Mercurial > games > semicongine
changeset 372:eb2ac324a162
fix: finally supporting different material types + indexed materials correctly, incl. textures... I hope...
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 25 Nov 2023 22:58:25 +0700 |
parents | f054b8bacab8 |
children | f4f1474dc70a |
files | src/semicongine/renderer.nim src/semicongine/resources/mesh.nim src/semicongine/vulkan/image.nim |
diffstat | 3 files changed, 101 insertions(+), 76 deletions(-) [+] |
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--- a/src/semicongine/renderer.nim Wed Nov 22 23:24:47 2023 +0700 +++ b/src/semicongine/renderer.nim Sat Nov 25 22:58:25 2023 +0700 @@ -31,12 +31,12 @@ vertexBuffers*: Table[MemoryPerformanceHint, Buffer] indexBuffer*: Buffer uniformBuffers*: Table[VkPipeline, seq[Buffer]] # one per frame-in-flight - textures*: Table[string, seq[VulkanTexture]] # per frame-in-flight + textures*: Table[VkPipeline, Table[string, seq[VulkanTexture]]] # per frame-in-flight attributeLocation*: Table[string, MemoryPerformanceHint] vertexBufferOffsets*: Table[(Mesh, string), int] descriptorPools*: Table[VkPipeline, DescriptorPool] descriptorSets*: Table[VkPipeline, seq[DescriptorSet]] - materials: seq[MaterialData] + materials: Table[MaterialType, seq[MaterialData]] Renderer* = object device: Device surfaceFormat: VkSurfaceFormatKHR @@ -74,12 +74,6 @@ result.add input found[input.name] = input -func samplers(renderer: Renderer, scene: Scene): seq[ShaderAttribute] = - for i in 0 ..< renderer.renderPass.subpasses.len: - for (materialType, pipeline) in renderer.renderPass.subpasses[i].pipelines: - if scene.usesMaterial(materialType): - result.add pipeline.samplers - func materialCompatibleWithPipeline(scene: Scene, materialType: MaterialType, pipeline: Pipeline): (bool, string) = for uniform in pipeline.uniforms: if scene.shaderGlobals.contains(uniform.name): @@ -93,18 +87,18 @@ break if not foundMatch: return (true, &"shader uniform '{uniform.name}' was not found in scene globals or scene materials") - for sampler in pipeline.samplers: - if scene.shaderGlobals.contains(sampler.name): - if scene.shaderGlobals[sampler.name].theType != sampler.theType: - return (true, &"shader sampler '{sampler.name}' needs type {sampler.theType} but scene global is of type {scene.shaderGlobals[sampler.name].theType}") + for texture in pipeline.samplers: + if scene.shaderGlobals.contains(texture.name): + if scene.shaderGlobals[texture.name].theType != texture.theType: + return (true, &"shader texture '{texture.name}' needs type {texture.theType} but scene global is of type {scene.shaderGlobals[texture.name].theType}") else: var foundMatch = true for name in materialType.attributes.keys: - if name == sampler.name: + if name == texture.name: foundMatch = true break if not foundMatch: - return (true, &"Required texture for shader sampler '{sampler.name}' was not found in scene materials") + return (true, &"Required texture for shader texture '{texture.name}' was not found in scene materials") return (false, "") @@ -140,8 +134,7 @@ if mesh.material.theType == materialType: foundRenderableObject = true let (error, message) = scene.meshCompatibleWithPipeline(mesh, pipeline) - if error: - raise newException(Exception, &"Mesh '{mesh}' not compatible with assigned pipeline ({materialType}) because: {message}") + assert not error, &"Mesh '{mesh}' not compatible with assigned pipeline ({materialType}) because: {message}" if not foundRenderableObject: var matTypes: Table[string, MaterialType] @@ -153,33 +146,30 @@ proc setupDrawableBuffers*(renderer: var Renderer, scene: var Scene) = assert not (scene in renderer.scenedata) + var scenedata = SceneData() + # find all material data and group it by material type - var materials: Table[MaterialType, seq[MaterialData]] - for mesh in scene.meshes: - if not materials.contains(mesh.material.theType): - materials[mesh.material.theType] = @[] - if not materials[mesh.material.theType].contains(mesh.material): - materials[mesh.material.theType].add mesh.material + if not scenedata.materials.contains(mesh.material.theType): + scenedata.materials[mesh.material.theType] = @[] + if not scenedata.materials[mesh.material.theType].contains(mesh.material): + scenedata.materials[mesh.material.theType].add mesh.material # automatically populate material and tranform attributes for mesh in scene.meshes: if not (TRANSFORM_ATTRIBUTE in mesh[].attributes): mesh[].initInstanceAttribute(TRANSFORM_ATTRIBUTE, Unit4) if not (MATERIALINDEX_ATTRIBUTE in mesh[].attributes): - mesh[].initInstanceAttribute(MATERIALINDEX_ATTRIBUTE, uint16(materials[mesh.material.theType].find(mesh.material))) + mesh[].initInstanceAttribute(MATERIALINDEX_ATTRIBUTE, uint16(scenedata.materials[mesh.material.theType].find(mesh.material))) renderer.checkSceneIntegrity(scene) let inputs = renderer.inputs(scene) - samplers = renderer.samplers(scene) - var scenedata = SceneData() + #[ # collect textures from mesh materials, add them to scenedata and upload to GPU for mesh in scene.meshes: - if not scenedata.materials.contains(mesh.material): - scenedata.materials.add mesh.material for name, value in mesh.material.attributes.pairs: if value.theType == TextureType: if scene.shaderGlobals.contains(name) and scene.shaderGlobals[name].theType == TextureType: @@ -196,22 +186,8 @@ scenedata.textures[name] = @[] for texture in getValues[Texture](value)[]: scenedata.textures[name].add renderer.device.uploadTexture(texture) + ]# - #[ this might be a bad idea, I think originaly just a work around - # find all meshes, populate missing attribute values for shader - for mesh in scene.meshes.mitems: - for inputAttr in inputs: - if inputAttr.name == TRANSFORM_ATTRIBUTE: - mesh[].initInstanceAttribute(inputAttr.name, inputAttr.thetype) - elif not mesh[].attributes.contains(inputAttr.name): - warn(&"Mesh is missing data for shader attribute {inputAttr.name}, auto-filling with empty values") - if inputAttr.perInstance: - mesh[].initInstanceAttribute(inputAttr.name, inputAttr.thetype) - else: - mesh[].initVertexAttribute(inputAttr.name, inputAttr.thetype) - assert mesh[].attributeType(inputAttr.name) == inputAttr.thetype, &"mesh attribute {inputAttr.name} has type {mesh[].attributeType(inputAttr.name)} but shader expects {inputAttr.thetype}" - ]# - # create index buffer if necessary var indicesBufferSize = 0 for mesh in scene.meshes: @@ -306,10 +282,45 @@ indexBufferOffset += size scenedata.drawables.add (drawable, mesh) - # setup uniforms and samplers + # setup uniforms and textures (anything descriptor) for subpass_i in 0 ..< renderer.renderPass.subpasses.len: for (materialType, pipeline) in renderer.renderPass.subpasses[subpass_i].pipelines: if scene.usesMaterial(materialType): + + # gather textures + scenedata.textures[pipeline.vk] = initTable[string, seq[VulkanTexture]]() + var uploadedTextures: Table[Texture, VulkanTexture] + for texture in pipeline.samplers: + scenedata.textures[pipeline.vk][texture.name] = newSeq[VulkanTexture]() + if scene.shaderGlobals.contains(texture.name): + for textureValue in getValues[Texture](scene.shaderGlobals[texture.name])[]: + if not uploadedTextures.contains(textureValue): + uploadedTextures[textureValue] = renderer.device.uploadTexture(textureValue) + scenedata.textures[pipeline.vk][texture.name].add uploadedTextures[textureValue] + else: + var foundTexture = false + var uploadedMaterials: seq[MaterialData] + for mesh in scene.meshes: + if not uploadedMaterials.contains(mesh.material): + for name, value in mesh.material.attributes.pairs: + if name == texture.name: + if not foundTexture: + foundTexture = true + assert value.theType == TextureType, &"Mesh material has attribute '{name}' which is expected to be of type 'Texture' but is of type {value.theType}" + assert value.len == 1, &"Mesh material attribute '{name}' has texture-array, but only single textures are allowed" + let textureValue = getValues[Texture](value)[][0] + echo &"Mesh {mesh} -> Material {mesh.material} -> {name}: {textureValue}" + if not uploadedTextures.contains(textureValue): + uploadedTextures[textureValue] = renderer.device.uploadTexture(textureValue) + scenedata.textures[pipeline.vk][texture.name].add uploadedTextures[textureValue] + uploadedMaterials.add mesh.material + else: + foundTexture = true + assert foundTexture, "No texture found in shaderGlobals or materials for '{texture.name}'" + let nTextures = scenedata.textures[pipeline.vk][texture.name].len + assert (texture.arrayCount == 0 and nTextures == 1) or texture.arrayCount == nTextures, &"Shader expected {texture.arrayCount} textures for '{texture.name}' but got {nTextures}" + + # gather uniform sizes var uniformBufferSize = 0 for uniform in pipeline.uniforms: uniformBufferSize += uniform.size @@ -323,19 +334,20 @@ preferVRAM=true, ) + # setup descriptors var poolsizes = @[(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, renderer.swapchain.inFlightFrames)] - if samplers.len > 0: - var samplercount = 0 - for sampler in samplers: - samplercount += (if sampler.arrayCount == 0: 1 else: sampler.arrayCount) - poolsizes.add (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, renderer.swapchain.inFlightFrames * samplercount * 2) + if scenedata.textures[pipeline.vk].len > 0: + var textureCount = 0 + for textures in scenedata.textures[pipeline.vk].values: + textureCount += textures.len + poolsizes.add (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, renderer.swapchain.inFlightFrames * textureCount * 2) scenedata.descriptorPools[pipeline.vk] = renderer.device.createDescriptorSetPool(poolsizes) scenedata.descriptorSets[pipeline.vk] = pipeline.setupDescriptors( scenedata.descriptorPools[pipeline.vk], scenedata.uniformBuffers.getOrDefault(pipeline.vk, @[]), - scenedata.textures, + scenedata.textures[pipeline.vk], inFlightFrames=renderer.swapchain.inFlightFrames, emptyTexture=renderer.emptyTexture, ) @@ -369,7 +381,7 @@ proc updateUniformData*(renderer: var Renderer, scene: var Scene, forceAll=false) = assert scene in renderer.scenedata # TODO: maybe check for dirty materials too, but atm we copy materials into the - # renderers scenedata, so they will are immutable after initialization, would + # renderers scenedata, so they are immutable after initialization, would # need to allow updates of materials too in order to make sense let dirty = scene.dirtyShaderGlobals @@ -397,31 +409,34 @@ var offset = 0 # loop over all uniforms of the shader-pipeline for uniform in pipeline.uniforms: - var foundValue = false - var value: DataList - if scene.shaderGlobals.hasKey(uniform.name): - assert scene.shaderGlobals[uniform.name].thetype == uniform.thetype - value = scene.shaderGlobals[uniform.name] - foundValue = true - else: - for mat in renderer.scenedata[scene].materials: - for name, materialConstant in mat.attributes.pairs: - if uniform.name == name: - value = materialConstant - foundValue = true - break - if foundValue: break - if not foundValue: - raise newException(Exception, &"Uniform '{uniform.name}' not found in scene shaderGlobals or materials") - debug &" update uniform {uniform.name} with value: {value}" - let (pdata, size) = value.getRawData() if dirty.contains(uniform.name) or forceAll: # only update if necessary + var value: DataList + if scene.shaderGlobals.hasKey(uniform.name): + assert scene.shaderGlobals[uniform.name].thetype == uniform.thetype + value = scene.shaderGlobals[uniform.name] + else: + var foundValue = false + for material in renderer.scenedata[scene].materials[materialType]: + for name, materialValue in material.attributes.pairs: + if uniform.name == name: + if not foundValue: + foundValue = true + value = initDataList(materialValue.theType, 0) + else: + assert value.theType == materialValue.theType, &"Material for uniform '{uniform.name}' was found multiple times with different types: {value.theType} and {materialValue.theType}" + value.appendValues(materialValue) + break + assert foundValue, &"Uniform '{uniform.name}' not found in scene shaderGlobals or materials" + assert (uniform.arrayCount == 0 and value.len == 1) or value.len == uniform.arrayCount, &"Uniform '{uniform.name}' found has wrong length (shader declares {uniform.arrayCount} but shaderGlobals and materials only provide {value.len})" + let (pdata, size) = value.getRawData() + assert size == uniform.size, "During uniform update: gathered value has size {size} but uniform expects size {uniform.size}" + debug &" update uniform {uniform.name} with value: {value}" # TODO: technically we would only need to update the uniform buffer of the current # frameInFlight, but we don't track for which frame the shaderglobals are no longer dirty # therefore we have to update the uniform values in all buffers, of all inFlightframes (usually 2) for buffer in renderer.scenedata[scene].uniformBuffers[pipeline.vk]: buffer.setData(pdata, size, offset) - offset += size + offset += uniform.size scene.clearDirtyShaderGlobals() proc render*(renderer: var Renderer, scene: Scene) = @@ -489,9 +504,10 @@ for buffer in pipelineUniforms.mitems: assert buffer.vk.valid buffer.destroy() - for textures in scenedata.textures.mvalues: - for texture in textures.mitems: - texture.destroy() + for pipelineTextures in scenedata.textures.mvalues: + for textures in pipelineTextures.mvalues: + for texture in textures.mitems: + texture.destroy() for descriptorPool in scenedata.descriptorPools.mvalues: descriptorPool.destroy() @@ -507,9 +523,10 @@ for buffer in pipelineUniforms.mitems: assert buffer.vk.valid buffer.destroy() - for textures in scenedata.textures.mvalues: - for texture in textures.mitems: - texture.destroy() + for pipelineTextures in scenedata.textures.mvalues: + for textures in pipelineTextures.mvalues: + for texture in textures.mitems: + texture.destroy() for descriptorPool in scenedata.descriptorPools.mvalues: descriptorPool.destroy() renderer.emptyTexture.destroy()
--- a/src/semicongine/resources/mesh.nim Wed Nov 22 23:24:47 2023 +0700 +++ b/src/semicongine/resources/mesh.nim Sat Nov 25 22:58:25 2023 +0700 @@ -281,7 +281,8 @@ tri.setLen(0) else: raise newException(Exception, &"Unsupported index data type: {data.thetype}") - transform[Vec3f](result[], "position", scale(1, -1, 1)) + # TODO: getting from gltf to vulkan system is still messed up somehow, see other TODO + # transform[Vec3f](result[], "position", scale(1, -1, 1)) proc loadNode(root: JsonNode, node: JsonNode, defaultMaterial: MaterialType, mainBuffer: var seq[uint8]): MeshTree = result = MeshTree() @@ -331,6 +332,8 @@ result = MeshTree() for nodeId in scenenode["nodes"]: result.children.add loadNode(root, root["nodes"][nodeId.getInt()], defaultMaterial, mainBuffer) + # TODO: getting from gltf to vulkan system is still messed up somehow (i.e. not consistent for different files), see other TODO + result.transform = scale(1, -1, 1) result.updateTransforms()
--- a/src/semicongine/vulkan/image.nim Wed Nov 22 23:24:47 2023 +0700 +++ b/src/semicongine/vulkan/image.nim Sat Nov 25 22:58:25 2023 +0700 @@ -1,3 +1,4 @@ +import std/strformat import std/tables import std/logging @@ -274,6 +275,10 @@ imageview.image.device.vk.vkDestroyImageView(imageview.vk, nil) imageview.vk.reset() +func `$`*(texture: VulkanTexture): string = + &"VulkanTexture({texture.image.width}x{texture.image.height})" + + proc uploadTexture*(device: Device, texture: Texture): VulkanTexture = assert device.vk.valid result.image = createImage(device=device, width=texture.image.width, height=texture.image.height, depth=4, data=addr texture.image.imagedata[0][0])