316 lines
12 KiB
C++
316 lines
12 KiB
C++
#include "scene.h"
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#include <uf/utils/time/time.h>
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#include <uf/utils/io/iostream.h>
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#include <uf/utils/math/vector.h>
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#include <uf/utils/math/transform.h>
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#include <uf/utils/window/window.h>
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#include <uf/utils/audio/audio.h>
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#include <uf/utils/thread/thread.h>
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#include <uf/utils/camera/camera.h>
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#include <uf/engine/asset/asset.h>
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#include <uf/engine/asset/masterdata.h>
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#include <uf/utils/renderer/renderer.h>
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#include <uf/ext/gltf/gltf.h>
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#include <uf/utils/math/collision.h>
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#include "../../ext.h"
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#include "../../gui/gui.h"
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EXT_OBJECT_REGISTER_CPP(TestScene_RayTracing)
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void ext::TestScene_RayTracing::initialize() {
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uf::Scene::initialize();
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uf::Serializer& metadata = this->getComponent<uf::Serializer>();
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uf::Asset& assetLoader = this->getComponent<uf::Asset>();
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{
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auto& renderMode = this->getComponent<uf::renderer::ComputeRenderMode>();
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std::string name = "C:RT:" + std::to_string((int) this->getUid());
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uf::renderer::addRenderMode( &renderMode, name );
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if ( metadata["light"]["shadows"]["resolution"].isArray() ) {
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renderMode.width = metadata["light"]["shadows"]["resolution"][0].asUInt64();
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renderMode.height = metadata["light"]["shadows"]["resolution"][1].asUInt64();
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} else {
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renderMode.width = metadata["light"]["shadows"]["resolution"].asUInt64();
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renderMode.height = metadata["light"]["shadows"]["resolution"].asUInt64();
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}
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{
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struct Shape {
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pod::Vector4f values;
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pod::Vector3f diffuse;
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float specular;
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uint32_t id;
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pod::Vector3ui _pad;
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};
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std::vector<Shape> shapes;
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{
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shapes.push_back( {{1.75f, -0.5f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f}, 32.0f, 1} );
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shapes.push_back( {{0.0f, 1.0f, -0.5f, 1.0f }, {0.65f, 0.77f, 0.97f}, 32.0f, 1} );
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shapes.push_back( {{-1.75f, -0.75f, -0.5f, 1.25f }, { 0.9f, 0.76f, 0.46f}, 32.0f, 1} );
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}
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{
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float roomDim = 12.0f;
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shapes.push_back( {{0.0f, 1.0f, 0.0f, roomDim}, {1.0f, 1.0f, 1.0f}, 32.0f, 2} );
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shapes.push_back( {{0.0f, -1.0f, 0.0f, roomDim}, {1.0f, 1.0f, 1.0f}, 32.0f, 2} );
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shapes.push_back( {{0.0f, 0.0f, 1.0f, roomDim}, {1.0f, 1.0f, 1.0f}, 32.0f, 2} );
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shapes.push_back( {{0.0f, 0.0f, -1.0f, roomDim}, {0.0f, 0.0f, 0.0f}, 32.0f, 2} );
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shapes.push_back( {{-1.0f, 0.0f, 0.0f, roomDim}, {1.0f, 0.0f, 0.0f}, 32.0f, 2} );
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shapes.push_back( {{1.0f, 0.0f, 0.0f, roomDim}, {0.0f, 1.0f, 0.0f}, 32.0f, 2} );
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}
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renderMode.compute.device = &uf::renderer::device;
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renderMode.compute.initializeBuffer(
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(void*) shapes.data(),
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shapes.size() * sizeof(Shape),
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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true
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);
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}
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}
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this->addHook( "system:Quit.%UID%", [&](const std::string& event)->std::string{
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std::cout << event << std::endl;
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ext::ready = false;
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return "true";
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});
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{
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static uf::Timer<long long> timer(false);
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if ( !timer.running() ) timer.start();
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this->addHook( "world:Entity.LoadAsset", [&](const std::string& event)->std::string{
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uf::Serializer json = event;
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std::string asset = json["asset"].asString();
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std::string uid = json["uid"].asString();
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assetLoader.load(asset, "asset:Load." + uid);
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return "true";
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});
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}
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{
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static uf::Timer<long long> timer(false);
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if ( !timer.running() ) timer.start();
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this->addHook( "menu:Pause", [&](const std::string& event)->std::string{
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if ( timer.elapsed().asDouble() < 1 ) return "false";
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timer.reset();
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uf::Serializer json = event;
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ext::Gui* manager = (ext::Gui*) this->findByName("Gui Manager");
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if ( !manager ) return "false";
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uf::Serializer payload;
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ext::Gui* gui = (ext::Gui*) manager->findByUid( (payload["uid"] = manager->loadChild("/scenes/worldscape/gui/pause/menu.json", false)).asUInt64() );
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uf::Serializer& metadata = gui->getComponent<uf::Serializer>();
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metadata["menu"] = json["menu"];
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gui->initialize();
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return payload;
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});
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}
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/* store viewport size */ {
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metadata["window"]["size"]["x"] = uf::renderer::width;
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metadata["window"]["size"]["y"] = uf::renderer::height;
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this->addHook( "window:Resized", [&](const std::string& event)->std::string{
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uf::Serializer json = event;
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pod::Vector2ui size; {
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size.x = json["window"]["size"]["x"].asUInt64();
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size.y = json["window"]["size"]["y"].asUInt64();
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}
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metadata["window"] = json["window"];
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return "true";
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});
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}
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// lock control
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{
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uf::Serializer payload;
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payload["state"] = true;
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uf::hooks.call("window:Mouse.CursorVisibility", payload);
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uf::hooks.call("window:Mouse.Lock");
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}
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}
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void ext::TestScene_RayTracing::render() {
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uf::Scene::render();
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}
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void ext::TestScene_RayTracing::destroy() {
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if ( this->hasComponent<uf::renderer::ComputeRenderMode>() ) {
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auto& renderMode = this->getComponent<uf::renderer::ComputeRenderMode>();
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uf::renderer::removeRenderMode( &renderMode, false );
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}
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uf::Scene::destroy();
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}
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void ext::TestScene_RayTracing::tick() {
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uf::Scene::tick();
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uf::Serializer& metadata = this->getComponent<uf::Serializer>();
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uf::Asset& assetLoader = this->getComponent<uf::Asset>();
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#if 1
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if ( this->hasComponent<uf::renderer::ComputeRenderMode>() ) {
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auto& renderMode = this->getComponent<uf::renderer::ComputeRenderMode>();
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/* Add lights to scene */ if ( renderMode.compute.initialized ) {
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struct UniformDescriptor {
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alignas(16) pod::Matrix4f matrices[2];
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alignas(16) pod::Vector4f ambient;
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struct Light {
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alignas(16) pod::Vector4f position;
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alignas(16) pod::Vector4f color;
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alignas(8) pod::Vector2i type;
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alignas(16) pod::Matrix4f view;
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alignas(16) pod::Matrix4f projection;
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} lights;
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};
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struct SpecializationConstant {
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int32_t eyes = 2;
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int32_t maxLights = 16;
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} specializationConstants;
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auto& shader = renderMode.compute.material.shaders.front();
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specializationConstants = shader.specializationConstants.get<SpecializationConstant>();
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auto& scene = uf::scene::getCurrentScene();
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auto& controller = *scene.getController();
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auto& camera = controller.getComponent<uf::Camera>();
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auto& transform = controller.getComponent<pod::Transform<>>();
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auto& userdata = shader.uniforms.front();
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size_t uniforms_len = userdata.data().len;
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uint8_t* uniforms_buffer = (uint8_t*) (void*) userdata;
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UniformDescriptor* uniforms = (UniformDescriptor*) uniforms_buffer;
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for ( size_t i = 0; i < 2; ++i ) {
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uniforms->matrices[i] = uf::matrix::inverse( camera.getProjection(i) * camera.getView(i) );
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}
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// uniforms->lights.position = { 0, 0, 0, 32 };
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// uniforms->lights.color = { 1, 1, 1, 1 };
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std::vector<uf::Entity*> entities;
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std::function<void(uf::Entity*)> filter = [&]( uf::Entity* entity ) {
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if ( !entity || entity->getName() != "Light" ) return;
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entities.push_back(entity);
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};
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for ( uf::Scene* scene : uf::renderer::scenes ) { if ( !scene ) continue;
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scene->process(filter);
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}
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{
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const pod::Vector3& position = controller.getComponent<pod::Transform<>>().position;
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std::sort( entities.begin(), entities.end(), [&]( const uf::Entity* l, const uf::Entity* r ){
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if ( !l ) return false; if ( !r ) return true;
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if ( !l->hasComponent<pod::Transform<>>() ) return false; if ( !r->hasComponent<pod::Transform<>>() ) return true;
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return uf::vector::magnitude( uf::vector::subtract( l->getComponent<pod::Transform<>>().position, position ) ) < uf::vector::magnitude( uf::vector::subtract( r->getComponent<pod::Transform<>>().position, position ) );
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} );
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}
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{
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uf::Serializer& metadata = controller.getComponent<uf::Serializer>();
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if ( metadata["light"]["should"].asBool() ) entities.push_back(&controller);
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}
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UniformDescriptor::Light* lights = (UniformDescriptor::Light*) &uniforms_buffer[sizeof(UniformDescriptor) - sizeof(UniformDescriptor::Light)];
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for ( size_t i = 0; i < specializationConstants.maxLights && i < entities.size(); ++i ) {
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UniformDescriptor::Light& light = lights[i];
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uf::Entity* entity = entities[i];
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pod::Transform<>& transform = entity->getComponent<pod::Transform<>>();
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uf::Serializer& metadata = entity->getComponent<uf::Serializer>();
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uf::Camera& camera = entity->getComponent<uf::Camera>();
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light.position.x = transform.position.x;
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light.position.y = transform.position.y;
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light.position.z = transform.position.z;
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if ( entity == &controller ) light.position.y += 2;
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light.position.w = metadata["light"]["radius"].asFloat();
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light.color.x = metadata["light"]["color"][0].asFloat();
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light.color.y = metadata["light"]["color"][1].asFloat();
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light.color.z = metadata["light"]["color"][2].asFloat();
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light.color.w = metadata["light"]["power"].asFloat();
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}
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shader.updateBuffer( (void*) uniforms_buffer, uniforms_len, 0, false );
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}
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}
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#endif
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/* Regain control if nothing requests it */ {
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ext::Gui* menu = (ext::Gui*) this->findByName("Gui: Menu");
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if ( !menu ) {
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uf::Serializer payload;
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payload["state"] = false;
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uf::hooks.call("window:Mouse.CursorVisibility", payload);
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uf::hooks.call("window:Mouse.Lock");
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}
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}
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/* Updates Sound Listener */ {
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pod::Transform<>& transform = this->getController()->getComponent<pod::Transform<>>();
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ext::oal.listener( "POSITION", { transform.position.x, transform.position.y, transform.position.z } );
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ext::oal.listener( "VELOCITY", { 0, 0, 0 } );
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ext::oal.listener( "ORIENTATION", { 0, 0, 1, 1, 0, 0 } );
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}
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/* Collision */ {
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bool local = false;
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bool sort = false;
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bool useStrongest = false;
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// pod::Thread& thread = uf::thread::fetchWorker();
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pod::Thread& thread = uf::thread::has("Physics") ? uf::thread::get("Physics") : uf::thread::create( "Physics", true, false );
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auto function = [&]() -> int {
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std::vector<uf::Object*> entities;
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std::function<void(uf::Entity*)> filter = [&]( uf::Entity* entity ) {
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auto& metadata = entity->getComponent<uf::Serializer>();
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if ( !metadata["system"]["physics"]["collision"].isNull() && !metadata["system"]["physics"]["collision"].asBool() ) return;
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if ( entity->hasComponent<uf::Collider>() )
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entities.push_back((uf::Object*) entity);
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};
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this->process(filter);
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auto onCollision = []( pod::Collider::Manifold& manifold, uf::Object* a, uf::Object* b ){
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uf::Serializer payload;
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payload["normal"][0] = manifold.normal.x;
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payload["normal"][1] = manifold.normal.y;
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payload["normal"][2] = manifold.normal.z;
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payload["entity"] = b->getUid();
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payload["depth"] = -manifold.depth;
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a->callHook("world:Collision.%UID%", payload);
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payload["entity"] = a->getUid();
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payload["depth"] = manifold.depth;
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b->callHook("world:Collision.%UID%", payload);
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};
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auto testColliders = [&]( uf::Collider& colliderA, uf::Collider& colliderB, uf::Object* a, uf::Object* b, bool useStrongest ){
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pod::Collider::Manifold strongest;
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auto manifolds = colliderA.intersects(colliderB);
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for ( auto manifold : manifolds ) {
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if ( manifold.colliding && manifold.depth > 0 ) {
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if ( !useStrongest ) onCollision(manifold, a, b);
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else if ( strongest.depth < manifold.depth ) strongest = manifold;
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}
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}
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if ( useStrongest && strongest.colliding ) onCollision(strongest, a, b);
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};
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// collide with others
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for ( auto* _a : entities ) {
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uf::Object& entityA = *_a;
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for ( auto* _b : entities ) { if ( _a == _b ) continue;
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uf::Object& entityB = *_b;
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testColliders( entityA.getComponent<uf::Collider>(), entityB.getComponent<uf::Collider>(), &entityA, &entityB, useStrongest );
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}
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}
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return 0;
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};
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if ( local ) function(); else uf::thread::add( thread, function, true );
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}
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} |