Графические конвейеры для вокселей и нод
This commit is contained in:
@@ -9,6 +9,26 @@
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namespace LV::Client {
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struct GlobalTime {
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uint32_t Seconds : 22, Sub : 10;
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GlobalTime() = default;
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GlobalTime(double gTime) {
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Seconds = int(gTime);
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Sub = (gTime-int(gTime))*1024;
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}
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GlobalTime& operator=(double gTime) {
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Seconds = int(gTime);
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Sub = (gTime-int(gTime))*1024;
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return *this;
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}
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operator double() const {
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return double(Seconds) + double(Sub)/1024.;
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}
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};
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struct VoxelCube {
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DefVoxelId_c VoxelId;
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Pos::Local256 Left, Right;
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@@ -129,7 +149,7 @@ public:
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virtual ~IServerSession();
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virtual void atFreeDrawTime() = 0;
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virtual void atFreeDrawTime(GlobalTime gTime, float dTime) = 0;
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};
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@@ -2,13 +2,13 @@
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#include "Client/Abstract.hpp"
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#include "Common/Abstract.hpp"
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#include "Common/Net.hpp"
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#include <GLFW/glfw3.h>
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#include <boost/asio/deadline_timer.hpp>
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#include <boost/asio/this_coro.hpp>
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#include <boost/date_time/posix_time/posix_time_duration.hpp>
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#include <functional>
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#include <memory>
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#include <Common/Packets.hpp>
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#include <GLFW/glfw3.h>
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#include <glm/ext.hpp>
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@@ -162,17 +162,24 @@ void ServerSession::onCursorPosChange(int32_t width, int32_t height) {
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}
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void ServerSession::onCursorMove(float xMove, float yMove) {
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glm::vec3 deltaPYR;
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static constexpr float PI = glm::pi<float>(), PI2 = PI*2, PI_HALF = PI/2, PI_DEG = PI/180;
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deltaPYR.x = std::clamp(PYR.x + yMove*PI_DEG, -PI_HALF+PI_DEG, PI_HALF-PI_DEG)-PYR.x;
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deltaPYR.y = std::fmod(PYR.y + xMove*PI_DEG, PI2)-PYR.y;
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deltaPYR.z = 0;
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double gTime = GTime;
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float deltaTime = 1-std::min<float>(gTime-PYR_At, 1/PYR_TIME_DELTA)*PYR_TIME_DELTA;
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PYR_At = GTime;
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PYR += deltaPYR;
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PYR_Offset = deltaPYR+deltaTime*PYR_Offset;
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glm::vec3 front = Camera.Quat*glm::vec3(0.0f, 0.0f, -1.0f);
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}
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void ServerSession::onFrameRendering() {
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}
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void ServerSession::onFrameRenderEnd() {
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}
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void ServerSession::onCursorBtn(ISurfaceEventListener::EnumCursorBtn btn, bool state) {
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}
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@@ -187,8 +194,8 @@ void ServerSession::onJoystick() {
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}
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void ServerSession::atFreeDrawTime() {
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void ServerSession::atFreeDrawTime(GlobalTime gTime, float dTime) {
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GTime = gTime;
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}
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coro<> ServerSession::run() {
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@@ -37,6 +37,12 @@ class ServerSession : public AsyncObject, public IServerSession, public ISurface
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boost::lockfree::spsc_queue<std::unique_ptr<ParsedPacket>> NetInputPackets;
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//
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glm::vec3 PYR = glm::vec3(0), PYR_Offset = glm::vec3(0);
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double PYR_At = 0;
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static constexpr float PYR_TIME_DELTA = 30;
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GlobalTime GTime;
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public:
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// Нужен сокет, на котором только что был согласован игровой протокол (asyncInitGameProtocol)
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ServerSession(asio::io_context &ioc, std::unique_ptr<Net::AsyncSocket> &&socket, IRenderSession *rs = nullptr)
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@@ -70,14 +76,12 @@ public:
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virtual void onChangeFocusState(bool isFocused) override;
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virtual void onCursorPosChange(int32_t width, int32_t height) override;
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virtual void onCursorMove(float xMove, float yMove) override;
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virtual void onFrameRendering() override;
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virtual void onFrameRenderEnd() override;
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virtual void onCursorBtn(EnumCursorBtn btn, bool state) override;
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virtual void onKeyboardBtn(int btn, int state) override;
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virtual void onJoystick() override;
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virtual void atFreeDrawTime() override;
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virtual void atFreeDrawTime(GlobalTime gTime, float dTime) override;
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private:
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coro<> run();
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@@ -87,17 +87,6 @@ Vulkan::Vulkan(asio::io_context &ioc)
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auto useLock = Game.UseLock.lock();
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run();
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GuardLock.reset();
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if(Game.Session) {
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Game.Session->shutdown(EnumDisconnect::ByInterface);
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Game.Session = nullptr;
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Game.RSession = nullptr;
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}
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if(Game.Server) {
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Game.Server->GS.shutdown("Завершение работы из-за остановки клиента");
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Game.Server = nullptr;
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}
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});
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}
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@@ -132,8 +121,14 @@ void Vulkan::run()
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assert(!vkCreateSemaphore(Graphics.Device, &semaphoreCreateInfo, NULL, &SemaphoreDrawComplete));
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while(!NeedShutdown)
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double prevTime = glfwGetTime();
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while(!NeedShutdown
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|| (Game.Session && Game.Session->isConnected())
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|| (Game.Server && Game.Server->GS.isAlive()))
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{
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float dTime = glfwGetTime()-prevTime;
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prevTime = glfwGetTime();
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Screen.State = DrawState::Begin;
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{
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std::lock_guard lock(Screen.BeforeDrawMtx);
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@@ -144,8 +139,16 @@ void Vulkan::run()
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}
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}
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if(glfwWindowShouldClose(Graphics.Window)) {
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if(!NeedShutdown && glfwWindowShouldClose(Graphics.Window)) {
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NeedShutdown = true;
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if(Game.Session) {
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Game.Session->shutdown(EnumDisconnect::ByInterface);
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}
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if(Game.Server) {
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Game.Server->GS.shutdown("Завершение работы из-за остановки клиента");
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}
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}
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if(Game.Session) {
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@@ -168,6 +171,10 @@ void Vulkan::run()
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// if(CallBeforeDraw)
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// CallBeforeDraw(this);
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if(Game.RSession) {
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Game.RSession->beforeDraw();
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}
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glfwPollEvents();
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VkResult err;
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@@ -251,8 +258,17 @@ void Vulkan::run()
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vkCmdSetScissor(Graphics.CommandBufferRender, 0, 1, &scissor);
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}
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// if(CallOnDraw)
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// CallOnDraw(this, 0, Graphics.CommandBufferRender);
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GlobalTime gTime = glfwGetTime();
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if(Game.RSession) {
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auto &robj = *Game.RSession;
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// Рендер мира
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robj.drawWorld(gTime, dTime, Graphics.CommandBufferRender);
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uint16_t minSize = std::min(Screen.Width, Screen.Height);
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glm::ivec2 interfaceSize = {int(Screen.Width*720/minSize), int(Screen.Height*720/minSize)};
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}
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vkCmdEndRenderPass(Graphics.CommandBufferRender);
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@@ -400,6 +416,10 @@ void Vulkan::run()
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assert(!err);
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}
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if(Game.Session) {
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Game.Session->atFreeDrawTime(gTime, dTime);
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}
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assert(!vkQueueWaitIdle(Graphics.DeviceQueueGraphic));
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vkDeviceWaitIdle(Graphics.Device);
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@@ -410,6 +430,10 @@ void Vulkan::run()
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vkDestroySemaphore(Graphics.Device, SemaphoreDrawComplete, nullptr);
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Graphics.ThisThread = std::thread::id();
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Game.Session = nullptr;
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Game.RSession = nullptr;
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Game.Server = nullptr;
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}
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void Vulkan::glfwCallbackError(int error, const char *description)
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@@ -1308,7 +1332,7 @@ void Vulkan::initNextSettings()
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} else {
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for(const std::shared_ptr<IVulkanDependent> &dependent : ROS_Dependents)
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{
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if(dependent->needRebuild() != EnumRebuildType::None || dynamic_cast<Pipeline*>(dependent.get()))
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if(/*dependent->needRebuild() != EnumRebuildType::None || */ dynamic_cast<Pipeline*>(dependent.get()))
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dependent->free(this);
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}
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@@ -1842,6 +1866,7 @@ bool Vulkan::needFullVulkanRebuild()
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std::shared_ptr<ShaderModule> Vulkan::createShader(const ByteBuffer &data)
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{
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assert(Graphics.Device);
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assert(data.size());
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std::shared_ptr<ShaderModule> module = std::make_shared<ShaderModule>(data);
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std::dynamic_pointer_cast<IVulkanDependent>(module)->init(this);
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ROS_Dependents.insert(module);
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@@ -1967,7 +1992,8 @@ void Vulkan::gui_MainMenu() {
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if(ConnectionProgress.Socket) {
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std::unique_ptr<Net::AsyncSocket> sock = std::move(ConnectionProgress.Socket);
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Game.RSession = std::make_unique<VulkanRenderSession>(this);
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Game.RSession = std::make_unique<VulkanRenderSession>();
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*this << Game.RSession;
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Game.Session = std::make_unique<ServerSession>(IOC, std::move(sock), Game.RSession.get());
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Game.RSession->setServerSession(Game.Session.get());
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Game.ImGuiInterfaces.push_back(&Vulkan::gui_ConnectedToServer);
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@@ -1989,19 +2015,18 @@ void Vulkan::gui_ConnectedToServer() {
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}
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EnumRebuildType IVulkanDependent::needRebuild() { return EnumRebuildType::None; }
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IVulkanDependent::~IVulkanDependent() = default;
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void Vulkan::updateResources()
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{
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for(const std::shared_ptr<IVulkanDependent> &dependent : ROS_Dependents)
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{
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if(dependent->needRebuild() != EnumRebuildType::None)
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{
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dependent->free(this);
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dependent->init(this);
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}
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}
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// for(const std::shared_ptr<IVulkanDependent> &dependent : ROS_Dependents)
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// {
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// if(dependent->needRebuild() != EnumRebuildType::None)
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// {
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// dependent->free(this);
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// dependent->init(this);
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// }
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// }
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}
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@@ -2412,11 +2437,6 @@ void Pipeline::init(Vulkan *instance)
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assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE, 1, &pipeline, nullptr, &PipelineObj));
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}
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EnumRebuildType Pipeline::needRebuild()
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{
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return PipelineObj ? EnumRebuildType::None : EnumRebuildType::Urgently;
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}
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// Shader
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@@ -4418,4 +4438,115 @@ FontAtlas::GlyphInfo FontAtlas::getGlyph(UChar wc, uint16_t size)
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return CharToInfo[glyphId] = info;
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}
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PipelineVF::PipelineVF(std::shared_ptr<DescriptorLayout> layout, const std::string &vertex,
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const std::string &fragment)
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: Pipeline(layout), PathVertex(vertex), PathFragment(fragment)
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{
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}
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PipelineVF::~PipelineVF() = default;
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void PipelineVF::init(Vulkan *instance)
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{
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if(!ShaderVertex)
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ShaderVertex = instance->createShaderFromFile(PathVertex);
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if(!ShaderFragment)
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ShaderFragment = instance->createShaderFromFile(PathFragment);
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Settings.ShaderStages =
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{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_VERTEX_BIT,
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.module = *ShaderVertex,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}, {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = *ShaderFragment,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}
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};
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Pipeline::init(instance);
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}
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PipelineVGF::PipelineVGF(std::shared_ptr<DescriptorLayout> layout, const std::string &vertex,
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const std::string &geometry, const std::string &fragment)
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: Pipeline(layout), PathVertex(vertex), PathGeometry(geometry), PathFragment(fragment)
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{
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// Settings.ShaderVertexBindings =
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// {
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// {
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// .binding = 0,
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// .stride = sizeof(Client::Chunk::Vertex),
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// .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
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// }
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// };
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// Settings.ShaderVertexAttribute =
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// {
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// {
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// .location = 0,
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// .binding = 0,
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// .format = VK_FORMAT_R32_UINT,
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// .offset = 0
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// }
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// };
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}
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PipelineVGF::~PipelineVGF() = default;
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void PipelineVGF::init(Vulkan *instance)
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{
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if(!ShaderVertex)
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ShaderVertex = instance->createShaderFromFile(PathVertex);
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if(!ShaderGeometry)
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ShaderGeometry = instance->createShaderFromFile(PathGeometry);
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if(!ShaderFragment)
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ShaderFragment = instance->createShaderFromFile(PathFragment);
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Settings.ShaderStages =
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{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_VERTEX_BIT,
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.module = *ShaderVertex,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}, {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_GEOMETRY_BIT,
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.module = *ShaderGeometry,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}, {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = *ShaderFragment,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}
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};
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Pipeline::init(instance);
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}
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}
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@@ -234,11 +234,11 @@ public:
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std::queue<std::function<void(Vulkan*)>> BeforeDraw;
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DrawState State = DrawState::Begin;
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} Screen;
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struct {
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DestroyLock UseLock;
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std::thread MainThread;
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std::unique_ptr<VulkanRenderSession> RSession;
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std::shared_ptr<VulkanRenderSession> RSession;
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std::unique_ptr<ServerSession> Session;
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std::list<void (Vulkan::*)()> ImGuiInterfaces;
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@@ -358,17 +358,10 @@ public:
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void gui_ConnectedToServer();
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};
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enum class EnumRebuildType {
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None,
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Need,
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Urgently
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};
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class IVulkanDependent : public std::enable_shared_from_this<IVulkanDependent> {
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protected:
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virtual void free(Vulkan *instance) = 0;
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virtual void init(Vulkan *instance) = 0;
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virtual EnumRebuildType needRebuild();
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friend Vulkan;
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friend Pipeline;
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@@ -449,8 +442,6 @@ protected:
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virtual void free(Vulkan *instance) override;
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virtual void init(Vulkan *instance) override;
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// Если необходимо изменить графический конвейер, будет вызвано free и init
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virtual EnumRebuildType needRebuild() override;
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public:
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Pipeline(std::shared_ptr<DescriptorLayout> layout);
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@@ -1000,5 +991,29 @@ public:
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size_t getLastUpdate() { return LastUpdate; }
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};
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class PipelineVF : public Pipeline {
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std::string PathVertex, PathFragment;
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std::shared_ptr<ShaderModule> ShaderVertex, ShaderFragment;
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protected:
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virtual void init(Vulkan *instance) override;
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public:
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PipelineVF(std::shared_ptr<DescriptorLayout> layout, const std::string &vertex, const std::string &fragment);
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virtual ~PipelineVF();
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};
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class PipelineVGF : public Pipeline {
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std::string PathVertex, PathGeometry, PathFragment;
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std::shared_ptr<ShaderModule> ShaderVertex, ShaderGeometry, ShaderFragment;
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protected:
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virtual void init(Vulkan *instance) override;
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public:
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PipelineVGF(std::shared_ptr<DescriptorLayout> layout, const std::string &vertex, const std::string &geometry, const std::string &fragment);
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virtual ~PipelineVGF();
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};
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} /* namespace TOS::Navie::VK */
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@@ -1,19 +1,464 @@
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#include "VulkanRenderSession.hpp"
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#include <vulkan/vulkan_core.h>
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namespace LV::Client::VK {
|
||||
|
||||
|
||||
VulkanRenderSession::VulkanRenderSession(VK::Vulkan *vkInst)
|
||||
: VkInst(vkInst),
|
||||
MainAtlas(vkInst)
|
||||
VulkanRenderSession::VulkanRenderSession()
|
||||
{
|
||||
assert(VkInst);
|
||||
}
|
||||
|
||||
VulkanRenderSession::~VulkanRenderSession() {
|
||||
|
||||
}
|
||||
|
||||
void VulkanRenderSession::free(Vulkan *instance) {
|
||||
if(instance && instance->Graphics.Device)
|
||||
{
|
||||
if(VoxelOpaquePipeline)
|
||||
vkDestroyPipeline(instance->Graphics.Device, VoxelOpaquePipeline, nullptr);
|
||||
if(VoxelTransparentPipeline)
|
||||
vkDestroyPipeline(instance->Graphics.Device, VoxelTransparentPipeline, nullptr);
|
||||
if(NodeStaticOpaquePipeline)
|
||||
vkDestroyPipeline(instance->Graphics.Device, NodeStaticOpaquePipeline, nullptr);
|
||||
if(NodeStaticTransparentPipeline)
|
||||
vkDestroyPipeline(instance->Graphics.Device, NodeStaticTransparentPipeline, nullptr);
|
||||
|
||||
if(MainAtlas_LightMap_PipelineLayout)
|
||||
vkDestroyPipelineLayout(instance->Graphics.Device, MainAtlas_LightMap_PipelineLayout, nullptr);
|
||||
|
||||
if(MainAtlasDescLayout)
|
||||
vkDestroyDescriptorSetLayout(instance->Graphics.Device, MainAtlasDescLayout, nullptr);
|
||||
if(LightMapDescLayout)
|
||||
vkDestroyDescriptorSetLayout(instance->Graphics.Device, LightMapDescLayout, nullptr);
|
||||
}
|
||||
|
||||
VoxelOpaquePipeline = VK_NULL_HANDLE;
|
||||
VoxelTransparentPipeline = VK_NULL_HANDLE;
|
||||
NodeStaticOpaquePipeline = VK_NULL_HANDLE;
|
||||
NodeStaticTransparentPipeline = VK_NULL_HANDLE;
|
||||
|
||||
MainAtlas_LightMap_PipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
MainAtlasDescLayout = VK_NULL_HANDLE;
|
||||
LightMapDescLayout = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void VulkanRenderSession::init(Vulkan *instance) {
|
||||
if(VkInst != instance) {
|
||||
VkInst = instance;
|
||||
}
|
||||
|
||||
// Разметка дескрипторов
|
||||
if(!MainAtlasDescLayout) {
|
||||
std::vector<VkDescriptorSetLayoutBinding> shaderLayoutBindings =
|
||||
{
|
||||
{
|
||||
.binding = 0,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
.descriptorCount = 1,
|
||||
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
.pImmutableSamplers = nullptr
|
||||
}, {
|
||||
.binding = 1,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
.descriptorCount = 1,
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.pImmutableSamplers = nullptr
|
||||
}
|
||||
};
|
||||
|
||||
const VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.bindingCount = (uint32_t) shaderLayoutBindings.size(),
|
||||
.pBindings = shaderLayoutBindings.data()
|
||||
};
|
||||
|
||||
assert(!vkCreateDescriptorSetLayout(
|
||||
instance->Graphics.Device, &descriptorLayout, nullptr, &MainAtlasDescLayout));
|
||||
}
|
||||
|
||||
if(!LightMapDescLayout) {
|
||||
std::vector<VkDescriptorSetLayoutBinding> shaderLayoutBindings =
|
||||
{
|
||||
{
|
||||
.binding = 0,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
.descriptorCount = 1,
|
||||
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
.pImmutableSamplers = nullptr
|
||||
}, {
|
||||
.binding = 1,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
.descriptorCount = 1,
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.pImmutableSamplers = nullptr
|
||||
}
|
||||
};
|
||||
|
||||
const VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.bindingCount = (uint32_t) shaderLayoutBindings.size(),
|
||||
.pBindings = shaderLayoutBindings.data()
|
||||
};
|
||||
|
||||
assert(!vkCreateDescriptorSetLayout( instance->Graphics.Device, &descriptorLayout, nullptr, &LightMapDescLayout));
|
||||
}
|
||||
|
||||
|
||||
std::vector<VkPushConstantRange> worldWideShaderPushConstants =
|
||||
{
|
||||
{
|
||||
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT,
|
||||
.offset = 0,
|
||||
.size = uint32_t(sizeof(WorldPCO))
|
||||
}
|
||||
};
|
||||
|
||||
// Разметка графических конвейеров
|
||||
if(!MainAtlas_LightMap_PipelineLayout) {
|
||||
std::vector<VkDescriptorSetLayout> layouts =
|
||||
{
|
||||
MainAtlasDescLayout,
|
||||
LightMapDescLayout
|
||||
};
|
||||
|
||||
const VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.setLayoutCount = (uint32_t) layouts.size(),
|
||||
.pSetLayouts = layouts.data(),
|
||||
.pushConstantRangeCount = (uint32_t) worldWideShaderPushConstants.size(),
|
||||
.pPushConstantRanges = worldWideShaderPushConstants.data()
|
||||
};
|
||||
|
||||
assert(!vkCreatePipelineLayout(instance->Graphics.Device, &pPipelineLayoutCreateInfo, nullptr, &MainAtlas_LightMap_PipelineLayout));
|
||||
}
|
||||
|
||||
// Настройка мультисемплинга
|
||||
// Может нужно будет в будущем связать с настройками главного буфера
|
||||
VkPipelineMultisampleStateCreateInfo multisample =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT,
|
||||
.sampleShadingEnable = false,
|
||||
.minSampleShading = 0.0f,
|
||||
.pSampleMask = nullptr,
|
||||
.alphaToCoverageEnable = false,
|
||||
.alphaToOneEnable = false
|
||||
};
|
||||
|
||||
VkPipelineCacheCreateInfo infoPipelineCache;
|
||||
memset(&infoPipelineCache, 0, sizeof(infoPipelineCache));
|
||||
infoPipelineCache.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
|
||||
|
||||
// Конвейеры для вокселей
|
||||
if(!VoxelOpaquePipeline || !VoxelTransparentPipeline
|
||||
|| !NodeStaticOpaquePipeline || !NodeStaticTransparentPipeline)
|
||||
{
|
||||
// Для статичных непрозрачных и полупрозрачных вокселей
|
||||
if(!VoxelShaderVertex)
|
||||
VoxelShaderVertex = VkInst->createShaderFromFile("assets/shaders/chunk/voxel.vert.bin");
|
||||
|
||||
if(!VoxelShaderGeometry)
|
||||
VoxelShaderGeometry = VkInst->createShaderFromFile("assets/shaders/chunk/voxel.geom.bin");
|
||||
|
||||
if(!VoxelShaderFragmentOpaque)
|
||||
VoxelShaderFragmentOpaque = VkInst->createShaderFromFile("assets/shaders/chunk/voxel_opaque.frag.bin");
|
||||
|
||||
if(!VoxelShaderFragmentTransparent)
|
||||
VoxelShaderFragmentTransparent = VkInst->createShaderFromFile("assets/shaders/chunk/voxel_transparent.frag.bin");
|
||||
|
||||
// Конвейер шейдеров
|
||||
std::vector<VkPipelineShaderStageCreateInfo> shaderStages =
|
||||
{
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.stage = VK_SHADER_STAGE_VERTEX_BIT,
|
||||
.module = *VoxelShaderVertex,
|
||||
.pName = "main",
|
||||
.pSpecializationInfo = nullptr
|
||||
}, {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.stage = VK_SHADER_STAGE_GEOMETRY_BIT,
|
||||
.module = *VoxelShaderGeometry,
|
||||
.pName = "main",
|
||||
.pSpecializationInfo = nullptr
|
||||
}, {
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
.module = *VoxelShaderFragmentOpaque,
|
||||
.pName = "main",
|
||||
.pSpecializationInfo = nullptr
|
||||
}
|
||||
};
|
||||
|
||||
// Вершины шейдера
|
||||
// Настройка формата вершин шейдера
|
||||
std::vector<VkVertexInputBindingDescription> shaderVertexBindings =
|
||||
{
|
||||
{
|
||||
.binding = 0,
|
||||
.stride = sizeof(VoxelVertexPoint),
|
||||
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
|
||||
}
|
||||
};
|
||||
|
||||
std::vector<VkVertexInputAttributeDescription> shaderVertexAttribute =
|
||||
{
|
||||
{
|
||||
.location = 0,
|
||||
.binding = 0,
|
||||
.format = VK_FORMAT_R32G32B32_UINT,
|
||||
.offset = 0
|
||||
}
|
||||
};
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo createInfoVertexInput =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.vertexBindingDescriptionCount = (uint32_t) shaderVertexBindings.size(),
|
||||
.pVertexBindingDescriptions = shaderVertexBindings.data(),
|
||||
.vertexAttributeDescriptionCount = (uint32_t) shaderVertexAttribute.size(),
|
||||
.pVertexAttributeDescriptions = shaderVertexAttribute.data()
|
||||
};
|
||||
|
||||
// Топология вершин на входе (треугольники, линии, точки)
|
||||
VkPipelineInputAssemblyStateCreateInfo ia =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
|
||||
.primitiveRestartEnable = false
|
||||
};
|
||||
|
||||
VkPipelineViewportStateCreateInfo vp =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.viewportCount = 1,
|
||||
.pViewports = nullptr,
|
||||
.scissorCount = 1,
|
||||
.pScissors = nullptr
|
||||
};
|
||||
|
||||
// Настройки растеризатора
|
||||
VkPipelineRasterizationStateCreateInfo rasterization =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.depthClampEnable = false,
|
||||
.rasterizerDiscardEnable = false,
|
||||
.polygonMode = VK_POLYGON_MODE_FILL,
|
||||
.cullMode = VK_CULL_MODE_BACK_BIT,
|
||||
.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE,
|
||||
.depthBiasEnable = false,
|
||||
.depthBiasConstantFactor = 0.0f,
|
||||
.depthBiasClamp = 0.0f,
|
||||
.depthBiasSlopeFactor = 0.0f,
|
||||
.lineWidth = 1.0f
|
||||
};
|
||||
|
||||
// Тест буфера глубины и трафарета
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencil =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.depthTestEnable = true,
|
||||
.depthWriteEnable = true,
|
||||
.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL,
|
||||
.depthBoundsTestEnable = false,
|
||||
.stencilTestEnable = false,
|
||||
.front = VkStencilOpState
|
||||
{
|
||||
.failOp = VK_STENCIL_OP_KEEP,
|
||||
.passOp = VK_STENCIL_OP_KEEP,
|
||||
.depthFailOp = VK_STENCIL_OP_KEEP,
|
||||
.compareOp = VK_COMPARE_OP_ALWAYS,
|
||||
.compareMask = 0x0,
|
||||
.writeMask = 0x0,
|
||||
.reference = 0x0
|
||||
},
|
||||
.back = VkStencilOpState
|
||||
{
|
||||
.failOp = VK_STENCIL_OP_KEEP,
|
||||
.passOp = VK_STENCIL_OP_KEEP,
|
||||
.depthFailOp = VK_STENCIL_OP_KEEP,
|
||||
.compareOp = VK_COMPARE_OP_ALWAYS,
|
||||
.compareMask = 0x0,
|
||||
.writeMask = 0x0,
|
||||
.reference = 0x0
|
||||
},
|
||||
.minDepthBounds = 0.0f,
|
||||
.maxDepthBounds = 0.0f
|
||||
};
|
||||
|
||||
// Логика смешивания цветов
|
||||
std::vector<VkPipelineColorBlendAttachmentState> colorBlend =
|
||||
{
|
||||
{
|
||||
.blendEnable = false,
|
||||
.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE,
|
||||
.colorBlendOp = VK_BLEND_OP_ADD,
|
||||
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.alphaBlendOp = VK_BLEND_OP_ADD,
|
||||
.colorWriteMask = 0xf
|
||||
}
|
||||
};
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo cb =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.logicOpEnable = VK_FALSE,
|
||||
.logicOp = VK_LOGIC_OP_CLEAR,
|
||||
.attachmentCount = (uint32_t) colorBlend.size(),
|
||||
.pAttachments = colorBlend.data(),
|
||||
.blendConstants = {0.f, 0.f, 0.f, 0.f}
|
||||
};
|
||||
|
||||
// Настройки конвейера, которые могут быть изменены без пересоздания конвейера
|
||||
std::vector<VkDynamicState> dynamicStates =
|
||||
{
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.dynamicStateCount = (uint32_t) dynamicStates.size(),
|
||||
.pDynamicStates = dynamicStates.data(),
|
||||
};
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipeline =
|
||||
{
|
||||
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.stageCount = (uint32_t) shaderStages.size(),
|
||||
.pStages = shaderStages.data(),
|
||||
.pVertexInputState = &createInfoVertexInput,
|
||||
.pInputAssemblyState = &ia,
|
||||
.pTessellationState = nullptr,
|
||||
.pViewportState = &vp,
|
||||
.pRasterizationState = &rasterization,
|
||||
.pMultisampleState = &multisample,
|
||||
.pDepthStencilState = &depthStencil,
|
||||
.pColorBlendState = &cb,
|
||||
.pDynamicState = &dynamicState,
|
||||
.layout = MainAtlas_LightMap_PipelineLayout,
|
||||
.renderPass = instance->Graphics.RenderPass,
|
||||
.subpass = 0,
|
||||
.basePipelineHandle = nullptr,
|
||||
.basePipelineIndex = 0
|
||||
};
|
||||
|
||||
if(!VoxelOpaquePipeline)
|
||||
assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE, 1, &pipeline, nullptr, &VoxelOpaquePipeline));
|
||||
|
||||
if(!VoxelTransparentPipeline) {
|
||||
shaderStages[2].module = *VoxelShaderFragmentTransparent,
|
||||
|
||||
colorBlend[0] =
|
||||
{
|
||||
.blendEnable = VK_TRUE,
|
||||
.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
|
||||
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
|
||||
.colorBlendOp = VK_BLEND_OP_ADD,
|
||||
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE,
|
||||
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.alphaBlendOp = VK_BLEND_OP_ADD,
|
||||
.colorWriteMask = 0xf
|
||||
};
|
||||
|
||||
assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE, 1, &pipeline, nullptr, &VoxelTransparentPipeline));
|
||||
}
|
||||
|
||||
// Для статичных непрозрачных и полупрозрачных нод
|
||||
if(!NodeShaderVertex)
|
||||
NodeShaderVertex = VkInst->createShaderFromFile("assets/shaders/chunk/node.vert.bin");
|
||||
|
||||
if(!NodeShaderGeometry)
|
||||
NodeShaderGeometry = VkInst->createShaderFromFile("assets/shaders/chunk/node.geom.bin");
|
||||
|
||||
if(!NodeShaderFragmentOpaque)
|
||||
NodeShaderFragmentOpaque = VkInst->createShaderFromFile("assets/shaders/chunk/node_opaque.frag.bin");
|
||||
|
||||
if(!NodeShaderFragmentTransparent)
|
||||
NodeShaderFragmentTransparent = VkInst->createShaderFromFile("assets/shaders/chunk/node_transparent.frag.bin");
|
||||
|
||||
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
|
||||
shaderStages[0].module = *NodeShaderVertex;
|
||||
shaderStages[1].module = *NodeShaderGeometry;
|
||||
shaderStages[2].module = *NodeShaderFragmentOpaque;
|
||||
|
||||
colorBlend[0] =
|
||||
{
|
||||
.blendEnable = false,
|
||||
.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE,
|
||||
.colorBlendOp = VK_BLEND_OP_ADD,
|
||||
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.alphaBlendOp = VK_BLEND_OP_ADD,
|
||||
.colorWriteMask = 0xf
|
||||
};
|
||||
|
||||
if(!NodeStaticOpaquePipeline) {
|
||||
assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE,
|
||||
1, &pipeline, nullptr, &NodeStaticOpaquePipeline));
|
||||
}
|
||||
|
||||
if(!NodeStaticTransparentPipeline) {
|
||||
shaderStages[2].module = *NodeShaderFragmentTransparent;
|
||||
|
||||
colorBlend[0] =
|
||||
{
|
||||
.blendEnable = VK_TRUE,
|
||||
.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
|
||||
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
|
||||
.colorBlendOp = VK_BLEND_OP_ADD,
|
||||
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE,
|
||||
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.alphaBlendOp = VK_BLEND_OP_ADD,
|
||||
.colorWriteMask = 0xf
|
||||
};
|
||||
|
||||
assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE,
|
||||
1, &pipeline, nullptr, &NodeStaticTransparentPipeline));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanRenderSession::onDefTexture(TextureId_c id, std::vector<std::byte> &&info) {
|
||||
|
||||
}
|
||||
@@ -60,4 +505,12 @@ void VulkanRenderSession::setCameraPos(WorldId_c worldId, Pos::Object pos, glm::
|
||||
Quat = quat;
|
||||
}
|
||||
|
||||
void VulkanRenderSession::beforeDraw() {
|
||||
|
||||
}
|
||||
|
||||
void VulkanRenderSession::drawWorld(GlobalTime gTime, float dTime, VkCommandBuffer drawCmd) {
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,23 +1,124 @@
|
||||
#pragma once
|
||||
#include "Client/Abstract.hpp"
|
||||
#include "Common/Abstract.hpp"
|
||||
#include <Client/Vulkan/Vulkan.hpp>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
|
||||
/*
|
||||
У движка есть один текстурный атлас VK_IMAGE_VIEW_TYPE_2D_ARRAY(RGBA_UINT) и к нему Storage с инфой о положении текстур
|
||||
Это общий для всех VkDescriptorSetLayout и VkDescriptorSet
|
||||
|
||||
Для отрисовки вокселей используется карта освещения VK_IMAGE_VIEW_TYPE_2D_ARRAY(RGB_UINT), разделённая по прямоугольным плоскостям
|
||||
Разрешение у этих карт 1м/16
|
||||
|
||||
-- Для всего остального 3д карты освещённости по чанкам в разрешении 1м. 16^3 = 4096 текселей --
|
||||
*/
|
||||
|
||||
/*
|
||||
Самые критичные случаи
|
||||
Для вокселей это чередование в шахматном порядке присутствия и отсутствия вокселей
|
||||
Это 8'388'608 вокселя в чанке, общей площадью на картах освещения (256^3/2 *4 *6) 201'326'592 текселей или текстура размером 16к^2
|
||||
Понадобится переиспользование одинаковых участков освещённости
|
||||
Если чанк заполнен слоями вокселей в шахматном порядке по вертикале ((257^2+257*2*4)*128) 8'717'440 текселей или текстура размером 4к^2
|
||||
|
||||
*/
|
||||
|
||||
namespace LV::Client::VK {
|
||||
|
||||
class VulkanRenderSession : public IRenderSession {
|
||||
VK::Vulkan *VkInst;
|
||||
struct WorldPCO {
|
||||
glm::mat4 ProjView, Model;
|
||||
};
|
||||
|
||||
static_assert(sizeof(WorldPCO) == 128);
|
||||
|
||||
/*
|
||||
Воксели рендерятся точками, которые распаковываются в квадратные плоскости
|
||||
|
||||
В чанке по оси 256 вокселей, и 257 позиций вершин (включая дальнюю границу чанка)
|
||||
9 бит на позицию *3 оси = 27 бит
|
||||
Указание материала 16 бит
|
||||
*/
|
||||
|
||||
struct VoxelVertexPoint {
|
||||
uint32_t
|
||||
FX : 9, FY : 9, FZ : 9, // Позиция
|
||||
Place : 3, // Положение распространения xz, xy, zy, и обратные
|
||||
N1 : 1, // Не занято
|
||||
LS : 1, // Масштаб карты освещения (1м/16 или 1м)
|
||||
TX : 8, TY : 8, // Размер+1
|
||||
VoxMtl : 16, // Материал вокселя DefVoxelId_t
|
||||
LU : 14, LV : 14, // Позиция на карте освещения
|
||||
N2 : 2; // Не занято
|
||||
};
|
||||
|
||||
/*
|
||||
Из-за карт освещения индексов не будет
|
||||
Максимальный размер меша 14^3 м от центра ноды
|
||||
Координатное пространство то же, что и у вокселей + 8 позиций с двух сторон
|
||||
Рисуется полигонами
|
||||
*/
|
||||
|
||||
struct NodeVertexStatic {
|
||||
uint32_t
|
||||
FX : 9, FY : 9, FZ : 9, // Позиция -112 ~ 369 / 16
|
||||
N1 : 4, // Не занято
|
||||
LS : 1, // Масштаб карты освещения (1м/16 или 1м)
|
||||
Tex : 18, // Текстура
|
||||
N2 : 14, // Не занято
|
||||
TU : 16, TV : 16; // UV на текстуре
|
||||
};
|
||||
|
||||
class VulkanRenderSession : public IRenderSession, public IVulkanDependent {
|
||||
VK::Vulkan *VkInst = nullptr;
|
||||
// Доступ к миру на стороне клиента
|
||||
IServerSession *ServerSession = nullptr;
|
||||
|
||||
// Положение камеры
|
||||
WorldId_c WorldId;
|
||||
Pos::Object Pos;
|
||||
glm::quat Quat;
|
||||
|
||||
VK::AtlasImage MainAtlas;
|
||||
/*
|
||||
.binding = 0,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, Текстурный атлас
|
||||
.binding = 1,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, Данные к атласу
|
||||
*/
|
||||
VkDescriptorSetLayout MainAtlasDescLayout = VK_NULL_HANDLE;
|
||||
/*
|
||||
.binding = 2,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, Карта освещения
|
||||
.binding = 3,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, Информация о размерах карты для приведения размеров
|
||||
*/
|
||||
VkDescriptorSetLayout LightMapDescLayout = VK_NULL_HANDLE;
|
||||
|
||||
// Для отрисовки с использованием текстурного атласа и карты освещения
|
||||
VkPipelineLayout MainAtlas_LightMap_PipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
// Для отрисовки вокселей
|
||||
std::shared_ptr<ShaderModule> VoxelShaderVertex, VoxelShaderGeometry, VoxelShaderFragmentOpaque, VoxelShaderFragmentTransparent;
|
||||
VkPipeline
|
||||
VoxelOpaquePipeline = VK_NULL_HANDLE, // Альфа канал может быть либо 255, либо 0
|
||||
VoxelTransparentPipeline = VK_NULL_HANDLE; // Допускается полупрозрачность и смешивание
|
||||
|
||||
// Для отрисовки статичных, не анимированных нод
|
||||
std::shared_ptr<ShaderModule> NodeShaderVertex, NodeShaderGeometry, NodeShaderFragmentOpaque, NodeShaderFragmentTransparent;
|
||||
VkPipeline
|
||||
NodeStaticOpaquePipeline = VK_NULL_HANDLE,
|
||||
NodeStaticTransparentPipeline = VK_NULL_HANDLE;
|
||||
|
||||
|
||||
std::map<TextureId_c, uint16_t> ServerToAtlas;
|
||||
|
||||
virtual void free(Vulkan *instance) override;
|
||||
virtual void init(Vulkan *instance) override;
|
||||
|
||||
public:
|
||||
VulkanRenderSession(VK::Vulkan *vkInst);
|
||||
WorldPCO PCO;
|
||||
|
||||
public:
|
||||
VulkanRenderSession();
|
||||
virtual ~VulkanRenderSession();
|
||||
|
||||
void setServerSession(IServerSession *serverSession) {
|
||||
@@ -38,6 +139,13 @@ public:
|
||||
|
||||
virtual void onChunksChange(WorldId_c worldId, const std::vector<Pos::GlobalChunk> &changeOrAddList, const std::vector<Pos::GlobalChunk> &remove) override;
|
||||
virtual void setCameraPos(WorldId_c worldId, Pos::Object pos, glm::quat quat) override;
|
||||
|
||||
glm::mat4 calcViewMatrix(glm::quat quat, glm::vec3 camOffset = glm::vec3(0)) {
|
||||
return glm::translate(glm::mat4(quat), camOffset);
|
||||
}
|
||||
|
||||
void beforeDraw();
|
||||
void drawWorld(GlobalTime gTime, float dTime, VkCommandBuffer drawCmd);
|
||||
};
|
||||
|
||||
}
|
||||
28
Work/assets/shaders/chunk/node.geom
Normal file
28
Work/assets/shaders/chunk/node.geom
Normal file
@@ -0,0 +1,28 @@
|
||||
#version 450
|
||||
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 3) out;
|
||||
|
||||
layout(location = 0) in GeometryObj {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint Texture; // Текстура
|
||||
vec2 UV;
|
||||
} Geometry[];
|
||||
|
||||
layout(location = 0) out FragmentObj {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint Texture; // Текстура
|
||||
vec2 UV;
|
||||
} Fragment;
|
||||
|
||||
void main() {
|
||||
for(int iter = 0; iter < 3; iter++) {
|
||||
gl_Position = gl_in[iter].gl_Position;
|
||||
Fragment.GeoPos = Geometry[iter].GeoPos;
|
||||
Fragment.Texture = Geometry[iter].Texture;
|
||||
Fragment.UV = Geometry[iter].UV;
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/node.geom.bin
Normal file
BIN
Work/assets/shaders/chunk/node.geom.bin
Normal file
Binary file not shown.
44
Work/assets/shaders/chunk/node.vert
Normal file
44
Work/assets/shaders/chunk/node.vert
Normal file
@@ -0,0 +1,44 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in uvec4 Vertex;
|
||||
|
||||
layout(location = 0) out GeometryObj {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint Texture; // Текстура
|
||||
vec2 UV;
|
||||
} Geometry;
|
||||
|
||||
layout(push_constant) uniform UniformBufferObject {
|
||||
mat4 projview;
|
||||
mat4 model;
|
||||
} ubo;
|
||||
|
||||
|
||||
// struct NodeVertexStatic {
|
||||
// uint32_t
|
||||
// FX : 9, FY : 9, FZ : 9, // Позиция -112 ~ 369 / 16
|
||||
// N1 : 4, // Не занято
|
||||
// LS : 1, // Масштаб карты освещения (1м/16 или 1м)
|
||||
// Tex : 18, // Текстура
|
||||
// N2 : 14, // Не занято
|
||||
// TU : 16, TV : 16; // UV на текстуре
|
||||
// };
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 baseVec = ubo.model*vec4(
|
||||
float(Vertex.x & 0x1ff) / 16.f - 7,
|
||||
float((Vertex.x >> 9) & 0x1ff) / 16.f - 7,
|
||||
float((Vertex.x >> 18) & 0x1ff) / 16.f - 7,
|
||||
1
|
||||
);
|
||||
|
||||
Geometry.GeoPos = baseVec.xyz;
|
||||
Geometry.Texture = Vertex.y & 0x3ffff;
|
||||
Geometry.UV = vec2(
|
||||
float(Vertex.z & 0xffff) / pow(2, 16),
|
||||
float((Vertex.z >> 16) & 0xffff) / pow(2, 16)
|
||||
);
|
||||
|
||||
gl_Position = ubo.projview*baseVec;
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/node.vert.bin
Normal file
BIN
Work/assets/shaders/chunk/node.vert.bin
Normal file
Binary file not shown.
23
Work/assets/shaders/chunk/node_opaque.frag
Normal file
23
Work/assets/shaders/chunk/node_opaque.frag
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in FragmentObj {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint Texture; // Текстура
|
||||
vec2 UV;
|
||||
} Fragment;
|
||||
|
||||
layout(location = 0) out vec4 Frame;
|
||||
|
||||
uniform layout(set = 0, binding = 0) sampler2DArray MainAtlas;
|
||||
layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj {
|
||||
vec3 Color;
|
||||
} MainAtlasLayout;
|
||||
|
||||
uniform layout(set = 1, binding = 0) sampler2DArray LightMap;
|
||||
layout(set = 1, binding = 1) readonly buffer LightMapLayoutObj {
|
||||
vec3 Color;
|
||||
} LightMapLayout;
|
||||
|
||||
void main() {
|
||||
Frame = vec4(1);
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/node_opaque.frag.bin
Normal file
BIN
Work/assets/shaders/chunk/node_opaque.frag.bin
Normal file
Binary file not shown.
23
Work/assets/shaders/chunk/node_transparent.frag
Normal file
23
Work/assets/shaders/chunk/node_transparent.frag
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in FragmentObj {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint Texture; // Текстура
|
||||
vec2 UV;
|
||||
} Fragment;
|
||||
|
||||
layout(location = 0) out vec4 Frame;
|
||||
|
||||
uniform layout(set = 0, binding = 0) sampler2DArray MainAtlas;
|
||||
layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj {
|
||||
vec3 Color;
|
||||
} MainAtlasLayout;
|
||||
|
||||
uniform layout(set = 1, binding = 0) sampler2DArray LightMap;
|
||||
layout(set = 1, binding = 1) readonly buffer LightMapLayoutObj {
|
||||
vec3 Color;
|
||||
} LightMapLayout;
|
||||
|
||||
void main() {
|
||||
Frame = vec4(1);
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/node_transparent.frag.bin
Normal file
BIN
Work/assets/shaders/chunk/node_transparent.frag.bin
Normal file
Binary file not shown.
244
Work/assets/shaders/chunk/voxel.geom
Normal file
244
Work/assets/shaders/chunk/voxel.geom
Normal file
@@ -0,0 +1,244 @@
|
||||
#version 450
|
||||
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
|
||||
layout(location = 0) in highp uvec3 Geometry[];
|
||||
|
||||
layout(location = 0) out Fragment {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint VoxMTL; // Материал вокселя
|
||||
vec2 LUV;
|
||||
} fragment;
|
||||
|
||||
layout(push_constant) uniform UniformBufferObject {
|
||||
mat4 projview;
|
||||
mat4 model;
|
||||
} ubo;
|
||||
|
||||
// struct VoxelVertexPoint {
|
||||
// uint32_t
|
||||
// FX : 9, FY : 9, FZ : 9, // Позиция
|
||||
// Place : 3, // Положение распространения xz, xy, zy, и обратные
|
||||
// N1 : 1, // Не занято
|
||||
// LS : 1, // Масштаб карты освещения (1м/16 или 1м)
|
||||
// TX : 8, TY : 8, // Размер+1
|
||||
// VoxMtl : 16, // Материал вокселя DefVoxelId_t
|
||||
// LU : 14, LV : 14, // Позиция на карте освещения
|
||||
// N2 : 2; // Не занято
|
||||
// };
|
||||
|
||||
void main() {
|
||||
vec4 baseVec = vec4(
|
||||
float(Geometry[0].x & 0x1ff) / 16.f,
|
||||
float((Geometry[0].x >> 9) & 0x1ff) / 16.f,
|
||||
float((Geometry[0].x >> 18) & 0x1ff) / 16.f,
|
||||
1
|
||||
);
|
||||
|
||||
vec2 size = vec2(
|
||||
float(Geometry[0].y & 0xff)+1,
|
||||
float((Geometry[0].y >> 8) & 0xff)+1
|
||||
);
|
||||
|
||||
uint voxMTL = ((Geometry[0].y >> 16) & 0xffff);
|
||||
vec2 luv = vec2(float(Geometry[0].z & 0x3fff)+0.5f, float((Geometry[0].z >> 14) & 0x3fff)+0.5f);
|
||||
|
||||
// Стартовая вершина
|
||||
vec4 tempVec = baseVec;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv;
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
|
||||
int place = int(Geometry[0].x >> 27) & 0x3;
|
||||
switch(place) {
|
||||
case 0: // xz
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, 0);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.z += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(0, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec.z += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
break;
|
||||
case 1: // xy
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, 0);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(0, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
break;
|
||||
case 2: // zy
|
||||
tempVec = baseVec;
|
||||
tempVec.z += size.x;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, 0);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(0, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.z += size.x;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
break;
|
||||
case 3: // xz inv
|
||||
tempVec = baseVec;
|
||||
tempVec.z += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, 0);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(0, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec.z += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
break;
|
||||
case 4: // xy inv
|
||||
tempVec = baseVec;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, 0);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(0, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.x += size.x;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
break;
|
||||
case 5: // zy inv
|
||||
tempVec = baseVec;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, 0);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.z += size.x;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(0, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
tempVec = baseVec;
|
||||
tempVec.z += size.x;
|
||||
tempVec.y += size.y;
|
||||
tempVec = ubo.model*tempVec;
|
||||
fragment.GeoPos = vec3(tempVec);
|
||||
fragment.VoxMTL = voxMTL;
|
||||
fragment.LUV = luv+vec2(size.x, size.y);
|
||||
gl_Position = ubo.projview*tempVec;
|
||||
EmitVertex();
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/voxel.geom.bin
Normal file
BIN
Work/assets/shaders/chunk/voxel.geom.bin
Normal file
Binary file not shown.
10
Work/assets/shaders/chunk/voxel.vert
Normal file
10
Work/assets/shaders/chunk/voxel.vert
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in uvec3 Vertex;
|
||||
layout(location = 0) out uvec3 Geometry;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
Geometry = Vertex;
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/voxel.vert.bin
Normal file
BIN
Work/assets/shaders/chunk/voxel.vert.bin
Normal file
Binary file not shown.
23
Work/assets/shaders/chunk/voxel_opaque.frag
Normal file
23
Work/assets/shaders/chunk/voxel_opaque.frag
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in Fragment {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint VoxMTL; // Материал вокселя
|
||||
vec2 LUV;
|
||||
} fragment;
|
||||
|
||||
layout(location = 0) out vec4 Frame;
|
||||
|
||||
uniform layout(set = 0, binding = 0) sampler2DArray MainAtlas;
|
||||
layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj {
|
||||
vec3 Color;
|
||||
} MainAtlasLayout;
|
||||
|
||||
uniform layout(set = 1, binding = 0) sampler2DArray LightMap;
|
||||
layout(set = 1, binding = 1) readonly buffer LightMapLayoutObj {
|
||||
vec3 Color;
|
||||
} LightMapLayout;
|
||||
|
||||
void main() {
|
||||
Frame = vec4(1);
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/voxel_opaque.frag.bin
Normal file
BIN
Work/assets/shaders/chunk/voxel_opaque.frag.bin
Normal file
Binary file not shown.
23
Work/assets/shaders/chunk/voxel_transparent.frag
Normal file
23
Work/assets/shaders/chunk/voxel_transparent.frag
Normal file
@@ -0,0 +1,23 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in Fragment {
|
||||
vec3 GeoPos; // Реальная позиция в мире
|
||||
uint VoxMTL; // Материал вокселя
|
||||
vec2 LUV;
|
||||
} fragment;
|
||||
|
||||
layout(location = 0) out vec4 Frame;
|
||||
|
||||
uniform layout(set = 0, binding = 0) sampler2DArray MainAtlas;
|
||||
layout(set = 0, binding = 1) readonly buffer MainAtlasLayoutObj {
|
||||
vec3 Color;
|
||||
} MainAtlasLayout;
|
||||
|
||||
uniform layout(set = 1, binding = 0) sampler2DArray LightMap;
|
||||
layout(set = 1, binding = 1) readonly buffer LightMapLayoutObj {
|
||||
vec3 Color;
|
||||
} LightMapLayout;
|
||||
|
||||
void main() {
|
||||
Frame = vec4(1);
|
||||
}
|
||||
BIN
Work/assets/shaders/chunk/voxel_transparent.frag.bin
Normal file
BIN
Work/assets/shaders/chunk/voxel_transparent.frag.bin
Normal file
Binary file not shown.
18
Work/assets/shaders/compile.sh
Executable file
18
Work/assets/shaders/compile.sh
Executable file
@@ -0,0 +1,18 @@
|
||||
#!/bin/sh
|
||||
|
||||
function compile_shaders() {
|
||||
local source_dir="$1"
|
||||
|
||||
for item in "$source_dir"/*; do
|
||||
filename=$(basename "$item")
|
||||
if [ -d "$item" ]; then
|
||||
compile_shaders "$source_dir"/"$filename"
|
||||
|
||||
elif [ -f "$item" ] && [ $item -nt $item.bin ] && ([[ $filename = *'.frag' ]] || [[ $filename = *'.vert' ]] || [[ $filename = *'.geom' ]]); then
|
||||
echo $filename
|
||||
glslc $item -o $item.bin --target-env=vulkan1.2
|
||||
fi
|
||||
done
|
||||
}
|
||||
|
||||
compile_shaders .
|
||||
Reference in New Issue
Block a user