
template <>
|
template <>
|
||||||
void ResourceRegistryRef::release<Mesh>(MeshHandle handle) {
|
void ResourceRegistryRef::release<Mesh>(MeshHandle handle) {
|
||||||
|
// Frames in flight may still be drawing it.
|
||||||
|
registry->device.waitIdle();
|
||||||
registry->meshPool.release(handle);
|
registry->meshPool.release(handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -57,17 +59,9 @@ void ResourceRegistryRef::release<Texture>(TextureHandle handle) {
|
|||||||
registry->texturePool.release(handle);
|
registry->texturePool.release(handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
MeshHandle ResourceRegistryRef::createResource(
|
MeshHandle ResourceRegistryRef::createResource(std::type_identity<Mesh>,
|
||||||
std::type_identity<Mesh>, std::vector<CanvasVertex> vertices,
|
const MeshData& data) {
|
||||||
std::vector<u32> indices) {
|
return registry->meshPool.create(registry->device, data);
|
||||||
Mesh::Builder builder{};
|
|
||||||
builder.vertices.reserve(vertices.size());
|
|
||||||
for (const CanvasVertex& vertex : vertices) {
|
|
||||||
builder.vertices.push_back({vertex.position, vertex.color});
|
|
||||||
}
|
|
||||||
builder.indices = std::move(indices);
|
|
||||||
|
|
||||||
return registry->meshPool.create(registry->device, builder);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderTargetHandle ResourceRegistryRef::createResource(
|
RenderTargetHandle ResourceRegistryRef::createResource(
|
||||||
@@ -92,6 +86,14 @@ glm::vec2 ResourceRegistryRef::getExtent(RenderTargetHandle handle) const {
|
|||||||
return {static_cast<float>(extent.width), static_cast<float>(extent.height)};
|
return {static_cast<float>(extent.width), static_cast<float>(extent.height)};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
AABB ResourceRegistryRef::getBounds(MeshHandle handle) const {
|
||||||
|
return registry->meshPool.get(handle).getBounds();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ResourceRegistryRef::isAlive(MeshHandle handle) const {
|
||||||
|
return registry->meshPool.isAlive(handle);
|
||||||
|
}
|
||||||
|
|
||||||
bool ResourceRegistryRef::isAlive(RenderTargetHandle handle) const {
|
bool ResourceRegistryRef::isAlive(RenderTargetHandle handle) const {
|
||||||
return registry->renderTargetPool.isAlive(handle);
|
return registry->renderTargetPool.isAlive(handle);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,9 @@
|
|||||||
|
#include "scene/scene_render_packet_builder.hpp"
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
void SceneRenderPacketBuilder::build(SceneHandle sceneHandle,
|
||||||
|
RenderTargetHandle renderTargetHandle,
|
||||||
|
RenderPacket& renderPacket) {}
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <sophia/handles.hpp>
|
||||||
|
|
||||||
|
#include "renderer/renderer.hpp"
|
||||||
|
|
||||||
|
namespace sophia {
|
||||||
|
|
||||||
|
class SceneRenderPacketBuilder {
|
||||||
|
public:
|
||||||
|
static void build(SceneHandle sceneHandle,
|
||||||
|
RenderTargetHandle renderTargetHandle,
|
||||||
|
RenderPacket& renderPacket);
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace sophia
|
||||||
@@ -6,95 +6,66 @@
|
|||||||
namespace sophia::shaders {
|
namespace sophia::shaders {
|
||||||
|
|
||||||
inline constexpr std::array<uint32_t, 355> fullscreen_vert_spv = {
|
inline constexpr std::array<uint32_t, 355> fullscreen_vert_spv = {
|
||||||
0x07230203, 0x00010000, 0x000d000b, 0x00000032,
|
0x07230203, 0x00010000, 0x000d000b, 0x00000032, 0x00000000, 0x00020011,
|
||||||
0x00000000, 0x00020011, 0x00000001, 0x0006000b,
|
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
||||||
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x0008000f, 0x00000000,
|
||||||
0x00000000, 0x0003000e, 0x00000000, 0x00000001,
|
0x00000004, 0x6e69616d, 0x00000000, 0x00000018, 0x00000022, 0x0000002c,
|
||||||
0x0008000f, 0x00000000, 0x00000004, 0x6e69616d,
|
0x00030003, 0x00000002, 0x000001c2, 0x000a0004, 0x475f4c47, 0x4c474f4f,
|
||||||
0x00000000, 0x00000018, 0x00000022, 0x0000002c,
|
0x70635f45, 0x74735f70, 0x5f656c79, 0x656e696c, 0x7269645f, 0x69746365,
|
||||||
0x00030003, 0x00000002, 0x000001c2, 0x000a0004,
|
0x00006576, 0x00080004, 0x475f4c47, 0x4c474f4f, 0x6e695f45, 0x64756c63,
|
||||||
0x475f4c47, 0x4c474f4f, 0x70635f45, 0x74735f70,
|
0x69645f65, 0x74636572, 0x00657669, 0x00040005, 0x00000004, 0x6e69616d,
|
||||||
0x5f656c79, 0x656e696c, 0x7269645f, 0x69746365,
|
0x00000000, 0x00050005, 0x0000000c, 0x69736f70, 0x6e6f6974, 0x00000073,
|
||||||
0x00006576, 0x00080004, 0x475f4c47, 0x4c474f4f,
|
0x00030005, 0x00000015, 0x00736f70, 0x00060005, 0x00000018, 0x565f6c67,
|
||||||
0x6e695f45, 0x64756c63, 0x69645f65, 0x74636572,
|
0x65747265, 0x646e4978, 0x00007865, 0x00060005, 0x00000020, 0x505f6c67,
|
||||||
0x00657669, 0x00040005, 0x00000004, 0x6e69616d,
|
0x65567265, 0x78657472, 0x00000000, 0x00060006, 0x00000020, 0x00000000,
|
||||||
0x00000000, 0x00050005, 0x0000000c, 0x69736f70,
|
0x505f6c67, 0x7469736f, 0x006e6f69, 0x00070006, 0x00000020, 0x00000001,
|
||||||
0x6e6f6974, 0x00000073, 0x00030005, 0x00000015,
|
0x505f6c67, 0x746e696f, 0x657a6953, 0x00000000, 0x00070006, 0x00000020,
|
||||||
0x00736f70, 0x00060005, 0x00000018, 0x565f6c67,
|
0x00000002, 0x435f6c67, 0x4470696c, 0x61747369, 0x0065636e, 0x00070006,
|
||||||
0x65747265, 0x646e4978, 0x00007865, 0x00060005,
|
0x00000020, 0x00000003, 0x435f6c67, 0x446c6c75, 0x61747369, 0x0065636e,
|
||||||
0x00000020, 0x505f6c67, 0x65567265, 0x78657472,
|
0x00030005, 0x00000022, 0x00000000, 0x00030005, 0x0000002c, 0x00007675,
|
||||||
0x00000000, 0x00060006, 0x00000020, 0x00000000,
|
0x00040047, 0x00000018, 0x0000000b, 0x0000002a, 0x00030047, 0x00000020,
|
||||||
0x505f6c67, 0x7469736f, 0x006e6f69, 0x00070006,
|
0x00000002, 0x00050048, 0x00000020, 0x00000000, 0x0000000b, 0x00000000,
|
||||||
0x00000020, 0x00000001, 0x505f6c67, 0x746e696f,
|
0x00050048, 0x00000020, 0x00000001, 0x0000000b, 0x00000001, 0x00050048,
|
||||||
0x657a6953, 0x00000000, 0x00070006, 0x00000020,
|
0x00000020, 0x00000002, 0x0000000b, 0x00000003, 0x00050048, 0x00000020,
|
||||||
0x00000002, 0x435f6c67, 0x4470696c, 0x61747369,
|
0x00000003, 0x0000000b, 0x00000004, 0x00040047, 0x0000002c, 0x0000001e,
|
||||||
0x0065636e, 0x00070006, 0x00000020, 0x00000003,
|
0x00000000, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002,
|
||||||
0x435f6c67, 0x446c6c75, 0x61747369, 0x0065636e,
|
0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006,
|
||||||
0x00030005, 0x00000022, 0x00000000, 0x00030005,
|
0x00000002, 0x00040015, 0x00000008, 0x00000020, 0x00000000, 0x0004002b,
|
||||||
0x0000002c, 0x00007675, 0x00040047, 0x00000018,
|
0x00000008, 0x00000009, 0x00000006, 0x0004001c, 0x0000000a, 0x00000007,
|
||||||
0x0000000b, 0x0000002a, 0x00030047, 0x00000020,
|
0x00000009, 0x00040020, 0x0000000b, 0x00000006, 0x0000000a, 0x0004003b,
|
||||||
0x00000002, 0x00050048, 0x00000020, 0x00000000,
|
0x0000000b, 0x0000000c, 0x00000006, 0x0004002b, 0x00000006, 0x0000000d,
|
||||||
0x0000000b, 0x00000000, 0x00050048, 0x00000020,
|
0xbf800000, 0x0005002c, 0x00000007, 0x0000000e, 0x0000000d, 0x0000000d,
|
||||||
0x00000001, 0x0000000b, 0x00000001, 0x00050048,
|
0x0004002b, 0x00000006, 0x0000000f, 0x3f800000, 0x0005002c, 0x00000007,
|
||||||
0x00000020, 0x00000002, 0x0000000b, 0x00000003,
|
0x00000010, 0x0000000f, 0x0000000d, 0x0005002c, 0x00000007, 0x00000011,
|
||||||
0x00050048, 0x00000020, 0x00000003, 0x0000000b,
|
0x0000000d, 0x0000000f, 0x0005002c, 0x00000007, 0x00000012, 0x0000000f,
|
||||||
0x00000004, 0x00040047, 0x0000002c, 0x0000001e,
|
0x0000000f, 0x0009002c, 0x0000000a, 0x00000013, 0x0000000e, 0x00000010,
|
||||||
0x00000000, 0x00020013, 0x00000002, 0x00030021,
|
0x00000011, 0x00000011, 0x00000010, 0x00000012, 0x00040020, 0x00000014,
|
||||||
0x00000003, 0x00000002, 0x00030016, 0x00000006,
|
0x00000007, 0x00000007, 0x00040015, 0x00000016, 0x00000020, 0x00000001,
|
||||||
0x00000020, 0x00040017, 0x00000007, 0x00000006,
|
0x00040020, 0x00000017, 0x00000001, 0x00000016, 0x0004003b, 0x00000017,
|
||||||
0x00000002, 0x00040015, 0x00000008, 0x00000020,
|
0x00000018, 0x00000001, 0x00040020, 0x0000001a, 0x00000006, 0x00000007,
|
||||||
0x00000000, 0x0004002b, 0x00000008, 0x00000009,
|
0x00040017, 0x0000001d, 0x00000006, 0x00000004, 0x0004002b, 0x00000008,
|
||||||
0x00000006, 0x0004001c, 0x0000000a, 0x00000007,
|
0x0000001e, 0x00000001, 0x0004001c, 0x0000001f, 0x00000006, 0x0000001e,
|
||||||
0x00000009, 0x00040020, 0x0000000b, 0x00000006,
|
0x0006001e, 0x00000020, 0x0000001d, 0x00000006, 0x0000001f, 0x0000001f,
|
||||||
0x0000000a, 0x0004003b, 0x0000000b, 0x0000000c,
|
0x00040020, 0x00000021, 0x00000003, 0x00000020, 0x0004003b, 0x00000021,
|
||||||
0x00000006, 0x0004002b, 0x00000006, 0x0000000d,
|
0x00000022, 0x00000003, 0x0004002b, 0x00000016, 0x00000023, 0x00000000,
|
||||||
0xbf800000, 0x0005002c, 0x00000007, 0x0000000e,
|
0x0004002b, 0x00000006, 0x00000025, 0x00000000, 0x00040020, 0x00000029,
|
||||||
0x0000000d, 0x0000000d, 0x0004002b, 0x00000006,
|
0x00000003, 0x0000001d, 0x00040020, 0x0000002b, 0x00000003, 0x00000007,
|
||||||
0x0000000f, 0x3f800000, 0x0005002c, 0x00000007,
|
0x0004003b, 0x0000002b, 0x0000002c, 0x00000003, 0x0004002b, 0x00000006,
|
||||||
0x00000010, 0x0000000f, 0x0000000d, 0x0005002c,
|
0x0000002e, 0x3f000000, 0x00050036, 0x00000002, 0x00000004, 0x00000000,
|
||||||
0x00000007, 0x00000011, 0x0000000d, 0x0000000f,
|
0x00000003, 0x000200f8, 0x00000005, 0x0004003b, 0x00000014, 0x00000015,
|
||||||
0x0005002c, 0x00000007, 0x00000012, 0x0000000f,
|
0x00000007, 0x0003003e, 0x0000000c, 0x00000013, 0x0004003d, 0x00000016,
|
||||||
0x0000000f, 0x0009002c, 0x0000000a, 0x00000013,
|
0x00000019, 0x00000018, 0x00050041, 0x0000001a, 0x0000001b, 0x0000000c,
|
||||||
0x0000000e, 0x00000010, 0x00000011, 0x00000011,
|
0x00000019, 0x0004003d, 0x00000007, 0x0000001c, 0x0000001b, 0x0003003e,
|
||||||
0x00000010, 0x00000012, 0x00040020, 0x00000014,
|
0x00000015, 0x0000001c, 0x0004003d, 0x00000007, 0x00000024, 0x00000015,
|
||||||
0x00000007, 0x00000007, 0x00040015, 0x00000016,
|
0x00050051, 0x00000006, 0x00000026, 0x00000024, 0x00000000, 0x00050051,
|
||||||
0x00000020, 0x00000001, 0x00040020, 0x00000017,
|
0x00000006, 0x00000027, 0x00000024, 0x00000001, 0x00070050, 0x0000001d,
|
||||||
0x00000001, 0x00000016, 0x0004003b, 0x00000017,
|
0x00000028, 0x00000026, 0x00000027, 0x00000025, 0x0000000f, 0x00050041,
|
||||||
0x00000018, 0x00000001, 0x00040020, 0x0000001a,
|
0x00000029, 0x0000002a, 0x00000022, 0x00000023, 0x0003003e, 0x0000002a,
|
||||||
0x00000006, 0x00000007, 0x00040017, 0x0000001d,
|
0x00000028, 0x0004003d, 0x00000007, 0x0000002d, 0x00000015, 0x0005008e,
|
||||||
0x00000006, 0x00000004, 0x0004002b, 0x00000008,
|
0x00000007, 0x0000002f, 0x0000002d, 0x0000002e, 0x00050050, 0x00000007,
|
||||||
0x0000001e, 0x00000001, 0x0004001c, 0x0000001f,
|
0x00000030, 0x0000002e, 0x0000002e, 0x00050081, 0x00000007, 0x00000031,
|
||||||
0x00000006, 0x0000001e, 0x0006001e, 0x00000020,
|
0x0000002f, 0x00000030, 0x0003003e, 0x0000002c, 0x00000031, 0x000100fd,
|
||||||
0x0000001d, 0x00000006, 0x0000001f, 0x0000001f,
|
0x00010038,
|
||||||
0x00040020, 0x00000021, 0x00000003, 0x00000020,
|
|
||||||
0x0004003b, 0x00000021, 0x00000022, 0x00000003,
|
|
||||||
0x0004002b, 0x00000016, 0x00000023, 0x00000000,
|
|
||||||
0x0004002b, 0x00000006, 0x00000025, 0x00000000,
|
|
||||||
0x00040020, 0x00000029, 0x00000003, 0x0000001d,
|
|
||||||
0x00040020, 0x0000002b, 0x00000003, 0x00000007,
|
|
||||||
0x0004003b, 0x0000002b, 0x0000002c, 0x00000003,
|
|
||||||
0x0004002b, 0x00000006, 0x0000002e, 0x3f000000,
|
|
||||||
0x00050036, 0x00000002, 0x00000004, 0x00000000,
|
|
||||||
0x00000003, 0x000200f8, 0x00000005, 0x0004003b,
|
|
||||||
0x00000014, 0x00000015, 0x00000007, 0x0003003e,
|
|
||||||
0x0000000c, 0x00000013, 0x0004003d, 0x00000016,
|
|
||||||
0x00000019, 0x00000018, 0x00050041, 0x0000001a,
|
|
||||||
0x0000001b, 0x0000000c, 0x00000019, 0x0004003d,
|
|
||||||
0x00000007, 0x0000001c, 0x0000001b, 0x0003003e,
|
|
||||||
0x00000015, 0x0000001c, 0x0004003d, 0x00000007,
|
|
||||||
0x00000024, 0x00000015, 0x00050051, 0x00000006,
|
|
||||||
0x00000026, 0x00000024, 0x00000000, 0x00050051,
|
|
||||||
0x00000006, 0x00000027, 0x00000024, 0x00000001,
|
|
||||||
0x00070050, 0x0000001d, 0x00000028, 0x00000026,
|
|
||||||
0x00000027, 0x00000025, 0x0000000f, 0x00050041,
|
|
||||||
0x00000029, 0x0000002a, 0x00000022, 0x00000023,
|
|
||||||
0x0003003e, 0x0000002a, 0x00000028, 0x0004003d,
|
|
||||||
0x00000007, 0x0000002d, 0x00000015, 0x0005008e,
|
|
||||||
0x00000007, 0x0000002f, 0x0000002d, 0x0000002e,
|
|
||||||
0x00050050, 0x00000007, 0x00000030, 0x0000002e,
|
|
||||||
0x0000002e, 0x00050081, 0x00000007, 0x00000031,
|
|
||||||
0x0000002f, 0x00000030, 0x0003003e, 0x0000002c,
|
|
||||||
0x00000031, 0x000100fd, 0x00010038,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace sophia::shaders
|
} // namespace sophia::shaders
|
||||||
|
|||||||
@@ -0,0 +1,9 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
layout (location = 0) in vec4 fragColor;
|
||||||
|
|
||||||
|
layout (location = 0) out vec4 outColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
outColor = vec4(fragColor.rgb, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,37 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <array>
|
||||||
|
#include <cstdint>
|
||||||
|
|
||||||
|
namespace sophia::shaders {
|
||||||
|
|
||||||
|
inline constexpr std::array<uint32_t, 151> mesh_frag_spv = {
|
||||||
|
0x07230203, 0x00010000, 0x000d000b, 0x00000014, 0x00000000, 0x00020011,
|
||||||
|
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
||||||
|
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x0007000f, 0x00000004,
|
||||||
|
0x00000004, 0x6e69616d, 0x00000000, 0x00000009, 0x0000000b, 0x00030010,
|
||||||
|
0x00000004, 0x00000007, 0x00030003, 0x00000002, 0x000001c2, 0x000a0004,
|
||||||
|
0x475f4c47, 0x4c474f4f, 0x70635f45, 0x74735f70, 0x5f656c79, 0x656e696c,
|
||||||
|
0x7269645f, 0x69746365, 0x00006576, 0x00080004, 0x475f4c47, 0x4c474f4f,
|
||||||
|
0x6e695f45, 0x64756c63, 0x69645f65, 0x74636572, 0x00657669, 0x00040005,
|
||||||
|
0x00000004, 0x6e69616d, 0x00000000, 0x00050005, 0x00000009, 0x4374756f,
|
||||||
|
0x726f6c6f, 0x00000000, 0x00050005, 0x0000000b, 0x67617266, 0x6f6c6f43,
|
||||||
|
0x00000072, 0x00040047, 0x00000009, 0x0000001e, 0x00000000, 0x00040047,
|
||||||
|
0x0000000b, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021,
|
||||||
|
0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017,
|
||||||
|
0x00000007, 0x00000006, 0x00000004, 0x00040020, 0x00000008, 0x00000003,
|
||||||
|
0x00000007, 0x0004003b, 0x00000008, 0x00000009, 0x00000003, 0x00040020,
|
||||||
|
0x0000000a, 0x00000001, 0x00000007, 0x0004003b, 0x0000000a, 0x0000000b,
|
||||||
|
0x00000001, 0x00040017, 0x0000000c, 0x00000006, 0x00000003, 0x0004002b,
|
||||||
|
0x00000006, 0x0000000f, 0x3f800000, 0x00050036, 0x00000002, 0x00000004,
|
||||||
|
0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003d, 0x00000007,
|
||||||
|
0x0000000d, 0x0000000b, 0x0008004f, 0x0000000c, 0x0000000e, 0x0000000d,
|
||||||
|
0x0000000d, 0x00000000, 0x00000001, 0x00000002, 0x00050051, 0x00000006,
|
||||||
|
0x00000010, 0x0000000e, 0x00000000, 0x00050051, 0x00000006, 0x00000011,
|
||||||
|
0x0000000e, 0x00000001, 0x00050051, 0x00000006, 0x00000012, 0x0000000e,
|
||||||
|
0x00000002, 0x00070050, 0x00000007, 0x00000013, 0x00000010, 0x00000011,
|
||||||
|
0x00000012, 0x0000000f, 0x0003003e, 0x00000009, 0x00000013, 0x000100fd,
|
||||||
|
0x00010038,
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace sophia::shaders
|
||||||
@@ -0,0 +1,23 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
// Per vertex; layout must match MeshVertex. Normal and UV are unused until
|
||||||
|
// there is lighting and texturing.
|
||||||
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 1) in vec3 normal;
|
||||||
|
layout (location = 2) in vec2 uv;
|
||||||
|
layout (location = 3) in vec4 color;
|
||||||
|
|
||||||
|
// Per instance; layout must match MeshRenderSystem::Instance.
|
||||||
|
layout (location = 4) in mat4 model;
|
||||||
|
layout (location = 8) in vec4 instanceColor;
|
||||||
|
|
||||||
|
layout (location = 0) out vec4 fragColor;
|
||||||
|
|
||||||
|
layout (push_constant) uniform Push {
|
||||||
|
mat4 viewProjection;
|
||||||
|
} push;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = push.viewProjection * model * vec4(position, 1.0);
|
||||||
|
fragColor = color * instanceColor;
|
||||||
|
}
|
||||||
@@ -0,0 +1,80 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <array>
|
||||||
|
#include <cstdint>
|
||||||
|
|
||||||
|
namespace sophia::shaders {
|
||||||
|
|
||||||
|
inline constexpr std::array<uint32_t, 411> mesh_vert_spv = {
|
||||||
|
0x07230203, 0x00010000, 0x000d000b, 0x00000032, 0x00000000, 0x00020011,
|
||||||
|
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
||||||
|
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x000d000f, 0x00000000,
|
||||||
|
0x00000004, 0x6e69616d, 0x00000000, 0x0000000d, 0x00000018, 0x0000001d,
|
||||||
|
0x00000027, 0x00000029, 0x0000002b, 0x0000002e, 0x00000031, 0x00030003,
|
||||||
|
0x00000002, 0x000001c2, 0x000a0004, 0x475f4c47, 0x4c474f4f, 0x70635f45,
|
||||||
|
0x74735f70, 0x5f656c79, 0x656e696c, 0x7269645f, 0x69746365, 0x00006576,
|
||||||
|
0x00080004, 0x475f4c47, 0x4c474f4f, 0x6e695f45, 0x64756c63, 0x69645f65,
|
||||||
|
0x74636572, 0x00657669, 0x00040005, 0x00000004, 0x6e69616d, 0x00000000,
|
||||||
|
0x00060005, 0x0000000b, 0x505f6c67, 0x65567265, 0x78657472, 0x00000000,
|
||||||
|
0x00060006, 0x0000000b, 0x00000000, 0x505f6c67, 0x7469736f, 0x006e6f69,
|
||||||
|
0x00070006, 0x0000000b, 0x00000001, 0x505f6c67, 0x746e696f, 0x657a6953,
|
||||||
|
0x00000000, 0x00070006, 0x0000000b, 0x00000002, 0x435f6c67, 0x4470696c,
|
||||||
|
0x61747369, 0x0065636e, 0x00070006, 0x0000000b, 0x00000003, 0x435f6c67,
|
||||||
|
0x446c6c75, 0x61747369, 0x0065636e, 0x00030005, 0x0000000d, 0x00000000,
|
||||||
|
0x00040005, 0x00000011, 0x68737550, 0x00000000, 0x00070006, 0x00000011,
|
||||||
|
0x00000000, 0x77656976, 0x6a6f7250, 0x69746365, 0x00006e6f, 0x00040005,
|
||||||
|
0x00000013, 0x68737570, 0x00000000, 0x00040005, 0x00000018, 0x65646f6d,
|
||||||
|
0x0000006c, 0x00050005, 0x0000001d, 0x69736f70, 0x6e6f6974, 0x00000000,
|
||||||
|
0x00050005, 0x00000027, 0x67617266, 0x6f6c6f43, 0x00000072, 0x00040005,
|
||||||
|
0x00000029, 0x6f6c6f63, 0x00000072, 0x00060005, 0x0000002b, 0x74736e69,
|
||||||
|
0x65636e61, 0x6f6c6f43, 0x00000072, 0x00040005, 0x0000002e, 0x6d726f6e,
|
||||||
|
0x00006c61, 0x00030005, 0x00000031, 0x00007675, 0x00030047, 0x0000000b,
|
||||||
|
0x00000002, 0x00050048, 0x0000000b, 0x00000000, 0x0000000b, 0x00000000,
|
||||||
|
0x00050048, 0x0000000b, 0x00000001, 0x0000000b, 0x00000001, 0x00050048,
|
||||||
|
0x0000000b, 0x00000002, 0x0000000b, 0x00000003, 0x00050048, 0x0000000b,
|
||||||
|
0x00000003, 0x0000000b, 0x00000004, 0x00030047, 0x00000011, 0x00000002,
|
||||||
|
0x00040048, 0x00000011, 0x00000000, 0x00000005, 0x00050048, 0x00000011,
|
||||||
|
0x00000000, 0x00000007, 0x00000010, 0x00050048, 0x00000011, 0x00000000,
|
||||||
|
0x00000023, 0x00000000, 0x00040047, 0x00000018, 0x0000001e, 0x00000004,
|
||||||
|
0x00040047, 0x0000001d, 0x0000001e, 0x00000000, 0x00040047, 0x00000027,
|
||||||
|
0x0000001e, 0x00000000, 0x00040047, 0x00000029, 0x0000001e, 0x00000003,
|
||||||
|
0x00040047, 0x0000002b, 0x0000001e, 0x00000008, 0x00040047, 0x0000002e,
|
||||||
|
0x0000001e, 0x00000001, 0x00040047, 0x00000031, 0x0000001e, 0x00000002,
|
||||||
|
0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016,
|
||||||
|
0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000004,
|
||||||
|
0x00040015, 0x00000008, 0x00000020, 0x00000000, 0x0004002b, 0x00000008,
|
||||||
|
0x00000009, 0x00000001, 0x0004001c, 0x0000000a, 0x00000006, 0x00000009,
|
||||||
|
0x0006001e, 0x0000000b, 0x00000007, 0x00000006, 0x0000000a, 0x0000000a,
|
||||||
|
0x00040020, 0x0000000c, 0x00000003, 0x0000000b, 0x0004003b, 0x0000000c,
|
||||||
|
0x0000000d, 0x00000003, 0x00040015, 0x0000000e, 0x00000020, 0x00000001,
|
||||||
|
0x0004002b, 0x0000000e, 0x0000000f, 0x00000000, 0x00040018, 0x00000010,
|
||||||
|
0x00000007, 0x00000004, 0x0003001e, 0x00000011, 0x00000010, 0x00040020,
|
||||||
|
0x00000012, 0x00000009, 0x00000011, 0x0004003b, 0x00000012, 0x00000013,
|
||||||
|
0x00000009, 0x00040020, 0x00000014, 0x00000009, 0x00000010, 0x00040020,
|
||||||
|
0x00000017, 0x00000001, 0x00000010, 0x0004003b, 0x00000017, 0x00000018,
|
||||||
|
0x00000001, 0x00040017, 0x0000001b, 0x00000006, 0x00000003, 0x00040020,
|
||||||
|
0x0000001c, 0x00000001, 0x0000001b, 0x0004003b, 0x0000001c, 0x0000001d,
|
||||||
|
0x00000001, 0x0004002b, 0x00000006, 0x0000001f, 0x3f800000, 0x00040020,
|
||||||
|
0x00000025, 0x00000003, 0x00000007, 0x0004003b, 0x00000025, 0x00000027,
|
||||||
|
0x00000003, 0x00040020, 0x00000028, 0x00000001, 0x00000007, 0x0004003b,
|
||||||
|
0x00000028, 0x00000029, 0x00000001, 0x0004003b, 0x00000028, 0x0000002b,
|
||||||
|
0x00000001, 0x0004003b, 0x0000001c, 0x0000002e, 0x00000001, 0x00040017,
|
||||||
|
0x0000002f, 0x00000006, 0x00000002, 0x00040020, 0x00000030, 0x00000001,
|
||||||
|
0x0000002f, 0x0004003b, 0x00000030, 0x00000031, 0x00000001, 0x00050036,
|
||||||
|
0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005,
|
||||||
|
0x00050041, 0x00000014, 0x00000015, 0x00000013, 0x0000000f, 0x0004003d,
|
||||||
|
0x00000010, 0x00000016, 0x00000015, 0x0004003d, 0x00000010, 0x00000019,
|
||||||
|
0x00000018, 0x00050092, 0x00000010, 0x0000001a, 0x00000016, 0x00000019,
|
||||||
|
0x0004003d, 0x0000001b, 0x0000001e, 0x0000001d, 0x00050051, 0x00000006,
|
||||||
|
0x00000020, 0x0000001e, 0x00000000, 0x00050051, 0x00000006, 0x00000021,
|
||||||
|
0x0000001e, 0x00000001, 0x00050051, 0x00000006, 0x00000022, 0x0000001e,
|
||||||
|
0x00000002, 0x00070050, 0x00000007, 0x00000023, 0x00000020, 0x00000021,
|
||||||
|
0x00000022, 0x0000001f, 0x00050091, 0x00000007, 0x00000024, 0x0000001a,
|
||||||
|
0x00000023, 0x00050041, 0x00000025, 0x00000026, 0x0000000d, 0x0000000f,
|
||||||
|
0x0003003e, 0x00000026, 0x00000024, 0x0004003d, 0x00000007, 0x0000002a,
|
||||||
|
0x00000029, 0x0004003d, 0x00000007, 0x0000002c, 0x0000002b, 0x00050085,
|
||||||
|
0x00000007, 0x0000002d, 0x0000002a, 0x0000002c, 0x0003003e, 0x00000027,
|
||||||
|
0x0000002d, 0x000100fd, 0x00010038,
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace sophia::shaders
|
||||||
@@ -1,9 +1,9 @@
|
|||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
layout (location = 0) in vec3 fragColor;
|
layout (location = 0) in vec4 fragColor;
|
||||||
|
|
||||||
layout (location = 0) out vec4 outColor;
|
layout (location = 0) out vec4 outColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
outColor = vec4(fragColor, 1.0);
|
outColor = fragColor;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,31 +5,36 @@
|
|||||||
|
|
||||||
namespace sophia::shaders {
|
namespace sophia::shaders {
|
||||||
|
|
||||||
inline constexpr std::array<uint32_t, 143> model_render_system_frag_spv = {
|
inline constexpr std::array<uint32_t, 113> model_render_system_frag_spv = {
|
||||||
0x07230203, 0x00010000, 0x000d000b, 0x00000013, 0x00000000, 0x00020011,
|
0x07230203, 0x00010000, 0x000d000b, 0x0000000d,
|
||||||
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
0x00000000, 0x00020011, 0x00000001, 0x0006000b,
|
||||||
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x0007000f, 0x00000004,
|
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
||||||
0x00000004, 0x6e69616d, 0x00000000, 0x00000009, 0x0000000c, 0x00030010,
|
0x00000000, 0x0003000e, 0x00000000, 0x00000001,
|
||||||
0x00000004, 0x00000007, 0x00030003, 0x00000002, 0x000001c2, 0x000a0004,
|
0x0007000f, 0x00000004, 0x00000004, 0x6e69616d,
|
||||||
0x475f4c47, 0x4c474f4f, 0x70635f45, 0x74735f70, 0x5f656c79, 0x656e696c,
|
0x00000000, 0x00000009, 0x0000000b, 0x00030010,
|
||||||
0x7269645f, 0x69746365, 0x00006576, 0x00080004, 0x475f4c47, 0x4c474f4f,
|
0x00000004, 0x00000007, 0x00030003, 0x00000002,
|
||||||
0x6e695f45, 0x64756c63, 0x69645f65, 0x74636572, 0x00657669, 0x00040005,
|
0x000001c2, 0x000a0004, 0x475f4c47, 0x4c474f4f,
|
||||||
0x00000004, 0x6e69616d, 0x00000000, 0x00050005, 0x00000009, 0x4374756f,
|
0x70635f45, 0x74735f70, 0x5f656c79, 0x656e696c,
|
||||||
0x726f6c6f, 0x00000000, 0x00050005, 0x0000000c, 0x67617266, 0x6f6c6f43,
|
0x7269645f, 0x69746365, 0x00006576, 0x00080004,
|
||||||
0x00000072, 0x00040047, 0x00000009, 0x0000001e, 0x00000000, 0x00040047,
|
0x475f4c47, 0x4c474f4f, 0x6e695f45, 0x64756c63,
|
||||||
0x0000000c, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021,
|
0x69645f65, 0x74636572, 0x00657669, 0x00040005,
|
||||||
0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017,
|
0x00000004, 0x6e69616d, 0x00000000, 0x00050005,
|
||||||
0x00000007, 0x00000006, 0x00000004, 0x00040020, 0x00000008, 0x00000003,
|
0x00000009, 0x4374756f, 0x726f6c6f, 0x00000000,
|
||||||
0x00000007, 0x0004003b, 0x00000008, 0x00000009, 0x00000003, 0x00040017,
|
0x00050005, 0x0000000b, 0x67617266, 0x6f6c6f43,
|
||||||
0x0000000a, 0x00000006, 0x00000003, 0x00040020, 0x0000000b, 0x00000001,
|
0x00000072, 0x00040047, 0x00000009, 0x0000001e,
|
||||||
0x0000000a, 0x0004003b, 0x0000000b, 0x0000000c, 0x00000001, 0x0004002b,
|
0x00000000, 0x00040047, 0x0000000b, 0x0000001e,
|
||||||
0x00000006, 0x0000000e, 0x3f800000, 0x00050036, 0x00000002, 0x00000004,
|
0x00000000, 0x00020013, 0x00000002, 0x00030021,
|
||||||
0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003d, 0x0000000a,
|
0x00000003, 0x00000002, 0x00030016, 0x00000006,
|
||||||
0x0000000d, 0x0000000c, 0x00050051, 0x00000006, 0x0000000f, 0x0000000d,
|
0x00000020, 0x00040017, 0x00000007, 0x00000006,
|
||||||
0x00000000, 0x00050051, 0x00000006, 0x00000010, 0x0000000d, 0x00000001,
|
0x00000004, 0x00040020, 0x00000008, 0x00000003,
|
||||||
0x00050051, 0x00000006, 0x00000011, 0x0000000d, 0x00000002, 0x00070050,
|
0x00000007, 0x0004003b, 0x00000008, 0x00000009,
|
||||||
0x00000007, 0x00000012, 0x0000000f, 0x00000010, 0x00000011, 0x0000000e,
|
0x00000003, 0x00040020, 0x0000000a, 0x00000001,
|
||||||
0x0003003e, 0x00000009, 0x00000012, 0x000100fd, 0x00010038,
|
0x00000007, 0x0004003b, 0x0000000a, 0x0000000b,
|
||||||
|
0x00000001, 0x00050036, 0x00000002, 0x00000004,
|
||||||
|
0x00000000, 0x00000003, 0x000200f8, 0x00000005,
|
||||||
|
0x0004003d, 0x00000007, 0x0000000c, 0x0000000b,
|
||||||
|
0x0003003e, 0x00000009, 0x0000000c, 0x000100fd,
|
||||||
|
0x00010038,
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace sophia::shaders
|
} // namespace sophia::shaders
|
||||||
|
|||||||
@@ -1,9 +1,10 @@
|
|||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
layout (location = 0) in vec2 position;
|
// Per vertex; locations match Mesh::getAttributeDescriptions().
|
||||||
layout (location = 1) in vec3 color;
|
layout (location = 0) in vec3 position;
|
||||||
|
layout (location = 3) in vec4 color;
|
||||||
|
|
||||||
layout (location = 0) out vec3 fragColor;
|
layout (location = 0) out vec4 fragColor;
|
||||||
|
|
||||||
layout (push_constant) uniform Push {
|
layout (push_constant) uniform Push {
|
||||||
mat4 transform;
|
mat4 transform;
|
||||||
@@ -11,6 +12,6 @@ layout (push_constant) uniform Push {
|
|||||||
} push;
|
} push;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = vec4(push.transform * vec4(position, 0.0, 1.0));
|
gl_Position = push.transform * vec4(position, 1.0);
|
||||||
fragColor = color;
|
fragColor = color;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,12 +5,12 @@
|
|||||||
|
|
||||||
namespace sophia::shaders {
|
namespace sophia::shaders {
|
||||||
|
|
||||||
inline constexpr std::array<uint32_t, 345> model_render_system_vert_spv = {
|
inline constexpr std::array<uint32_t, 338> model_render_system_vert_spv = {
|
||||||
0x07230203, 0x00010000, 0x000d000b, 0x00000029, 0x00000000, 0x00020011,
|
0x07230203, 0x00010000, 0x000d000b, 0x00000027, 0x00000000, 0x00020011,
|
||||||
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
||||||
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x0009000f, 0x00000000,
|
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x0009000f, 0x00000000,
|
||||||
0x00000004, 0x6e69616d, 0x00000000, 0x0000000d, 0x00000019, 0x00000025,
|
0x00000004, 0x6e69616d, 0x00000000, 0x0000000d, 0x00000019, 0x00000023,
|
||||||
0x00000027, 0x00030003, 0x00000002, 0x000001c2, 0x000a0004, 0x475f4c47,
|
0x00000025, 0x00030003, 0x00000002, 0x000001c2, 0x000a0004, 0x475f4c47,
|
||||||
0x4c474f4f, 0x70635f45, 0x74735f70, 0x5f656c79, 0x656e696c, 0x7269645f,
|
0x4c474f4f, 0x70635f45, 0x74735f70, 0x5f656c79, 0x656e696c, 0x7269645f,
|
||||||
0x69746365, 0x00006576, 0x00080004, 0x475f4c47, 0x4c474f4f, 0x6e695f45,
|
0x69746365, 0x00006576, 0x00080004, 0x475f4c47, 0x4c474f4f, 0x6e695f45,
|
||||||
0x64756c63, 0x69645f65, 0x74636572, 0x00657669, 0x00040005, 0x00000004,
|
0x64756c63, 0x69645f65, 0x74636572, 0x00657669, 0x00040005, 0x00000004,
|
||||||
@@ -24,8 +24,8 @@ inline constexpr std::array<uint32_t, 345> model_render_system_vert_spv = {
|
|||||||
0x00060006, 0x00000011, 0x00000000, 0x6e617274, 0x726f6673, 0x0000006d,
|
0x00060006, 0x00000011, 0x00000000, 0x6e617274, 0x726f6673, 0x0000006d,
|
||||||
0x00050006, 0x00000011, 0x00000001, 0x6f6c6f63, 0x00000072, 0x00040005,
|
0x00050006, 0x00000011, 0x00000001, 0x6f6c6f63, 0x00000072, 0x00040005,
|
||||||
0x00000013, 0x68737570, 0x00000000, 0x00050005, 0x00000019, 0x69736f70,
|
0x00000013, 0x68737570, 0x00000000, 0x00050005, 0x00000019, 0x69736f70,
|
||||||
0x6e6f6974, 0x00000000, 0x00050005, 0x00000025, 0x67617266, 0x6f6c6f43,
|
0x6e6f6974, 0x00000000, 0x00050005, 0x00000023, 0x67617266, 0x6f6c6f43,
|
||||||
0x00000072, 0x00040005, 0x00000027, 0x6f6c6f63, 0x00000072, 0x00030047,
|
0x00000072, 0x00040005, 0x00000025, 0x6f6c6f63, 0x00000072, 0x00030047,
|
||||||
0x0000000b, 0x00000002, 0x00050048, 0x0000000b, 0x00000000, 0x0000000b,
|
0x0000000b, 0x00000002, 0x00050048, 0x0000000b, 0x00000000, 0x0000000b,
|
||||||
0x00000000, 0x00050048, 0x0000000b, 0x00000001, 0x0000000b, 0x00000001,
|
0x00000000, 0x00050048, 0x0000000b, 0x00000001, 0x0000000b, 0x00000001,
|
||||||
0x00050048, 0x0000000b, 0x00000002, 0x0000000b, 0x00000003, 0x00050048,
|
0x00050048, 0x0000000b, 0x00000002, 0x0000000b, 0x00000003, 0x00050048,
|
||||||
@@ -34,8 +34,8 @@ inline constexpr std::array<uint32_t, 345> model_render_system_vert_spv = {
|
|||||||
0x00000011, 0x00000000, 0x00000007, 0x00000010, 0x00050048, 0x00000011,
|
0x00000011, 0x00000000, 0x00000007, 0x00000010, 0x00050048, 0x00000011,
|
||||||
0x00000000, 0x00000023, 0x00000000, 0x00050048, 0x00000011, 0x00000001,
|
0x00000000, 0x00000023, 0x00000000, 0x00050048, 0x00000011, 0x00000001,
|
||||||
0x00000023, 0x00000040, 0x00040047, 0x00000019, 0x0000001e, 0x00000000,
|
0x00000023, 0x00000040, 0x00040047, 0x00000019, 0x0000001e, 0x00000000,
|
||||||
0x00040047, 0x00000025, 0x0000001e, 0x00000000, 0x00040047, 0x00000027,
|
0x00040047, 0x00000023, 0x0000001e, 0x00000000, 0x00040047, 0x00000025,
|
||||||
0x0000001e, 0x00000001, 0x00020013, 0x00000002, 0x00030021, 0x00000003,
|
0x0000001e, 0x00000003, 0x00020013, 0x00000002, 0x00030021, 0x00000003,
|
||||||
0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007,
|
0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007,
|
||||||
0x00000006, 0x00000004, 0x00040015, 0x00000008, 0x00000020, 0x00000000,
|
0x00000006, 0x00000004, 0x00040015, 0x00000008, 0x00000020, 0x00000000,
|
||||||
0x0004002b, 0x00000008, 0x00000009, 0x00000001, 0x0004001c, 0x0000000a,
|
0x0004002b, 0x00000008, 0x00000009, 0x00000001, 0x0004001c, 0x0000000a,
|
||||||
@@ -46,24 +46,23 @@ inline constexpr std::array<uint32_t, 345> model_render_system_vert_spv = {
|
|||||||
0x00040018, 0x00000010, 0x00000007, 0x00000004, 0x0004001e, 0x00000011,
|
0x00040018, 0x00000010, 0x00000007, 0x00000004, 0x0004001e, 0x00000011,
|
||||||
0x00000010, 0x00000007, 0x00040020, 0x00000012, 0x00000009, 0x00000011,
|
0x00000010, 0x00000007, 0x00040020, 0x00000012, 0x00000009, 0x00000011,
|
||||||
0x0004003b, 0x00000012, 0x00000013, 0x00000009, 0x00040020, 0x00000014,
|
0x0004003b, 0x00000012, 0x00000013, 0x00000009, 0x00040020, 0x00000014,
|
||||||
0x00000009, 0x00000010, 0x00040017, 0x00000017, 0x00000006, 0x00000002,
|
0x00000009, 0x00000010, 0x00040017, 0x00000017, 0x00000006, 0x00000003,
|
||||||
0x00040020, 0x00000018, 0x00000001, 0x00000017, 0x0004003b, 0x00000018,
|
0x00040020, 0x00000018, 0x00000001, 0x00000017, 0x0004003b, 0x00000018,
|
||||||
0x00000019, 0x00000001, 0x0004002b, 0x00000006, 0x0000001b, 0x00000000,
|
0x00000019, 0x00000001, 0x0004002b, 0x00000006, 0x0000001b, 0x3f800000,
|
||||||
0x0004002b, 0x00000006, 0x0000001c, 0x3f800000, 0x00040020, 0x00000021,
|
0x00040020, 0x00000021, 0x00000003, 0x00000007, 0x0004003b, 0x00000021,
|
||||||
0x00000003, 0x00000007, 0x00040017, 0x00000023, 0x00000006, 0x00000003,
|
0x00000023, 0x00000003, 0x00040020, 0x00000024, 0x00000001, 0x00000007,
|
||||||
0x00040020, 0x00000024, 0x00000003, 0x00000023, 0x0004003b, 0x00000024,
|
0x0004003b, 0x00000024, 0x00000025, 0x00000001, 0x00050036, 0x00000002,
|
||||||
0x00000025, 0x00000003, 0x00040020, 0x00000026, 0x00000001, 0x00000023,
|
|
||||||
0x0004003b, 0x00000026, 0x00000027, 0x00000001, 0x00050036, 0x00000002,
|
|
||||||
0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x00050041,
|
0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x00050041,
|
||||||
0x00000014, 0x00000015, 0x00000013, 0x0000000f, 0x0004003d, 0x00000010,
|
0x00000014, 0x00000015, 0x00000013, 0x0000000f, 0x0004003d, 0x00000010,
|
||||||
0x00000016, 0x00000015, 0x0004003d, 0x00000017, 0x0000001a, 0x00000019,
|
0x00000016, 0x00000015, 0x0004003d, 0x00000017, 0x0000001a, 0x00000019,
|
||||||
0x00050051, 0x00000006, 0x0000001d, 0x0000001a, 0x00000000, 0x00050051,
|
0x00050051, 0x00000006, 0x0000001c, 0x0000001a, 0x00000000, 0x00050051,
|
||||||
0x00000006, 0x0000001e, 0x0000001a, 0x00000001, 0x00070050, 0x00000007,
|
0x00000006, 0x0000001d, 0x0000001a, 0x00000001, 0x00050051, 0x00000006,
|
||||||
0x0000001f, 0x0000001d, 0x0000001e, 0x0000001b, 0x0000001c, 0x00050091,
|
0x0000001e, 0x0000001a, 0x00000002, 0x00070050, 0x00000007, 0x0000001f,
|
||||||
0x00000007, 0x00000020, 0x00000016, 0x0000001f, 0x00050041, 0x00000021,
|
0x0000001c, 0x0000001d, 0x0000001e, 0x0000001b, 0x00050091, 0x00000007,
|
||||||
0x00000022, 0x0000000d, 0x0000000f, 0x0003003e, 0x00000022, 0x00000020,
|
0x00000020, 0x00000016, 0x0000001f, 0x00050041, 0x00000021, 0x00000022,
|
||||||
0x0004003d, 0x00000023, 0x00000028, 0x00000027, 0x0003003e, 0x00000025,
|
0x0000000d, 0x0000000f, 0x0003003e, 0x00000022, 0x00000020, 0x0004003d,
|
||||||
0x00000028, 0x000100fd, 0x00010038,
|
0x00000007, 0x00000026, 0x00000025, 0x0003003e, 0x00000023, 0x00000026,
|
||||||
|
0x000100fd, 0x00010038,
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace sophia::shaders
|
} // namespace sophia::shaders
|
||||||
|
|||||||
@@ -22,10 +22,8 @@ void main() {
|
|||||||
vec2 corner = CORNERS[gl_VertexIndex];
|
vec2 corner = CORNERS[gl_VertexIndex];
|
||||||
|
|
||||||
gl_Position = push.viewProjection * model * vec4(corner, 0.0, 1.0);
|
gl_Position = push.viewProjection * model * vec4(corner, 0.0, 1.0);
|
||||||
// Draw order comes from the CPU-side sort, so flatten depth; sprites should
|
|
||||||
// never be clipped by the camera's near/far planes.
|
|
||||||
gl_Position.z = 0.0;
|
|
||||||
|
|
||||||
fragColor = color;
|
fragColor = color;
|
||||||
fragUv = mix(uvRect.xy, uvRect.zw, corner);
|
// The quad's y runs up and the texture's v runs down.
|
||||||
|
fragUv = mix(uvRect.xy, uvRect.zw, vec2(corner.x, 1.0 - corner.y));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,12 +5,12 @@
|
|||||||
|
|
||||||
namespace sophia::shaders {
|
namespace sophia::shaders {
|
||||||
|
|
||||||
inline constexpr std::array<uint32_t, 519> sprite_vert_spv = {
|
inline constexpr std::array<uint32_t, 534> sprite_vert_spv = {
|
||||||
0x07230203, 0x00010000, 0x000d000b, 0x00000045, 0x00000000, 0x00020011,
|
0x07230203, 0x00010000, 0x000d000b, 0x00000049, 0x00000000, 0x00020011,
|
||||||
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
0x00000001, 0x0006000b, 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e,
|
||||||
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x000c000f, 0x00000000,
|
0x00000000, 0x0003000e, 0x00000000, 0x00000001, 0x000c000f, 0x00000000,
|
||||||
0x00000004, 0x6e69616d, 0x00000000, 0x00000016, 0x00000021, 0x0000002b,
|
0x00000004, 0x6e69616d, 0x00000000, 0x00000016, 0x00000021, 0x0000002b,
|
||||||
0x00000038, 0x0000003a, 0x0000003d, 0x0000003e, 0x00030003, 0x00000002,
|
0x00000035, 0x00000037, 0x0000003a, 0x0000003b, 0x00030003, 0x00000002,
|
||||||
0x000001c2, 0x000a0004, 0x475f4c47, 0x4c474f4f, 0x70635f45, 0x74735f70,
|
0x000001c2, 0x000a0004, 0x475f4c47, 0x4c474f4f, 0x70635f45, 0x74735f70,
|
||||||
0x5f656c79, 0x656e696c, 0x7269645f, 0x69746365, 0x00006576, 0x00080004,
|
0x5f656c79, 0x656e696c, 0x7269645f, 0x69746365, 0x00006576, 0x00080004,
|
||||||
0x475f4c47, 0x4c474f4f, 0x6e695f45, 0x64756c63, 0x69645f65, 0x74636572,
|
0x475f4c47, 0x4c474f4f, 0x6e695f45, 0x64756c63, 0x69645f65, 0x74636572,
|
||||||
@@ -26,9 +26,9 @@ inline constexpr std::array<uint32_t, 519> sprite_vert_spv = {
|
|||||||
0x00000021, 0x00000000, 0x00040005, 0x00000024, 0x68737550, 0x00000000,
|
0x00000021, 0x00000000, 0x00040005, 0x00000024, 0x68737550, 0x00000000,
|
||||||
0x00070006, 0x00000024, 0x00000000, 0x77656976, 0x6a6f7250, 0x69746365,
|
0x00070006, 0x00000024, 0x00000000, 0x77656976, 0x6a6f7250, 0x69746365,
|
||||||
0x00006e6f, 0x00040005, 0x00000026, 0x68737570, 0x00000000, 0x00040005,
|
0x00006e6f, 0x00040005, 0x00000026, 0x68737570, 0x00000000, 0x00040005,
|
||||||
0x0000002b, 0x65646f6d, 0x0000006c, 0x00050005, 0x00000038, 0x67617266,
|
0x0000002b, 0x65646f6d, 0x0000006c, 0x00050005, 0x00000035, 0x67617266,
|
||||||
0x6f6c6f43, 0x00000072, 0x00040005, 0x0000003a, 0x6f6c6f63, 0x00000072,
|
0x6f6c6f43, 0x00000072, 0x00040005, 0x00000037, 0x6f6c6f63, 0x00000072,
|
||||||
0x00040005, 0x0000003d, 0x67617266, 0x00007655, 0x00040005, 0x0000003e,
|
0x00040005, 0x0000003a, 0x67617266, 0x00007655, 0x00040005, 0x0000003b,
|
||||||
0x65527675, 0x00007463, 0x00040047, 0x00000016, 0x0000000b, 0x0000002a,
|
0x65527675, 0x00007463, 0x00040047, 0x00000016, 0x0000000b, 0x0000002a,
|
||||||
0x00030047, 0x0000001f, 0x00000002, 0x00050048, 0x0000001f, 0x00000000,
|
0x00030047, 0x0000001f, 0x00000002, 0x00050048, 0x0000001f, 0x00000000,
|
||||||
0x0000000b, 0x00000000, 0x00050048, 0x0000001f, 0x00000001, 0x0000000b,
|
0x0000000b, 0x00000000, 0x00050048, 0x0000001f, 0x00000001, 0x0000000b,
|
||||||
@@ -37,9 +37,9 @@ inline constexpr std::array<uint32_t, 519> sprite_vert_spv = {
|
|||||||
0x00000024, 0x00000002, 0x00040048, 0x00000024, 0x00000000, 0x00000005,
|
0x00000024, 0x00000002, 0x00040048, 0x00000024, 0x00000000, 0x00000005,
|
||||||
0x00050048, 0x00000024, 0x00000000, 0x00000007, 0x00000010, 0x00050048,
|
0x00050048, 0x00000024, 0x00000000, 0x00000007, 0x00000010, 0x00050048,
|
||||||
0x00000024, 0x00000000, 0x00000023, 0x00000000, 0x00040047, 0x0000002b,
|
0x00000024, 0x00000000, 0x00000023, 0x00000000, 0x00040047, 0x0000002b,
|
||||||
0x0000001e, 0x00000000, 0x00040047, 0x00000038, 0x0000001e, 0x00000000,
|
0x0000001e, 0x00000000, 0x00040047, 0x00000035, 0x0000001e, 0x00000000,
|
||||||
0x00040047, 0x0000003a, 0x0000001e, 0x00000004, 0x00040047, 0x0000003d,
|
0x00040047, 0x00000037, 0x0000001e, 0x00000004, 0x00040047, 0x0000003a,
|
||||||
0x0000001e, 0x00000001, 0x00040047, 0x0000003e, 0x0000001e, 0x00000005,
|
0x0000001e, 0x00000001, 0x00040047, 0x0000003b, 0x0000001e, 0x00000005,
|
||||||
0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016,
|
0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00030016,
|
||||||
0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000002,
|
0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006, 0x00000002,
|
||||||
0x00040020, 0x00000008, 0x00000007, 0x00000007, 0x00040015, 0x0000000a,
|
0x00040020, 0x00000008, 0x00000007, 0x00000007, 0x00040015, 0x0000000a,
|
||||||
@@ -63,12 +63,12 @@ inline constexpr std::array<uint32_t, 519> sprite_vert_spv = {
|
|||||||
0x00000009, 0x00000024, 0x0004003b, 0x00000025, 0x00000026, 0x00000009,
|
0x00000009, 0x00000024, 0x0004003b, 0x00000025, 0x00000026, 0x00000009,
|
||||||
0x00040020, 0x00000027, 0x00000009, 0x00000023, 0x00040020, 0x0000002a,
|
0x00040020, 0x00000027, 0x00000009, 0x00000023, 0x00040020, 0x0000002a,
|
||||||
0x00000001, 0x00000023, 0x0004003b, 0x0000002a, 0x0000002b, 0x00000001,
|
0x00000001, 0x00000023, 0x0004003b, 0x0000002a, 0x0000002b, 0x00000001,
|
||||||
0x00040020, 0x00000033, 0x00000003, 0x0000001c, 0x0004002b, 0x0000000a,
|
0x00040020, 0x00000033, 0x00000003, 0x0000001c, 0x0004003b, 0x00000033,
|
||||||
0x00000035, 0x00000002, 0x00040020, 0x00000036, 0x00000003, 0x00000006,
|
0x00000035, 0x00000003, 0x00040020, 0x00000036, 0x00000001, 0x0000001c,
|
||||||
0x0004003b, 0x00000033, 0x00000038, 0x00000003, 0x00040020, 0x00000039,
|
0x0004003b, 0x00000036, 0x00000037, 0x00000001, 0x00040020, 0x00000039,
|
||||||
0x00000001, 0x0000001c, 0x0004003b, 0x00000039, 0x0000003a, 0x00000001,
|
0x00000003, 0x00000007, 0x0004003b, 0x00000039, 0x0000003a, 0x00000003,
|
||||||
0x00040020, 0x0000003c, 0x00000003, 0x00000007, 0x0004003b, 0x0000003c,
|
0x0004003b, 0x00000036, 0x0000003b, 0x00000001, 0x0004002b, 0x0000000a,
|
||||||
0x0000003d, 0x00000003, 0x0004003b, 0x00000039, 0x0000003e, 0x00000001,
|
0x00000040, 0x00000000, 0x00040020, 0x00000041, 0x00000007, 0x00000006,
|
||||||
0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8,
|
0x00050036, 0x00000002, 0x00000004, 0x00000000, 0x00000003, 0x000200f8,
|
||||||
0x00000005, 0x0004003b, 0x00000008, 0x00000009, 0x00000007, 0x0004003b,
|
0x00000005, 0x0004003b, 0x00000008, 0x00000009, 0x00000007, 0x0004003b,
|
||||||
0x00000018, 0x00000019, 0x00000007, 0x0004003d, 0x00000014, 0x00000017,
|
0x00000018, 0x00000019, 0x00000007, 0x0004003d, 0x00000014, 0x00000017,
|
||||||
@@ -83,16 +83,18 @@ inline constexpr std::array<uint32_t, 519> sprite_vert_spv = {
|
|||||||
0x00070050, 0x0000001c, 0x00000031, 0x0000002f, 0x00000030, 0x0000000d,
|
0x00070050, 0x0000001c, 0x00000031, 0x0000002f, 0x00000030, 0x0000000d,
|
||||||
0x0000000f, 0x00050091, 0x0000001c, 0x00000032, 0x0000002d, 0x00000031,
|
0x0000000f, 0x00050091, 0x0000001c, 0x00000032, 0x0000002d, 0x00000031,
|
||||||
0x00050041, 0x00000033, 0x00000034, 0x00000021, 0x00000022, 0x0003003e,
|
0x00050041, 0x00000033, 0x00000034, 0x00000021, 0x00000022, 0x0003003e,
|
||||||
0x00000034, 0x00000032, 0x00060041, 0x00000036, 0x00000037, 0x00000021,
|
0x00000034, 0x00000032, 0x0004003d, 0x0000001c, 0x00000038, 0x00000037,
|
||||||
0x00000022, 0x00000035, 0x0003003e, 0x00000037, 0x0000000d, 0x0004003d,
|
0x0003003e, 0x00000035, 0x00000038, 0x0004003d, 0x0000001c, 0x0000003c,
|
||||||
0x0000001c, 0x0000003b, 0x0000003a, 0x0003003e, 0x00000038, 0x0000003b,
|
0x0000003b, 0x0007004f, 0x00000007, 0x0000003d, 0x0000003c, 0x0000003c,
|
||||||
0x0004003d, 0x0000001c, 0x0000003f, 0x0000003e, 0x0007004f, 0x00000007,
|
0x00000000, 0x00000001, 0x0004003d, 0x0000001c, 0x0000003e, 0x0000003b,
|
||||||
0x00000040, 0x0000003f, 0x0000003f, 0x00000000, 0x00000001, 0x0004003d,
|
0x0007004f, 0x00000007, 0x0000003f, 0x0000003e, 0x0000003e, 0x00000002,
|
||||||
0x0000001c, 0x00000041, 0x0000003e, 0x0007004f, 0x00000007, 0x00000042,
|
0x00000003, 0x00050041, 0x00000041, 0x00000042, 0x00000009, 0x00000040,
|
||||||
0x00000041, 0x00000041, 0x00000002, 0x00000003, 0x0004003d, 0x00000007,
|
0x0004003d, 0x00000006, 0x00000043, 0x00000042, 0x00050041, 0x00000041,
|
||||||
0x00000043, 0x00000009, 0x0008000c, 0x00000007, 0x00000044, 0x00000001,
|
0x00000044, 0x00000009, 0x0000001d, 0x0004003d, 0x00000006, 0x00000045,
|
||||||
0x0000002e, 0x00000040, 0x00000042, 0x00000043, 0x0003003e, 0x0000003d,
|
0x00000044, 0x00050083, 0x00000006, 0x00000046, 0x0000000f, 0x00000045,
|
||||||
0x00000044, 0x000100fd, 0x00010038,
|
0x00050050, 0x00000007, 0x00000047, 0x00000043, 0x00000046, 0x0008000c,
|
||||||
|
0x00000007, 0x00000048, 0x00000001, 0x0000002e, 0x0000003d, 0x0000003f,
|
||||||
|
0x00000047, 0x0003003e, 0x0000003a, 0x00000048, 0x000100fd, 0x00010038,
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace sophia::shaders
|
} // namespace sophia::shaders
|
||||||
|
|||||||
@@ -47,8 +47,9 @@ void Panel::draw(const FrameInfo& frameInfo) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
bool open = true;
|
bool open = true;
|
||||||
ImGui::Begin(config.name.c_str(), config.hasCloseButton() ? &open : nullptr,
|
this->shown = ImGui::Begin(config.name.c_str(),
|
||||||
config.getWindowFlags());
|
config.hasCloseButton() ? &open : nullptr,
|
||||||
|
config.getWindowFlags());
|
||||||
onUpdate(frameInfo);
|
onUpdate(frameInfo);
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
|
|
||||||
|
|||||||
@@ -48,6 +48,7 @@ class Device {
|
|||||||
|
|
||||||
void waitIdle() { this->device->waitIdle(); }
|
void waitIdle() { this->device->waitIdle(); }
|
||||||
|
|
||||||
|
vk::PhysicalDevice getPhysicalDevice() const { return this->physicalDevice; }
|
||||||
VmaAllocator getAllocator() const { return this->allocator; }
|
VmaAllocator getAllocator() const { return this->allocator; }
|
||||||
vk::CommandPool getCommandPool() const { return this->commandPool; }
|
vk::CommandPool getCommandPool() const { return this->commandPool; }
|
||||||
vk::SurfaceKHR getSurface() const { return surface; }
|
vk::SurfaceKHR getSurface() const { return surface; }
|
||||||
|
|||||||
@@ -101,6 +101,21 @@ GraphicsPipeline::Builder& GraphicsPipeline::Builder::setAlphaBlending(
|
|||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GraphicsPipeline::Builder& GraphicsPipeline::Builder::setDepthTest(
|
||||||
|
bool test, bool write, vk::CompareOp compareOp) {
|
||||||
|
this->depthTest = test;
|
||||||
|
this->depthWrite = write;
|
||||||
|
this->depthCompareOp = compareOp;
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
GraphicsPipeline::Builder& GraphicsPipeline::Builder::setCullMode(
|
||||||
|
vk::CullModeFlags cullMode, vk::FrontFace frontFace) {
|
||||||
|
this->cullMode = cullMode;
|
||||||
|
this->frontFace = frontFace;
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
std::unique_ptr<GraphicsPipeline> GraphicsPipeline::Builder::build() const {
|
std::unique_ptr<GraphicsPipeline> GraphicsPipeline::Builder::build() const {
|
||||||
if (this->vertexShader == nullptr || this->fragmentShader == nullptr) {
|
if (this->vertexShader == nullptr || this->fragmentShader == nullptr) {
|
||||||
log::fatal(
|
log::fatal(
|
||||||
@@ -130,26 +145,14 @@ std::unique_ptr<GraphicsPipeline> GraphicsPipeline::Builder::build() const {
|
|||||||
"setDepthAttachmentFormat() was not called");
|
"setDepthAttachmentFormat() was not called");
|
||||||
}
|
}
|
||||||
|
|
||||||
return std::unique_ptr<GraphicsPipeline>(new GraphicsPipeline(
|
return std::unique_ptr<GraphicsPipeline>(new GraphicsPipeline(*this));
|
||||||
this->device, *this->vertexShader, *this->fragmentShader,
|
|
||||||
this->pipelineLayout, this->colorAttachmentFormats,
|
|
||||||
this->depthAttachmentFormat, this->stencilAttachmentFormat,
|
|
||||||
this->bindingDescriptions, this->attributeDescriptions,
|
|
||||||
this->alphaBlending));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GraphicsPipeline::GraphicsPipeline(
|
GraphicsPipeline::GraphicsPipeline(const Builder& builder)
|
||||||
Device& device, Shader& vertexShader, Shader& fragmentShader,
|
: Pipeline(builder.device, vk::PipelineBindPoint::eGraphics) {
|
||||||
vk::PipelineLayout pipelineLayout,
|
|
||||||
std::vector<vk::Format> colorAttachmentFormats,
|
|
||||||
vk::Format depthAttachmentFormat, vk::Format stencilAttachmentFormat,
|
|
||||||
std::vector<vk::VertexInputBindingDescription> bindingDescriptions,
|
|
||||||
std::vector<vk::VertexInputAttributeDescription> attributeDescriptions,
|
|
||||||
bool alphaBlending)
|
|
||||||
: Pipeline(device, vk::PipelineBindPoint::eGraphics) {
|
|
||||||
setDefaultGraphicsPipelineConfig();
|
setDefaultGraphicsPipelineConfig();
|
||||||
|
|
||||||
if (alphaBlending) {
|
if (builder.alphaBlending) {
|
||||||
vk::PipelineColorBlendAttachmentState& blend =
|
vk::PipelineColorBlendAttachmentState& blend =
|
||||||
this->config.colorBlendAttachment;
|
this->config.colorBlendAttachment;
|
||||||
blend.blendEnable = vk::True;
|
blend.blendEnable = vk::True;
|
||||||
@@ -159,17 +162,24 @@ GraphicsPipeline::GraphicsPipeline(
|
|||||||
blend.dstAlphaBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha;
|
blend.dstAlphaBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha;
|
||||||
}
|
}
|
||||||
|
|
||||||
this->config.bindingDescriptions = std::move(bindingDescriptions);
|
this->config.depthStencilInfo.depthTestEnable = builder.depthTest;
|
||||||
this->config.attributeDescriptions = std::move(attributeDescriptions);
|
this->config.depthStencilInfo.depthWriteEnable = builder.depthWrite;
|
||||||
this->config.pipelineLayout = pipelineLayout;
|
this->config.depthStencilInfo.depthCompareOp = builder.depthCompareOp;
|
||||||
this->config.colorAttachmentFormats = std::move(colorAttachmentFormats);
|
|
||||||
this->config.depthAttachmentFormat = depthAttachmentFormat;
|
this->config.rasterizationInfo.cullMode = builder.cullMode;
|
||||||
this->config.stencilAttachmentFormat = stencilAttachmentFormat;
|
this->config.rasterizationInfo.frontFace = builder.frontFace;
|
||||||
|
|
||||||
|
this->config.bindingDescriptions = builder.bindingDescriptions;
|
||||||
|
this->config.attributeDescriptions = builder.attributeDescriptions;
|
||||||
|
this->config.pipelineLayout = builder.pipelineLayout;
|
||||||
|
this->config.colorAttachmentFormats = builder.colorAttachmentFormats;
|
||||||
|
this->config.depthAttachmentFormat = builder.depthAttachmentFormat;
|
||||||
|
this->config.stencilAttachmentFormat = builder.stencilAttachmentFormat;
|
||||||
|
|
||||||
vk::UniqueShaderModule vertexShaderModule =
|
vk::UniqueShaderModule vertexShaderModule =
|
||||||
createShaderModule(vertexShader.getSpirv());
|
createShaderModule(builder.vertexShader->getSpirv());
|
||||||
vk::UniqueShaderModule fragmentShaderModule =
|
vk::UniqueShaderModule fragmentShaderModule =
|
||||||
createShaderModule(fragmentShader.getSpirv());
|
createShaderModule(builder.fragmentShader->getSpirv());
|
||||||
log::trace("created graphics shader modules");
|
log::trace("created graphics shader modules");
|
||||||
|
|
||||||
vk::PipelineShaderStageCreateInfo shaderStages[] = {
|
vk::PipelineShaderStageCreateInfo shaderStages[] = {
|
||||||
@@ -245,7 +255,7 @@ void GraphicsPipeline::setDefaultGraphicsPipelineConfig() {
|
|||||||
this->config.rasterizationInfo.polygonMode = vk::PolygonMode::eFill;
|
this->config.rasterizationInfo.polygonMode = vk::PolygonMode::eFill;
|
||||||
this->config.rasterizationInfo.lineWidth = 1.0f;
|
this->config.rasterizationInfo.lineWidth = 1.0f;
|
||||||
this->config.rasterizationInfo.cullMode = vk::CullModeFlagBits::eNone;
|
this->config.rasterizationInfo.cullMode = vk::CullModeFlagBits::eNone;
|
||||||
this->config.rasterizationInfo.frontFace = vk::FrontFace::eClockwise;
|
this->config.rasterizationInfo.frontFace = vk::FrontFace::eCounterClockwise;
|
||||||
this->config.rasterizationInfo.depthBiasEnable = vk::False;
|
this->config.rasterizationInfo.depthBiasEnable = vk::False;
|
||||||
this->config.rasterizationInfo.depthBiasConstantFactor = 0.0f;
|
this->config.rasterizationInfo.depthBiasConstantFactor = 0.0f;
|
||||||
this->config.rasterizationInfo.depthBiasClamp = 0.0f;
|
this->config.rasterizationInfo.depthBiasClamp = 0.0f;
|
||||||
|
|||||||
@@ -41,14 +41,7 @@ class GraphicsPipeline : public Pipeline {
|
|||||||
~GraphicsPipeline() override;
|
~GraphicsPipeline() override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
GraphicsPipeline(
|
explicit GraphicsPipeline(const Builder& builder);
|
||||||
Device& device, Shader& vertexShader, Shader& fragmentShader,
|
|
||||||
vk::PipelineLayout pipelineLayout,
|
|
||||||
std::vector<vk::Format> colorAttachmentFormats,
|
|
||||||
vk::Format depthAttachmentFormat, vk::Format stencilAttachmentFormat,
|
|
||||||
std::vector<vk::VertexInputBindingDescription> bindingDescriptions,
|
|
||||||
std::vector<vk::VertexInputAttributeDescription> attributeDescriptions,
|
|
||||||
bool alphaBlending);
|
|
||||||
|
|
||||||
void setDefaultGraphicsPipelineConfig();
|
void setDefaultGraphicsPipelineConfig();
|
||||||
|
|
||||||
@@ -72,6 +65,14 @@ class GraphicsPipeline::Builder {
|
|||||||
std::vector<vk::VertexInputAttributeDescription> attributeDescriptions);
|
std::vector<vk::VertexInputAttributeDescription> attributeDescriptions);
|
||||||
// Straight (non-premultiplied) "over" blending on every color attachment.
|
// Straight (non-premultiplied) "over" blending on every color attachment.
|
||||||
Builder& setAlphaBlending(bool enabled = true);
|
Builder& setAlphaBlending(bool enabled = true);
|
||||||
|
// Only matters with a depth attachment. Defaults to testing and writing
|
||||||
|
// with eLess.
|
||||||
|
Builder& setDepthTest(bool test, bool write,
|
||||||
|
vk::CompareOp compareOp = vk::CompareOp::eLess);
|
||||||
|
// Defaults to no culling, with counter-clockwise triangles facing front.
|
||||||
|
Builder& setCullMode(
|
||||||
|
vk::CullModeFlags cullMode,
|
||||||
|
vk::FrontFace frontFace = vk::FrontFace::eCounterClockwise);
|
||||||
|
|
||||||
std::unique_ptr<GraphicsPipeline> build() const;
|
std::unique_ptr<GraphicsPipeline> build() const;
|
||||||
|
|
||||||
@@ -87,6 +88,13 @@ class GraphicsPipeline::Builder {
|
|||||||
std::vector<vk::VertexInputBindingDescription> bindingDescriptions{};
|
std::vector<vk::VertexInputBindingDescription> bindingDescriptions{};
|
||||||
std::vector<vk::VertexInputAttributeDescription> attributeDescriptions{};
|
std::vector<vk::VertexInputAttributeDescription> attributeDescriptions{};
|
||||||
bool alphaBlending = false;
|
bool alphaBlending = false;
|
||||||
|
bool depthTest = true;
|
||||||
|
bool depthWrite = true;
|
||||||
|
vk::CompareOp depthCompareOp = vk::CompareOp::eLess;
|
||||||
|
vk::CullModeFlags cullMode = vk::CullModeFlagBits::eNone;
|
||||||
|
vk::FrontFace frontFace = vk::FrontFace::eCounterClockwise;
|
||||||
|
|
||||||
|
friend class GraphicsPipeline;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace sophia
|
} // namespace sophia
|
||||||
|
|||||||
@@ -215,8 +215,7 @@ vk::Extent2D Swapchain::chooseExtent(
|
|||||||
|
|
||||||
vk::Format Swapchain::findDepthFormat() {
|
vk::Format Swapchain::findDepthFormat() {
|
||||||
return this->device.findSupportedFormat(
|
return this->device.findSupportedFormat(
|
||||||
{vk::Format::eD32Sfloat, vk::Format::eD32SfloatS8Uint,
|
{vk::Format::eD32Sfloat, vk::Format::eX8D24UnormPack32},
|
||||||
vk::Format::eD24UnormS8Uint},
|
|
||||||
vk::ImageTiling::eOptimal,
|
vk::ImageTiling::eOptimal,
|
||||||
vk::FormatFeatureFlagBits::eDepthStencilAttachment);
|
vk::FormatFeatureFlagBits::eDepthStencilAttachment);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -141,8 +141,8 @@ class Boids2D : public sophia::Application {
|
|||||||
cameraEntity.getComponent<sophia::TransformComponent>().position;
|
cameraEntity.getComponent<sophia::TransformComponent>().position;
|
||||||
if (scrollLeft) cameraPosition.x -= scrollDistance;
|
if (scrollLeft) cameraPosition.x -= scrollDistance;
|
||||||
if (scrollRight) cameraPosition.x += scrollDistance;
|
if (scrollRight) cameraPosition.x += scrollDistance;
|
||||||
if (scrollUp) cameraPosition.y -= scrollDistance;
|
if (scrollUp) cameraPosition.y += scrollDistance;
|
||||||
if (scrollDown) cameraPosition.y += scrollDistance;
|
if (scrollDown) cameraPosition.y -= scrollDistance;
|
||||||
|
|
||||||
// One world unit per pixel, whatever size the viewport is.
|
// One world unit per pixel, whatever size the viewport is.
|
||||||
cameraEntity.getComponent<sophia::CameraComponent>().ortho.height =
|
cameraEntity.getComponent<sophia::CameraComponent>().ortho.height =
|
||||||
|
|||||||
@@ -0,0 +1,3 @@
|
|||||||
|
add_executable(cube main.cpp)
|
||||||
|
|
||||||
|
target_link_libraries(cube PRIVATE ${PROJECT_NAME})
|
||||||
@@ -0,0 +1,50 @@
|
|||||||
|
#include <glm/gtc/quaternion.hpp>
|
||||||
|
#include <sophia/application.hpp>
|
||||||
|
#include <sophia/components.hpp>
|
||||||
|
#include <sophia/entity.hpp>
|
||||||
|
#include <sophia/primitives.hpp>
|
||||||
|
#include <sophia/scene_view.hpp>
|
||||||
|
|
||||||
|
// A spinning cube seen through a perspective camera.
|
||||||
|
class Cube : public sophia::Application {
|
||||||
|
public:
|
||||||
|
Cube() : Application{{.width = 800, .height = 600, .name = "Cube"}} {
|
||||||
|
debugUI().showFrameStats(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
void onCreate() override {
|
||||||
|
sophia::SceneHandle sceneHandle = scenes().create();
|
||||||
|
sophia::Scene& scene = scenes().get(sceneHandle);
|
||||||
|
|
||||||
|
sophia::Entity camera = scene.createCamera();
|
||||||
|
camera.getComponent<sophia::CameraComponent>().projection =
|
||||||
|
sophia::CameraComponent::Projection::Perspective;
|
||||||
|
camera.getComponent<sophia::TransformComponent>().position = {0.f, 0.f,
|
||||||
|
3.f};
|
||||||
|
|
||||||
|
// Unlit, so color each face by its normal to tell them apart.
|
||||||
|
sophia::MeshData data = sophia::primitives::cube();
|
||||||
|
for (sophia::MeshVertex& vertex : data.vertices) {
|
||||||
|
vertex.color = glm::vec4{vertex.normal * 0.5f + 0.5f, 1.f};
|
||||||
|
}
|
||||||
|
|
||||||
|
cube = scene.createEntity("Cube");
|
||||||
|
cube.addComponent<sophia::MeshComponent>(sophia::MeshComponent{
|
||||||
|
.handle = resources().create<sophia::Mesh>(data)});
|
||||||
|
|
||||||
|
sceneViews().create({
|
||||||
|
.scene = sceneHandle,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
void onUpdate(const sophia::FrameInfo& frameInfo) override {
|
||||||
|
auto angle = static_cast<float>(frameInfo.elapsedTime);
|
||||||
|
cube.getComponent<sophia::TransformComponent>().rotation =
|
||||||
|
glm::angleAxis(angle, glm::normalize(glm::vec3{1.f, 1.f, 0.f}));
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
sophia::Entity cube;
|
||||||
|
};
|
||||||
|
|
||||||
|
SOPHIA_MAIN(Cube)
|
||||||
Vendored
+14
@@ -78,3 +78,17 @@ target_link_libraries(imgui PRIVATE
|
|||||||
if(UNIX AND NOT APPLE)
|
if(UNIX AND NOT APPLE)
|
||||||
target_compile_options(imgui PRIVATE -fPIC)
|
target_compile_options(imgui PRIVATE -fPIC)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
# ImGuizmo: only the transform gizmo. The repo's own CMakeLists also builds
|
||||||
|
# its other widgets, and doesn't link imgui when used as a subdirectory.
|
||||||
|
add_library(imguizmo STATIC
|
||||||
|
${CMAKE_CURRENT_SOURCE_DIR}/ImGuizmo/src/ImGuizmo.cpp
|
||||||
|
)
|
||||||
|
|
||||||
|
target_include_directories(imguizmo PUBLIC
|
||||||
|
${CMAKE_CURRENT_SOURCE_DIR}/ImGuizmo/src
|
||||||
|
)
|
||||||
|
|
||||||
|
target_link_libraries(imguizmo PUBLIC
|
||||||
|
imgui
|
||||||
|
)
|
||||||
|
|||||||
+1
Submodule third_party/ImGuizmo added at 18cef5e031
Reference in New Issue
Block a user