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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #pragma once
- #include <Atom/RHI/DrawItem.h>
- #include <Atom/RHI/ScopeProducer.h>
- #include <Atom/RHI/RHISystemInterface.h>
- #include <Atom/RPI.Public/Shader/Shader.h>
- #include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
- #include <AzCore/Component/Component.h>
- #include <AzCore/Component/TickBus.h>
- #include <RHI/BasicRHIComponent.h>
- namespace AtomSampleViewer
- {
- //! This samples shows how to handle vertex buffer generation on a compute shader and how
- //! to properly declare shader inputs.
- //! There's 2 scopes in this sample, one runs a compute shader that is in charge of generating and animating the
- //! vertices of a 2D hexagon. The second scope is in charge of drawing the previously generated hexagon vertex buffer.
- class InputAssemblyExampleComponent final
- : public BasicRHIComponent
- , public AZ::TickBus::Handler
- {
- public:
- AZ_COMPONENT(InputAssemblyExampleComponent, "{1F061564-DB4A-4B68-B361-0B427B3CA5B5}", AZ::Component);
- AZ_DISABLE_COPY(InputAssemblyExampleComponent);
- static void Reflect(AZ::ReflectContext* context);
- InputAssemblyExampleComponent();
- ~InputAssemblyExampleComponent() = default;
- protected:
- // We have only float4 vertex positions as data.
- using BufferData = AZStd::array<AZStd::array<float, 4>, 6>;
- int m_numThreadsX = 1;
- int m_numThreadsY = 1;
- int m_numThreadsZ = 1;
- // AZ::Component
- void Activate() override;
- void Deactivate() override;
- void FrameBeginInternal(AZ::RHI::FrameGraphBuilder& frameGraphBuilder) override;
- // TickBus::Handler
- void OnTick(float deltaTime, AZ::ScriptTimePoint time) override;
- void CreateInputAssemblyLayout();
- void CreateBuffers();
- void LoadComputeShader();
- void LoadRasterShader();
- void CreateComputeScope();
- void CreateRasterScope();
- // -------------------------------------------------
- // Input Assembly buffer and its Streams/Index Views
- // -------------------------------------------------
- AZ::RHI::GeometryView m_geometryView[2];
- AZ::RHI::InputStreamLayout m_inputStreamLayout;
- AZ::RHI::Ptr<AZ::RHI::BufferPool> m_inputAssemblyBufferPool;
- AZ::RHI::Ptr<AZ::RHI::Buffer> m_inputAssemblyBuffer;
- // ----------------------
- // Pipeline state and SRG
- // ----------------------
- // Dispatch pipeline
- AZ::RHI::ConstPtr<AZ::RHI::PipelineState> m_dispatchPipelineState;
- AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> m_dispatchSRG[2];
- AZ::RHI::ShaderInputConstantIndex m_dispatchTimeConstantIndex;
- AZ::RHI::ShaderInputBufferIndex m_dispatchIABufferIndex;
- // Draw pipeline
- AZ::RHI::ConstPtr<AZ::RHI::PipelineState> m_drawPipelineState;
- AZ::RHI::ShaderInputConstantIndex m_drawMatrixIndex;
- AZ::RHI::ShaderInputConstantIndex m_drawColorIndex;
- AZ::Data::Instance<AZ::RPI::ShaderResourceGroup> m_drawSRG[2];
- // This is used to animate the hexagon.
- float m_time = 0.0f;
- };
- }
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