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Introducing Async Resources Loader (JeanPhilippeKernel#404)
* Introduce Async Resource Loader * clang formatted code * adjusted queue selection * updated swapchain * fixed frame sync * updated externals deps * added mutex and tests to handlemanager * vulkan 1.3.296 * vulkan 1.3.290 * include thread * attemps to temp fix rendering crash * Rethinking Rendering (JeanPhilippeKernel#406) * rendering idea * fixed rendering crash * fixed crash imgui crash on integrated GPU * fixed image view deletion * render graph is back * fixed rendering crash on integrated GPU * moved render target storage into global texture * make async resource loading a reality * checked device available transfer queue * async loading res works! 🎉 * reset the depth clear to 1 * migrated buffers to use handle as ref * removed commented codes * fixed macOS build * fixed renderer deps cycle * removed swapchain definition files * updated environment map * fixed textures deletion bug * Fixed resource deletion process (JeanPhilippeKernel#407) * rendering idea * fixed rendering crash * fixed crash imgui crash on integrated GPU * fixed image view deletion * render graph is back * fixed rendering crash on integrated GPU * moved render target storage into global texture * make async resource loading a reality * checked device available transfer queue * async loading res works! 🎉 * reset the depth clear to 1 * migrated buffers to use handle as ref * removed commented codes * fixed macOS build * fixed renderer deps cycle * removed swapchain definition files * updated environment map * fixed textures deletion bug * fixed handling resource deletion proc * Simplifying Graphic Renderer definition (JeanPhilippeKernel#408) * rendering idea * fixed rendering crash * fixed crash imgui crash on integrated GPU * fixed image view deletion * render graph is back * fixed rendering crash on integrated GPU * moved render target storage into global texture * make async resource loading a reality * checked device available transfer queue * async loading res works! 🎉 * reset the depth clear to 1 * migrated buffers to use handle as ref * removed commented codes * fixed macOS build * fixed renderer deps cycle * removed swapchain definition files * updated environment map * fixed textures deletion bug * fixed handling resource deletion proc * simplify renderer impl * added back support of bindless textures * reworking on skybox pass * fixed skybox pass to use drawindexed * simplified skybox shader code * improved grid pass and render graph * added support of enable - disable render node --------- Co-authored-by: jnyfah <[email protected]>
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@@ -1,17 +1,20 @@ | ||
#version 460 | ||
#extension GL_GOOGLE_include_directive : require | ||
#include "vertex_common.glsl" | ||
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layout (location = 0) in vec3 pos; | ||
layout (location = 0) out vec2 uv; | ||
layout (location = 1) out float scaleFactor; | ||
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layout(set = 0, binding = 0) uniform UBCamera | ||
{ | ||
mat4 View; | ||
mat4 Projection; | ||
vec4 Position; | ||
} Camera; | ||
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void main() | ||
{ | ||
scaleFactor = 80.0; | ||
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DrawDataView dataView = GetDrawDataView(); | ||
vec3 posScale = vec3((dataView.Vertex * scaleFactor).xyz); | ||
vec3 posScale = pos * scaleFactor; | ||
uv = posScale.xz; | ||
gl_Position = Camera.Projection * Camera.View * vec4(posScale, 1.0); | ||
gl_Position = Camera.Projection * Camera.View * vec4(posScale, 1.0); | ||
} |
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#version 460 | ||
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layout (location = 0) out vec4 outColor; | ||
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void main() | ||
{ | ||
outColor = vec4(vec3(0.0f), 1.0f); | ||
} |
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@@ -0,0 +1,15 @@ | ||
#version 460 | ||
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layout (location = 0) in vec3 pos; | ||
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layout(set = 0, binding = 0) uniform UBCamera | ||
{ | ||
mat4 View; | ||
mat4 Projection; | ||
vec4 Position; | ||
} Camera; | ||
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void main() | ||
{ | ||
gl_Position = vec4(pos, 1.0f); | ||
} |
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@@ -1,12 +1,10 @@ | ||
#version 460 | ||
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layout (location = 0) in vec3 dir; | ||
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layout (location = 0) out vec4 outColor; | ||
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layout(set = 0, binding = 5) uniform samplerCube CubemapTexture; | ||
layout(set = 0, binding = 1) uniform samplerCube EnvMap; | ||
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void main() | ||
{ | ||
outColor = texture(CubemapTexture, dir); | ||
outColor = texture(EnvMap, dir); | ||
} |
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@@ -1,14 +1,18 @@ | ||
#version 460 | ||
#extension GL_GOOGLE_include_directive : require | ||
#include "vertex_common.glsl" | ||
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layout (location = 0) in vec3 pos; | ||
layout (location = 0) out vec3 dir; | ||
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layout(set = 0, binding = 0) uniform UBCamera | ||
{ | ||
mat4 View; | ||
mat4 Projection; | ||
vec4 Position; | ||
} Camera; | ||
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void main() | ||
{ | ||
DrawVertex v = FetchVertexData(); | ||
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dir = vec3(v.x, -v.y, v.z); | ||
vec4 position = Camera.Projection * Camera.RotScaleView * vec4(v.x, v.y, v.z, 1.0f); | ||
gl_Position = position.xyww; | ||
dir = normalize(vec3(pos.x, -pos.y, pos.z)); | ||
mat4 rotScaleView = mat4(mat3(Camera.View)); | ||
vec4 position = Camera.Projection * rotScaleView * vec4(pos, 1.0f); | ||
gl_Position = position.xyww; | ||
} |
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