private void SpreadEnvironmentalZone(ZoneGeneration generationData, EnvironmentCube source) { int numSpread = Random.Range(generationData.minSpread, generationData.maxSpread + 1); int spreadCount = 0; while (spreadCount < numSpread) { EnvironmentCube randomCube = GetRandomAdjacentCube(source, true); if (randomCube.cubeType != EnvironmentCube.CubeType.Water) { if (generationData.isCubeGeneration) { source = ReplaceCube(randomCube, generationData.currentPrefab); } else { randomCube.CreateEnvironmentalObject(generationData.currentPrefab); source = randomCube; } spreadCount++; } else { source = randomCube; } } }
public PBRPipeline(Queue staggingQ, RenderPass renderPass, string cubeMapPath, PipelineCache pipelineCache = null) : base(renderPass, pipelineCache, "pbr pipeline") { descriptorPool = new DescriptorPool(Dev, 2, new VkDescriptorPoolSize(VkDescriptorType.UniformBuffer, 2), new VkDescriptorPoolSize(VkDescriptorType.CombinedImageSampler, 8) ); descLayoutMain = new DescriptorSetLayout(Dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer)); descLayoutTextures = new DescriptorSetLayout(Dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler) ); using (GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, renderPass.Samples)) { cfg.Layout = new PipelineLayout(Dev, descLayoutMain, descLayoutTextures); cfg.Layout.AddPushConstants( new VkPushConstantRange(VkShaderStageFlags.Vertex, (uint)Marshal.SizeOf <Matrix4x4> ()), new VkPushConstantRange(VkShaderStageFlags.Fragment, sizeof(int), 64) ); cfg.RenderPass = renderPass; cfg.AddVertexBinding <PbrModel.Vertex> (0); cfg.AddVertexAttributes(0, VkFormat.R32g32b32Sfloat, VkFormat.R32g32b32Sfloat, VkFormat.R32g32Sfloat, VkFormat.R32g32Sfloat); cfg.AddShader(Dev, VkShaderStageFlags.Vertex, "#shaders.pbr.vert.spv"); cfg.AddShader(Dev, VkShaderStageFlags.Fragment, "#shaders.pbr_khr.frag.spv"); layout = cfg.Layout; init(cfg); } dsMain = descriptorPool.Allocate(descLayoutMain); envCube = new EnvironmentCube(cubeMapPath, layout, staggingQ, RenderPass); matrices.prefilteredCubeMipLevels = envCube.prefilterCube.CreateInfo.mipLevels; uboMats = new HostBuffer(Dev, VkBufferUsageFlags.UniformBuffer, matrices, true); DescriptorSetWrites uboUpdate = new DescriptorSetWrites(descLayoutMain.Bindings.GetRange(0, 4).ToArray()); uboUpdate.Write(Dev, dsMain, uboMats.Descriptor, envCube.irradianceCube.Descriptor, envCube.prefilterCube.Descriptor, envCube.lutBrdf.Descriptor); }
public void Spawn( EnvironmentCube cube ) { gameObject.SetActive( true ); transform.position = cube.GetCoordinates().GetWorldPosition(); _currentCube = cube; _canMove = true; _canAttack = true; BeginMovement(); }
private EnvironmentCube ReplaceCube(EnvironmentCube oldCube, GameObject newCubePrefab) { GridCoordinates coordinates = oldCube._coordinates; Destroy(oldCube.gameObject); EnvironmentCube newCube = CreateCube(newCubePrefab, coordinates); _grid[coordinates.x, coordinates.z] = newCube; return(newCube); }
private void CreateGrid(EnvironmentCube basePrefab) { _grid = new EnvironmentCube[gridSizeX, gridSizeZ]; for (int x = 0; x < gridSizeX; x++) { for (int z = 0; z < gridSizeZ; z++) { GridCoordinates coordinates = new GridCoordinates(x, z); _grid[x, z] = CreateCube(basePrefab.gameObject, coordinates); } } }
private EnvironmentCube CreateCube(GameObject prefab, GridCoordinates coordinates) { GameObject gameObject = GameObject.Instantiate(prefab) as GameObject; gameObject.transform.parent = transform; gameObject.transform.position = coordinates.GetWorldPosition(); EnvironmentCube environmentCube = gameObject.GetComponent <EnvironmentCube>(); environmentCube._coordinates = coordinates; return(environmentCube); }
public void Spawn(EnvironmentCube cube) { gameObject.SetActive(true); transform.position = cube.GetCoordinates().GetWorldPosition(); Camera.main.transform.position = new Vector3(transform.position.x, Camera.main.transform.position.y, transform.position.z); _currentCube = cube; _canMove = true; _health = MAX_HEALTH; CameraOperator.SetFocusObject(transform); CameraOperator.SnapToFocus(); CameraOperator.FollowFocusObject(); }
public EnvironmentCube GetRandomAdjacentCube(EnvironmentCube source, bool unoccupied = false) { EnvironmentCube adjacent = null; GridCoordinates coordinates = source._coordinates; int option = Random.Range(0, 4); while (adjacent == null) { switch (option) { case 0: coordinates.z += 1; // north break; case 1: coordinates.z -= 1; // south break; case 2: coordinates.x += 1; // east break; case 3: coordinates.x -= 1; // west break; } if (AreValidCoordinates(coordinates)) { adjacent = _grid[coordinates.x, coordinates.z]; } if (adjacent == null || (unoccupied && adjacent.IsOccupied())) { coordinates = source._coordinates; if (++option > 3) { option = 0; } } } return(adjacent); }
private void LineWaterWithDirt(EnvironmentCube dirtPrefab) { if (dirtPrefab == null) { return; } for (int x = 0; x < gridSizeX; x++) { for (int z = 0; z < gridSizeZ; z++) { GridCoordinates coordinates = new GridCoordinates(x, z); EnvironmentCube cube = _grid[coordinates.x, coordinates.z]; if (cube != null) { if (cube.cubeType == EnvironmentCube.CubeType.Grass) { EnvironmentCube adjacentNorth = GetAdjacentNorth(cube); EnvironmentCube adjacentSouth = GetAdjacentSouth(cube); EnvironmentCube adjacentEast = GetAdjacentEast(cube); EnvironmentCube adjacentWest = GetAdjacentWest(cube); EnvironmentCube adjacentNorthEast = GetAdjacentNorthEast(cube); EnvironmentCube adjacentNorthWest = GetAdjacentNorthWest(cube); EnvironmentCube adjacentSouthEast = GetAdjacentSouthEast(cube); EnvironmentCube adjacentSouthWest = GetAdjacentSouthWest(cube); if ((adjacentNorth != null && adjacentNorth.cubeType == EnvironmentCube.CubeType.Water) || (adjacentSouth != null && adjacentSouth.cubeType == EnvironmentCube.CubeType.Water) || (adjacentEast != null && adjacentEast.cubeType == EnvironmentCube.CubeType.Water) || (adjacentWest != null && adjacentWest.cubeType == EnvironmentCube.CubeType.Water) || (adjacentNorthEast != null && adjacentNorthEast.cubeType == EnvironmentCube.CubeType.Water) || (adjacentNorthWest != null && adjacentNorthWest.cubeType == EnvironmentCube.CubeType.Water) || (adjacentSouthEast != null && adjacentSouthEast.cubeType == EnvironmentCube.CubeType.Water) || (adjacentSouthWest != null && adjacentSouthWest.cubeType == EnvironmentCube.CubeType.Water)) { ReplaceCube(cube, dirtPrefab.gameObject); } } } } } }
private void MoveToCube(EnvironmentCube cube, Vector3 rotation) { if (cube != null && cube != _currentCube) { _previousCube = _currentCube; _currentCube = cube; _canMove = false; if (MathUtils.IsNotEqual(transform.eulerAngles, rotation, 1.0f)) { transform.DOKill(); transform.DORotate(rotation, MOVEMENT_ANIMATION_ROTATION_DURATION). OnComplete(StartMovementAnimation); } else { StartMovementAnimation(); } } }
public EnvironmentCube GetRandomCubeOfType(EnvironmentCube.CubeType type, bool unoccupied = false) { EnvironmentCube randomCube = null; while (randomCube == null) { randomCube = GetRandomCube(); bool isUnoccupied = !randomCube.IsOccupied(); if (randomCube.cubeType == type && (!unoccupied || (unoccupied && isUnoccupied))) { break; } else { randomCube = null; } } return(randomCube); }
private void GenerateEnvironmentalZone(ZoneGeneration generationData) { int numSources = Random.Range(generationData.minSources, generationData.maxSources + 1); for (int i = 0; i < numSources; i++) { EnvironmentCube randomCube = GetRandomCubeOfType(EnvironmentCube.CubeType.Grass, true); EnvironmentCube sourceCube = randomCube; generationData.currentPrefab = generationData.prefabs[Random.Range(0, generationData.prefabs.Length)]; if (generationData.isCubeGeneration) { sourceCube = ReplaceCube(randomCube, generationData.currentPrefab); } else { randomCube.CreateEnvironmentalObject(generationData.currentPrefab); } SpreadEnvironmentalZone(generationData, sourceCube); } }
void init() { renderPass = new RenderPass(dev); renderPass.AddAttachment(swapChain.ColorFormat, VkImageLayout.ColorAttachmentOptimal, VkSampleCountFlags.SampleCount1); renderPass.AddAttachment(dev.GetSuitableDepthFormat(), VkImageLayout.DepthStencilAttachmentOptimal, samples); renderPass.AddAttachment(VkFormat.R8g8b8a8Unorm, VkImageLayout.ColorAttachmentOptimal); renderPass.AddAttachment(VkFormat.R8g8b8a8Unorm, VkImageLayout.ColorAttachmentOptimal); renderPass.AddAttachment(VkFormat.R16g16b16a16Sfloat, VkImageLayout.ColorAttachmentOptimal); renderPass.AddAttachment(VkFormat.R16g16b16a16Sfloat, VkImageLayout.ColorAttachmentOptimal); renderPass.ClearValues.Add(new VkClearValue { color = new VkClearColorValue(0.0f, 0.0f, 0.0f) }); renderPass.ClearValues.Add(new VkClearValue { depthStencil = new VkClearDepthStencilValue(1.0f, 0) }); renderPass.ClearValues.Add(new VkClearValue { color = new VkClearColorValue(0.0f, 0.0f, 0.0f) }); renderPass.ClearValues.Add(new VkClearValue { color = new VkClearColorValue(0.0f, 0.0f, 0.0f) }); renderPass.ClearValues.Add(new VkClearValue { color = new VkClearColorValue(0.0f, 0.0f, 0.0f) }); renderPass.ClearValues.Add(new VkClearValue { color = new VkClearColorValue(0.0f, 0.0f, 0.0f) }); SubPass[] subpass = { new SubPass(), new SubPass() }; subpass[0].AddColorReference(new VkAttachmentReference(2, VkImageLayout.ColorAttachmentOptimal), new VkAttachmentReference(3, VkImageLayout.ColorAttachmentOptimal), new VkAttachmentReference(4, VkImageLayout.ColorAttachmentOptimal), new VkAttachmentReference(5, VkImageLayout.ColorAttachmentOptimal)); subpass[0].SetDepthReference(1, VkImageLayout.DepthStencilAttachmentOptimal); subpass[1].AddColorReference(0, VkImageLayout.ColorAttachmentOptimal); subpass[1].AddInputReference(new VkAttachmentReference(2, VkImageLayout.ShaderReadOnlyOptimal), new VkAttachmentReference(3, VkImageLayout.ShaderReadOnlyOptimal), new VkAttachmentReference(4, VkImageLayout.ShaderReadOnlyOptimal), new VkAttachmentReference(5, VkImageLayout.ShaderReadOnlyOptimal)); renderPass.AddSubpass(subpass); renderPass.AddDependency(Vk.SubpassExternal, 0, VkPipelineStageFlags.BottomOfPipe, VkPipelineStageFlags.ColorAttachmentOutput, VkAccessFlags.MemoryRead, VkAccessFlags.ColorAttachmentRead | VkAccessFlags.ColorAttachmentWrite); renderPass.AddDependency(0, 1, VkPipelineStageFlags.ColorAttachmentOutput, VkPipelineStageFlags.FragmentShader, VkAccessFlags.ColorAttachmentWrite, VkAccessFlags.ShaderRead); renderPass.AddDependency(1, Vk.SubpassExternal, VkPipelineStageFlags.ColorAttachmentOutput, VkPipelineStageFlags.BottomOfPipe, VkAccessFlags.ColorAttachmentRead | VkAccessFlags.ColorAttachmentWrite, VkAccessFlags.MemoryRead); descriptorPool = new DescriptorPool(dev, 3, new VkDescriptorPoolSize(VkDescriptorType.UniformBuffer, 2), new VkDescriptorPoolSize(VkDescriptorType.CombinedImageSampler, 3), new VkDescriptorPoolSize(VkDescriptorType.InputAttachment, 4) ); descLayoutMain = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler)); descLayoutModelTextures = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler) ); descLayoutGBuff = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment)); dsMain = descriptorPool.Allocate(descLayoutMain); dsGBuff = descriptorPool.Allocate(descLayoutGBuff); GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, samples); cfg.Layout = new PipelineLayout(dev, descLayoutMain, descLayoutModelTextures, descLayoutGBuff); cfg.Layout.AddPushConstants( new VkPushConstantRange(VkShaderStageFlags.Vertex, (uint)Marshal.SizeOf <Matrix4x4> ()), new VkPushConstantRange(VkShaderStageFlags.Fragment, sizeof(int), 64) ); cfg.RenderPass = renderPass; cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.AddVertexBinding <Model.Vertex> (0); cfg.SetVertexAttributes(0, VkFormat.R32g32b32Sfloat, VkFormat.R32g32b32Sfloat, VkFormat.R32g32Sfloat); cfg.AddShader(VkShaderStageFlags.Vertex, "shaders/pbrtest.vert.spv"); cfg.AddShader(VkShaderStageFlags.Fragment, "shaders/GBuffPbr.frag.spv"); gBuffPipeline = new GraphicPipeline(cfg); cfg.blendAttachments.Clear(); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.ResetShadersAndVerticesInfos(); cfg.SubpassIndex = 1; cfg.Layout = gBuffPipeline.Layout; cfg.depthStencilState.depthTestEnable = false; cfg.depthStencilState.depthWriteEnable = false; cfg.AddShader(VkShaderStageFlags.Vertex, "shaders/FullScreenQuad.vert.spv"); cfg.AddShader(VkShaderStageFlags.Fragment, "shaders/pbrtest.frag.spv"); composePipeline = new GraphicPipeline(cfg); envCube = new EnvironmentCube(presentQueue, renderPass); uboMats = new HostBuffer(dev, VkBufferUsageFlags.UniformBuffer, (ulong)Marshal.SizeOf <Matrices> () * 2); uboMats.Map(); //permanent map DescriptorSetWrites uboUpdate = new DescriptorSetWrites(descLayoutMain); uboUpdate.Write(dev, dsMain, uboMats.Descriptor, envCube.lutBrdf.Descriptor, envCube.irradianceCube.Descriptor, envCube.prefilterCube.Descriptor); uboMats.Descriptor.offset = (ulong)Marshal.SizeOf <Matrices> (); envCube.WriteDesc(uboMats.Descriptor); #if DEBUG debugDraw = new DebugDrawPipeline(dev, descLayoutMain, swapChain.ColorFormat); debugDraw.AddLine(Vector3.Zero, new Vector3(matrices.lightPos.X, matrices.lightPos.Y, matrices.lightPos.Z) * 3, 1, 1, 1); debugDraw.AddLine(Vector3.Zero, Vector3.UnitX, 1, 0, 0); debugDraw.AddLine(Vector3.Zero, Vector3.UnitY, 0, 1, 0); debugDraw.AddLine(Vector3.Zero, Vector3.UnitZ, 0, 0, 1); #endif model = new Model(presentQueue, "../data/models/DamagedHelmet/glTF/DamagedHelmet.gltf"); //model = new Model (presentQueue, "../data/models/chess.gltf"); //model = new Model (presentQueue, "../data/models/Sponza/glTF/Sponza.gltf"); //model = new Model (dev, presentQueue, "../data/models/icosphere.gltf"); //model = new Model (dev, presentQueue, cmdPool, "../data/models/cube.gltf"); model.WriteMaterialsDescriptorSets(descLayoutModelTextures, VK.AttachmentType.Color, VK.AttachmentType.Normal, VK.AttachmentType.AmbientOcclusion, VK.AttachmentType.PhysicalProps, VK.AttachmentType.Emissive); }
public EnvironmentCube GetAdjacentSouthWest(EnvironmentCube cube, bool unoccupied = false, int distance = 1) { return(GetAdjacentCube(cube, Axis.SouthWest, unoccupied, distance)); }
public EnvironmentCube GetAdjacentNorth(EnvironmentCube cube, bool unoccupied = false, int distance = 1) { return(GetAdjacentCube(cube, Axis.North, unoccupied, distance)); }
void init(float nearPlane, float farPlane) { init_renderpass(); descLayoutMain = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer),//matrices and params new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer), //lights new VkDescriptorSetLayoutBinding(5, VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer)); //materials #if WITH_SHADOWS descLayoutMain.Bindings.Add(new VkDescriptorSetLayoutBinding(6, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler)); #endif if (TEXTURE_ARRAY) { descLayoutMain.Bindings.Add(new VkDescriptorSetLayoutBinding(7, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler)); //texture array //descLayoutMain.Bindings.Add (new VkDescriptorSetLayoutBinding (8, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler));//down sampled hdr } else { descLayoutTextures = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler) ); } descLayoutGBuff = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), //color + roughness new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), //emit + metal new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), //normals + AO new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment)); //Pos + depth GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, NUM_SAMPLES); cfg.rasterizationState.cullMode = VkCullModeFlags.Back; if (NUM_SAMPLES != VkSampleCountFlags.SampleCount1) { cfg.multisampleState.sampleShadingEnable = true; cfg.multisampleState.minSampleShading = 0.5f; } cfg.Cache = pipelineCache; if (TEXTURE_ARRAY) { cfg.Layout = new PipelineLayout(dev, descLayoutMain, descLayoutGBuff); } else { cfg.Layout = new PipelineLayout(dev, descLayoutMain, descLayoutGBuff, descLayoutTextures); } cfg.Layout.AddPushConstants( new VkPushConstantRange(VkShaderStageFlags.Vertex, (uint)Marshal.SizeOf <Matrix4x4> ()), new VkPushConstantRange(VkShaderStageFlags.Fragment, sizeof(int), 64) ); cfg.RenderPass = renderPass; cfg.SubpassIndex = SP_MODELS; cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); //cfg.blendAttachments.Add (new VkPipelineColorBlendAttachmentState (false)); cfg.AddVertex <PbrModelTexArray.Vertex> (); using (SpecializationInfo constants = new SpecializationInfo( new SpecializationConstant <float> (0, nearPlane), new SpecializationConstant <float> (1, farPlane), new SpecializationConstant <float> (2, MAX_MATERIAL_COUNT))) { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Vertex, "#shaders.GBuffPbr.vert.spv")); if (TEXTURE_ARRAY) { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.GBuffPbrTexArray.frag.spv", constants)); } else { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.GBuffPbr.frag.spv", constants)); } gBuffPipeline = new GraphicPipeline(cfg); } cfg.rasterizationState.cullMode = VkCullModeFlags.Front; //COMPOSE PIPELINE cfg.blendAttachments.Clear(); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.ResetShadersAndVerticesInfos(); cfg.SubpassIndex = SP_COMPOSE; cfg.Layout = gBuffPipeline.Layout; cfg.depthStencilState.depthTestEnable = false; cfg.depthStencilState.depthWriteEnable = false; using (SpecializationInfo constants = new SpecializationInfo( new SpecializationConstant <uint> (0, (uint)lights.Length))) { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Vertex, "#vke.FullScreenQuad.vert.spv")); #if WITH_SHADOWS cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.compose_with_shadows.frag.spv", constants)); #else cfg.AddShader(VkShaderStageFlags.Fragment, "#shaders.compose.frag.spv", constants); #endif composePipeline = new GraphicPipeline(cfg); } cfg.Shaders[1].Dispose(); //DEBUG DRAW use subpass of compose cfg.Shaders[1] = new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.show_gbuff.frag.spv"); cfg.SubpassIndex = SP_COMPOSE; debugPipeline = new GraphicPipeline(cfg); cfg.DisposeShaders(); ////TONE MAPPING //cfg.shaders[1] = new ShaderInfo (VkShaderStageFlags.Fragment, "#shaders.tone_mapping.frag.spv"); //cfg.SubpassIndex = SP_TONE_MAPPING; //toneMappingPipeline = new GraphicPipeline (cfg); dsMain = descriptorPool.Allocate(descLayoutMain); dsGBuff = descriptorPool.Allocate(descLayoutGBuff); envCube = new EnvironmentCube(cubemapPath, gBuffPipeline.Layout, gQueue, renderPass); matrices.prefilteredCubeMipLevels = envCube.prefilterCube.CreateInfo.mipLevels; DescriptorSetWrites dsMainWrite = new DescriptorSetWrites(dsMain, descLayoutMain.Bindings.GetRange(0, 5).ToArray()); dsMainWrite.Write(dev, uboMatrices.Descriptor, envCube.irradianceCube.Descriptor, envCube.prefilterCube.Descriptor, envCube.lutBrdf.Descriptor, uboLights.Descriptor); #if WITH_SHADOWS dsMainWrite = new DescriptorSetWrites(dsMain, descLayoutMain.Bindings[6]); dsMainWrite.Write(dev, shadowMapRenderer.shadowMap.Descriptor); #endif }
private EnvironmentCube GetAdjacentCube(EnvironmentCube cube, Axis axis, bool unoccupied = false, int distance = 1) { EnvironmentCube adjacent = null; while (adjacent == null) { GridCoordinates coordinates = cube.GetCoordinates(); if (axis == Axis.East) { coordinates.x += distance; } else if (axis == Axis.West) { coordinates.x -= distance; } else if (axis == Axis.North) { coordinates.z += distance; } else if (axis == Axis.South) { coordinates.z -= distance; } else if (axis == Axis.NorthEast) { coordinates.x += distance; coordinates.z += distance; } else if (axis == Axis.NorthWest) { coordinates.x -= distance; coordinates.z += distance; } else if (axis == Axis.SouthEast) { coordinates.x += distance; coordinates.z -= distance; } else if (axis == Axis.SouthWest) { coordinates.x -= distance; coordinates.z -= distance; } if (AreValidCoordinates(coordinates)) { adjacent = _grid[coordinates.x, coordinates.z]; } if (adjacent != null && unoccupied && adjacent.IsOccupied()) { adjacent = null; } if (adjacent == null) { distance--; } } return(adjacent); }