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19 Commits

Author SHA1 Message Date
446670bd29 Various debug to check lighting 2026-02-23 23:13:06 -05:00
581656568b Debug options: Stop moving light, camera and cubes.
F1 to have free camera
2026-02-23 22:05:46 -05:00
3277624ec2 Support lighting using a graphics buffer that is kep open! 2026-02-23 19:24:57 -05:00
4312ecd172 Fix crash on linux with proton 2026-02-22 22:22:42 -05:00
1056301981 Fix some errors with meshrenderer moving to engine that gemini didnt have time to fix
Will have to resync how to load more meshes. Probably need a command to do it but for now not needed.
2026-02-22 17:47:46 -05:00
932c45d844 New skyboxrenderer + moved meshrenderer inside engine and out from main to clean that up 2026-02-22 17:16:21 -05:00
a781facd48 Factorized Push Data 2026-02-22 15:54:09 -05:00
1e1ec84fa1 Added normals to vertexdata 2026-02-22 15:21:35 -05:00
f98be3c7f3 Made a ship version
Remove imgui from ship release, script to export fast. Can read assets from dev folder and ship folder.
2026-02-22 14:19:59 -05:00
bc6ce3afb6 remove log file 2026-02-22 12:22:34 -05:00
816fdc27b1 Fixed the weird stutter and added fps in title bar 2026-02-22 12:22:06 -05:00
b38cc5e3d5 Fix release 2026-02-22 12:08:03 -05:00
431015f009 Added rotation functions for matrix 2026-02-22 11:24:59 -05:00
a7947bfa17 Made MeshRenderer able to take a matrix transform for each mesh, and we are now able to draw 100 cubes.
Claude OPus helpes with implementation
2026-02-21 23:27:27 -05:00
8e83cd32f6 Fixed MeshRenderer, our cube is now totally drawn by mesh renderer ! 2026-02-21 22:45:20 -05:00
2362cefbc0 Fixed imgui and debug display renderer (nothing was actually broken but request were never flushed ... ) 2026-02-21 18:35:39 -05:00
bbd1095227 Some bug fix + debug level log that is not displayed by default 2026-02-21 18:16:13 -05:00
49fc0a24d1 Meshrenderer first step. Adding logs to debug a weird crash since the add of mesh renderer and some clean up. 2026-02-21 14:04:02 -05:00
e1eb9976ad na 2026-02-16 11:14:51 -05:00
73 changed files with 2426 additions and 761 deletions

3
.gitignore vendored
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@@ -13,6 +13,7 @@
.idea/
.vs/
[Ii]ntermediate/
[sS]hip/
# Logs
build_*.txt
@@ -51,3 +52,5 @@ launch_*.txt
*.out
*.app
misc/agent_error.log
misc/agent_output_ship.log

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@@ -0,0 +1,292 @@
# Lighting & Skybox Plan
## Current State
| Item | Current |
|------|---------|
| Vertex format | `float3 Position` + `float4 Color` (28 bytes, no normals) |
| Vertex shader | [Triangle.vert.hlsl](file:///w:/Classified/Juliet/Assets/source/Triangle.vert.hlsl) — bindless buffer read, `mul(VP, mul(Model, pos))` |
| Fragment shader | [SolidColor.frag.hlsl](file:///w:/Classified/Juliet/Assets/source/SolidColor.frag.hlsl) — passthrough `return Color` |
| Push constants | `ViewProjection` + `Model` + `BufferIndex` + extras |
| Texturing | None — no sampler usage, no texture reads |
---
## Phase 1: Add Normals to Vertex Data
Lighting requires normals. This is the foundation for everything else.
### Vertex Format Change
```diff
struct Vertex
{
float Position[3];
+ float Normal[3];
float Color[4];
};
```
- **Stride**: 28 → 40 bytes
- Update `Triangle.vert.hlsl` stride constant: `uint stride = 40;`
- Load normal after position: `float3 normal = asfloat(buffer.Load3(offset + 12));`
- Load color shifts to: `float4 col = asfloat(buffer.Load4(offset + 24));`
### Files to modify
| File | Change |
|------|--------|
| [VertexData.h](file:///w:/Classified/Juliet/Juliet/include/Graphics/VertexData.h) | Add `float Normal[3]` to `Vertex` |
| [MeshRenderer.cpp](file:///w:/Classified/Juliet/Juliet/src/Graphics/MeshRenderer.cpp) | Update `AddCube()` to include per-face normals |
| [Triangle.vert.hlsl](file:///w:/Classified/Juliet/Assets/source/Triangle.vert.hlsl) | Update stride, load normal, pass to fragment |
---
## Phase 2: Basic Directional Light (Diffuse)
Simple single directional light with diffuse (Lambert) shading.
### Approach: Push light data through RootConstants
Add light direction and color to `RootConstants.hlsl` and the C++ `PushData`:
```hlsl
// RootConstants.hlsl additions
float3 LightDirection; // Normalized, world-space
float _LightPad;
float3 LightColor;
float AmbientIntensity;
```
```cpp
// PushData additions
Vector3 LightDirection;
float _LightPad;
Vector3 LightColor;
float AmbientIntensity;
```
### Shader Changes
**Vertex shader** — transform normal to world space and pass it to fragment:
```hlsl
// Triangle.vert.hlsl output struct
struct Output
{
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float4 Position : SV_Position;
};
// In main():
float3 worldNormal = mul((float3x3)Model, normal);
output.WorldNormal = worldNormal;
```
> [!NOTE]
> Using `(float3x3)Model` for normal transform is only correct for uniform-scale transforms. For non-uniform scale, you'd need the inverse-transpose. Fine for now with translation-only transforms.
**Fragment shader** — apply Lambert diffuse:
```hlsl
// SolidColor.frag.hlsl → rename to Lit.frag.hlsl
#include "RootConstants.hlsl"
float4 main(float4 Color : TEXCOORD0, float3 WorldNormal : TEXCOORD1) : SV_Target0
{
float3 N = normalize(WorldNormal);
float NdotL = saturate(dot(N, -LightDirection));
float3 diffuse = Color.rgb * LightColor * NdotL;
float3 ambient = Color.rgb * AmbientIntensity;
return float4(diffuse + ambient, Color.a);
}
```
### Files to modify
| File | Change |
|------|--------|
| [RootConstants.hlsl](file:///w:/Classified/Juliet/Assets/source/RootConstants.hlsl) | Add light params |
| [MeshRenderer.h](file:///w:/Classified/Juliet/Juliet/include/Graphics/MeshRenderer.h) | Add light params to `PushData` |
| [Triangle.vert.hlsl](file:///w:/Classified/Juliet/Assets/source/Triangle.vert.hlsl) | Pass world normal to fragment |
| [SolidColor.frag.hlsl](file:///w:/Classified/Juliet/Assets/source/SolidColor.frag.hlsl) | Lambert diffuse + ambient |
| [DebugDisplayRenderer.cpp](file:///w:/Classified/Juliet/Juliet/src/Graphics/DebugDisplayRenderer.cpp) | Update push data struct to match new layout |
| [main.cpp](file:///w:/Classified/Juliet/JulietApp/main.cpp) | Set `LightDirection`, `LightColor`, `AmbientIntensity` |
---
## Phase 3: Skybox
A skybox renders a cubemap texture behind all geometry, giving the scene a background.
### Approach: Fullscreen-triangle with inverse VP
Render a fullscreen triangle as the very last thing (or first with depth write off), sample a cubemap using the camera view direction reconstructed from screen coordinates.
### New Assets
- **Skybox cubemap texture** — a `.dds` or 6 `.png` face images loaded as a `TextureCube`
- **New shaders**: `Skybox.vert.hlsl` + `Skybox.frag.hlsl`
### Shader Design
**Vertex shader** — fullscreen triangle using `SV_VertexID`:
```hlsl
// Skybox.vert.hlsl
#include "RootConstants.hlsl"
struct Output
{
float3 ViewDir : TEXCOORD0;
float4 Position : SV_Position;
};
Output main(uint vertexID : SV_VertexID)
{
Output output;
// Fullscreen triangle
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
float4 clipPos = float4(uv * 2.0 - 1.0, 1.0, 1.0);
clipPos.y = -clipPos.y;
output.Position = clipPos;
// Reconstruct view direction from clip space
// InverseViewProjection needs to be added to RootConstants
float4 worldPos = mul(InverseViewProjection, clipPos);
output.ViewDir = worldPos.xyz / worldPos.w;
return output;
}
```
**Fragment shader** — sample cubemap:
```hlsl
// Skybox.frag.hlsl
#include "RootConstants.hlsl"
float4 main(float3 ViewDir : TEXCOORD0) : SV_Target0
{
TextureCube skybox = ResourceDescriptorHeap[TextureIndex];
SamplerState samp = SamplerDescriptorHeap[0]; // Linear clamp
return skybox.Sample(samp, normalize(ViewDir));
}
```
### Pipeline Requirements
| Setting | Value |
|---------|-------|
| Depth write | **Off** (skybox is infinitely far) |
| Depth test | **LessEqual** or **Off** (render behind everything) |
| Cull mode | **None** (fullscreen triangle) |
| Draw call | `Draw(3, 0)` — no vertex buffer needed |
### New C++ Components
1. **Cubemap loading** — need to create `TextureCube` from 6 face images or a `.dds` cubemap file
2. **Skybox pipeline** — new `GraphicsPipeline` with the skybox shaders and the pipeline settings above
3. **Sampler** — need at least one linear sampler in the sampler heap (may already exist for ImGui)
4. **`InverseViewProjection`** — add to `RootConstants` and compute in C++ via a `MatrixInverse` function
> [!IMPORTANT]
> `MatrixInverse` needs to be implemented in `Matrix.h`. This is a non-trivial 4×4 matrix inversion (adjugate/determinant method or Gauss-Jordan).
### Files to modify/create
| File | Change |
|------|--------|
| [NEW] `Skybox.vert.hlsl` | Fullscreen triangle + view direction |
| [NEW] `Skybox.frag.hlsl` | Cubemap sample |
| [RootConstants.hlsl](file:///w:/Classified/Juliet/Assets/source/RootConstants.hlsl) | Add `InverseViewProjection` |
| [Matrix.h](file:///w:/Classified/Juliet/Juliet/include/Core/Math/Matrix.h) | Add `MatrixInverse()` |
| [MeshRenderer.h](file:///w:/Classified/Juliet/Juliet/include/Graphics/MeshRenderer.h) | Add `InverseViewProjection` to `PushData` |
| [main.cpp](file:///w:/Classified/Juliet/JulietApp/main.cpp) | Create skybox pipeline, load cubemap, render skybox |
---
## Recommended Implementation Order
```mermaid
graph LR
A["Phase 1<br/>Add Normals"] --> B["Phase 2<br/>Directional Light"]
B --> C["Phase 3<br/>Skybox"]
```
1. **Phase 1** (normals) is the smallest and unblocks Phase 2
2. **Phase 2** (lighting) gives the cubes visible 3D depth immediately
3. **Phase 3** (skybox) is independent of lighting but benefits from having `MatrixInverse` and sampler infrastructure
> [!TIP]
> Phases 1+2 together are a single session of work (~8 files). Phase 3 is larger due to cubemap loading and new pipeline creation.
---
## Open Questions (Answered)
1. **Cubemap source****Procedural gradient skybox** chosen because asset loading infrastructure is not yet established.
2. **Sampler heap** — Evaluate what exists. However, with a procedural skybox, we won't need a sampler for Phase 3! (The sky color can be procedurally generated from the reconstructed view direction).
3. **Specular****Blinn-Phong** specular, structured in an agnostic way so PBR (physically based rendering) parameters can be plugged in later.
---
## Phase 4: Forward Rendered Entity Lights
A simple, fast forward renderer using a Global Structured Buffer for entity-based point lights.
### Approach: Bindless Global Lights Buffer
Instead of passing each light via PushConstants, we pass a `StructuredBuffer<PointLight>` index and iterate over the active lights in the fragment shader.
### New C++ Components
```cpp
struct PointLight
{
Vector3 Position;
float Radius;
Vector3 Color;
float Intensity;
};
```
1. **Lights Buffer Allocation**: Allocate a `StructuredBuffer` large enough for all potential lights (e.g., max 1024).
2. **Buffer Upload**: Loop through the active game entity lights every frame and upload them using the TransferBuffer system.
3. **PushData Update**:
- `uint32 LightsBufferIndex`
- `uint32 ActiveLightCount`
### Shader Design
**Fragment Shader Expansion** loop over all `ActiveLightCount` to compute the attenuation and diffuse, then accumulate.
```hlsl
StructuredBuffer<PointLight> lights = ResourceDescriptorHeap[LightsBufferIndex];
float3 totalDiffuse = Color.rgb * LightColor * NdotL; // Include Directional Sun
for (uint i = 0; i < ActiveLightCount; ++i)
{
PointLight light = lights[i];
float3 lightVector = light.Position - WorldPosition;
float distance = length(lightVector);
if (distance > light.Radius) continue;
float3 L = lightVector / distance;
float NdotL = saturate(dot(N, L));
float attenuation = 1.0 - saturate(distance / light.Radius);
attenuation *= attenuation; // inverse square-ish
totalDiffuse += Color.rgb * light.Color * light.Intensity * NdotL * attenuation;
}
```
> [!NOTE]
> Passing `WorldPosition` to the Fragment shader from the Vertex shader is required for positional lighting.

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@@ -13,8 +13,8 @@ Output main(uint vertexIndex : SV_VertexID)
// Retrieve the vertex buffer using SM6.6 bindless syntax
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// TextureIndex is used as vertex offset for consolidated buffer (depth-tested at 0, overlay at halfMax)
uint actualVertexIndex = vertexIndex + TextureIndex;
// VertexOffset is used as vertex offset for consolidated buffer (depth-tested at 0, overlay at halfMax)
uint actualVertexIndex = vertexIndex + VertexOffset;
// Vertex layout: float3 Position (12 bytes) + float4 Color (16 bytes) = 28 bytes stride
uint stride = 28;

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@@ -1,15 +1,39 @@
#ifndef ROOT_CONSTANTS_HLSL
#define ROOT_CONSTANTS_HLSL
struct PointLight
{
float3 Position;
float Radius;
float3 Color;
float Intensity;
};
struct TransformData
{
row_major float4x4 Model;
};
cbuffer RootConstants : register(b0, space0)
{
row_major float4x4 ViewProjection;
uint MeshIndex;
uint TransformsBufferIndex;
uint BufferIndex;
uint TextureIndex;
uint VertexOffset; // Base vertex for indexed drawing with bindless buffers
uint _Padding; // Padding for alignment
float2 Scale; // 2D scale factor
float2 Translate; // 2D translation
float2 _Padding2; // Explicit padding to align LightDirection to 16 bytes
float3 GlobalLightDirection; // Normalized, world-space
float GlobalLightPad;
float3 GlobalLightColor;
float GlobalAmbientIntensity;
uint LightBufferIndex;
uint ActiveLightCount;
};

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@@ -0,0 +1,26 @@
#include "RootConstants.hlsl"
float4 main(float3 ViewDir : TEXCOORD0) : SV_Target0
{
float3 dir = normalize(ViewDir);
// Simple Procedural Gradient Skybox Colors
float3 skyZenithColor = float3(0.05f, 0.15f, 0.45f); // Deep blue top
float3 skyHorizonColor = float3(0.4f, 0.6f, 0.9f); // Light blue horizon
float3 groundColor = float3(0.1f, 0.1f, 0.15f); // Dark ground
float t = dir.z; // -1 to 1 based on vertical alignment
float3 finalColor = groundColor;
if (t > 0.0f) {
// Blend from horizon to zenith
finalColor = lerp(skyHorizonColor, skyZenithColor, t);
} else {
// Ground - quick blend from horizon to ground
finalColor = lerp(skyHorizonColor, groundColor, saturate(-t * 2.0f));
}
// Combine with overall ambient lighting scale
return float4(finalColor, 1.0f);
}

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@@ -0,0 +1,74 @@
#include "RootConstants.hlsl"
struct Output
{
float3 ViewDir : TEXCOORD0;
float4 Position : SV_Position;
};
float4x4 Inverse(float4x4 m)
{
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0];
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1];
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2];
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3];
float t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
float t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
float t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
float t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
float det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
float idet = 1.0f / det;
float4x4 ret;
ret[0][0] = t11 * idet;
ret[0][1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * idet;
ret[0][2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * idet;
ret[0][3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * idet;
ret[1][0] = t12 * idet;
ret[1][1] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * idet;
ret[1][2] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * idet;
ret[1][3] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * idet;
ret[2][0] = t13 * idet;
ret[2][1] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * idet;
ret[2][2] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * idet;
ret[2][3] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * idet;
ret[3][0] = t14 * idet;
ret[3][1] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * idet;
ret[3][2] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * idet;
ret[3][3] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * idet;
return ret;
}
Output main(uint vertexID : SV_VertexID)
{
Output output;
// Fullscreen triangle properties
// vertexID 0 -> uv(0,0) -> pos(-1, 1)
// vertexID 1 -> uv(2,0) -> pos( 3, 1)
// vertexID 2 -> uv(0,2) -> pos(-1, -3)
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
// Map uv to clip space position.
// Z is set to 1.0 (far plane in reverse-Z or standard depth)
// Assuming standard Z projection ranges from 0 to 1, we use 1.0 for the far plane.
// Depending on reverse-z, this might need to be 0.0, but let's stick to standard 1.0
// depth for skyboxes.
float4 clipPos = float4(uv * 2.0 - 1.0, 1.0, 1.0);
clipPos.y = -clipPos.y; // Flip Y for D3D
output.Position = clipPos;
// Reconstruct view direction from clip space
float4x4 inverseVP = Inverse(ViewProjection);
float4 worldPos = mul(inverseVP, clipPos);
output.ViewDir = worldPos.xyz / worldPos.w;
return output;
}

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@@ -1,4 +1,46 @@
float4 main(float4 Color : TEXCOORD0) : SV_Target0
#include "RootConstants.hlsl"
struct Input
{
return Color;
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
};
float4 main(Input input) : SV_Target0
{
float3 normal = normalize(input.WorldNormal);
// Initial ambient component
float3 result = input.Color.rgb * GlobalLightColor * GlobalAmbientIntensity;
// Directional light contribution
float ndotl = max(dot(normal, -GlobalLightDirection), 0.0);
result += input.Color.rgb * GlobalLightColor * ndotl;
// Point lights
if (ActiveLightCount > 0)
{
StructuredBuffer<PointLight> pointLights = ResourceDescriptorHeap[LightBufferIndex];
for (uint i = 0; i < ActiveLightCount; ++i)
{
PointLight light = pointLights[i];
float3 lightDir = light.Position - input.WorldPosition;
float dist = length(lightDir);
if (dist < light.Radius)
{
lightDir = normalize(lightDir);
float attenuation = 1.0 - (dist / light.Radius);
attenuation = max(attenuation, 0.0);
float pndotl = max(dot(normal, lightDir), 0.0);
result += light.Color * input.Color.rgb * pndotl * attenuation * light.Intensity;
}
}
}
return float4(result, input.Color.a);
}

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@@ -1,6 +1,8 @@
struct Output
{
float4 Color : TEXCOORD0;
float3 WorldNormal : TEXCOORD1;
float3 WorldPosition : TEXCOORD2;
float4 Position : SV_Position;
};
@@ -12,14 +14,23 @@ Output main(uint vertexIndex : SV_VertexID)
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
uint stride = 28;
uint stride = 40;
uint offset = vertexIndex * stride;
float3 pos = asfloat(buffer.Load3(offset));
float4 col = asfloat(buffer.Load4(offset + 12));
float3 normal = asfloat(buffer.Load3(offset + 12));
float4 col = asfloat(buffer.Load4(offset + 24));
//output.Position = float4(pos, 1.0f);
output.Position = mul(ViewProjection, float4(pos, 1.0f));
// Fetch Model Matrix
StructuredBuffer<TransformData> transformsBuffer = ResourceDescriptorHeap[TransformsBufferIndex];
float4x4 Model = transformsBuffer[MeshIndex].Model;
float4 worldPos = mul(Model, float4(pos, 1.0f));
output.Position = mul(ViewProjection, worldPos);
output.Color = col;
output.WorldPosition = worldPos.xyz;
float3 worldNormal = mul((float3x3)Model, normal);
output.WorldNormal = worldNormal;
return output;
}

2
External/Imgui vendored

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@@ -47,8 +47,11 @@
// --- DLL BUILD ---
DLL( '$ProjectName$-Lib-$Platform$-$BuildConfigName$' )
{
.Libraries = { '$ProjectName$-Objs-$Platform$-$BuildConfigName$',
'ImGui-Lib-$Platform$-$BuildConfigName$' }
.Libraries = { '$ProjectName$-Objs-$Platform$-$BuildConfigName$' }
If ( .BuildConfigName != 'Release' )
{
^Libraries + { 'ImGui-Lib-$Platform$-$BuildConfigName$' }
}
.LinkerOutput = '$BinPath$/$Platform$-$BuildConfigName$/$ProjectName$.dll' // Output .dll to Bin

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@@ -227,6 +227,10 @@
<CustomBuild Include="src\UnitTest\RunUnitTests.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\Graphics\MeshRenderer.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\Graphics\MeshRenderer.cpp" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{ab9c7e88-6c94-4f93-bc2a-7f5284b7d434}</ProjectGuid>

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@@ -8,5 +8,6 @@ namespace Juliet
{
enum class JulietInit_Flags : uint8;
struct Arena;
extern JULIET_API void StartApplication(IApplication& app, JulietInit_Flags flags);
} // namespace Juliet

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@@ -1,5 +1,7 @@
#pragma once
#include <Core/Common/NonNullPtr.h>
namespace Juliet
{
struct RenderPass;
@@ -7,25 +9,26 @@ namespace Juliet
struct Texture;
struct ColorTargetInfo;
struct DepthStencilTargetInfo;
struct Arena;
class IApplication
{
public:
virtual ~IApplication() = default;
virtual void Init() = 0;
virtual void Shutdown() = 0;
virtual void Update() = 0;
virtual bool IsRunning() = 0;
virtual ~IApplication() = default;
virtual void Init(NonNullPtr<Arena> arena) = 0;
virtual void Shutdown() = 0;
virtual void Update() = 0;
virtual bool IsRunning() = 0;
// Accessors for Engine Systems
virtual struct Window* GetPlatformWindow() = 0;
virtual struct GraphicsDevice* GetGraphicsDevice() = 0;
// Render Lifecycle (Engine-Managed Render Loop)
virtual void OnPreRender(CommandList* cmd) = 0;
virtual void OnRender(RenderPass* pass, CommandList* cmd) = 0;
virtual ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) = 0;
virtual DepthStencilTargetInfo* GetDepthTargetInfo() = 0;
virtual struct Camera GetDebugCamera() = 0;
virtual void OnPreRender(CommandList* cmd) = 0;
virtual void OnRender(RenderPass* pass, CommandList* cmd) = 0;
virtual ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) = 0;
virtual DepthStencilTargetInfo* GetDepthTargetInfo() = 0;
virtual struct Camera GetDebugCamera() = 0;
};
} // namespace Juliet

View File

@@ -98,6 +98,34 @@ namespace Juliet
}
}
void PushBack(const Type* buffer, size_t amount)
{
Assert(Arena);
if (Count + amount > Capacity)
{
if (Capacity == 0 && Count + amount < ReserveSize)
{
Reserve(ReserveSize);
}
else
{
size_t newCapacity = Max(Capacity * 2, AlignPow2(Capacity + amount, AlignOf(Type)));
Reserve(newCapacity);
}
}
Type* dst = Data + Count;
MemCopy(dst, buffer, amount * sizeof(Type));
if (Count == 0)
{
DataFirst = dst;
}
DataLast = dst + amount;
Count += amount;
}
void PushBack(const Type& value)
{
Assert(Arena);
@@ -165,13 +193,20 @@ namespace Juliet
{
Assert(Arena);
ArenaClear(Arena);
if (InternalArena)
{
ArenaClear(Arena);
Data = nullptr;
Capacity = 0;
Reserve(ReserveSize);
}
DataFirst = DataLast = nullptr;
Data = nullptr;
Count = 0;
Capacity = 0;
}
bool IsEmpty() const { return Count == 0; }
// C++ Accessors for loop supports and Index based access
Type& operator[](size_t index) { return DataFirst[index]; }
const Type& operator[](size_t index) const { return DataFirst[index]; }

View File

@@ -2,6 +2,7 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Common/String.h>
#include <Juliet.h>
namespace Juliet
@@ -16,4 +17,5 @@ namespace Juliet
extern JULIET_API void HideWindow(NonNullPtr<Window> window);
extern JULIET_API WindowID GetWindowID(NonNullPtr<Window> window);
extern JULIET_API void SetWindowTitle(NonNullPtr<Window> window, String title);
} // namespace Juliet

View File

@@ -5,7 +5,16 @@
namespace Juliet
{
// Returns the path to the application directory
extern JULIET_API String GetBasePath();
[[nodiscard]] extern JULIET_API String GetBasePath();
extern JULIET_API bool IsAbsolutePath(String path);
// Returns the resolved base path to the compiled shaders directory.
// In dev, this resolves to ../../Assets/compiled/ relative to the exe.
// In shipping, this resolves to Assets/Shaders/ next to the exe.
[[nodiscard]] extern JULIET_API String GetAssetBasePath();
// Builds a full path to an asset file given its filename (e.g. "Triangle.vert.dxil").
// The caller owns the returned buffer and must free it.
[[nodiscard]] extern JULIET_API String GetAssetPath(String filename);
[[nodiscard]]extern JULIET_API bool IsAbsolutePath(String path);
} // namespace Juliet

View File

@@ -3,6 +3,8 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#ifdef JULIET_ENABLE_IMGUI
struct ImGuiContext;
namespace Juliet
@@ -25,3 +27,5 @@ namespace Juliet
JULIET_API void RunTests();
} // namespace ImGuiService
} // namespace Juliet
#endif // JULIET_ENABLE_IMGUI

View File

@@ -22,6 +22,7 @@ namespace Juliet
extern void JULIET_API LogScopeEnd();
extern void JULIET_API Log(LogLevel level, LogCategory category, const char* fmt, ...);
extern void JULIET_API LogDebug(LogCategory category, const char* fmt, ...);
extern void JULIET_API LogMessage(LogCategory category, const char* fmt, ...);
extern void JULIET_API LogWarning(LogCategory category, const char* fmt, ...);
extern void JULIET_API LogError(LogCategory category, const char* fmt, ...);

View File

@@ -4,9 +4,10 @@ namespace Juliet
{
enum class LogLevel : uint8
{
Message = 0,
Warning = 1,
Error = 2,
Debug = 0,
Message = 1,
Warning = 2,
Error = 3,
};
enum class LogCategory : uint8
@@ -15,7 +16,7 @@ namespace Juliet
Graphics = 1,
Networking = 2,
Engine = 3,
Tool = 4,
Tool = 4,
Game = 5,
};
} // namespace Juliet

View File

@@ -37,6 +37,7 @@ int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw)
(void)hPrev;
(void)szCmdLine;
(void)sw;
return Juliet::Bootstrap(JulietMain, __argc, __wargv);
}
}

View File

@@ -8,33 +8,99 @@ namespace Juliet
struct Matrix
{
float m[4][4];
};
static Matrix Identity()
{
Matrix result = {};
result.m[0][0] = 1.0f;
result.m[1][1] = 1.0f;
result.m[2][2] = 1.0f;
result.m[3][3] = 1.0f;
return result;
}
[[nodiscard]] inline Matrix MatrixIdentity()
{
Matrix result = {};
result.m[0][0] = 1.0f;
result.m[1][1] = 1.0f;
result.m[2][2] = 1.0f;
result.m[3][3] = 1.0f;
return result;
}
Matrix operator*(const Matrix& rhs) const
[[nodiscard]] inline Matrix operator*(const Matrix& lhs, const Matrix& rhs)
{
Matrix result = {};
for (int i = 0; i < 4; ++i)
{
Matrix result = {};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
{
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
{
for (int k = 0; k < 4; ++k)
{
result.m[i][j] += m[i][k] * rhs.m[k][j];
}
result.m[i][j] += lhs.m[i][k] * rhs.m[k][j];
}
}
return result;
}
};
return result;
}
[[nodiscard]] inline Matrix MatrixTranslation(float x, float y, float z)
{
Matrix result = MatrixIdentity();
result.m[0][3] = x;
result.m[1][3] = y;
result.m[2][3] = z;
return result;
}
[[nodiscard]] inline Matrix MatrixScale(float x, float y, float z)
{
Matrix result = MatrixIdentity();
result.m[0][0] = x;
result.m[1][1] = y;
result.m[2][2] = z;
return result;
}
[[nodiscard]] inline Matrix MatrixRotationX(float radians)
{
float c = cosf(radians);
float s = sinf(radians);
Matrix result = MatrixIdentity();
result.m[1][1] = c;
result.m[1][2] = -s;
result.m[2][1] = s;
result.m[2][2] = c;
return result;
}
[[nodiscard]] inline Matrix MatrixRotationY(float radians)
{
float c = cosf(radians);
float s = sinf(radians);
Matrix result = MatrixIdentity();
result.m[0][0] = c;
result.m[0][2] = s;
result.m[2][0] = -s;
result.m[2][2] = c;
return result;
}
[[nodiscard]] inline Matrix MatrixRotationZ(float radians)
{
float c = cosf(radians);
float s = sinf(radians);
Matrix result = MatrixIdentity();
result.m[0][0] = c;
result.m[0][1] = -s;
result.m[1][0] = s;
result.m[1][1] = c;
return result;
}
inline void MatrixTranslate(Matrix& m, const Vector3& v)
{
m.m[0][3] += v.x;
m.m[1][3] += v.y;
m.m[2][3] += v.z;
}
[[nodiscard]] inline Matrix MatrixRotation(float x, float y, float z)
{
return MatrixRotationX(x) * MatrixRotationY(y) * MatrixRotationZ(z);
}
inline Matrix LookAt(const Vector3& eye, const Vector3& target, const Vector3& up)
{
@@ -83,4 +149,46 @@ namespace Juliet
result.m[3][3] = 0.0f;
return result;
}
[[nodiscard]] inline Matrix MatrixInverse(const Matrix& m)
{
Matrix out = {};
float m00 = m.m[0][0], m01 = m.m[0][1], m02 = m.m[0][2], m03 = m.m[0][3];
float m10 = m.m[1][0], m11 = m.m[1][1], m12 = m.m[1][2], m13 = m.m[1][3];
float m20 = m.m[2][0], m21 = m.m[2][1], m22 = m.m[2][2], m23 = m.m[2][3];
float m30 = m.m[3][0], m31 = m.m[3][1], m32 = m.m[3][2], m33 = m.m[3][3];
out.m[0][0] = m11 * m22 * m33 - m11 * m23 * m32 - m21 * m12 * m33 + m21 * m13 * m32 + m31 * m12 * m23 - m31 * m13 * m22;
out.m[1][0] = -m10 * m22 * m33 + m10 * m23 * m32 + m20 * m12 * m33 - m20 * m13 * m32 - m30 * m12 * m23 + m30 * m13 * m22;
out.m[2][0] = m10 * m21 * m33 - m10 * m23 * m31 - m20 * m11 * m33 + m20 * m13 * m31 + m30 * m11 * m23 - m30 * m13 * m21;
out.m[3][0] = -m10 * m21 * m32 + m10 * m22 * m31 + m20 * m11 * m32 - m20 * m12 * m31 - m30 * m11 * m22 + m30 * m12 * m21;
out.m[0][1] = -m01 * m22 * m33 + m01 * m23 * m32 + m21 * m02 * m33 - m21 * m03 * m32 - m31 * m02 * m23 + m31 * m03 * m22;
out.m[1][1] = m00 * m22 * m33 - m00 * m23 * m32 - m20 * m02 * m33 + m20 * m03 * m32 + m30 * m02 * m23 - m30 * m03 * m22;
out.m[2][1] = -m00 * m21 * m33 + m00 * m23 * m31 + m20 * m01 * m33 - m20 * m03 * m31 - m30 * m01 * m23 + m30 * m03 * m21;
out.m[3][1] = m00 * m21 * m32 - m00 * m22 * m31 - m20 * m01 * m32 + m20 * m02 * m31 + m30 * m01 * m22 - m30 * m02 * m21;
out.m[0][2] = m01 * m12 * m33 - m01 * m13 * m32 - m11 * m02 * m33 + m11 * m03 * m32 + m31 * m02 * m13 - m31 * m03 * m12;
out.m[1][2] = -m00 * m12 * m33 + m00 * m13 * m32 + m10 * m02 * m33 - m10 * m03 * m32 - m30 * m02 * m13 + m30 * m03 * m12;
out.m[2][2] = m00 * m11 * m33 - m00 * m13 * m31 - m10 * m01 * m33 + m10 * m03 * m31 + m30 * m01 * m13 - m30 * m03 * m11;
out.m[3][2] = -m00 * m11 * m32 + m00 * m12 * m31 + m10 * m01 * m32 - m10 * m02 * m31 - m30 * m01 * m12 + m30 * m02 * m11;
out.m[0][3] = -m01 * m12 * m23 + m01 * m13 * m22 + m11 * m02 * m23 - m11 * m03 * m22 - m21 * m02 * m13 + m21 * m03 * m12;
out.m[1][3] = m00 * m12 * m23 - m00 * m13 * m22 - m10 * m02 * m23 + m10 * m03 * m22 + m20 * m02 * m13 - m20 * m03 * m12;
out.m[2][3] = -m00 * m11 * m23 + m00 * m13 * m21 + m10 * m01 * m23 - m10 * m03 * m21 - m20 * m01 * m13 + m20 * m03 * m11;
out.m[3][3] = m00 * m11 * m22 - m00 * m12 * m21 - m10 * m01 * m22 + m10 * m02 * m21 + m20 * m01 * m12 - m20 * m02 * m11;
float det = m00 * out.m[0][0] + m01 * out.m[1][0] + m02 * out.m[2][0] + m03 * out.m[3][0];
if (det != 0.0f)
{
float invDet = 1.0f / det;
for (int r = 0; r < 4; ++r)
for (int c = 0; c < 4; ++c)
out.m[r][c] *= invDet;
}
return out;
}
} // namespace Juliet

View File

@@ -8,7 +8,8 @@ namespace Juliet
struct Engine
{
IApplication* Application = nullptr;
IApplication* Application = nullptr;
Arena* PlatformArena = nullptr;
};
void InitializeEngine(JulietInit_Flags flags);

View File

@@ -164,6 +164,8 @@ namespace Juliet
extern JULIET_API GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GraphicsDevice> device, const BufferCreateInfo& createInfo);
extern JULIET_API GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device,
const TransferBufferCreateInfo& createInfo);
extern JULIET_API void* MapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API void UnmapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer);
extern JULIET_API void* MapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
extern JULIET_API void UnmapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer);
extern JULIET_API void CopyBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> dst,

View File

@@ -8,7 +8,6 @@ namespace Juliet
IndexBuffer = 1 << 0,
ConstantBuffer = 1 << 1,
StructuredBuffer = 1 << 2,
VertexBuffer = 1 << 3,
};
enum class TransferBufferUsage : uint8
@@ -20,7 +19,9 @@ namespace Juliet
struct BufferCreateInfo
{
size_t Size;
size_t Stride;
BufferUsage Usage;
bool IsDynamic;
};
struct TransferBufferCreateInfo

View File

@@ -0,0 +1,15 @@
#pragma once
#include <Juliet.h>
#include <Core/Math/Vector.h>
namespace Juliet
{
struct PointLight
{
Vector3 Position;
float Radius;
Vector3 Color;
float Intensity;
};
} // namespace Juliet

View File

@@ -2,6 +2,7 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/NonNullPtr.h>
#include <Core/Math/Matrix.h>
#include <Juliet.h>
namespace Juliet
@@ -11,18 +12,12 @@ namespace Juliet
struct Mesh
{
Vertex* Vertices;
uint16* Indices;
size_t VertexCount;
size_t IndexCount;
index_t VertexOffset;
index_t IndexOffset;
index_t IndexByteOffset;
};
JULIET_API Mesh* CreateCubeMesh(NonNullPtr<Arena> arena);
JULIET_API Mesh* CreateQuadMesh(NonNullPtr<Arena> arena);
JULIET_API void DestroyMesh(NonNullPtr<Mesh> mesh);
Matrix Transform = MatrixIdentity();
};
} // namespace Juliet

View File

@@ -0,0 +1,75 @@
#pragma once
#include <Core/Container/Vector.h>
#include <Core/Math/Matrix.h>
#include <Graphics/Lighting.h>
#include <Graphics/PushConstants.h>
#include <Graphics/VertexData.h>
#include <Juliet.h>
namespace Juliet
{
struct GraphicsTransferBuffer;
struct RenderPass;
struct CommandList;
struct GraphicsBuffer;
struct Window;
struct GraphicsPipeline;
struct GraphicsDevice;
struct Mesh;
using MeshID = index_t;
using LightID = index_t;
constexpr size_t kGeometryPage = Megabytes(64);
constexpr size_t kIndexPage = Megabytes(32);
constexpr size_t kDefaultMeshNumber = 500;
constexpr size_t kDefaultVertexCount = 2'000'000; // Fit less than one geometry page
constexpr size_t kDefaultIndexCount = 16'000'000; // Fit less than one index page
constexpr size_t kDefaultLightCount = 1024;
struct MeshRenderer
{
// Note we prevent realloc for now.
VectorArena<Mesh, kDefaultMeshNumber, false> Meshes;
VectorArena<Vertex, kDefaultVertexCount, false> Vertices;
VectorArena<Index, kDefaultIndexCount, false> Indices;
VectorArena<PointLight, kDefaultLightCount, false> PointLights;
GraphicsBuffer* VertexBuffer;
GraphicsBuffer* IndexBuffer;
GraphicsTransferBuffer* StreamCopyBuffer;
GraphicsTransferBuffer* LoadCopyBuffer;
GraphicsBuffer* LightsBuffer;
PointLight* MappedLights;
GraphicsDevice* Device;
GraphicsPipeline* Pipeline;
};
JULIET_API void InitializeMeshRenderer(NonNullPtr<Arena> arena);
[[nodiscard]] JULIET_API bool InitializeMeshRendererGraphics(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window);
JULIET_API void ShutdownMeshRendererGraphics();
JULIET_API void ShutdownMeshRenderer();
JULIET_API void LoadMeshesOnGPU(NonNullPtr<CommandList> cmdList);
JULIET_API void RenderMeshes(NonNullPtr<RenderPass> pass, NonNullPtr<CommandList> cmdList, PushData& pushData);
// Lights
[[nodiscard]] JULIET_API LightID AddPointLight(const PointLight& light);
JULIET_API void SetPointLightPosition(LightID id, const Vector3& position);
JULIET_API void SetPointLightColor(LightID id, const Vector3& color);
JULIET_API void SetPointLightRadius(LightID id, float radius);
JULIET_API void SetPointLightIntensity(LightID id, float intensity);
JULIET_API void ClearPointLights();
// Utils
[[nodiscard]] JULIET_API MeshID AddCube();
[[nodiscard]] JULIET_API MeshID AddQuad();
JULIET_API void SetMeshTransform(MeshID id, const Matrix& transform);
#if ALLOW_SHADER_HOT_RELOAD
JULIET_API void ReloadMeshRendererShaders();
#endif
} // namespace Juliet

View File

@@ -0,0 +1,30 @@
#pragma once
#include <Core/Math/Matrix.h>
#include <Core/Math/Vector.h>
#include <Juliet.h>
namespace Juliet
{
struct PushData
{
Matrix ViewProjection;
uint32 MeshIndex;
uint32 TransformsBufferIndex;
uint32 BufferIndex;
uint32 TextureIndex;
uint32 VertexOffset;
uint32 Padding;
float Scale[2];
float Translate[2];
float Padding2[2];
Vector3 GlobalLightDirection;
float GlobalLightPad;
Vector3 GlobalLightColor;
float GlobalAmbientIntensity;
uint32 LightBufferIndex;
uint32 ActiveLightCount;
};
} // namespace Juliet

View File

@@ -0,0 +1,29 @@
#pragma once
#include <Core/Math/Matrix.h>
#include <Juliet.h>
namespace Juliet
{
struct RenderPass;
struct CommandList;
struct Window;
struct GraphicsPipeline;
struct GraphicsDevice;
struct SkyboxRenderer
{
GraphicsDevice* Device;
GraphicsPipeline* Pipeline;
};
[[nodiscard]] JULIET_API bool InitializeSkyboxRenderer(NonNullPtr<GraphicsDevice> device,
NonNullPtr<Window> window);
JULIET_API void ShutdownSkyboxRenderer();
JULIET_API void RenderSkybox(NonNullPtr<RenderPass> pass, NonNullPtr<CommandList> cmdList, const Matrix& viewProjection);
#if ALLOW_SHADER_HOT_RELOAD
JULIET_API void ReloadSkyboxShaders();
#endif
} // namespace Juliet

View File

@@ -5,6 +5,9 @@ namespace Juliet
struct Vertex
{
float Position[3];
float Normal[3];
float Color[4];
};
using Index = uint16;
} // namespace Juliet

View File

@@ -123,7 +123,7 @@ namespace Juliet
{
// Find and destroy
VectorArena<Window>& windows = g_CurrentDisplayDevice->Windows;
for (index_t idx = windows.Size() - 1; idx != 0; --idx)
for (index_t idx = windows.Size(); idx-- > 0;)
{
Window& windowRef = windows[idx];
if (windowRef.ID == window->ID)
@@ -149,6 +149,11 @@ namespace Juliet
return window->ID;
}
void SetWindowTitle(NonNullPtr<Window> window, String title)
{
g_CurrentDisplayDevice->SetWindowTitle(g_CurrentDisplayDevice, window, title);
}
// Display Device Utils. Not exposed in the API
DisplayDevice* GetDisplayDevice()
{

View File

@@ -25,6 +25,7 @@ namespace Juliet
void (*DestroyPlatformWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*ShowWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*HideWindow)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
void (*SetWindowTitle)(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window, String title);
// Events
void (*PumpEvents)(NonNullPtr<DisplayDevice> self);

View File

@@ -33,10 +33,11 @@ namespace Juliet::Win32
device->DestroyPlatformWindow = DestroyPlatformWindow;
device->ShowWindow = ShowWindow;
device->HideWindow = HideWindow;
device->SetWindowTitle = SetWindowTitle;
device->PumpEvents = PumpEvents;
device->Windows.Create(JULIET_DEBUG_ONLY("Display Windows"));
device->Windows.Create(arena JULIET_DEBUG_PARAM("Display Windows"));
return device;
}

View File

@@ -14,8 +14,10 @@
// For GET_X_LPARAM, GET_Y_LPARAM.
#include <windowsx.h>
#ifdef JULIET_ENABLE_IMGUI
#include <imgui.h> // Need For IMGUI_IMPL_API
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
namespace Juliet::Win32
{
@@ -145,10 +147,12 @@ namespace Juliet::Win32
LRESULT CALLBACK Win32MainWindowCallback(HWND handle, UINT message, WPARAM wParam, LPARAM lParam)
{
#ifdef JULIET_ENABLE_IMGUI
if (ImGui_ImplWin32_WndProcHandler(handle, message, wParam, lParam))
{
return true;
}
#endif
LRESULT returnCode = -1;

View File

@@ -92,4 +92,13 @@ namespace Juliet::Win32
auto& win32State = static_cast<Window32State&>(*window->State);
::ShowWindow(win32State.Handle, SW_HIDE);
}
void SetWindowTitle(NonNullPtr<DisplayDevice> /*self*/, NonNullPtr<Window> window, String title)
{
Assert(window);
Assert(window->State);
auto& win32State = static_cast<Window32State&>(*window->State);
SetWindowTextA(win32State.Handle, CStr(title));
}
} // namespace Juliet::Win32

View File

@@ -25,4 +25,5 @@ namespace Juliet::Win32
extern void DestroyPlatformWindow(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
extern void ShowWindow(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
extern void HideWindow(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window);
extern void SetWindowTitle(NonNullPtr<DisplayDevice> self, NonNullPtr<Window> window, String title);
} // namespace Juliet::Win32

View File

@@ -1,14 +1,29 @@
#include <Core/Common/CoreTypes.h>
#include <Core/Common/CoreUtils.h>
#include <Core/Common/String.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Filesystem/Filesystem_Platform.h>
#include <Core/HAL/Filesystem/Filesystem_Private.h>
#include <Core/HAL/Win32.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Memory/Allocator.h>
#include <cstdio>
namespace Juliet
{
namespace
{
String CachedBasePath = {};
String CachedBasePath = {};
String CachedAssetBasePath = {};
bool DirectoryExists(const char* path)
{
Assert(path);
DWORD attributes = GetFileAttributesA(path);
return (attributes != INVALID_FILE_ATTRIBUTES) && (attributes & FILE_ATTRIBUTE_DIRECTORY);
}
}
String GetBasePath()
@@ -20,6 +35,27 @@ namespace Juliet
return CachedBasePath;
}
String GetAssetBasePath()
{
return CachedAssetBasePath;
}
[[nodiscard]] String GetAssetPath(String filename)
{
Assert(IsValid(CachedAssetBasePath));
Assert(IsValid(filename));
size_t totalSize = CachedAssetBasePath.Size + filename.Size + 1;
auto* buffer = static_cast<char*>(Calloc(totalSize, sizeof(char)));
if (!buffer)
{
return {};
}
snprintf(buffer, totalSize, "%s%s", CStr(CachedAssetBasePath), CStr(filename));
return { buffer, totalSize - 1 };
}
bool IsAbsolutePath(String path)
{
if (!IsValid(path))
@@ -29,7 +65,40 @@ namespace Juliet
return Platform::IsAbsolutePath(path);
}
void InitFilesystem() {}
void InitFilesystem()
{
String basePath = GetBasePath();
Assert(IsValid(basePath));
// Probe candidate paths for compiled shader directory
// 1. Shipping layout: Assets/Shaders/ next to the exe
// 2. Dev layout: ../../Assets/compiled/ (exe is in bin/x64Clang-<Config>/)
constexpr const char* kCandidates[] = {
"Assets/Shaders/",
"../../Assets/compiled/"
};
for (const char* candidate : kCandidates)
{
char probePath[512];
snprintf(probePath, sizeof(probePath), "%s%s", CStr(basePath), candidate);
if (DirectoryExists(probePath))
{
size_t len = strlen(probePath);
auto* buffer = static_cast<char*>(Calloc(len + 1, sizeof(char)));
if (buffer)
{
snprintf(buffer, len + 1, "%s", probePath);
CachedAssetBasePath = { buffer, len };
Log(LogLevel::Message, LogCategory::Core, "Asset base path: %s", buffer);
}
return;
}
}
Log(LogLevel::Error, LogCategory::Core, "Filesystem: Could not find Assets/compiled/ directory!");
}
void ShutdownFilesystem()
{
@@ -38,5 +107,10 @@ namespace Juliet
CachedBasePath.Size = 0;
SafeFree(CachedBasePath.Data);
}
if (IsValid(CachedAssetBasePath))
{
CachedAssetBasePath.Size = 0;
SafeFree(CachedAssetBasePath.Data);
}
}
} // namespace Juliet

View File

@@ -58,7 +58,7 @@ namespace Juliet::Platform
bool IsAbsolutePath(String path)
{
if (path.Data || path.Size == 0)
if (!path.Data || path.Size == 0)
{
return false;
}

View File

@@ -3,6 +3,8 @@
#include <Core/HAL/OS/OS.h>
#include <Core/HAL/OS/OS_Private.h>
#include <Core/HAL/Win32.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
namespace Juliet
{
@@ -15,7 +17,7 @@ namespace Juliet
{
Byte* OS_Reserve(size_t size)
{
auto result = static_cast<Byte*>(VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE));
auto* result = static_cast<Byte*>(VirtualAlloc(nullptr, size, MEM_RESERVE, PAGE_READWRITE));
return result;
}
@@ -25,8 +27,12 @@ namespace Juliet
Assert(size <= static_cast<size_t>(MaxValueOf<DWORD>()));
w32_rio_functions.RIODeregisterBuffer(
w32_rio_functions.RIORegisterBuffer(reinterpret_cast<PCHAR>(ptr), static_cast<DWORD>(size)));
if (w32_rio_functions.RIORegisterBuffer != nullptr && w32_rio_functions.RIODeregisterBuffer != nullptr)
{
w32_rio_functions.RIODeregisterBuffer(
w32_rio_functions.RIORegisterBuffer(reinterpret_cast<PCHAR>(ptr), static_cast<DWORD>(size)));
}
return result;
}
@@ -62,8 +68,6 @@ namespace Juliet
{
int OS_Main(EntryPointFunc entryPointFunc, int argc, wchar_t** argv)
{
(void)argc;
(void)argv;
SetUnhandledExceptionFilter(&ExceptionFilter);
// Allow only one instance to be launched.
@@ -82,7 +86,7 @@ namespace Juliet
DWORD rio_byte = 0;
SOCKET Sock = socket(AF_UNSPEC, SOCK_STREAM, IPPROTO_TCP);
WSAIoctl(Sock, SIO_GET_MULTIPLE_EXTENSION_FUNCTION_POINTER, &guid, sizeof(guid),
(void**)&w32_rio_functions, sizeof(w32_rio_functions), &rio_byte, nullptr, nullptr);
reinterpret_cast<void**>(&w32_rio_functions), sizeof(w32_rio_functions), &rio_byte, nullptr, nullptr);
closesocket(Sock);
}

View File

@@ -3,9 +3,10 @@
#include <Core/ImGui/ImGuiService.h>
#include <Core/ImGui/ImGuiTests.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#ifdef JULIET_ENABLE_IMGUI
#include <backends/imgui_impl_win32.h>
#include <imgui.h>
@@ -102,3 +103,5 @@ namespace Juliet::ImGuiService
Juliet::UnitTest::TestImGui();
}
} // namespace Juliet::ImGuiService
#endif // JULIET_ENABLE_IMGUI

View File

@@ -10,6 +10,7 @@ namespace Juliet::UnitTest
{
void TestImGui()
{
#ifdef JULIET_ENABLE_IMGUI
ImGuiContext* ctx = ImGuiService::GetContext();
if (ImGui::GetCurrentContext() != ctx)
@@ -68,5 +69,6 @@ namespace Juliet::UnitTest
(void)drawList;
printf("ImGui tests passed (Exhaustive).\n");
#endif
}
} // namespace Juliet::UnitTest

View File

@@ -28,6 +28,9 @@ namespace Juliet
};
DECLARE_QUEUE(LogsEntry);
// TODO: Debug level per category
const bool kPrintDebugLog = false;
// A log scope accumulates log until end of scope.
// Can be used to accumulate then write in a log file each frame.
struct LogScope
@@ -133,6 +136,11 @@ namespace Juliet
void Log(LogLevel level, LogCategory category, const char* fmt, va_list args)
{
if (level == LogLevel::Debug && kPrintDebugLog == false)
{
return;
}
// TODO : Revisit, copy from https://github.com/Eclmist/Ether/blob/develop/src/common/logging/loggingmanager.cpp
char formattedBuffer[4096];
@@ -163,6 +171,14 @@ namespace Juliet
va_end(args);
}
void LogDebug(LogCategory category, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
Log(LogLevel::Debug, category, fmt, args);
va_end(args);
}
void LogMessage(LogCategory category, const char* fmt, ...)
{
va_list args;

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@@ -75,12 +75,12 @@ namespace Juliet
void ArenaRelease(NonNullPtr<Arena> arena)
{
JULIET_DEBUG_ONLY(DebugUnregisterArena(arena);)
// Release active blocks (Current chain)
for (Arena *node = arena->Current, *previous = nullptr; node != nullptr; node = previous)
{
previous = node->Previous;
JULIET_DEBUG_ONLY(DebugUnregisterArena(node);)
JULIET_DEBUG_ONLY(DebugArenaFreeBlock(node);)
Memory::OS_Release(node, node->Reserved);

View File

@@ -68,6 +68,8 @@ namespace Juliet
{
arena->GlobalNext->GlobalPrev = arena->GlobalPrev;
}
arena->GlobalPrev = nullptr;
arena->GlobalNext = nullptr;
}
void DebugArenaSetDebugName(NonNullPtr<Arena> arena, const char* name)

View File

@@ -6,7 +6,9 @@
#include <Engine/Engine.h>
#include <Graphics/DebugDisplay.h>
#include <Graphics/Graphics.h>
#include <Graphics/MeshRenderer.h>
#include <Graphics/RenderPass.h>
#include <Graphics/SkyboxRenderer.h>
#include <time.h>
#ifdef JULIET_ENABLE_IMGUI
@@ -37,6 +39,16 @@ namespace Juliet
if (device)
{
DebugDisplay_Initialize(device);
if (Window* window = EngineInstance.Application->GetPlatformWindow())
{
bool success = InitializeMeshRendererGraphics(device, window);
Assert(success);
(void)(success);
success = InitializeSkyboxRenderer(device, window);
Assert(success);
(void)(success);
}
}
#ifdef JULIET_ENABLE_IMGUI
@@ -73,6 +85,8 @@ namespace Juliet
if (device)
{
DebugDisplay_Shutdown(device);
ShutdownSkyboxRenderer();
ShutdownMeshRendererGraphics();
}
}
@@ -122,6 +136,9 @@ namespace Juliet
Camera debugCamera = EngineInstance.Application->GetDebugCamera();
DebugDisplay_Flush(cmdList, pass, debugCamera);
// Note: The MeshRenderer and SkyboxRenderer draw calls are still inside Application->OnRender
// They shouldn't be moved here directly without an interface since they require PushData.
#ifdef JULIET_ENABLE_IMGUI
// ImGui rendering (always last before EndRenderPass)
ImGuiRenderer_Render(cmdList, pass);
@@ -136,6 +153,8 @@ namespace Juliet
void InitializeEngine(JulietInit_Flags flags)
{
EngineInstance.PlatformArena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_PARAM("Platform Arena"));
InitializeLogManager();
#if JULIET_DEBUG
@@ -153,12 +172,17 @@ namespace Juliet
ShutdownFilesystem();
ShutdownLogManager();
ArenaRelease(EngineInstance.PlatformArena);
}
void LoadApplication(IApplication& app)
{
EngineInstance.Application = &app;
EngineInstance.Application->Init();
InitializeMeshRenderer(EngineInstance.PlatformArena);
EngineInstance.Application->Init(EngineInstance.PlatformArena);
// Systems depending on Window/GraphicsDevice
InitializeDependentSystems();
@@ -170,6 +194,9 @@ namespace Juliet
ShutdownDependentSystems();
EngineInstance.Application->Shutdown();
ShutdownMeshRenderer();
EngineInstance.Application = nullptr;
}

View File

@@ -38,7 +38,6 @@ namespace Juliet::D3D12
case BufferUsage::ConstantBuffer: return "ConstantBuffer";
case BufferUsage::StructuredBuffer: return "StructuredBuffer";
case BufferUsage::IndexBuffer: return "IndexBuffer";
case BufferUsage::VertexBuffer: return "VertexBuffer";
}
return "Unknown";
}
@@ -62,95 +61,62 @@ namespace Juliet::D3D12
Free(buffer);
}
D3D12Buffer* CreateBuffer(NonNullPtr<D3D12Driver> d3d12Driver, size_t size, BufferUsage usage, D3D12BufferType type)
D3D12Buffer* CreateBuffer(NonNullPtr<D3D12Driver> d3d12Driver, size_t size, size_t stride, BufferUsage usage,
D3D12BufferType type, bool isDynamic)
{
auto buffer = static_cast<D3D12Buffer*>(Calloc(1, sizeof(D3D12Buffer)));
auto* buffer = static_cast<D3D12Buffer*>(Calloc(1, sizeof(D3D12Buffer)));
if (!buffer)
{
return nullptr;
}
if (type == D3D12BufferType::Base && usage == BufferUsage::None)
{
Assert(false, "Creating Base buffer with BufferUsage::None is invalid");
DestroyBuffer(buffer);
return nullptr;
}
// Align size for Constant Buffers
if (usage == BufferUsage::ConstantBuffer)
{
size = (size + 255U) & ~255U;
}
D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
D3D12_HEAP_PROPERTIES heapProperties = {};
D3D12_HEAP_FLAGS heapFlags = D3D12_HEAP_FLAG_NONE;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
switch (type)
D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON;
D3D12_HEAP_FLAGS heapFlags = D3D12_HEAP_FLAG_NONE;
// Constant buffers or Dynamic buffers generally need to be uploaded every frame
const bool isUpload = isDynamic || (type == D3D12BufferType::TransferUpload) || (usage == BufferUsage::ConstantBuffer);
if (type == D3D12BufferType::TransferDownload)
{
case D3D12BufferType::Base:
heapProperties.Type = D3D12_HEAP_TYPE_READBACK;
initialState = D3D12_RESOURCE_STATE_COPY_DEST;
}
else if (isUpload)
{
if (d3d12Driver->GPUUploadHeapSupported)
{
switch (usage)
{
case BufferUsage::None:
{
Assert(false, "Creating buffer with invalid usage");
DestroyBuffer(buffer);
return nullptr;
}
case BufferUsage::IndexBuffer:
case BufferUsage::StructuredBuffer:
case BufferUsage::VertexBuffer:
{
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapFlags = D3D12_HEAP_FLAG_NONE;
break;
}
case BufferUsage::ConstantBuffer:
{
if (d3d12Driver->GPUUploadHeapSupported)
{
heapProperties.Type = D3D12_HEAP_TYPE_GPU_UPLOAD;
}
else
{
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
}
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
initialState = D3D12_RESOURCE_STATE_GENERIC_READ;
break;
}
}
break;
heapProperties.Type = D3D12_HEAP_TYPE_GPU_UPLOAD;
initialState = D3D12_RESOURCE_STATE_COMMON;
}
case D3D12BufferType::TransferDownload:
else
{
heapProperties.Type = D3D12_HEAP_TYPE_READBACK;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapFlags = D3D12_HEAP_FLAG_NONE;
initialState = D3D12_RESOURCE_STATE_COPY_DEST;
break;
}
case D3D12BufferType::TransferUpload:
{
if (d3d12Driver->GPUUploadHeapSupported)
{
heapProperties.Type = D3D12_HEAP_TYPE_GPU_UPLOAD;
}
else
{
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
}
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
initialState = D3D12_RESOURCE_STATE_GENERIC_READ;
break;
heapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
initialState = D3D12_RESOURCE_STATE_GENERIC_READ;
}
}
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
else
{
// Must be a static buffer (Base type)
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
initialState = D3D12_RESOURCE_STATE_COMMON;
}
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
@@ -167,20 +133,22 @@ namespace Juliet::D3D12
Log(LogLevel::Message, LogCategory::Graphics, "CreateBuffer: Device=%p, Size=%zu, Type=%s Use=%s",
(void*)d3d12Driver->D3D12Device, size, D3D12BufferTypeToString(type), BufferUsageToString(usage));
ID3D12Resource* handle = nullptr;
HRESULT result = d3d12Driver->D3D12Device->CreateCommittedResource(&heapProperties, heapFlags, &desc,
initialState, nullptr, IID_ID3D12Resource,
reinterpret_cast<void**>(&handle));
if (FAILED(result))
{
Log(LogLevel::Error, LogCategory::Graphics, "Could not create buffer! HRESULT=0x%08X", (uint32)result);
Log(LogLevel::Error, LogCategory::Graphics, "Could not create buffer! HRESULT=0x%08X", static_cast<uint32>(result));
Log(LogLevel::Error, LogCategory::Graphics, "Failed Desc: Width=%llu Layout=%d HeapType=%d",
(unsigned long long)desc.Width, (int)desc.Layout, (int)heapProperties.Type);
HRESULT removeReason = d3d12Driver->D3D12Device->GetDeviceRemovedReason();
if (FAILED(removeReason))
{
Log(LogLevel::Error, LogCategory::Graphics, "Device Removed Reason: 0x%08X", (uint32)removeReason);
Log(LogLevel::Error, LogCategory::Graphics, "Device Removed Reason: 0x%08X", static_cast<uint32>(removeReason));
}
DestroyBuffer(buffer);
@@ -205,20 +173,33 @@ namespace Juliet::D3D12
if (usage == BufferUsage::ConstantBuffer)
{
cbvDesc.BufferLocation = handle->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<uint32>(size);
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = handle->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<uint32>(size);
d3d12Driver->D3D12Device->CreateConstantBufferView(&cbvDesc, cpuHandle);
}
else if (usage == BufferUsage::StructuredBuffer)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = static_cast<uint32>(size / 4);
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
if (stride > 0)
{
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.Buffer.NumElements = static_cast<uint32>(size / stride);
srvDesc.Buffer.StructureByteStride = static_cast<uint32>(stride);
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
}
else
{
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
srvDesc.Buffer.NumElements = static_cast<uint32>(size / 4);
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
}
d3d12Driver->D3D12Device->CreateShaderResourceView(handle, &srvDesc, cpuHandle);
Log(LogLevel::Message, LogCategory::Graphics, " -> SRV DescriptorIndex=%u", descriptor.Index);
}
@@ -233,10 +214,10 @@ namespace Juliet::D3D12
}
} // namespace
GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, BufferUsage usage)
GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, size_t stride, BufferUsage usage, bool isDynamic)
{
auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
return reinterpret_cast<GraphicsBuffer*>(CreateBuffer(d3d12Driver, size, usage, D3D12BufferType::Base));
return reinterpret_cast<GraphicsBuffer*>(CreateBuffer(d3d12Driver, size, stride, usage, D3D12BufferType::Base, isDynamic));
}
void DestroyGraphicsBuffer(NonNullPtr<GraphicsBuffer> buffer)
@@ -248,8 +229,9 @@ namespace Juliet::D3D12
{
auto d3d12Driver = static_cast<D3D12Driver*>(driver.Get());
return reinterpret_cast<GraphicsTransferBuffer*>(
CreateBuffer(d3d12Driver, size, BufferUsage::None,
usage == TransferBufferUsage::Upload ? D3D12BufferType::TransferUpload : D3D12BufferType::TransferDownload));
CreateBuffer(d3d12Driver, size, 0, BufferUsage::None,
usage == TransferBufferUsage::Upload ? D3D12BufferType::TransferUpload : D3D12BufferType::TransferDownload,
false));
}
void DestroyGraphicsTransferBuffer(NonNullPtr<GraphicsTransferBuffer> buffer)
@@ -276,6 +258,24 @@ namespace Juliet::D3D12
d3d12Buffer->Handle->Unmap(0, nullptr);
}
void* MapBuffer(NonNullPtr<GPUDriver> /*driver*/, NonNullPtr<GraphicsBuffer> buffer)
{
auto d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get());
void* ptr = nullptr;
D3D12_RANGE readRange = { 0, 0 };
if (FAILED(d3d12Buffer->Handle->Map(0, &readRange, &ptr)))
{
return nullptr;
}
return ptr;
}
void UnmapBuffer(NonNullPtr<GPUDriver> /*driver*/, NonNullPtr<GraphicsBuffer> buffer)
{
auto d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get());
d3d12Buffer->Handle->Unmap(0, nullptr);
}
uint32 GetDescriptorIndex(NonNullPtr<GPUDriver> /*driver*/, NonNullPtr<GraphicsBuffer> buffer)
{
auto d3d12Buffer = reinterpret_cast<D3D12Buffer*>(buffer.Get());

View File

@@ -20,7 +20,7 @@ namespace Juliet::D3D12
size_t Size;
};
extern GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, BufferUsage usage);
extern GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GPUDriver> driver, size_t size, size_t stride, BufferUsage usage, bool isDynamic);
extern void DestroyGraphicsBuffer(NonNullPtr<GraphicsBuffer> buffer);
extern GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GPUDriver> driver, size_t size, TransferBufferUsage usage);

View File

@@ -246,7 +246,8 @@ namespace Juliet::D3D12
d3d12Driver->GraphicsQueue->ExecuteCommandLists(1, ppCommandLists);
// Acquire a fence and set it to the in-flight fence
d3d12CommandList->InFlightFence = Internal::AcquireFence(d3d12Driver);
d3d12CommandList->InFlightFence =
Internal::AcquireFence(d3d12Driver JULIET_DEBUG_PARAM(ConstString("SubmitCommandLists")));
if (!d3d12CommandList->InFlightFence)
{
return false;
@@ -305,14 +306,22 @@ namespace Juliet::D3D12
windowData->WindowFrameCounter = (windowData->WindowFrameCounter + 1) % d3d12Driver->FramesInFlight;
}
// TODO : Correctly clean up and destroy
// Check for cleanups
for (int32 i = d3d12Driver->SubmittedCommandListCount - 1; i >= 0; i -= 1)
{
uint64 fenceValue = d3d12Driver->SubmittedCommandLists[i]->InFlightFence->Handle->GetCompletedValue();
if (fenceValue == D3D12_FENCE_SIGNAL_VALUE)
int32 i = 0;
while (i < d3d12Driver->SubmittedCommandListCount)
{
success &= Internal::CleanCommandList(d3d12Driver, d3d12Driver->SubmittedCommandLists[i], false);
uint64 fenceValue = d3d12Driver->SubmittedCommandLists[i]->InFlightFence->Handle->GetCompletedValue();
if (fenceValue == D3D12_FENCE_SIGNAL_VALUE)
{
success &= Internal::CleanCommandList(d3d12Driver, d3d12Driver->SubmittedCommandLists[i], false);
// CleanCommandList swaps [i] with last and decrements count.
// Don't increment — re-check the swapped-in element.
}
else
{
i += 1;
}
}
}
@@ -487,7 +496,8 @@ namespace Juliet::D3D12
// Release Fence if needed
if (commandList->AutoReleaseFence)
{
ReleaseFence(driver.Get(), reinterpret_cast<Fence*>(commandList->InFlightFence));
ReleaseFence(driver.Get(), reinterpret_cast<Fence*>(commandList->InFlightFence)
JULIET_DEBUG_PARAM(ConstString("CleanCommandList")));
commandList->InFlightFence = nullptr;
}
@@ -510,6 +520,7 @@ namespace Juliet::D3D12
{
driver->SubmittedCommandLists[idx] = driver->SubmittedCommandLists[driver->SubmittedCommandListCount - 1];
driver->SubmittedCommandListCount -= 1;
break;
}
}
}

View File

@@ -23,12 +23,6 @@
#define D3D12_CREATEDEVICE_FUNC "D3D12CreateDevice"
#define D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE_FUNC "D3D12SerializeVersionedRootSignature"
extern "C" {
// Used to enable the "Agility SDK" components
__declspec(dllexport) extern const unsigned int D3D12SDKVersion = 615;
__declspec(dllexport) extern const char* D3D12SDKPath = ".\\D3D12\\";
}
// TODO : Use LoadLibrary and not link to the lib. Allows failing earlier if Dx12 is not installed for some reason
// + Will load the dll when needed
// This will prevent us from using IID_ variables as they are defined in dxguid.lib
@@ -604,7 +598,8 @@ namespace Juliet::D3D12
{
if (windowData->InFlightFences[idx] != nullptr)
{
ReleaseFence(driver, windowData->InFlightFences[idx]);
ReleaseFence(driver,
windowData->InFlightFences[idx] JULIET_DEBUG_PARAM(ConstString("DeatchFromWindow")));
windowData->InFlightFences[idx] = nullptr;
}
}
@@ -1037,8 +1032,10 @@ namespace Juliet::D3D12
device->DestroyShader = DestroyShader;
device->CreateGraphicsPipeline = CreateGraphicsPipeline;
device->DestroyGraphicsPipeline = DestroyGraphicsPipeline;
device->CreateGraphicsBuffer = CreateGraphicsBuffer;
device->DestroyGraphicsBuffer = DestroyGraphicsBuffer;
device->CreateGraphicsBuffer = CreateGraphicsBuffer;
device->DestroyGraphicsBuffer = DestroyGraphicsBuffer;
device->MapGraphicsBuffer = MapBuffer;
device->UnmapGraphicsBuffer = UnmapBuffer;
device->CreateGraphicsTransferBuffer = CreateGraphicsTransferBuffer;
device->DestroyGraphicsTransferBuffer = DestroyGraphicsTransferBuffer;
device->MapGraphicsTransferBuffer = MapBuffer;

View File

@@ -140,7 +140,8 @@ namespace Juliet::D3D12
{
// Wait until the fence for the frame is signaled.
// In VSYNC this means waiting that the least recent presented frame is done
if (!Wait(driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter], 1))
if (!Wait(driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter],
1 JULIET_DEBUG_PARAM(ConstString("AcquireSwapChainTexture"))))
{
return false;
}
@@ -155,7 +156,8 @@ namespace Juliet::D3D12
}
}
ReleaseFence(driver, windowData->InFlightFences[windowData->WindowFrameCounter]);
ReleaseFence(driver, windowData->InFlightFences[windowData->WindowFrameCounter] JULIET_DEBUG_PARAM(
ConstString("AcquireSwapChainTexture")));
windowData->InFlightFences[windowData->WindowFrameCounter] = nullptr;
}
@@ -219,7 +221,8 @@ namespace Juliet::D3D12
if (windowData->InFlightFences[windowData->WindowFrameCounter] != nullptr)
{
if (!Wait(d3d12Driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter], 1))
if (!Wait(d3d12Driver, true, &windowData->InFlightFences[windowData->WindowFrameCounter],
1 JULIET_DEBUG_PARAM(ConstString("WaitForSwapchain"))))
{
return false;
}

View File

@@ -17,16 +17,21 @@ namespace Juliet::D3D12
driver->AvailableFenceCapacity = driver->AvailableFenceCapacity * 2;
driver->AvailableFences = static_cast<D3D12Fence**>(
Realloc(driver->AvailableFences, sizeof(D3D12Fence*) * driver->AvailableFenceCapacity));
LogDebug(LogCategory::Graphics, "ReleaseFenceToPool With Realloc");
}
driver->AvailableFences[driver->AvailableFenceCount] = fence;
driver->AvailableFenceCount += 1;
LogDebug(LogCategory::Graphics, "ReleaseFenceToPool %x fence. Handle %x | Event %x | Refcount %d",
fence.Get(), fence->Handle, fence->Event, fence->ReferenceCount);
}
} // namespace
bool WaitUntilGPUIsIdle(NonNullPtr<GPUDriver> driver)
{
auto d3d12driver = static_cast<D3D12Driver*>(driver.Get());
D3D12Fence* fence = Internal::AcquireFence(d3d12driver);
D3D12Fence* fence = Internal::AcquireFence(d3d12driver JULIET_DEBUG_PARAM(ConstString("WaitUntilGPUIsIdle")));
if (!fence)
{
return false;
@@ -56,14 +61,19 @@ namespace Juliet::D3D12
}
}
ReleaseFence(driver, reinterpret_cast<Fence*>(fence));
ReleaseFence(driver, reinterpret_cast<Fence*>(fence) JULIET_DEBUG_PARAM(ConstString("WaitUntilGPUIsIdle")));
bool result = true;
// Clean up
for (int32 idx = d3d12driver->SubmittedCommandListCount - 1; idx >= 0; --idx)
{
result &= Internal::CleanCommandList(d3d12driver, d3d12driver->SubmittedCommandLists[idx], false);
int32 idx = 0;
while (idx < d3d12driver->SubmittedCommandListCount)
{
result &= Internal::CleanCommandList(d3d12driver, d3d12driver->SubmittedCommandLists[idx], false);
// CleanCommandList swaps [idx] with last and decrements count.
// Don't increment — re-check the swapped-in element.
}
}
Internal::DisposePendingResourcces(d3d12driver);
@@ -71,16 +81,17 @@ namespace Juliet::D3D12
return result;
}
bool Wait(NonNullPtr<GPUDriver> driver, bool waitForAll, Fence* const* fences, uint32 numFences)
bool Wait(NonNullPtr<GPUDriver> driver, bool waitForAll, Fence* const* fences, uint32 numFences JULIET_DEBUG_PARAM(String querier))
{
auto d3d12driver = static_cast<D3D12Driver*>(driver.Get());
// TODO: use scratch allocator for alloca (stack alloc)
auto events = static_cast<HANDLE*>(alloca(sizeof(HANDLE) * numFences));
HANDLE* events = static_cast<HANDLE*>(alloca(sizeof(HANDLE) * numFences));
MemoryZero(events, sizeof(HANDLE) * numFences);
for (uint32 i = 0; i < numFences; ++i)
{
auto fence = reinterpret_cast<D3D12Fence*>(fences[i]);
D3D12Fence* fence = reinterpret_cast<D3D12Fence*>(fences[i]);
HRESULT res = fence->Handle->SetEventOnCompletion(D3D12_FENCE_SIGNAL_VALUE, fence->Event);
if (FAILED(res))
@@ -91,6 +102,15 @@ namespace Juliet::D3D12
events[i] = fence->Event;
}
#if JULIET_DEBUG
LogDebug(LogCategory::Graphics, "Waiting for %d fences. Querier %s", numFences, CStr(querier));
#endif
for (uint32 i = 0; i < numFences; ++i)
{
D3D12Fence* d3d12fence = reinterpret_cast<D3D12Fence*>(fences[i]);
LogDebug(LogCategory::Graphics, "Waiting for %x fence. Handle %x | Event %x | Refcount %d", d3d12fence,
d3d12fence->Handle, d3d12fence->Event, d3d12fence->ReferenceCount);
}
DWORD waitResult = WaitForMultipleObjects(numFences, events, waitForAll, INFINITE);
if (waitResult == WAIT_FAILED)
@@ -102,12 +122,19 @@ namespace Juliet::D3D12
bool result = true;
// Clean up
for (int32 idx = d3d12driver->SubmittedCommandListCount - 1; idx >= 0; --idx -= 1)
{
uint64 fenceValue = d3d12driver->SubmittedCommandLists[idx]->InFlightFence->Handle->GetCompletedValue();
if (fenceValue == D3D12_FENCE_SIGNAL_VALUE)
int32 idx = 0;
while (idx < d3d12driver->SubmittedCommandListCount)
{
result &= Internal::CleanCommandList(d3d12driver, d3d12driver->SubmittedCommandLists[idx], false);
uint64 fenceValue = d3d12driver->SubmittedCommandLists[idx]->InFlightFence->Handle->GetCompletedValue();
if (fenceValue == D3D12_FENCE_SIGNAL_VALUE)
{
result &= Internal::CleanCommandList(d3d12driver, d3d12driver->SubmittedCommandLists[idx], false);
}
else
{
idx += 1;
}
}
}
@@ -122,11 +149,15 @@ namespace Juliet::D3D12
return true;
}
void ReleaseFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence)
void ReleaseFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence JULIET_DEBUG_PARAM(String querier))
{
auto d3d12driver = static_cast<D3D12Driver*>(driver.Get());
auto d3d12Fence = reinterpret_cast<D3D12Fence*>(fence.Get());
#if JULIET_DEBUG
LogDebug(LogCategory::Graphics, "ReleaseFence | %x fence. Handle %x | Event %x | Refcount %d | Querier %s", d3d12Fence,
d3d12Fence->Handle, d3d12Fence->Event, d3d12Fence->ReferenceCount, CStr(querier));
#endif
if (--d3d12Fence->ReferenceCount == 0)
{
ReleaseFenceToPool(d3d12driver, d3d12Fence);
@@ -170,7 +201,7 @@ namespace Juliet::D3D12
}
}
D3D12Fence* AcquireFence(NonNullPtr<D3D12Driver> driver)
D3D12Fence* AcquireFence(NonNullPtr<D3D12Driver> driver JULIET_DEBUG_PARAM(String querier))
{
D3D12Fence* fence;
ID3D12Fence* handle;
@@ -180,7 +211,7 @@ namespace Juliet::D3D12
if (driver->AvailableFenceCount == 0)
{
HRESULT result = driver->D3D12Device->CreateFence(D3D12_FENCE_UNSIGNALED_VALUE, D3D12_FENCE_FLAG_NONE,
IID_ID3D12Fence, reinterpret_cast<void**>(&handle));
IID_ID3D12Fence, reinterpret_cast<void**>(&handle));
if (FAILED(result))
{
LogError(driver->D3D12Device, "Failed to create fence!", result);
@@ -197,15 +228,28 @@ namespace Juliet::D3D12
fence->Handle = handle;
fence->Event = CreateEvent(nullptr, false, false, nullptr);
fence->ReferenceCount = 0;
#if JULIET_DEBUG
LogDebug(LogCategory::Graphics, "Acquire Querier %s | Setting Signal to 0 NEW fence", CStr(querier));
#endif
}
else
{
fence = driver->AvailableFences[driver->AvailableFenceCount - 1];
driver->AvailableFenceCount -= 1;
fence->Handle->Signal(D3D12_FENCE_UNSIGNALED_VALUE);
#if JULIET_DEBUG
LogDebug(LogCategory::Graphics, "Acquire Querier %s | Setting Signal to 0, RECYCLING", CStr(querier));
#endif
}
fence->ReferenceCount += 1;
Assert(fence->ReferenceCount == 1);
#if JULIET_DEBUG
LogDebug(LogCategory::Graphics, "Acquire Querier %s | %x fence. Handle %x | Event %x | Refcount %d",
CStr(querier), fence, fence->Handle, fence->Event, fence->ReferenceCount);
#endif
return fence;
}

View File

@@ -26,9 +26,10 @@ namespace Juliet::D3D12
};
extern bool WaitUntilGPUIsIdle(NonNullPtr<GPUDriver> driver);
extern bool Wait(NonNullPtr<GPUDriver> driver, bool waitForAll, Fence* const* fences, uint32 numFences);
extern bool Wait(NonNullPtr<GPUDriver> driver, bool waitForAll, Fence* const* fences,
uint32 numFences JULIET_DEBUG_PARAM(String querier));
extern bool QueryFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
extern void ReleaseFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
extern void ReleaseFence(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence JULIET_DEBUG_PARAM(String querier));
namespace Internal
{
@@ -36,7 +37,7 @@ namespace Juliet::D3D12
D3D12_RESOURCE_STATES destinationState, ID3D12Resource* resource,
uint32 subresourceIndex, bool needsUavBarrier);
extern D3D12Fence* AcquireFence(NonNullPtr<D3D12Driver> driver);
extern D3D12Fence* AcquireFence(NonNullPtr<D3D12Driver> driver JULIET_DEBUG_PARAM(String querier));
extern void DestroyFence(NonNullPtr<D3D12Fence> fence);
} // namespace Internal
} // namespace Juliet::D3D12

View File

@@ -1,124 +1,124 @@
#include <algorithm>
#include <Core/Common/EnumUtils.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Memory/Allocator.h>
#include <Graphics/D3D12/D3D12CommandList.h>
#include <Graphics/D3D12/D3D12GraphicsDevice.h>
#include <Graphics/D3D12/D3D12Synchronization.h>
#include <Graphics/D3D12/D3D12Texture.h>
#include <Graphics/D3D12/D3D12GraphicsDevice.h>
#include <Graphics/D3D12/D3D12Utils.h>
#include <Core/Memory/Allocator.h>
#include <algorithm>
namespace Juliet::D3D12
{
namespace
{
DXGI_FORMAT JulietToD3D12_TextureFormat[] = {
DXGI_FORMAT_UNKNOWN, // INVALID
DXGI_FORMAT_A8_UNORM, // A8_UNORM
DXGI_FORMAT_R8_UNORM, // R8_UNORM
DXGI_FORMAT_R8G8_UNORM, // R8G8_UNORM
DXGI_FORMAT_R8G8B8A8_UNORM, // R8G8B8A8_UNORM
DXGI_FORMAT_R16_UNORM, // R16_UNORM
DXGI_FORMAT_R16G16_UNORM, // R16G16_UNORM
DXGI_FORMAT_R16G16B16A16_UNORM, // R16G16B16A16_UNORM
DXGI_FORMAT_R10G10B10A2_UNORM, // R10G10B10A2_UNORM
DXGI_FORMAT_B5G6R5_UNORM, // B5G6R5_UNORM
DXGI_FORMAT_B5G5R5A1_UNORM, // B5G5R5A1_UNORM
DXGI_FORMAT_B4G4R4A4_UNORM, // B4G4R4A4_UNORM
DXGI_FORMAT_B8G8R8A8_UNORM, // B8G8R8A8_UNORM
DXGI_FORMAT_BC1_UNORM, // BC1_UNORM
DXGI_FORMAT_BC2_UNORM, // BC2_UNORM
DXGI_FORMAT_BC3_UNORM, // BC3_UNORM
DXGI_FORMAT_BC4_UNORM, // BC4_UNORM
DXGI_FORMAT_BC5_UNORM, // BC5_UNORM
DXGI_FORMAT_BC7_UNORM, // BC7_UNORM
DXGI_FORMAT_BC6H_SF16, // BC6H_FLOAT
DXGI_FORMAT_BC6H_UF16, // BC6H_UFLOAT
DXGI_FORMAT_R8_SNORM, // R8_SNORM
DXGI_FORMAT_R8G8_SNORM, // R8G8_SNORM
DXGI_FORMAT_R8G8B8A8_SNORM, // R8G8B8A8_SNORM
DXGI_FORMAT_R16_SNORM, // R16_SNORM
DXGI_FORMAT_R16G16_SNORM, // R16G16_SNORM
DXGI_FORMAT_R16G16B16A16_SNORM, // R16G16B16A16_SNORM
DXGI_FORMAT_R16_FLOAT, // R16_FLOAT
DXGI_FORMAT_R16G16_FLOAT, // R16G16_FLOAT
DXGI_FORMAT_R16G16B16A16_FLOAT, // R16G16B16A16_FLOAT
DXGI_FORMAT_R32_FLOAT, // R32_FLOAT
DXGI_FORMAT_R32G32_FLOAT, // R32G32_FLOAT
DXGI_FORMAT_R32G32B32A32_FLOAT, // R32G32B32A32_FLOAT
DXGI_FORMAT_R11G11B10_FLOAT, // R11G11B10_UFLOAT
DXGI_FORMAT_R8_UINT, // R8_UINT
DXGI_FORMAT_R8G8_UINT, // R8G8_UINT
DXGI_FORMAT_R8G8B8A8_UINT, // R8G8B8A8_UINT
DXGI_FORMAT_R16_UINT, // R16_UINT
DXGI_FORMAT_R16G16_UINT, // R16G16_UINT
DXGI_FORMAT_R16G16B16A16_UINT, // R16G16B16A16_UINT
DXGI_FORMAT_R32_UINT, // R32_UINT
DXGI_FORMAT_R32G32_UINT, // R32G32_UINT
DXGI_FORMAT_R32G32B32A32_UINT, // R32G32B32A32_UINT
DXGI_FORMAT_R8_SINT, // R8_INT
DXGI_FORMAT_R8G8_SINT, // R8G8_INT
DXGI_FORMAT_R8G8B8A8_SINT, // R8G8B8A8_INT
DXGI_FORMAT_R16_SINT, // R16_INT
DXGI_FORMAT_R16G16_SINT, // R16G16_INT
DXGI_FORMAT_R16G16B16A16_SINT, // R16G16B16A16_INT
DXGI_FORMAT_R32_SINT, // R32_INT
DXGI_FORMAT_R32G32_SINT, // R32G32_INT
DXGI_FORMAT_R32G32B32A32_SINT, // R32G32B32A32_INT
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, // R8G8B8A8_UNORM_SRGB
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, // B8G8R8A8_UNORM_SRGB
DXGI_FORMAT_BC1_UNORM_SRGB, // BC1_UNORM_SRGB
DXGI_FORMAT_BC2_UNORM_SRGB, // BC2_UNORM_SRGB
DXGI_FORMAT_BC3_UNORM_SRGB, // BC3_UNORM_SRGB
DXGI_FORMAT_BC7_UNORM_SRGB, // BC7_UNORM_SRGB
DXGI_FORMAT_R16_TYPELESS, // D16_UNORM
DXGI_FORMAT_R24G8_TYPELESS, // D24_UNORM
DXGI_FORMAT_R32_TYPELESS, // D32_FLOAT
DXGI_FORMAT_R24G8_TYPELESS, // D24_UNORM_S8_UINT
DXGI_FORMAT_R32G8X24_TYPELESS, // D32_FLOAT_S8_UINT
DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_4x4_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_5x4_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_5x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_6x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_6x6_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_8x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_8x6_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_8x8_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x6_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x8_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x10_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_12x10_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_12x12_FLOAT
DXGI_FORMAT_UNKNOWN, // INVALID
DXGI_FORMAT_A8_UNORM, // A8_UNORM
DXGI_FORMAT_R8_UNORM, // R8_UNORM
DXGI_FORMAT_R8G8_UNORM, // R8G8_UNORM
DXGI_FORMAT_R8G8B8A8_UNORM, // R8G8B8A8_UNORM
DXGI_FORMAT_R16_UNORM, // R16_UNORM
DXGI_FORMAT_R16G16_UNORM, // R16G16_UNORM
DXGI_FORMAT_R16G16B16A16_UNORM, // R16G16B16A16_UNORM
DXGI_FORMAT_R10G10B10A2_UNORM, // R10G10B10A2_UNORM
DXGI_FORMAT_B5G6R5_UNORM, // B5G6R5_UNORM
DXGI_FORMAT_B5G5R5A1_UNORM, // B5G5R5A1_UNORM
DXGI_FORMAT_B4G4R4A4_UNORM, // B4G4R4A4_UNORM
DXGI_FORMAT_B8G8R8A8_UNORM, // B8G8R8A8_UNORM
DXGI_FORMAT_BC1_UNORM, // BC1_UNORM
DXGI_FORMAT_BC2_UNORM, // BC2_UNORM
DXGI_FORMAT_BC3_UNORM, // BC3_UNORM
DXGI_FORMAT_BC4_UNORM, // BC4_UNORM
DXGI_FORMAT_BC5_UNORM, // BC5_UNORM
DXGI_FORMAT_BC7_UNORM, // BC7_UNORM
DXGI_FORMAT_BC6H_SF16, // BC6H_FLOAT
DXGI_FORMAT_BC6H_UF16, // BC6H_UFLOAT
DXGI_FORMAT_R8_SNORM, // R8_SNORM
DXGI_FORMAT_R8G8_SNORM, // R8G8_SNORM
DXGI_FORMAT_R8G8B8A8_SNORM, // R8G8B8A8_SNORM
DXGI_FORMAT_R16_SNORM, // R16_SNORM
DXGI_FORMAT_R16G16_SNORM, // R16G16_SNORM
DXGI_FORMAT_R16G16B16A16_SNORM, // R16G16B16A16_SNORM
DXGI_FORMAT_R16_FLOAT, // R16_FLOAT
DXGI_FORMAT_R16G16_FLOAT, // R16G16_FLOAT
DXGI_FORMAT_R16G16B16A16_FLOAT, // R16G16B16A16_FLOAT
DXGI_FORMAT_R32_FLOAT, // R32_FLOAT
DXGI_FORMAT_R32G32_FLOAT, // R32G32_FLOAT
DXGI_FORMAT_R32G32B32A32_FLOAT, // R32G32B32A32_FLOAT
DXGI_FORMAT_R11G11B10_FLOAT, // R11G11B10_UFLOAT
DXGI_FORMAT_R8_UINT, // R8_UINT
DXGI_FORMAT_R8G8_UINT, // R8G8_UINT
DXGI_FORMAT_R8G8B8A8_UINT, // R8G8B8A8_UINT
DXGI_FORMAT_R16_UINT, // R16_UINT
DXGI_FORMAT_R16G16_UINT, // R16G16_UINT
DXGI_FORMAT_R16G16B16A16_UINT, // R16G16B16A16_UINT
DXGI_FORMAT_R32_UINT, // R32_UINT
DXGI_FORMAT_R32G32_UINT, // R32G32_UINT
DXGI_FORMAT_R32G32B32A32_UINT, // R32G32B32A32_UINT
DXGI_FORMAT_R8_SINT, // R8_INT
DXGI_FORMAT_R8G8_SINT, // R8G8_INT
DXGI_FORMAT_R8G8B8A8_SINT, // R8G8B8A8_INT
DXGI_FORMAT_R16_SINT, // R16_INT
DXGI_FORMAT_R16G16_SINT, // R16G16_INT
DXGI_FORMAT_R16G16B16A16_SINT, // R16G16B16A16_INT
DXGI_FORMAT_R32_SINT, // R32_INT
DXGI_FORMAT_R32G32_SINT, // R32G32_INT
DXGI_FORMAT_R32G32B32A32_SINT, // R32G32B32A32_INT
DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, // R8G8B8A8_UNORM_SRGB
DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, // B8G8R8A8_UNORM_SRGB
DXGI_FORMAT_BC1_UNORM_SRGB, // BC1_UNORM_SRGB
DXGI_FORMAT_BC2_UNORM_SRGB, // BC2_UNORM_SRGB
DXGI_FORMAT_BC3_UNORM_SRGB, // BC3_UNORM_SRGB
DXGI_FORMAT_BC7_UNORM_SRGB, // BC7_UNORM_SRGB
DXGI_FORMAT_R16_TYPELESS, // D16_UNORM
DXGI_FORMAT_R24G8_TYPELESS, // D24_UNORM
DXGI_FORMAT_R32_TYPELESS, // D32_FLOAT
DXGI_FORMAT_R24G8_TYPELESS, // D24_UNORM_S8_UINT
DXGI_FORMAT_R32G8X24_TYPELESS, // D32_FLOAT_S8_UINT
DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM
DXGI_FORMAT_UNKNOWN, // ASTC_4x4_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_5x4_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_5x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_6x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_6x6_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_8x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_8x6_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_8x8_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x5_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x6_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x8_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_10x10_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_12x10_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_12x12_UNORM_SRGB
DXGI_FORMAT_UNKNOWN, // ASTC_4x4_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_5x4_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_5x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_6x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_6x6_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_8x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_8x6_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_8x8_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x5_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x6_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x8_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_10x10_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_12x10_FLOAT
DXGI_FORMAT_UNKNOWN, // ASTC_12x12_FLOAT
};
static_assert(sizeof(JulietToD3D12_TextureFormat) / sizeof(JulietToD3D12_TextureFormat[0]) ==
ToUnderlying(TextureFormat::Count));
@@ -375,13 +375,9 @@ namespace Juliet::D3D12
case TextureType::Texture_2D:
case TextureType::Texture_2DArray:
case TextureType::Texture_Cube:
case TextureType::Texture_CubeArray:
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
break;
case TextureType::Texture_CubeArray: desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; break;
case TextureType::Texture_3D:
case TextureType::Texture_3DArray:
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
break;
case TextureType::Texture_3DArray: desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D; break;
}
desc.Alignment = 0;
@@ -396,17 +392,27 @@ namespace Juliet::D3D12
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if ((createInfo.Flags & TextureUsageFlag::ColorTarget) != TextureUsageFlag::None)
{
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
if ((createInfo.Flags & TextureUsageFlag::DepthStencilTarget) != TextureUsageFlag::None)
{
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
}
if ((createInfo.Flags & TextureUsageFlag::ComputeStorageWrite) != TextureUsageFlag::None)
{
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProps.CreationNodeMask = 0; // We don't do multi-adapter operation
heapProps.VisibleNodeMask = 0; // We don't do multi-adapter operation
ID3D12Resource* resource = nullptr;
D3D12_CLEAR_VALUE clearValue = {};
ID3D12Resource* resource = nullptr;
D3D12_CLEAR_VALUE clearValue = {};
D3D12_CLEAR_VALUE* pClearValue = nullptr;
if (desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
@@ -426,9 +432,10 @@ namespace Juliet::D3D12
pClearValue = &clearValue;
}
D3D12_RESOURCE_STATES initialState = GetDefaultTextureResourceState(createInfo.Flags);
HRESULT hr = d3d12Driver->D3D12Device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COMMON, pClearValue, IID_ID3D12Resource,
reinterpret_cast<void**>(&resource));
initialState, pClearValue, IID_ID3D12Resource,
reinterpret_cast<void**>(&resource));
if (FAILED(hr))
{
@@ -451,10 +458,11 @@ namespace Juliet::D3D12
texture->Resource = resource;
texture->ReferenceCount = 1;
uint32 numLayers = std::max<uint32>(1, createInfo.LayerCount);
uint32 numMips = std::max<uint32>(1, createInfo.MipLevelCount);
uint32 numLayers = std::max<uint32>(1, createInfo.LayerCount);
uint32 numMips = std::max<uint32>(1, createInfo.MipLevelCount);
texture->SubresourceCount = numLayers * numMips;
texture->Subresources = static_cast<D3D12TextureSubresource*>(Calloc(texture->SubresourceCount, sizeof(D3D12TextureSubresource)));
texture->Subresources =
static_cast<D3D12TextureSubresource*>(Calloc(texture->SubresourceCount, sizeof(D3D12TextureSubresource)));
for (uint32 layer = 0; layer < numLayers; ++layer)
{
@@ -499,13 +507,13 @@ namespace Juliet::D3D12
Internal::D3D12Descriptor descriptor;
if (Internal::AssignDescriptor(d3d12Driver->BindlessDescriptorHeap, descriptor))
{
texture->SRVHandle = D3D12StagingDescriptor{};
texture->SRVHandle = D3D12StagingDescriptor{};
texture->SRVHandle.CpuHandleIndex = descriptor.Index;
texture->SRVHandle.CpuHandle = descriptor.CpuHandle;
texture->SRVHandle.Heap = descriptor.Heap;
texture->SRVHandle.CpuHandle = descriptor.CpuHandle;
texture->SRVHandle.Heap = descriptor.Heap;
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = desc.Format;
srvDesc.Format = desc.Format;
// Fix SRV format for Depth Buffers (TypeLess -> Typed)
if (createInfo.Format == TextureFormat::D32_FLOAT)
@@ -517,11 +525,11 @@ namespace Juliet::D3D12
else if (createInfo.Format == TextureFormat::D32_FLOAT_S8_UINT)
srvDesc.Format = DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = numMips;
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = numMips;
srvDesc.Texture2D.PlaneSlice = 0;
srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
d3d12Driver->D3D12Device->CreateShaderResourceView(resource, &srvDesc, descriptor.CpuHandle);
@@ -529,7 +537,6 @@ namespace Juliet::D3D12
}
return reinterpret_cast<Texture*>(textureContainer);
}
void DestroyTexture(NonNullPtr<GPUDriver> driver, NonNullPtr<Texture> texture)

View File

@@ -2,8 +2,10 @@
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/Memory/Allocator.h>
#include <Graphics/GraphicsPipeline.h>
#include <Graphics/PushConstants.h>
namespace Juliet
{
@@ -84,11 +86,11 @@ namespace Juliet
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
String vertPath = WrapString("../../Assets/compiled/Debug.vert.dxil");
String vertPath = GetAssetPath(WrapString("Debug.vert.dxil"));
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(device, vertPath, shaderCI);
String fragPath = WrapString("../../Assets/compiled/Debug.frag.dxil");
String fragPath = GetAssetPath(WrapString("Debug.frag.dxil"));
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(device, fragPath, shaderCI);
@@ -298,19 +300,24 @@ namespace Juliet
// Render depth-tested primitives (vertices at offset 0 in buffer)
if (g_DebugState.DepthTestedVertexCount > 0 && g_DebugState.DepthTestedPipeline && g_DebugState.VertexBuffer)
{
BindGraphicsPipeline(renderPass, g_DebugState.DepthTestedPipeline);
// Pack VP matrix + buffer index into push constants
struct
{
Matrix vp;
uint32 bufferIndex;
uint32 vertexOffset; // Offset in vertices (not bytes)
uint32 padding[2];
} pushData;
pushData.vp = Camera_GetViewProjectionMatrix(camera);
pushData.bufferIndex = bufferIndex;
pushData.vertexOffset = 0; // Depth-tested vertices start at 0
PushData pushData = {};
pushData.ViewProjection = Camera_GetViewProjectionMatrix(camera);
pushData.MeshIndex = 0;
pushData.TransformsBufferIndex = 0; // Not used by debug shader but layout must match
pushData.BufferIndex = bufferIndex;
pushData.TextureIndex = 0;
pushData.VertexOffset = 0; // Depth-tested vertices start at 0
pushData.Padding = 0;
pushData.Scale[0] = 1.0f; pushData.Scale[1] = 1.0f;
pushData.Translate[0] = 0.0f; pushData.Translate[1] = 0.0f;
// Dummy light data as we don't light debug primitives
pushData.GlobalLightDirection = {0,0,-1};
pushData.GlobalLightPad = 0;
pushData.GlobalLightColor = {1,1,1};
pushData.GlobalAmbientIntensity = 1.0f;
SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / sizeof(uint32), &pushData);
DrawPrimitives(renderPass, g_DebugState.DepthTestedVertexCount, 1, 0, 0);
@@ -322,16 +329,23 @@ namespace Juliet
BindGraphicsPipeline(renderPass, g_DebugState.OverlayPipeline);
// Pack VP matrix + buffer index into push constants
struct
{
Matrix vp;
uint32 bufferIndex;
uint32 vertexOffset; // Offset in vertices (not bytes)
uint32 padding[2];
} pushData;
pushData.vp = Camera_GetViewProjectionMatrix(camera);
pushData.bufferIndex = bufferIndex;
pushData.vertexOffset = kMaxDebugVertices / 2; // Overlay vertices start at half
PushData pushData = {};
pushData.ViewProjection = Camera_GetViewProjectionMatrix(camera);
pushData.MeshIndex = 0;
pushData.TransformsBufferIndex = 0;
pushData.BufferIndex = bufferIndex;
pushData.TextureIndex = 0;
pushData.VertexOffset = kMaxDebugVertices / 2; // Overlay vertices start at half
pushData.Padding = 0;
pushData.Scale[0] = 1.0f; pushData.Scale[1] = 1.0f;
pushData.Translate[0] = 0.0f; pushData.Translate[1] = 0.0f;
// Dummy light data as we don't light debug primitives
pushData.GlobalLightDirection = {0,0,-1};
pushData.GlobalLightPad = 0;
pushData.GlobalLightColor = {1,1,1};
pushData.GlobalAmbientIntensity = 1.0f;
SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / sizeof(uint32), &pushData);
DrawPrimitives(renderPass, g_DebugState.OverlayVertexCount, 1, 0, 0);

View File

@@ -371,7 +371,7 @@ namespace Juliet
GraphicsBuffer* CreateGraphicsBuffer(NonNullPtr<GraphicsDevice> device, const BufferCreateInfo& createInfo)
{
return device->CreateGraphicsBuffer(device->Driver, createInfo.Size, createInfo.Usage);
return device->CreateGraphicsBuffer(device->Driver, createInfo.Size, createInfo.Stride, createInfo.Usage, createInfo.IsDynamic);
}
GraphicsTransferBuffer* CreateGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, const TransferBufferCreateInfo& createInfo)
@@ -379,6 +379,16 @@ namespace Juliet
return device->CreateGraphicsTransferBuffer(device->Driver, createInfo.Size, createInfo.Usage);
}
void* MapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer)
{
return device->MapGraphicsBuffer(device->Driver, buffer);
}
void UnmapGraphicsBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsBuffer> buffer)
{
device->UnmapGraphicsBuffer(device->Driver, buffer);
}
void* MapGraphicsTransferBuffer(NonNullPtr<GraphicsDevice> device, NonNullPtr<GraphicsTransferBuffer> buffer)
{
return device->MapGraphicsTransferBuffer(device->Driver, buffer);

View File

@@ -83,7 +83,7 @@ namespace Juliet
// Fences
bool (*WaitUntilGPUIsIdle)(NonNullPtr<GPUDriver> driver);
bool (*QueryFence)(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
void (*ReleaseFence)(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence);
void (*ReleaseFence)(NonNullPtr<GPUDriver> driver, NonNullPtr<Fence> fence JULIET_DEBUG_PARAM(String querier));
// Shaders
Shader* (*CreateShader)(NonNullPtr<GPUDriver> driver, ByteBuffer shaderByteCode, ShaderCreateInfo& shaderCreateInfo);
@@ -100,9 +100,12 @@ namespace Juliet
void (*DestroyTexture)(NonNullPtr<GPUDriver> driver, NonNullPtr<Texture> texture);
// Buffers
GraphicsBuffer* (*CreateGraphicsBuffer)(NonNullPtr<GPUDriver> driver, size_t size, BufferUsage usage);
GraphicsBuffer* (*CreateGraphicsBuffer)(NonNullPtr<GPUDriver> driver, size_t size, size_t stride, BufferUsage usage, bool isDynamic);
void (*DestroyGraphicsBuffer)(NonNullPtr<GraphicsBuffer> buffer);
void* (*MapGraphicsBuffer)(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsBuffer> buffer);
void (*UnmapGraphicsBuffer)(NonNullPtr<GPUDriver> driver, NonNullPtr<GraphicsBuffer> buffer);
GraphicsTransferBuffer* (*CreateGraphicsTransferBuffer)(NonNullPtr<GPUDriver> driver, size_t size, TransferBufferUsage usage);
void (*DestroyGraphicsTransferBuffer)(NonNullPtr<GraphicsTransferBuffer> buffer);

View File

@@ -5,6 +5,7 @@
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/Memory/MemoryArena.h>
#include <Graphics/GraphicsPipeline.h>
@@ -127,11 +128,11 @@ namespace Juliet
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
String vertPath = WrapString("../../Assets/compiled/ImGui.vert.dxil");
String vertPath = GetAssetPath(WrapString("ImGui.vert.dxil"));
shaderCI.Stage = ShaderStage::Vertex;
g_ImGuiState.VertexShader = CreateShader(device, vertPath, shaderCI);
String fragPath = WrapString("../../Assets/compiled/ImGui.frag.dxil");
String fragPath = GetAssetPath(WrapString("ImGui.frag.dxil"));
shaderCI.Stage = ShaderStage::Fragment;
g_ImGuiState.FragmentShader = CreateShader(device, fragPath, shaderCI);
@@ -149,8 +150,8 @@ namespace Juliet
TextureCreateInfo texCI = {};
texCI.Type = TextureType::Texture_2D;
texCI.Width = (uint32)width;
texCI.Height = (uint32)height;
texCI.Width = static_cast<uint32>(width);
texCI.Height = static_cast<uint32>(height);
texCI.Format = TextureFormat::R8G8B8A8_UNORM;
texCI.Flags = TextureUsageFlag::Sampler;
@@ -159,10 +160,10 @@ namespace Juliet
texCI.SampleCount = TextureSampleCount::One;
g_ImGuiState.FontTexture = CreateTexture(device, texCI);
io.Fonts->SetTexID((ImTextureID)g_ImGuiState.FontTexture);
io.Fonts->SetTexID(reinterpret_cast<ImTextureID>(g_ImGuiState.FontTexture));
// Upload data
uint32 rowPitch = (uint32)width * 4u;
uint32 rowPitch = static_cast<uint32>(width) * 4u;
uint32 alignedRowPitch = (rowPitch + 255u) & ~255u;
uint32 textureSize = alignedRowPitch * static_cast<uint32>(height);
@@ -176,7 +177,7 @@ namespace Juliet
return false;
}
auto dst = (uint8*)MapGraphicsTransferBuffer(device, tb);
auto* dst = static_cast<uint8*>(MapGraphicsTransferBuffer(device, tb));
for (uint32 y = 0; y < static_cast<uint32>(height); ++y)
{
@@ -314,13 +315,13 @@ namespace Juliet
FrameResources& currentFrame = g_ImGuiState.Frames[g_ImGuiState.FrameIndex];
// Upload Buffers
uint32 totalVtx = (uint32)drawData->TotalVtxCount;
uint32 totalIdx = (uint32)drawData->TotalIdxCount;
uint32 totalVtx = static_cast<uint32>(drawData->TotalVtxCount);
uint32 totalIdx = static_cast<uint32>(drawData->TotalIdxCount);
EnsureBufferSize(currentFrame, totalVtx * sizeof(ImDrawVert), totalIdx * sizeof(ImDrawIdx));
auto vtxDst = (ImDrawVert*)MapGraphicsTransferBuffer(g_ImGuiState.Device, currentFrame.VertexUpload);
auto idxDst = (ImDrawIdx*)MapGraphicsTransferBuffer(g_ImGuiState.Device, currentFrame.IndexUpload);
auto* vtxDst = static_cast<ImDrawVert*>(MapGraphicsTransferBuffer(g_ImGuiState.Device, currentFrame.VertexUpload));
auto* idxDst = static_cast<ImDrawIdx*>(MapGraphicsTransferBuffer(g_ImGuiState.Device, currentFrame.IndexUpload));
for (int n = 0; n < drawData->CmdListsCount; n++)
{
@@ -402,28 +403,18 @@ namespace Juliet
SetScissorRect(renderPass, scissorRect);
// Bind Texture
uint32 textureIndex = GetDescriptorIndex(g_ImGuiState.Device, (Texture*)pcmd->GetTexID());
uint32 textureIndex = GetDescriptorIndex(g_ImGuiState.Device, reinterpret_cast<Texture*>(pcmd->GetTexID()));
// Push Constants
// Layout: ViewProjection(64) + BufferIndex(4) + TextureIndex(4) + VertexOffset(4) + Padding(4) + Scale(8) + Translate(8)
struct
{
float dummyVP[16]; // Occupy VP slot
uint32 bufferIndex;
uint32 textureIndex;
uint32 vertexOffset; // Base vertex for indexed bindless drawing
uint32 padding; // Alignment padding
float scale[2];
float translate[2];
} pushData = {}; // Zero-initialize all fields
PushData pushData = {}; // Zero-initialize all fields
pushData.bufferIndex = GetDescriptorIndex(g_ImGuiState.Device, currentFrame.VertexBuffer);
pushData.textureIndex = textureIndex;
pushData.vertexOffset = pcmd->VtxOffset + globalVtxOffset; // Pass vertex offset for bindless
pushData.scale[0] = scale[0];
pushData.scale[1] = scale[1];
pushData.translate[0] = translate[0];
pushData.translate[1] = translate[1];
pushData.BufferIndex = GetDescriptorIndex(g_ImGuiState.Device, currentFrame.VertexBuffer);
pushData.TextureIndex = textureIndex;
pushData.VertexOffset = pcmd->VtxOffset + globalVtxOffset; // Pass vertex offset for bindless
pushData.Scale[0] = scale[0];
pushData.Scale[1] = scale[1];
pushData.Translate[0] = translate[0];
pushData.Translate[1] = translate[1];
SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);

View File

@@ -5,95 +5,5 @@
namespace Juliet
{
Mesh* CreateCubeMesh(NonNullPtr<Arena> arena)
{
Mesh* result = ArenaPushStruct<Mesh>(arena.Get());
constexpr Vertex vertexData[] = {
// Front Face (Z = -0.5f)
{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f } }, // 0: Top Left
{ { 0.5f, 0.5f, -0.5f }, { 1.0f, 0.0f } }, // 1: Top Right
{ { 0.5f, -0.5f, -0.5f }, { 1.0f, 1.0f } }, // 2: Bottom Right
{ { -0.5f, -0.5f, -0.5f }, { 0.0f, 1.0f } }, // 3: Bottom Left
// Back Face (Z = 0.5f)
{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f } }, // 4: Top Left
{ { -0.5f, 0.5f, 0.5f }, { 1.0f, 0.0f } }, // 5: Top Right
{ { -0.5f, -0.5f, 0.5f }, { 1.0f, 1.0f } }, // 6: Bottom Right
{ { 0.5f, -0.5f, 0.5f }, { 0.0f, 1.0f } }, // 7: Bottom Left
// Top Face (Y = 0.5f)
{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f } }, // 8: Top Left
{ { 0.5f, 0.5f, 0.5f }, { 1.0f, 0.0f } }, // 9: Top Right
{ { 0.5f, 0.5f, -0.5f }, { 1.0f, 1.0f } }, // 10: Bottom Right
{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f } }, // 11: Bottom Left
// Bottom Face (Y = -0.5f)
{ { -0.5f, -0.5f, -0.5f }, { 0.0f, 0.0f } }, // 12: Top Left
{ { 0.5f, -0.5f, -0.5f }, { 1.0f, 0.0f } }, // 13: Top Right
{ { 0.5f, -0.5f, 0.5f }, { 1.0f, 1.0f } }, // 14: Bottom Right
{ { -0.5f, -0.5f, 0.5f }, { 0.0f, 1.0f } }, // 15: Bottom Left
// Right Face (X = 0.5f)
{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f } }, // 16: Top Left
{ { 0.5f, 0.5f, 0.5f }, { 1.0f, 0.0f } }, // 17: Top Right
{ { 0.5f, -0.5f, 0.5f }, { 1.0f, 1.0f } }, // 18: Bottom Right
{ { 0.5f, -0.5f, -0.5f }, { 0.0f, 1.0f } }, // 19: Bottom Left
// Left Face (X = -0.5f)
{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f } }, // 20: Top Left
{ { -0.5f, 0.5f, -0.5f }, { 1.0f, 0.0f } }, // 21: Top Right
{ { -0.5f, -0.5f, -0.5f }, { 1.0f, 1.0f } }, // 22: Bottom Right
{ { -0.5f, -0.5f, 0.5f }, { 0.0f, 1.0f } } // 23: Bottom Left
};
constexpr size_t cubeVertexCount = ArraySize(vertexData);
result->VertexCount = cubeVertexCount;
result->Vertices = ArenaPushArray<Vertex>(arena.Get(), cubeVertexCount);
MemCopy(result->Vertices, vertexData, sizeof(Vertex) * cubeVertexCount);
constexpr uint16 indices[] = { 0, 1, 2, 0, 2, 3, // Front
4, 5, 6, 4, 6, 7, // Back
8, 9, 10, 8, 10, 11, // Top
12, 13, 14, 12, 14, 15, // Bottom
16, 17, 18, 16, 18, 19, // Right
20, 21, 22, 20, 22, 23 }; // Left
constexpr size_t indexCubeCount = ArraySize(indices);
result->IndexCount = indexCubeCount;
result->Indices = ArenaPushArray<uint16>(arena.Get(), indexCubeCount JULIET_DEBUG_PARAM("Indices"));
MemCopy(result->Indices, indices, sizeof(uint16) * indexCubeCount);
return result;
}
Mesh* CreateQuadMesh(NonNullPtr<Arena> arena)
{
Mesh* result = ArenaPushStruct<Mesh>(arena.Get());
// Using the exact 6 vertices from the working triangles!
constexpr Vertex vertexData[] = {
// Triangle 1 (Clockwise)
{ { -0.5f, -0.5f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } }, // 0: Red
{ { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } }, // 1: Green
{ { 0.5f, -0.5f, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }, // 2: Blue
// Triangle 2 (Clockwise)
{ { -0.5f, 0.5f, 0.0f }, { 1.0f, 1.0f, 0.0f, 1.0f } }, // 3: Yellow
{ { 0.0f, 0.8f, 0.0f }, { 0.0f, 1.0f, 1.0f, 1.0f } }, // 4: Cyan
{ { 0.5f, 0.5f, 0.0f }, { 1.0f, 0.0f, 1.0f, 1.0f } } // 5: Magenta
};
constexpr size_t triVertexCount = ArraySize(vertexData);
result->VertexCount = triVertexCount;
result->Vertices = ArenaPushArray<Vertex>(arena.Get(), triVertexCount);
MemCopy(result->Vertices, vertexData, sizeof(Vertex) * triVertexCount);
// Just the 6 indices for the two triangles
constexpr uint16 indices[] = { 0, 1, 2, 3, 4, 5 };
constexpr size_t triIndexCount = ArraySize(indices);
result->IndexCount = triIndexCount;
result->Indices = ArenaPushArray<uint16>(arena.Get(), triIndexCount JULIET_DEBUG_PARAM("Indices"));
MemCopy(result->Indices, indices, sizeof(uint16) * triIndexCount);
return result;
}
} // namespace Juliet

View File

@@ -0,0 +1,473 @@
#include <Graphics/MeshRenderer.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Core/Math/Matrix.h>
#include <Graphics/GraphicsDevice.h>
#include <Graphics/Mesh.h>
#include <Graphics/VertexData.h>
namespace Juliet
{
namespace
{
struct MeshRendererState
{
GraphicsDevice* Device = nullptr;
GraphicsPipeline* Pipeline = nullptr;
GraphicsBuffer* VertexBuffer = nullptr;
GraphicsBuffer* IndexBuffer = nullptr;
GraphicsBuffer* LightsBuffer = nullptr;
GraphicsBuffer* TransformsBuffer = nullptr;
GraphicsTransferBuffer* LoadCopyBuffer = nullptr;
VectorArena<Mesh, kDefaultMeshNumber, false> Meshes;
VectorArena<Vertex, kDefaultVertexCount, false> Vertices;
VectorArena<Index, kDefaultIndexCount, false> Indices;
VectorArena<PointLight, kDefaultLightCount, false> PointLights;
PointLight* MappedLights = nullptr;
Matrix* MappedTransforms = nullptr;
};
MeshRendererState g_MeshRenderer;
} // namespace
void InitializeMeshRenderer(NonNullPtr<Arena> arena)
{
g_MeshRenderer.Meshes.Create(arena JULIET_DEBUG_PARAM("Meshes"));
g_MeshRenderer.Vertices.Create(arena JULIET_DEBUG_PARAM("Vertices"));
g_MeshRenderer.Indices.Create(arena JULIET_DEBUG_PARAM("Indices"));
g_MeshRenderer.PointLights.Create(arena JULIET_DEBUG_PARAM("PointLights"));
}
bool InitializeMeshRendererGraphics(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window)
{
bool result = true;
GraphicsDevice* graphicsDevice = g_MeshRenderer.Device = device.Get();
// Create graphics pipeline
String entryPoint = WrapString("main");
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
String shaderPath = GetAssetPath(WrapString("Triangle.vert.dxil"));
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(graphicsDevice, shaderPath, shaderCI);
shaderPath = GetAssetPath(WrapString("SolidColor.frag.dxil"));
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(graphicsDevice, shaderPath, shaderCI);
ColorTargetDescription colorTargetDescription = {};
colorTargetDescription.Format = GetSwapChainTextureFormat(graphicsDevice, window);
GraphicsPipelineCreateInfo pipelineCI = {};
pipelineCI.VertexShader = vertexShader;
pipelineCI.FragmentShader = fragmentShader;
pipelineCI.PrimitiveType = PrimitiveType::TriangleList;
pipelineCI.TargetInfo = { .ColorTargetDescriptions = &colorTargetDescription,
.NumColorTargets = 1,
.DepthStencilFormat = TextureFormat::D32_FLOAT,
.HasDepthStencilTarget = true };
pipelineCI.RasterizerState.FillMode = FillMode::Solid;
pipelineCI.RasterizerState.CullMode = CullMode::None;
pipelineCI.RasterizerState.FrontFace = FrontFace::Clockwise;
pipelineCI.DepthStencilState.EnableDepthTest = true;
pipelineCI.DepthStencilState.EnableDepthWrite = true;
pipelineCI.DepthStencilState.CompareOperation = CompareOperation::Less;
g_MeshRenderer.Pipeline = CreateGraphicsPipeline(graphicsDevice, pipelineCI);
if (g_MeshRenderer.Pipeline == nullptr)
{
LogError(LogCategory::Graphics, "Failed to create graphics pipeline!");
result = false;
}
// Create the vertex and index buffers
BufferCreateInfo vertexBufferCI = {};
vertexBufferCI.Size = kGeometryPage;
vertexBufferCI.Stride = 0;
vertexBufferCI.Usage = BufferUsage::StructuredBuffer;
g_MeshRenderer.VertexBuffer = CreateGraphicsBuffer(graphicsDevice, vertexBufferCI);
Assert(g_MeshRenderer.VertexBuffer != nullptr);
BufferCreateInfo indexBufferCI = {};
indexBufferCI.Size = kIndexPage;
indexBufferCI.Usage = BufferUsage::IndexBuffer;
g_MeshRenderer.IndexBuffer = CreateGraphicsBuffer(graphicsDevice, indexBufferCI);
Assert(g_MeshRenderer.IndexBuffer != nullptr);
// Lights Buffer
BufferCreateInfo lightsBufferCI = {};
lightsBufferCI.Size = 1024 * sizeof(PointLight); // Max 1024 lights for now
lightsBufferCI.Stride = sizeof(PointLight);
lightsBufferCI.Usage = BufferUsage::StructuredBuffer;
lightsBufferCI.IsDynamic = true;
g_MeshRenderer.LightsBuffer = CreateGraphicsBuffer(graphicsDevice, lightsBufferCI);
Assert(g_MeshRenderer.LightsBuffer != nullptr);
g_MeshRenderer.MappedLights = static_cast<PointLight*>(MapGraphicsBuffer(graphicsDevice, g_MeshRenderer.LightsBuffer));
Assert(g_MeshRenderer.MappedLights != nullptr);
// Transforms Buffer
BufferCreateInfo transformsBufferCI = {};
transformsBufferCI.Size = 10000 * sizeof(Matrix); // Max 10000 meshes for now
transformsBufferCI.Stride = sizeof(Matrix);
transformsBufferCI.Usage = BufferUsage::StructuredBuffer;
transformsBufferCI.IsDynamic = true;
g_MeshRenderer.TransformsBuffer = CreateGraphicsBuffer(graphicsDevice, transformsBufferCI);
Assert(g_MeshRenderer.TransformsBuffer != nullptr);
g_MeshRenderer.MappedTransforms =
static_cast<Matrix*>(MapGraphicsBuffer(graphicsDevice, g_MeshRenderer.TransformsBuffer));
Assert(g_MeshRenderer.MappedTransforms != nullptr);
// Sync existing lights that might have been added before graphics initialization
for (index_t i = 0; i < g_MeshRenderer.PointLights.Count; ++i)
{
g_MeshRenderer.MappedLights[i] = g_MeshRenderer.PointLights.Data[i];
}
if (vertexShader)
{
DestroyShader(graphicsDevice, vertexShader);
}
if (fragmentShader)
{
DestroyShader(graphicsDevice, fragmentShader);
}
// Load evereything that is already in the vectors
CommandList* loadCmd = AcquireCommandList(device);
LoadMeshesOnGPU(loadCmd);
SubmitCommandLists(loadCmd);
return result;
}
void ShutdownMeshRendererGraphics()
{
if (g_MeshRenderer.LoadCopyBuffer)
{
UnmapGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
DestroyGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
g_MeshRenderer.LoadCopyBuffer = nullptr;
}
DestroyGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.IndexBuffer);
DestroyGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.VertexBuffer);
if (g_MeshRenderer.LightsBuffer)
{
UnmapGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.LightsBuffer);
DestroyGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.LightsBuffer);
g_MeshRenderer.LightsBuffer = nullptr;
}
if (g_MeshRenderer.TransformsBuffer)
{
UnmapGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.TransformsBuffer);
DestroyGraphicsBuffer(g_MeshRenderer.Device, g_MeshRenderer.TransformsBuffer);
g_MeshRenderer.TransformsBuffer = nullptr;
}
}
void ShutdownMeshRenderer()
{
g_MeshRenderer.Indices.Destroy();
g_MeshRenderer.Vertices.Destroy();
g_MeshRenderer.Meshes.Destroy();
g_MeshRenderer.PointLights.Destroy();
}
void LoadMeshesOnGPU(NonNullPtr<CommandList> cmdList)
{
if (g_MeshRenderer.Meshes.IsEmpty())
{
return;
}
// Loading everything in one go.
// Destroy the buffer at the end
TransferBufferCreateInfo uploadBCI = {};
uploadBCI.Usage = TransferBufferUsage::Upload;
uploadBCI.Size = kGeometryPage + kIndexPage;
g_MeshRenderer.LoadCopyBuffer = CreateGraphicsTransferBuffer(g_MeshRenderer.Device, uploadBCI);
void* map = MapGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
Vertex* vertices = g_MeshRenderer.Vertices.Data;
if (!vertices)
{
UnmapGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
DestroyGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
g_MeshRenderer.LoadCopyBuffer = nullptr;
return;
}
Index* indices = g_MeshRenderer.Indices.Data;
if (!indices)
{
UnmapGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
DestroyGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
g_MeshRenderer.LoadCopyBuffer = nullptr;
return;
}
// Copy all meshes! This supports only one page for now
// Copy ALL Vertices in one block
size_t totalVertexBytes = g_MeshRenderer.Vertices.Count * sizeof(Vertex);
MemCopy(map, g_MeshRenderer.Vertices.Data, totalVertexBytes);
// Copy ALL Indices in one block
size_t indexOfByteOffset = (kGeometryPage + 255) & static_cast<size_t>(~255);
uint8* ptrOneByte = static_cast<uint8*>(map);
size_t totalIndexBytes = g_MeshRenderer.Indices.Count * sizeof(Index);
MemCopy(ptrOneByte + indexOfByteOffset, g_MeshRenderer.Indices.Data, totalIndexBytes);
UnmapGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
CopyBuffer(cmdList, g_MeshRenderer.VertexBuffer, g_MeshRenderer.LoadCopyBuffer, totalVertexBytes, 0, 0);
CopyBuffer(cmdList, g_MeshRenderer.IndexBuffer, g_MeshRenderer.LoadCopyBuffer, totalIndexBytes, 0, indexOfByteOffset);
// Transition vertex buffer to SRV state (this barrier waits for copy to complete)
TransitionBufferToReadable(cmdList, g_MeshRenderer.VertexBuffer);
TransitionBufferToReadable(cmdList, g_MeshRenderer.IndexBuffer);
}
void RenderMeshes(NonNullPtr<RenderPass> pass, NonNullPtr<CommandList> cmdList, PushData& pushData)
{
// First destroy any buffer that needs to be
if (g_MeshRenderer.LoadCopyBuffer)
{
WaitUntilGPUIsIdle(g_MeshRenderer.Device);
UnmapGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
DestroyGraphicsTransferBuffer(g_MeshRenderer.Device, g_MeshRenderer.LoadCopyBuffer);
g_MeshRenderer.LoadCopyBuffer = nullptr;
}
BindGraphicsPipeline(pass, g_MeshRenderer.Pipeline);
uint32 vertexDescriptorIndex = GetDescriptorIndex(g_MeshRenderer.Device, g_MeshRenderer.VertexBuffer);
uint32 lightDescriptorIndex = GetDescriptorIndex(g_MeshRenderer.Device, g_MeshRenderer.LightsBuffer);
uint32 transformsDescriptorIndex = GetDescriptorIndex(g_MeshRenderer.Device, g_MeshRenderer.TransformsBuffer);
pushData.BufferIndex = vertexDescriptorIndex;
pushData.LightBufferIndex = lightDescriptorIndex;
pushData.TransformsBufferIndex = transformsDescriptorIndex;
pushData.ActiveLightCount = static_cast<uint32>(g_MeshRenderer.PointLights.Count);
SetIndexBuffer(cmdList, g_MeshRenderer.IndexBuffer, IndexFormat::UInt16, g_MeshRenderer.Indices.Count, 0);
uint32 meshIndex = 0;
for (Mesh& mesh : g_MeshRenderer.Meshes)
{
if (g_MeshRenderer.MappedTransforms)
{
g_MeshRenderer.MappedTransforms[meshIndex] = mesh.Transform;
}
pushData.MeshIndex = meshIndex;
pushData.TextureIndex = 0;
pushData.VertexOffset = static_cast<uint32>(mesh.VertexOffset);
pushData.Padding = 0;
pushData.Scale[0] = 1.0f;
pushData.Scale[1] = 1.0f;
pushData.Translate[0] = 0.0f;
pushData.Translate[1] = 0.0f;
SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);
DrawIndexedPrimitives(pass, static_cast<uint32>(mesh.IndexCount), 1, static_cast<uint32>(mesh.IndexOffset),
static_cast<uint32>(mesh.VertexOffset), 0);
meshIndex++;
}
}
LightID AddPointLight(const PointLight& light)
{
Assert(g_MeshRenderer.PointLights.Count < kDefaultLightCount);
LightID id = g_MeshRenderer.PointLights.Count;
g_MeshRenderer.PointLights.PushBack(light);
if (g_MeshRenderer.MappedLights)
{
g_MeshRenderer.MappedLights[id] = light;
}
return id;
}
void SetPointLightPosition(LightID id, const Vector3& position)
{
Assert(id < static_cast<LightID>(g_MeshRenderer.PointLights.Count));
g_MeshRenderer.PointLights.Data[id].Position = position;
if (g_MeshRenderer.MappedLights)
{
g_MeshRenderer.MappedLights[id].Position = position;
}
}
void SetPointLightColor(LightID id, const Vector3& color)
{
Assert(id < static_cast<LightID>(g_MeshRenderer.PointLights.Count));
g_MeshRenderer.PointLights.Data[id].Color = color;
if (g_MeshRenderer.MappedLights)
{
g_MeshRenderer.MappedLights[id].Color = color;
}
}
void SetPointLightRadius(LightID id, float radius)
{
Assert(id < static_cast<LightID>(g_MeshRenderer.PointLights.Count));
g_MeshRenderer.PointLights.Data[id].Radius = radius;
if (g_MeshRenderer.MappedLights)
{
g_MeshRenderer.MappedLights[id].Radius = radius;
}
}
void SetPointLightIntensity(LightID id, float intensity)
{
Assert(id < static_cast<LightID>(g_MeshRenderer.PointLights.Count));
g_MeshRenderer.PointLights.Data[id].Intensity = intensity;
if (g_MeshRenderer.MappedLights)
{
g_MeshRenderer.MappedLights[id].Intensity = intensity;
}
}
void ClearPointLights()
{
g_MeshRenderer.PointLights.Clear();
}
MeshID AddCube()
{
Mesh result = {};
constexpr Vertex vertexData[] = { // Front Face (Z = -0.5f) — Red
{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, -0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, -0.5f, -0.5f }, { 0.0f, 0.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
// Back Face (Z = 0.5f) — Green
{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, -0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, -0.5f, 0.5f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
// Top Face (Y = 0.5f) — Blue
{ { -0.5f, 0.5f, 0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, 0.5f, 0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, 0.5f, -0.5f }, { 0.0f, 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
// Bottom Face (Y = -0.5f) — Yellow
{ { -0.5f, -0.5f, -0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, -0.5f, -0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, -0.5f, 0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, -0.5f, 0.5f }, { 0.0f, -1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
// Right Face (X = 0.5f) — Cyan
{ { 0.5f, 0.5f, -0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, 0.5f, 0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, -0.5f, 0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { 0.5f, -0.5f, -0.5f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
// Left Face (X = -0.5f) — Magenta
{ { -0.5f, 0.5f, 0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, 0.5f, -0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, -0.5f, -0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.5f, -0.5f, 0.5f }, { -1.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }
};
constexpr size_t cubeVertexCount = ArraySize(vertexData);
result.VertexCount = cubeVertexCount;
result.VertexOffset = g_MeshRenderer.Vertices.Count;
g_MeshRenderer.Vertices.PushBack(vertexData, cubeVertexCount);
constexpr uint16 indices[] = { 0, 1, 2, 0, 2, 3, // Front
4, 5, 6, 4, 6, 7, // Back
8, 9, 10, 8, 10, 11, // Top
12, 13, 14, 12, 14, 15, // Bottom
16, 17, 18, 16, 18, 19, // Right
20, 21, 22, 20, 22, 23 }; // Left
constexpr size_t indexCubeCount = ArraySize(indices);
result.IndexCount = indexCubeCount;
result.IndexOffset = g_MeshRenderer.Indices.Count;
g_MeshRenderer.Indices.PushBack(indices, indexCubeCount);
MeshID id = g_MeshRenderer.Meshes.Count;
g_MeshRenderer.Meshes.PushBack(result);
return id;
}
MeshID AddQuad()
{
// Mesh result = {};
// // Using the exact 6 vertices from the working triangles!
// constexpr Vertex vertexData[] = {
// // Triangle 1 (Clockwise)
// { { -0.5f, -0.5f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } }, // 0: Red
// { { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } }, // 1: Green
// { { 0.5f, -0.5f, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }, // 2: Blue
//
// // Triangle 2 (Clockwise)
// { { -0.5f, 0.5f, 0.0f }, { 1.0f, 1.0f, 0.0f, 1.0f } }, // 3: Yellow
// { { 0.0f, 0.8f, 0.0f }, { 0.0f, 1.0f, 1.0f, 1.0f } }, // 4: Cyan
// { { 0.5f, 0.5f, 0.0f }, { 1.0f, 0.0f, 1.0f, 1.0f } } // 5: Magenta
// };
// constexpr size_t triVertexCount = ArraySize(vertexData);
// result.VertexCount = triVertexCount;
// result.Vertices = ArenaPushArray<Vertex>(arena.Get(), triVertexCount);
// MemCopy(result.Vertices, vertexData, sizeof(Vertex) * triVertexCount);
//
// // Just the 6 indices for the two triangles
// constexpr uint16 indices[] = { 0, 1, 2, 3, 4, 5 };
// constexpr size_t triIndexCount = ArraySize(indices);
// result.IndexCount = triIndexCount;
// result.Indices = ArenaPushArray<uint16>(arena.Get(), triIndexCount JULIET_DEBUG_PARAM("Indices"));
// MemCopy(result.Indices, indices, sizeof(uint16) * triIndexCount);
//
// g_MeshRenderer.Meshes.PushBack(std::move(result));
return g_MeshRenderer.Meshes.Count - 1;
}
void SetMeshTransform(MeshID id, const Matrix& transform)
{
Assert(id < static_cast<MeshID>(g_MeshRenderer.Meshes.Count));
g_MeshRenderer.Meshes.Data[id].Transform = transform;
}
#if ALLOW_SHADER_HOT_RELOAD
void ReloadMeshRendererShaders()
{
auto* pipeline = g_MeshRenderer.Pipeline;
auto* device = g_MeshRenderer.Device;
String entryPoint = WrapString("main");
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
String shaderPath = GetAssetPath(WrapString("Triangle.vert.dxil"));
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(device, shaderPath, shaderCI);
shaderPath = GetAssetPath(WrapString("SolidColor.frag.dxil"));
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(device, shaderPath, shaderCI);
UpdateGraphicsPipelineShaders(device, pipeline, vertexShader, fragmentShader);
if (vertexShader)
{
DestroyShader(device, vertexShader);
}
if (fragmentShader)
{
DestroyShader(device, fragmentShader);
}
}
#endif
} // namespace Juliet

View File

@@ -0,0 +1,104 @@
#include <Graphics/SkyboxRenderer.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/Logging/LogManager.h>
#include <Core/Logging/LogTypes.h>
#include <Graphics/GraphicsDevice.h>
#include <Graphics/PushConstants.h>
namespace Juliet
{
namespace
{
SkyboxRenderer g_SkyboxRenderer;
} // namespace
bool InitializeSkyboxRenderer(NonNullPtr<GraphicsDevice> device, NonNullPtr<Window> window)
{
bool result = true;
GraphicsDevice* graphicsDevice = g_SkyboxRenderer.Device = device.Get();
String skyboxVSEntry = WrapString("main");
ShaderCreateInfo skyboxVSCI = {};
skyboxVSCI.EntryPoint = skyboxVSEntry;
skyboxVSCI.Stage = ShaderStage::Vertex;
String vsPath = GetAssetPath(WrapString("Skybox.vert.dxil"));
Shader* skyboxVS = CreateShader(graphicsDevice, vsPath, skyboxVSCI);
String skyboxFSEntry = WrapString("main");
ShaderCreateInfo skyboxFSCI = {};
skyboxFSCI.EntryPoint = skyboxFSEntry;
skyboxFSCI.Stage = ShaderStage::Fragment;
String fsPath = GetAssetPath(WrapString("Skybox.frag.dxil"));
Shader* skyboxFS = CreateShader(graphicsDevice, fsPath, skyboxFSCI);
ColorTargetDescription colorTargetDesc = {};
colorTargetDesc.Format = GetSwapChainTextureFormat(graphicsDevice, window);
GraphicsPipelineCreateInfo skyboxPipelineCI = {};
skyboxPipelineCI.VertexShader = skyboxVS;
skyboxPipelineCI.FragmentShader = skyboxFS;
skyboxPipelineCI.PrimitiveType = PrimitiveType::TriangleList;
skyboxPipelineCI.TargetInfo.ColorTargetDescriptions = &colorTargetDesc;
skyboxPipelineCI.TargetInfo.NumColorTargets = 1;
skyboxPipelineCI.TargetInfo.DepthStencilFormat = TextureFormat::D32_FLOAT;
skyboxPipelineCI.TargetInfo.HasDepthStencilTarget = true;
skyboxPipelineCI.RasterizerState.FillMode = FillMode::Solid;
skyboxPipelineCI.RasterizerState.CullMode = CullMode::None;
skyboxPipelineCI.RasterizerState.FrontFace = FrontFace::Clockwise;
skyboxPipelineCI.DepthStencilState.EnableDepthTest = true;
skyboxPipelineCI.DepthStencilState.EnableDepthWrite = false;
skyboxPipelineCI.DepthStencilState.CompareOperation = CompareOperation::LessOrEqual;
g_SkyboxRenderer.Pipeline = CreateGraphicsPipeline(graphicsDevice, skyboxPipelineCI);
if (g_SkyboxRenderer.Pipeline == nullptr)
{
LogError(LogCategory::Graphics, "Failed to create skybox pipeline!");
result = false;
}
if (skyboxVS) DestroyShader(graphicsDevice, skyboxVS);
if (skyboxFS) DestroyShader(graphicsDevice, skyboxFS);
return result;
}
void ShutdownSkyboxRenderer()
{
if (g_SkyboxRenderer.Pipeline)
{
DestroyGraphicsPipeline(g_SkyboxRenderer.Device, g_SkyboxRenderer.Pipeline);
g_SkyboxRenderer.Pipeline = nullptr;
}
g_SkyboxRenderer = {};
}
void RenderSkybox(NonNullPtr<RenderPass> pass, NonNullPtr<CommandList> cmdList, const Matrix& viewProjection)
{
if (!g_SkyboxRenderer.Pipeline)
{
return;
}
PushData pushData = {};
pushData.ViewProjection = viewProjection;
pushData.MeshIndex = 0;
pushData.TransformsBufferIndex = 0;
pushData.BufferIndex = 0;
BindGraphicsPipeline(pass, g_SkyboxRenderer.Pipeline);
SetPushConstants(cmdList, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);
SetPushConstants(cmdList, ShaderStage::Fragment, 0, sizeof(pushData) / 4, &pushData);
DrawPrimitives(pass, 3, 1, 0, 0);
}
#if ALLOW_SHADER_HOT_RELOAD
void ReloadSkyboxShaders()
{
// TODO
}
#endif
} // namespace Juliet

View File

@@ -59,9 +59,12 @@
.Libraries = {
'JulietApp-Lib-$Platform$-$BuildConfigName$',
'Juliet-Lib-$Platform$-$BuildConfigName$',
'Game-Lib-$Platform$-$BuildConfigName$',
'ImGui-Lib-$Platform$-$BuildConfigName$'
'Game-Lib-$Platform$-$BuildConfigName$'
}
If ( .BuildConfigName != 'Release' )
{
^Libraries + { 'ImGui-Lib-$Platform$-$BuildConfigName$' }
}
.LinkerOutput = '$BinPath$/$Platform$-$BuildConfigName$/$ProjectName$$ExeExtension$'

View File

@@ -1,5 +1,20 @@
#include "main.h"
#ifdef global
#undef global
#endif
#include <algorithm>
#include <ios>
#include <iosfwd>
#define global static
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <Windows.h>
#endif
#include <Core/Application/ApplicationManager.h>
#include <Core/Common/EnumUtils.h>
#include <Core/Common/String.h>
@@ -21,15 +36,42 @@
#include <Graphics/GraphicsConfig.h>
#include <Graphics/GraphicsPipeline.h>
#include <Graphics/Mesh.h>
#include <Graphics/MeshRenderer.h>
#include <Graphics/RenderPass.h>
#include <Graphics/SkyboxRenderer.h>
#include <Graphics/VertexData.h>
#include <Juliet.h>
#ifdef JULIET_ENABLE_IMGUI
#include <imgui.h>
#endif
static bool ShowMemoryDebugger = false;
static bool animateCubes = true;
static bool animateLights = true;
static bool animateCamera = true;
static bool freeCameraMode = false;
static float camYaw = 0.0f;
static float camPitch = 0.0f;
static Juliet::Vector3 camPos = { 25.0f, 0.0f, 12.5f };
static float animateCubesTime = 0.0f;
static float animateLightsTime = 0.0f;
static float animateCameraTime = 0.0f;
static float redLightRadius = 10.0f;
static float redLightIntensity = 5.0f;
static float redLightColor[3] = { 1.0f, 0.2f, 0.2f };
static bool redLightFollowsCamera = false;
static bool enableGlobalLight = true;
static float globalLightDir[3] = { 0.5f, -1.0f, -0.5f };
static float globalLightColor[3] = { 1.0f, 0.95f, 0.8f };
static float globalAmbientIntensity = 0.2f;
static float blueLightRadius = 15.0f;
static float blueLightIntensity = 8.0f;
static float blueLightColor[3] = { 0.2f, 0.2f, 1.0f };
// TODO : Replace with message box from framework + call main and not winmain + subsystem
// TODO : Think how to do the draw pipeline.
@@ -43,13 +85,6 @@ static bool ShowMemoryDebugger = false;
using namespace Juliet;
extern "C" {
__declspec(dllexport) extern const unsigned int D3D12SDKVersion = 615;
}
extern "C" {
__declspec(dllexport) extern const char* D3D12SDKPath = ".\\";
}
namespace
{
using GameInit_t = void (*)(GameInitParams*);
@@ -63,18 +98,21 @@ namespace
} Game;
const char* GameFunctionTable[] = { "GameInit", "GameShutdown", "GameUpdate" };
LightID RedLightID = 0;
LightID BlueLightID = 0;
} // namespace
void JulietApplication::Init()
void JulietApplication::Init(NonNullPtr<Arena>)
{
Log(LogLevel::Message, LogCategory::Tool, "Initializing Juliet Application...");
Log(LogLevel::Message, LogCategory::Tool, "%s", CStr(GetBasePath()));
GraphicsConfig config;
#if JULIET_DEBUG
config.EnableDebug = true;
#endif
GraphicsDevice = CreateGraphicsDevice(config);
MainWindow = CreatePlatformWindow("Juliet Editor", 1280, 720);
@@ -85,43 +123,6 @@ void JulietApplication::Init()
{
AttachToWindow(GraphicsDevice, MainWindow);
{
// Create graphics pipeline
String entryPoint = WrapString("main");
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
// TODO: Assets management that handles path to assets or something.
String shaderPath = WrapString("../../Assets/compiled/Triangle.vert.dxil");
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
shaderPath = WrapString("../../Assets/compiled/SolidColor.frag.dxil");
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
ColorTargetDescription colorTargetDescription = {};
colorTargetDescription.Format = GetSwapChainTextureFormat(GraphicsDevice, MainWindow);
GraphicsPipelineCreateInfo pipelineCI = {};
pipelineCI.VertexShader = vertexShader;
pipelineCI.FragmentShader = fragmentShader;
pipelineCI.PrimitiveType = PrimitiveType::TriangleList;
pipelineCI.TargetInfo = { .ColorTargetDescriptions = &colorTargetDescription,
.NumColorTargets = 1,
.DepthStencilFormat = TextureFormat::D32_FLOAT,
.HasDepthStencilTarget = true };
pipelineCI.RasterizerState.FillMode = FillMode::Solid;
pipelineCI.DepthStencilState.EnableDepthTest = true;
pipelineCI.DepthStencilState.EnableDepthWrite = true;
pipelineCI.DepthStencilState.CompareOperation = CompareOperation::Less;
GraphicsPipeline = CreateGraphicsPipeline(GraphicsDevice, pipelineCI);
if (GraphicsPipeline == nullptr)
{
LogError(LogCategory::Game, "Failed to create graphics pipeline!");
Running = false;
}
// Create Depth Buffer
TextureCreateInfo depthCI = {};
depthCI.Type = TextureType::Texture_2D;
@@ -139,55 +140,38 @@ void JulietApplication::Init()
Running = false;
}
// Create Buffers - Using StructuredBuffer for bindless SRV access in shader
BufferCreateInfo bufferCI = {};
bufferCI.Size = 1024;
bufferCI.Usage = BufferUsage::StructuredBuffer; // SRV for ResourceDescriptorHeap access
StructuredBuffer = CreateGraphicsBuffer(GraphicsDevice, bufferCI);
constexpr int kGridSize = 10;
constexpr float kSpacing = 2.5f;
constexpr float kOffset = (kGridSize - 1) * kSpacing * 0.5f;
TransferBufferCreateInfo transferCI = {};
transferCI.Size = 1024;
transferCI.Usage = TransferBufferUsage::Upload;
TransferBuffer = CreateGraphicsTransferBuffer(GraphicsDevice, transferCI);
// Upload Static Data for Test
if (TransferBuffer && StructuredBuffer)
for (int row = 0; row < kGridSize; ++row)
{
void* data = MapGraphicsTransferBuffer(GraphicsDevice, TransferBuffer);
if (data)
for (int col = 0; col < kGridSize; ++col)
{
Matrix projection = PerspectiveFov(60.0f * (3.14159f / 180.0f), 1200.0f / 800.0f, 0.1f, 1000.0f);
Matrix view = LookAt({ 30.0f, 0.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f });
Matrix model = Matrix::Identity();
Matrix mvp = projection * view * model;
MeshID cube = AddCube();
float x = static_cast<float>(col) * kSpacing - kOffset;
float y = static_cast<float>(row) * kSpacing - kOffset;
MemCopy(data, &mvp, sizeof(Matrix));
UnmapGraphicsTransferBuffer(GraphicsDevice, TransferBuffer);
CommandList* initCmd = AcquireCommandList(GraphicsDevice);
CopyBuffer(initCmd, StructuredBuffer, TransferBuffer, 256);
TransitionBufferToReadable(initCmd, StructuredBuffer);
SubmitCommandLists(initCmd);
float seed = static_cast<float>(row * kGridSize + col);
Matrix rotation = MatrixRotation(seed * 0.73f, seed * 1.17f, seed * 0.53f);
SetMeshTransform(cube, MatrixTranslation(x, y, 0.0f) * rotation);
}
}
CubeArena = ArenaAllocate({ .ReserveSize = Kilobytes(1llu), .CommitSize = Kilobytes(1llu) } JULIET_DEBUG_PARAM("CubeArena"));
CubeMesh = CreateCubeMesh(CubeArena);
// CubeMesh = CreateQuadMesh(CubeArena);
// Start with some default test lights
PointLight redLight = {};
redLight.Position = { 5.0f, 5.0f, 2.0f };
redLight.Radius = redLightRadius;
redLight.Color = { redLightColor[0], redLightColor[1], redLightColor[2] };
redLight.Intensity = redLightIntensity;
RedLightID = AddPointLight(redLight);
if (vertexShader)
{
DestroyShader(GraphicsDevice, vertexShader);
}
if (fragmentShader)
{
DestroyShader(GraphicsDevice, fragmentShader);
}
if (Running == false)
{
return;
}
PointLight blueLight = {};
blueLight.Position = { -5.0f, 0.0f, 2.0f };
blueLight.Radius = blueLightRadius;
blueLight.Color = { blueLightColor[0], blueLightColor[1], blueLightColor[2] };
blueLight.Intensity = blueLightIntensity;
BlueLightID = AddPointLight(blueLight);
}
GameCode.Functions = reinterpret_cast<void**>(&Game);
@@ -208,8 +192,6 @@ void JulietApplication::Shutdown()
{
Log(LogLevel::Message, LogCategory::Tool, "Shutting down Juliet Application...");
ArenaRelease(CubeArena);
if (GameCode.IsValid)
{
Game.Shutdown();
@@ -220,14 +202,7 @@ void JulietApplication::Shutdown()
{
DestroyGraphicsPipeline(GraphicsDevice, GraphicsPipeline);
}
if (StructuredBuffer)
{
DestroyGraphicsBuffer(GraphicsDevice, StructuredBuffer);
}
if (TransferBuffer)
{
DestroyGraphicsTransferBuffer(GraphicsDevice, TransferBuffer);
}
if (DepthBuffer)
{
DestroyTexture(GraphicsDevice, DepthBuffer);
@@ -253,8 +228,39 @@ void JulietApplication::Shutdown()
void JulietApplication::Update()
{
static LARGE_INTEGER frequency = {};
static LARGE_INTEGER lastTime = {};
if (frequency.QuadPart == 0)
{
QueryPerformanceFrequency(&frequency);
QueryPerformanceCounter(&lastTime);
}
LARGE_INTEGER currentTime;
QueryPerformanceCounter(&currentTime);
float deltaTime = static_cast<float>(currentTime.QuadPart - lastTime.QuadPart) / static_cast<float>(frequency.QuadPart);
lastTime = currentTime;
CameraTime += deltaTime;
static float fpsTimer = 0.0f;
static int fpsFrames = 0;
fpsTimer += deltaTime;
fpsFrames++;
if (fpsTimer >= 0.5f)
{
float fps = static_cast<float>(fpsFrames) / fpsTimer;
float ms = (fpsTimer / static_cast<float>(fpsFrames)) * 1000.0f;
char title[64];
snprintf(title, sizeof(title), "Juliet | %.1f FPS | %.2f ms", static_cast<double>(fps), static_cast<double>(ms));
SetWindowTitle(MainWindow, WrapString(title));
fpsTimer = 0.0f;
fpsFrames = 0;
}
bool reloadShaders = false;
static bool reloadShadersDebounce = false;
static bool f1Debounce = false;
SystemEvent evt;
while (GetEvent(evt))
@@ -280,14 +286,216 @@ void JulietApplication::Update()
}
}
static bool firstFreeFrame = false;
if (IsKeyDown(ScanCode::F1))
{
if (!f1Debounce)
{
freeCameraMode = !freeCameraMode;
if (freeCameraMode)
{
firstFreeFrame = true;
}
f1Debounce = true;
}
}
else
{
f1Debounce = false;
}
// Confine and hide the mouse for Free Camera mode
if (freeCameraMode)
{
#ifdef JULIET_ENABLE_IMGUI
ImGui::ShowDemoWindow();
ImGui::SetMouseCursor(ImGuiMouseCursor_None);
#endif
#ifdef _WIN32
HWND hwnd = GetForegroundWindow();
if (hwnd)
{
RECT rect;
GetClientRect(hwnd, &rect);
POINT ptCenterClient = { (rect.right - rect.left) / 2, (rect.bottom - rect.top) / 2 };
if (!firstFreeFrame)
{
POINT currentPos;
GetCursorPos(&currentPos);
ScreenToClient(hwnd, &currentPos);
float deltaX = static_cast<float>(currentPos.x - ptCenterClient.x);
float deltaY = static_cast<float>(currentPos.y - ptCenterClient.y);
float sensitivity = 0.005f;
// Plus because the mouse is inverted inherently by windows to screen coordinate
camYaw += deltaX * sensitivity;
camPitch -= deltaY * sensitivity;
camPitch = std::min(camPitch, 1.5f);
camPitch = std::max(camPitch, -1.5f);
}
firstFreeFrame = false;
POINT ptCenterScreen = ptCenterClient;
ClientToScreen(hwnd, &ptCenterScreen);
SetCursorPos(ptCenterScreen.x, ptCenterScreen.y);
}
#endif
}
if (freeCameraMode)
{
float speed = 10.0f * deltaTime;
if ((GetKeyModState() & KeyMod::Shift) != KeyMod::None)
{
speed *= 3.0f;
}
Vector3 forward = { cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
Vector3 right = { cosf(camYaw + 1.5708f), sinf(camYaw + 1.5708f), 0.0f };
Vector3 up = { 0.0f, 0.0f, 1.0f };
if (IsKeyDown(ScanCode::W))
{
camPos = camPos + forward * speed;
}
if (IsKeyDown(ScanCode::S))
{
camPos = camPos - forward * speed;
}
if (IsKeyDown(ScanCode::D))
{
camPos = camPos + right * speed;
}
if (IsKeyDown(ScanCode::A))
{
camPos = camPos - right * speed;
}
if (IsKeyDown(ScanCode::E))
{
camPos = camPos + up * speed;
}
if (IsKeyDown(ScanCode::Q))
{
camPos = camPos - up * speed;
}
}
if (animateCubes)
{
animateCubesTime += deltaTime;
}
if (animateLights)
{
animateLightsTime += deltaTime;
}
if (animateCamera)
{
animateCameraTime += deltaTime;
}
#ifdef JULIET_ENABLE_IMGUI
ImGui::Begin("Debug Controls");
ImGui::Checkbox("Animate Cubes", &animateCubes);
ImGui::Checkbox("Animate Lights", &animateLights);
ImGui::Checkbox("Animate Camera", &animateCamera);
ImGui::Separator();
ImGui::Text("Global Light");
ImGui::Checkbox("Enable Global Light", &enableGlobalLight);
if (enableGlobalLight)
{
ImGui::SliderFloat3("Direction", globalLightDir, -1.0f, 1.0f);
ImGui::ColorEdit3("Color", globalLightColor);
ImGui::SliderFloat("Ambient Intensity", &globalAmbientIntensity, 0.0f, 1.0f);
}
ImGui::Separator();
ImGui::Text("Red Point Light");
ImGui::ColorEdit3("Red Color", redLightColor);
ImGui::SliderFloat("Red Radius", &redLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Red Intensity", &redLightIntensity, 0.0f, 50.0f);
ImGui::Checkbox("Red Light Follows Camera", &redLightFollowsCamera);
ImGui::Separator();
ImGui::Text("Blue Point Light");
ImGui::ColorEdit3("Blue Color", blueLightColor);
ImGui::SliderFloat("Blue Radius", &blueLightRadius, 1.0f, 50.0f);
ImGui::SliderFloat("Blue Intensity", &blueLightIntensity, 0.0f, 50.0f);
ImGui::End();
#endif
ArenaClear(GameScratchArena);
Vector3 redLightPos = { 5.0f, 5.0f, 2.0f };
Vector3 blueLightPos = { -5.0f, 0.0f, 2.0f };
if (animateLights || animateLightsTime > 0.0f)
{
redLightPos = { cosf(animateLightsTime * 2.0f) * 5.0f, sinf(animateLightsTime * 2.0f) * 5.0f, 2.0f };
blueLightPos = { -5.0f, cosf(animateLightsTime) * 3.0f, 2.0f };
}
if (redLightFollowsCamera)
{
Camera cam = GetDebugCamera();
redLightPos = cam.Position;
}
SetPointLightPosition(RedLightID, redLightPos);
SetPointLightPosition(BlueLightID, blueLightPos);
SetPointLightColor(RedLightID, { redLightColor[0], redLightColor[1], redLightColor[2] });
SetPointLightRadius(RedLightID, redLightRadius);
SetPointLightIntensity(RedLightID, redLightIntensity);
SetPointLightColor(BlueLightID, { blueLightColor[0], blueLightColor[1], blueLightColor[2] });
SetPointLightRadius(BlueLightID, blueLightRadius);
SetPointLightIntensity(BlueLightID, blueLightIntensity);
// Animate the 100 cubes (10x10 grid)
constexpr int kGridSize = 10;
constexpr float kSpacing = 2.5f;
constexpr float kOffset = (kGridSize - 1) * kSpacing * 0.5f;
for (int row = 0; row < kGridSize; ++row)
{
for (int col = 0; col < kGridSize; ++col)
{
MeshID cube = static_cast<MeshID>(row * kGridSize + col); // Assuming they were added first
float x = static_cast<float>(col) * kSpacing - kOffset;
float y = static_cast<float>(row) * kSpacing - kOffset;
float seed = static_cast<float>(cube);
float timeZ = animateCubesTime * 2.0f + seed * 0.5f;
float z = 0.0f;
float scaleF = 1.0f;
Matrix rotation = MatrixIdentity();
if (animateCubes || animateCubesTime > 0.0f)
{
z = sinf(timeZ) * 1.5f; // Oscillate up and down
scaleF = 1.0f + sinf(animateCubesTime * 1.5f + seed) * 0.3f; // Pulse scale
rotation = MatrixRotation(animateCubesTime * 1.2f + seed * 0.73f, animateCubesTime * 0.8f + seed * 1.17f,
animateCubesTime * 0.5f + seed * 0.53f);
}
Matrix scale = MatrixScale(scaleF, scaleF, scaleF);
SetMeshTransform(cube, MatrixTranslation(x, y, z) * rotation * scale);
}
}
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, false);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, true);
DebugDisplay_DrawLine({ 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
DebugDisplay_DrawSphere({ 0.0f, 0.0f, 0.0f }, 0.5f, { 1.0f, 1.0f, 0.0f, 1.0f }, true);
DebugDisplay_DrawSphere(blueLightPos, 0.5f, { 0.0f, 0.0f, 1.0f, 1.0f }, true);
DebugDisplay_DrawSphere(redLightPos, 0.5f, { 1.0f, 0.0f, 0.0f, 1.0f }, true);
Game.Update(0.0f);
@@ -301,27 +509,7 @@ void JulietApplication::Update()
WaitUntilGPUIsIdle(GraphicsDevice);
#if ALLOW_SHADER_HOT_RELOAD
String entryPoint = WrapString("main");
ShaderCreateInfo shaderCI = {};
shaderCI.EntryPoint = entryPoint;
String shaderPath = WrapString("../../Assets/compiled/Triangle.vert.dxil");
shaderCI.Stage = ShaderStage::Vertex;
Shader* vertexShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
shaderPath = WrapString("../../Assets/compiled/SolidColor.frag.dxil");
shaderCI.Stage = ShaderStage::Fragment;
Shader* fragmentShader = CreateShader(GraphicsDevice, shaderPath, shaderCI);
UpdateGraphicsPipelineShaders(GraphicsDevice, GraphicsPipeline, vertexShader, fragmentShader);
if (vertexShader)
{
DestroyShader(GraphicsDevice, vertexShader);
}
if (fragmentShader)
{
DestroyShader(GraphicsDevice, fragmentShader);
}
ReloadMeshRendererShaders();
#endif
}
@@ -361,76 +549,28 @@ void JulietApplication::Update()
ArenaClear(GameScratchArena);
}
void JulietApplication::OnPreRender(CommandList* cmd)
{
index_t index = 0;
// Buffer uploads
if (StructuredBuffer && TransferBuffer)
{
void* ptr = MapGraphicsTransferBuffer(GraphicsDevice, TransferBuffer);
if (ptr)
{
Vertex* vertices = static_cast<Vertex*>(ptr);
// // Triangle 1
// vertices[index++] = { { -0.5f, -0.5f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } }; // Red
// vertices[index++] = { { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } }; // Green
// vertices[index++] = { { 0.5f, -0.5f, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }; // Blue
//
// // Triangle 2
// vertices[index++] = { { -0.5f, 0.5f, 0.0f }, { 1.0f, 1.0f, 0.0f, 1.0f } }; // Yellow
// vertices[index++] = { { 0.0f, 0.8f, 0.0f }, { 0.0f, 1.0f, 1.0f, 1.0f } }; // Cyan
// vertices[index++] = { { 0.5f, 0.5f, 0.0f }, { 1.0f, 0.0f, 1.0f, 1.0f } }; // Magenta
if (CubeMesh)
{
CubeMesh->VertexOffset = index;
size_t vertexSize = CubeMesh->VertexCount * sizeof(Vertex);
MemCopy(vertices + index, CubeMesh->Vertices, vertexSize);
CubeMesh->IndexByteOffset = (index + CubeMesh->VertexCount) * sizeof(Vertex);
// Align
CubeMesh->IndexByteOffset = (CubeMesh->IndexByteOffset + 255) & static_cast<size_t>(~255);
size_t indexSize = CubeMesh->IndexCount * sizeof(uint16);
CubeMesh->IndexOffset = 0;
uint8* ptrOneByte = static_cast<uint8*>(ptr);
uint16* dst = reinterpret_cast<uint16*>(ptrOneByte + CubeMesh->IndexByteOffset);
MemCopy(dst, CubeMesh->Indices, indexSize);
}
UnmapGraphicsTransferBuffer(GraphicsDevice, TransferBuffer);
}
CopyBuffer(cmd, StructuredBuffer, TransferBuffer, CubeMesh->IndexByteOffset + (CubeMesh->IndexCount * sizeof(uint16)));
TransitionBufferToReadable(cmd, StructuredBuffer);
}
}
void JulietApplication::OnPreRender(CommandList* /*cmd*/) {}
void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd)
{
BindGraphicsPipeline(pass, GraphicsPipeline);
uint32 descriptorIndex = GetDescriptorIndex(GraphicsDevice, StructuredBuffer);
struct PushData
{
Matrix ViewProjection;
uint32 BufferIndex;
} pushData = {};
pushData.BufferIndex = descriptorIndex;
PushData pushData = {};
pushData.ViewProjection = Camera_GetViewProjectionMatrix(GetDebugCamera());
SetPushConstants(cmd, ShaderStage::Vertex, 0, sizeof(pushData) / 4, &pushData);
if (enableGlobalLight)
{
pushData.GlobalLightDirection = Normalize({ globalLightDir[0], globalLightDir[1], globalLightDir[2] });
pushData.GlobalLightColor = { globalLightColor[0], globalLightColor[1], globalLightColor[2] };
pushData.GlobalAmbientIntensity = globalAmbientIntensity;
}
else
{
pushData.GlobalLightDirection = { 0.0f, -1.0f, 0.0f };
pushData.GlobalLightColor = { 0.0f, 0.0f, 0.0f };
pushData.GlobalAmbientIntensity = 0.0f;
}
SetIndexBuffer(cmd, StructuredBuffer, IndexFormat::UInt16, CubeMesh->IndexCount, CubeMesh->IndexByteOffset);
// DrawIndexedPrimitives(pass, static_cast<uint32>(CubeMesh->IndexCount), 1, 0, 0, 0);
DrawIndexedPrimitives(pass, static_cast<uint32>(CubeMesh->IndexCount), 1,
static_cast<uint32>(CubeMesh->IndexOffset), static_cast<uint32>(CubeMesh->VertexOffset), 0);
RenderSkybox(pass, cmd, pushData.ViewProjection);
RenderMeshes(pass, cmd, pushData);
}
ColorTargetInfo JulietApplication::GetColorTargetInfo(Texture* swapchainTexture)
@@ -455,25 +595,51 @@ DepthStencilTargetInfo* JulietApplication::GetDepthTargetInfo()
Camera JulietApplication::GetDebugCamera()
{
static float time = 0.0f;
time += 0.016f;
float orbitSpeed = 0.5f;
float currentOrbitTime = time * orbitSpeed;
if (freeCameraMode)
{
Camera cam = {};
cam.Position = camPos;
cam.Target = camPos + Vector3{ cosf(camYaw) * cosf(camPitch), sinf(camYaw) * cosf(camPitch), sinf(camPitch) };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;
cam.AspectRatio = 1200.0f / 800.0f;
cam.NearPlane = 0.1f;
cam.FarPlane = 1000.0f;
return cam;
}
// --- Adjusted for 1-Meter Scale ---
float baseRadius = 2.5f; // Hover 2.5 meters away (down from 15.0f)
float baseRadius = 25.0f; // Increased to see 10x10 cube grid
float radius = baseRadius;
/* Uncomment for active zoom
float zoomAmplitude = 1.0f; // Oscillate between 1.5m and 3.5m away
float zoomSpeed = 0.8f;
radius = baseRadius + (sinf(time * zoomSpeed) * zoomAmplitude);
*/
if (animateCamera || animateCameraTime > 0.0f)
{
float orbitSpeed = 0.5f;
float currentOrbitTime = animateCameraTime * orbitSpeed;
float zoomAmplitude = 15.0f;
float zoomSpeed = 0.5f;
radius = baseRadius + (sinf(animateCameraTime * zoomSpeed) * zoomAmplitude);
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
Camera cam = {};
cam.Position = { cosf(currentOrbitTime) * radius, sinf(currentOrbitTime) * radius, zHeight };
cam.Target = { 0.0f, 0.0f, 0.0f };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;
cam.AspectRatio = 1200.0f / 800.0f;
cam.NearPlane = 0.1f;
cam.FarPlane = 1000.0f;
return cam;
}
float zHeight = radius * 0.5f; // Keep a nice downward viewing angle
Camera cam = {};
cam.Position = { cosf(currentOrbitTime) * radius, sinf(currentOrbitTime) * radius, zHeight };
cam.Position = { radius, 0.0f, zHeight };
cam.Target = { 0.0f, 0.0f, 0.0f };
cam.Up = { 0.0f, 0.0f, 1.0f };
cam.FOV = 1.047f;

View File

@@ -18,7 +18,7 @@ namespace Juliet
class JulietApplication : public Juliet::IApplication
{
protected:
void Init() override;
void Init(Juliet::NonNullPtr<Juliet::Arena> arena) override;
void Shutdown() override;
void Update() override;
bool IsRunning() override;
@@ -38,22 +38,17 @@ class JulietApplication : public Juliet::IApplication
int GetAutoCloseFrameCount() const { return AutoCloseFrameCount; }
private:
Juliet::Window* MainWindow = {};
Juliet::GraphicsDevice* GraphicsDevice = {};
Juliet::HotReloadCode GameCode = {};
Juliet::GraphicsPipeline* GraphicsPipeline = {};
Juliet::GraphicsBuffer* StructuredBuffer = {};
Juliet::GraphicsTransferBuffer* TransferBuffer = {};
Juliet::Texture* DepthBuffer = {};
Juliet::Window* MainWindow = {};
Juliet::GraphicsDevice* GraphicsDevice = {};
Juliet::HotReloadCode GameCode = {};
Juliet::GraphicsPipeline* GraphicsPipeline = {};
Juliet::Texture* DepthBuffer = {};
Juliet::Arena* GameArena = nullptr;
Juliet::Arena* GameScratchArena = nullptr;
Juliet::Mesh* CubeMesh = {};
Juliet::Arena* CubeArena = nullptr;
Juliet::Arena* GameArena = nullptr;
Juliet::Arena* GameScratchArena = nullptr;
int AutoCloseFrameCount = -1;
bool Running = false;
int AutoCloseFrameCount = -1;
bool Running = false;
float CameraTime = 0.0f;
};
JulietApplication& GetEditorApplication();

View File

View File

@@ -1,73 +0,0 @@
[2026-02-16 16:02:02.4149977] Starting Unit Tests...
Running Paged Memory Arena Tests...
[2026-02-16 16:02:02.4153152] Allocating from W:\Classified\Juliet\Juliet\src\Core\Memory\MemoryArenaTests.cpp : 23l
[2026-02-16 16:02:02.4154229] Allocating from W:\Classified\Juliet\Juliet\src\Core\Memory\MemoryArena.cpp : 181l
[2026-02-16 16:02:02.4264282] Allocating from W:\Classified\Juliet\Juliet\src\Core\Memory\MemoryArenaTests.cpp : 122l
[2026-02-16 16:02:02.4266593] Allocating from W:\Classified\Juliet\Juliet\src\Core\Memory\MemoryArenaTests.cpp : 141l
All Paged MemoryArena tests passed.
[2026-02-16 16:02:02.4268147] Allocating from Juliet/include\Core/Container/Vector.h : 22l
[2026-02-16 16:02:02.4269590] Allocating from Juliet/include\Core/Container/Vector.h : 22l
[2026-02-16 16:02:02.4270984] Allocating from Juliet/include\Core/Container/Vector.h : 22l
[2026-02-16 16:02:02.4272310] Allocating from Juliet/include\Core/Container/Vector.h : 22l
[2026-02-16 16:02:02.4273792] Allocating from W:\Classified\Juliet\Juliet\src\UnitTest\Container\VectorUnitTest.cpp : 152l
[2026-02-16 16:02:02.4275180] Allocating from W:\Classified\Juliet\Juliet\src\UnitTest\Container\VectorUnitTest.cpp : 212l
[2026-02-16 16:02:02.4276613] Allocating from W:\Classified\Juliet\Juliet\src\UnitTest\Container\VectorUnitTest.cpp : 231l
[2026-02-16 16:02:02.4277980] Allocating from W:\Classified\Juliet\Juliet\src\UnitTest\Container\VectorUnitTest.cpp : 258l
[2026-02-16 16:02:02.4279316] Allocating from W:\Classified\Juliet\Juliet\src\UnitTest\Container\VectorUnitTest.cpp : 275l
[2026-02-16 16:02:02.4280555] Unit Tests Completed Successfully.
[2026-02-16 16:02:02.4281360] Allocating from W:\Classified\Juliet\Juliet\src\Core\HAL\Display\Display.cpp : 26l
[2026-02-16 16:02:02.4282502] Allocating from Juliet/include\Core/Container/Vector.h : 22l
[2026-02-16 16:02:02.4283584] Initializing Juliet Application...
[2026-02-16 16:02:02.4284436] w:\Classified\Juliet\bin\x64Clang-Debug\
[2026-02-16 16:02:02.6190578] Allocating from W:\Classified\Juliet\Juliet\src\Graphics\D3D12\D3D12GraphicsDevice.cpp : 709l
[2026-02-16 16:02:02.6205209] D3D12 Driver Infos:
[2026-02-16 16:02:02.6206266] D3D12 Adapter: AMD Radeon RX 5700 XT
[2026-02-16 16:02:02.6206942] D3D12 Driver Version: 32.0.21041.1000
[2026-02-16 16:02:02.7715117] DX12: D3D12Device Created: 000001AE0FCD6AC0
[2026-02-16 16:02:02.7716961] DX12: Debug Info Logger Initialized
[2026-02-16 16:02:02.7759926] Allocating from W:\Classified\Juliet\Juliet\src\Graphics\D3D12\D3D12Common.cpp : 52l
[2026-02-16 16:02:02.7762940] Allocating from W:\Classified\Juliet\Juliet\src\Graphics\D3D12\D3D12Common.cpp : 52l
[2026-02-16 16:02:02.7764796] Allocating from W:\Classified\Juliet\Juliet\src\Graphics\D3D12\D3D12Common.cpp : 52l
[2026-02-16 16:02:02.7767423] Allocating from W:\Classified\Juliet\Juliet\src\Graphics\D3D12\D3D12Common.cpp : 52l
[2026-02-16 16:02:02.7769776] Allocating from W:\Classified\Juliet\Juliet\src\Graphics\D3D12\D3D12DescriptorHeap.cpp : 15l
[2026-02-16 16:02:02.7862548] Allocating from W:\Classified\Juliet\Juliet\src\Core\HAL\Display\Display.cpp : 83l
[2026-02-16 16:02:02.8281025] CreateBuffer: Device=000001AE0FCD6AC0, Size=1024, Type=Base Use=StructuredBuffer
[2026-02-16 16:02:02.8287554] -> SRV DescriptorIndex=1
[2026-02-16 16:02:02.8288672] CreateBuffer: Device=000001AE0FCD6AC0, Size=1024, Type=TransferUpload Use=None
[2026-02-16 16:02:02.8304524] Allocating from W:\Classified\Juliet\JulietApp\main.cpp : 174l
[2026-02-16 16:02:02.8306076] Allocating from W:\Classified\Juliet\Juliet\src\Core\HotReload\HotReload.cpp : 14l
[2026-02-16 16:02:02.8561774] Allocating from W:\Classified\Juliet\JulietApp\main.cpp : 200l
[2026-02-16 16:02:02.8563269] Allocating from W:\Classified\Juliet\JulietApp\main.cpp : 201l
Game Arena Allocated: 000001AE56E00080
Door is Opened
Rock has 100 health points
[2026-02-16 16:02:02.8565687] CreateBuffer: Device=000001AE0FCD6AC0, Size=458752, Type=Base Use=StructuredBuffer
[2026-02-16 16:02:02.8575789] -> SRV DescriptorIndex=2
[2026-02-16 16:02:02.8576717] CreateBuffer: Device=000001AE0FCD6AC0, Size=458752, Type=TransferUpload Use=None
[2026-02-16 16:02:02.8583558] Allocating from W:\Classified\Juliet\Juliet\src\Core\ImGui\ImGuiService.cpp : 44l
ImGuiRenderer_Initialize: device=000001AE2B1AC730, g_ImGuiState=00007FFE66A66140, Initialized=0
[2026-02-16 16:02:02.8634723] CreateBuffer: Device=000001AE0FCD6AC0, Size=262144, Type=TransferUpload Use=None
ImGuiService: Running Unit Tests...
TestImGui: Context Verified.
TestImGui: IO Verified. Backend: imgui_impl_win32
TestImGui: Version Verified: 1.92.6 WIP
TestImGui: Fonts Verified.
TestImGui: Fonts Built Status: 1
TestImGui: Font Atlas Verified.
TestImGui: Style Verified.
TestImGui: About to DrawList check.
ImGui tests passed (Exhaustive).
[2026-02-16 16:02:02.8744932] CreateBuffer: Device=000001AE0FCD6AC0, Size=101400, Type=Base Use=StructuredBuffer
[2026-02-16 16:02:02.8754236] -> SRV DescriptorIndex=4
[2026-02-16 16:02:02.8755349] CreateBuffer: Device=000001AE0FCD6AC0, Size=101400, Type=TransferUpload Use=None
[2026-02-16 16:02:02.8762446] CreateBuffer: Device=000001AE0FCD6AC0, Size=20258, Type=Base Use=IndexBuffer
[2026-02-16 16:02:02.8768422] CreateBuffer: Device=000001AE0FCD6AC0, Size=20258, Type=TransferUpload Use=None
[2026-02-16 16:02:02.8797340] CreateBuffer: Device=000001AE0FCD6AC0, Size=101400, Type=Base Use=StructuredBuffer
[2026-02-16 16:02:02.8805045] -> SRV DescriptorIndex=5
[2026-02-16 16:02:02.8806249] CreateBuffer: Device=000001AE0FCD6AC0, Size=101400, Type=TransferUpload Use=None
[2026-02-16 16:02:02.8812642] CreateBuffer: Device=000001AE0FCD6AC0, Size=20258, Type=Base Use=IndexBuffer
[2026-02-16 16:02:02.8819564] CreateBuffer: Device=000001AE0FCD6AC0, Size=20258, Type=TransferUpload Use=None
[2026-02-16 16:02:03.7970638] Auto-closing application as requested.
[2026-02-16 16:02:03.8504471] Shutting down Juliet Application...
Shutting down game...
[2026-02-16 16:02:03.8768023] Juliet App shutdown Completed

62
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@echo off
setlocal
REM ============================================================
REM ship.bat - Build clang-Release and prepare Ship/ folder
REM ============================================================
set ROOT=%~dp0..
set BUILD_DIR=%ROOT%\bin\x64Clang-Release
set SHIP_DIR=%ROOT%\Ship
REM Step 0: Build Shader Compiler
echo [Ship] Building Shader Compiler...
call "%~dp0fbuild" JulietShaderCompiler-x64Clang-Release -cache
if errorlevel 1 (
echo [Ship] SHADER COMPILER BUILD FAILED
exit /b 1
)
REM Step 1: Compile shaders
echo [Ship] Compiling shaders...
call "%~dp0recompile_shaders.bat"
if errorlevel 1 (
echo [Ship] SHADER COMPILATION FAILED
exit /b 1
)
REM Step 2: Build clang-Release
echo [Ship] Building clang-Release...
call "%~dp0fbuild" clang-Release -cache
if errorlevel 1 (
echo [Ship] BUILD FAILED
exit /b 1
)
REM Step 3: Prepare Ship folder
echo [Ship] Preparing Ship folder: %SHIP_DIR%
if exist "%SHIP_DIR%" rd /s /q "%SHIP_DIR%"
mkdir "%SHIP_DIR%"
REM Copy only the required binaries
echo [Ship] Copying binaries...
copy "%BUILD_DIR%\JulietApp.exe" "%SHIP_DIR%\" >nul
copy "%BUILD_DIR%\Juliet.dll" "%SHIP_DIR%\" >nul
copy "%BUILD_DIR%\Game.dll" "%SHIP_DIR%\" >nul
REM Copy compiled shaders into Assets\Shaders\
echo [Ship] Copying shaders...
mkdir "%SHIP_DIR%\Assets\Shaders"
copy "%ROOT%\Assets\compiled\*.dxil" "%SHIP_DIR%\Assets\Shaders\" >nul
del "%SHIP_DIR%\Assets\Shaders\ImGui*.dxil" >nul 2>&1
echo.
echo [Ship] Done!
echo [Ship] Ship folder: %SHIP_DIR%
echo.
echo [Ship] Contents:
dir /b "%SHIP_DIR%"
echo.
echo [Ship] Shaders:
dir /b "%SHIP_DIR%\Assets\Shaders"