There is a memory leak
This commit is contained in:
+14
-1
@@ -15,7 +15,7 @@
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{
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"name": "Release",
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"generator": "Visual Studio 17 2022 Win64",
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"configurationType": "RelWithDebInfo",
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"configurationType": "Release",
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"buildRoot": "C:/Users/Dynamitos/Seele/bin/",
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"cmakeCommandArgs": "-DCMAKE_DEBUG_POSTFIX=\"\" -DCMAKE_PLATFORM=x64",
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"buildCommandArgs": "",
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@@ -23,6 +23,19 @@
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"inheritEnvironments": [ "msvc_x64" ],
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"intelliSenseMode": "windows-msvc-x64",
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"installRoot": "C:/Program Files/Seele"
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},
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{
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"name": "RelWithDebInfo",
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"generator": "Visual Studio 17 2022 Win64",
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"configurationType": "RelWithDebInfo",
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"buildRoot": "C:/Users/Dynamitos/Seele/bin/",
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"installRoot": "C:/Program Files/Seele",
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"cmakeCommandArgs": "-DCMAKE_DEBUG_POSTFIX=\"\" -DCMAKE_PLATFORM=x64",
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"buildCommandArgs": "",
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"ctestCommandArgs": "",
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"inheritEnvironments": [ "msvc_x64" ],
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"intelliSenseMode": "windows-msvc-x64",
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"variables": []
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}
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]
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}
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@@ -19,6 +19,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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MaterialParameter materialParams = params.getMaterialParameter();
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LightingParameter lightingParams = params.getLightingParameter();
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let brdf = pMaterial.prepare(materialParams);
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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@@ -2,7 +2,7 @@ import Common;
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interface IBRDF
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{
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor);
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float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
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};
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struct BlinnPhong : IBRDF
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@@ -23,13 +23,14 @@ struct BlinnPhong : IBRDF
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sheen = 1;
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}
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float nDotL = saturate(dot(normal, lightDir_TS));
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float nDotH = saturate(dot(normal, h));
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float3 normal_WS = mul(tbn, normal);
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float diffuse = max(dot(normal_WS, lightDir_WS), 0);
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float3 h = lightDir_WS + viewDir_WS;
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float specular = dot(normal_WS, h);
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return baseColor;
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return lightDir_WS * 2 + float3(1, 1, 1);//baseColor * (diffuse + specular) * lightColor;
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}
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};
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@@ -48,7 +49,7 @@ struct DisneyBRDF : IBRDF
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float clearCoat = 0;
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float clearCoatGloss = 1;
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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{
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return baseColor;
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}
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@@ -14,8 +14,7 @@ struct DirectionalLight : ILightEnv
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 lightDir_TS = mul(params.tbn, normalize(direction.xyz));
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return brdf.evaluate(params.viewDir_TS, -lightDir_TS, color.xyz);
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return brdf.evaluate(params.tbn, params.viewDir_WS, -normalize(direction.xyz), color.xyz);
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}
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};
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@@ -26,11 +25,10 @@ struct PointLight : ILightEnv
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 position_TS = mul(params.tbn, position_WS.xyz);
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float3 lightDir_TS = position_TS - params.position_TS;
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float d = length(lightDir_TS);
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float3 lightDir_WS = position_WS.xyz - params.position_WS;
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float d = length(lightDir_WS);
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
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return brdf.evaluate(params.tbn, params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz);
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}
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bool insidePlane(Plane plane)
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@@ -2,7 +2,6 @@ import Common;
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struct MaterialParameter
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{
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float3 position_TS;
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float3 position_WS;
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float2 texCoords;
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float3 vertexColor;
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@@ -11,18 +10,16 @@ struct MaterialParameter
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// data used by light environment
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struct LightingParameter
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{
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// world to tangent space
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float3x3 tbn;
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float3 position_TS;
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float3 viewDir_TS;
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float3 position_WS;
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float3 viewDir_WS;
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};
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// data passed to fragment shader
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struct FragmentParameter
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{
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float4 position_CS : SV_Position;
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float3 position_TS : POSITION0;
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float3 viewDir_TS : POSITION1;
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float3 viewDir_WS : POSITION1;
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float3 normal_WS : NORMAL0;
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float3 tangent_WS : TANGENT0;
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float3 biTangent_WS : TANGENT1;
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@@ -32,7 +29,6 @@ struct FragmentParameter
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MaterialParameter getMaterialParameter()
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{
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MaterialParameter result;
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result.position_TS = position_TS;
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result.position_WS = position_WS;
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result.texCoords = texCoords;
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result.vertexColor = vertexColor;
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@@ -41,9 +37,9 @@ struct FragmentParameter
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LightingParameter getLightingParameter()
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{
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LightingParameter result;
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result.tbn = transpose(float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)));
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result.position_TS = position_TS;
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result.viewDir_TS = viewDir_TS;
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result.tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
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result.position_WS = position_WS;
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result.viewDir_WS = viewDir_WS;
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return result;
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}
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};
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@@ -63,14 +59,11 @@ struct VertexAttributes
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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float3 tangent_WS = mul(transformMatrix, float4(normalize(tangent_MS), 0)).xyz;
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float3 biTangent_WS = mul(transformMatrix, float4(normalize(biTangent_MS), 0)).xyz;
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float3 normal_WS = mul(transformMatrix, float4(normalize(normal_MS), 0)).xyz;
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// Transforms from world space into tangent space
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float3x3 tbn = transpose(float3x3(tangent_WS, biTangent_WS, normal_WS));
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float3 tangent_WS = mul(float3x3(transformMatrix), normalize(tangent_MS));
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float3 biTangent_WS = mul(float3x3(transformMatrix), normalize(biTangent_MS));
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float3 normal_WS = mul(float3x3(transformMatrix), normalize(normal_MS));
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FragmentParameter result;
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result.position_TS = mul(tbn, worldPos.xyz);
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result.viewDir_TS = mul(tbn, pViewParams.cameraPos_WS.xyz - worldPos.xyz);
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result.viewDir_WS = pViewParams.cameraPos_WS.xyz - worldPos.xyz;
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result.normal_WS = normal_WS;
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result.tangent_WS = tangent_WS;
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result.biTangent_WS = biTangent_WS;
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@@ -109,7 +109,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const std::string& baseName
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if(material->GetTexture(aiTextureType_NORMALS, 0, &texPath) == AI_SUCCESS)
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{
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}
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std::string outMatFilename = matCode["name"].get<std::string>().append(".asset");
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std::string outMatFilename = matCode["name"].get<std::string>().append(".json");
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std::ofstream outMatFile = std::ofstream(meshDirectory / outMatFilename);
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outMatFile << std::setw(4) << matCode;
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outMatFile.flush();
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+4
-4
@@ -217,14 +217,14 @@ int main()
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WindowCreateInfo mainWindowInfo;
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mainWindowInfo.title = "SeeleEngine";
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mainWindowInfo.width = 1280;
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mainWindowInfo.height = 720;
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mainWindowInfo.width = 1920;
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mainWindowInfo.height = 1080;
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mainWindowInfo.numSamples = 1;
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mainWindowInfo.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB;
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auto window = windowManager->addWindow(graphics, mainWindowInfo);
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ViewportCreateInfo sceneViewInfo;
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sceneViewInfo.dimensions.size.x = 1280;
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sceneViewInfo.dimensions.size.y = 720;
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sceneViewInfo.dimensions.size.x = 1920;
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sceneViewInfo.dimensions.size.y = 1080;
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sceneViewInfo.dimensions.offset.x = 0;
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sceneViewInfo.dimensions.offset.y = 0;
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OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
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@@ -7,7 +7,7 @@ CameraActor::CameraActor(PScene scene)
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: Actor(scene)
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{
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attachComponent<Component::Camera>();
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accessComponent<Component::Transform>().setRelativeLocation(Vector(10, 5, 14));
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accessComponent<Component::Transform>().setPosition(Vector(10, 5, 14));
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}
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CameraActor::~CameraActor()
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@@ -11,8 +11,8 @@ Camera::Camera()
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: viewMatrix(Matrix4())
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, bNeedsViewBuild(false)
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{
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yaw = 0;
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pitch = 0.2;
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yaw = 3.1415f/2;
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pitch = 0;
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}
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Camera::~Camera()
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@@ -21,40 +21,37 @@ Camera::~Camera()
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void Camera::mouseMove(float deltaYaw, float deltaPitch)
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{
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yaw -= deltaYaw / 500.f;
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yaw += deltaYaw / 500.f;
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pitch += deltaPitch / 500.f;
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//std::cout << "Yaw: " << yaw << " Pitch: " << pitch << std::endl;
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Vector cameraDirection = glm::normalize(Vector(cos(yaw) * cos(pitch), sin(pitch), sin(yaw) * cos(pitch)));
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Vector xyz = glm::cross(cameraDirection, Vector(0, 0, 1));
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Quaternion result = Quaternion(glm::dot(cameraDirection, Vector(0, 0, 1)) + 1, xyz.x, xyz.y, xyz.z);
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//std::cout << "Result " << Vector(0, 0, 1) * glm::normalize(result) << " cameraDirection: " << cameraDirection << std::endl;
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getTransform().setRelativeRotation(result);
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Matrix4 viewMat = glm::lookAt(getTransform().getPosition(), getTransform().getPosition() + cameraDirection, Vector(0, 1, 0));
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getTransform().setRotation(viewMat); // quaternion from matrix, janky but im bad at math
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bNeedsViewBuild = true;
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}
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void Camera::mouseScroll(float x)
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{
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getTransform().addRelativeLocation(getTransform().getForward()*x);
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getTransform().translate(getTransform().getForward()*x);
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bNeedsViewBuild = true;
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}
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void Camera::moveX(float amount)
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{
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getTransform().addRelativeLocation(getTransform().getForward()*amount);
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getTransform().translate(getTransform().getForward()*amount);
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bNeedsViewBuild = true;
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}
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void Camera::moveY(float amount)
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{
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getTransform().addRelativeLocation(getTransform().getRight()*amount);
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getTransform().translate(getTransform().getRight()*amount);
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bNeedsViewBuild = true;
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}
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void Camera::buildViewMatrix()
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{
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Vector eyePos = getTransform().getPosition();//getAbsoluteTransform().getPosition();
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Vector lookAt = eyePos + glm::normalize(Vector(cos(yaw) * cos(pitch), sin(pitch), sin(yaw) * cos(pitch)));
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Vector eyePos = getTransform().getPosition();
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Vector lookAt = eyePos + getTransform().getForward();
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viewMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
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cameraPos = eyePos;
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bNeedsViewBuild = false;
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}
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@@ -21,7 +21,7 @@ struct Camera
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}
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Vector getCameraPosition() const
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{
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return Vector(viewMatrix[3]);
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return cameraPos;
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}
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void mouseMove(float deltaX, float deltaY);
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void mouseScroll(float x);
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@@ -29,6 +29,8 @@ struct Camera
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void moveY(float amount);
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void buildViewMatrix();
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Matrix4 viewMatrix;
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Vector cameraPos;
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Vector cameraDirection;
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//Transforms relative to actor
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float yaw;
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float pitch;
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@@ -4,7 +4,6 @@ using namespace Seele::Component;
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DEFINE_COMPONENT(Transform)
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void Transform::setPosition(Vector pos)
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{
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transform.setPosition(pos);
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@@ -19,32 +18,15 @@ void Transform::setScale(Vector scale)
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{
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transform.setScale(scale);
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}
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void Transform::setRelativeLocation(Vector location)
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void Transform::translate(Vector direction)
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{
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transform = Math::Transform(location, transform.getRotation(), transform.getScale());
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transform.setPosition(transform.getPosition() + direction);
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}
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void Transform::setRelativeRotation(Vector rotation)
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void Transform::rotate(Quaternion quat)
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{
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transform = Math::Transform(transform.getPosition(), Quaternion(rotation), transform.getScale());
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transform.setRotation(transform.getRotation() * quat);
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}
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void Transform::setRelativeRotation(Quaternion rotation)
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void Transform::scale(Vector scale)
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{
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transform = Math::Transform(transform.getPosition(), rotation, transform.getScale());
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}
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void Transform::setRelativeScale(Vector scale)
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{
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transform = Math::Transform(transform.getPosition(), transform.getRotation(), scale);
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}
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void Transform::addRelativeLocation(Vector translation)
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{
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transform = Math::Transform(transform.getPosition() + translation, transform.getRotation(), transform.getScale());
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}
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void Transform::addRelativeRotation(Vector rotation)
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{
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transform = Math::Transform(transform.getPosition(), transform.getRotation() * Quaternion(rotation), transform.getScale());
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}
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void Transform::addRelativeRotation(Quaternion rotation)
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{
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transform = Math::Transform(transform.getPosition(), transform.getRotation() * rotation, transform.getScale());
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transform.setScale(transform.getScale() + scale);
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}
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@@ -21,15 +21,9 @@ struct Transform
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void setPosition(Vector pos);
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void setRotation(Quaternion quat);
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void setScale(Vector scale);
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void setRelativeLocation(Vector location);
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void setRelativeRotation(Quaternion rotation);
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void setRelativeRotation(Vector rotation);
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void setRelativeScale(Vector scale);
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void addRelativeLocation(Vector translation);
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void addRelativeRotation(Quaternion rotation);
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void addRelativeRotation(Vector rotation);
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void translate(Vector direction);
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void rotate(Quaternion quat);
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void scale(Vector scale);
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private:
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Math::Transform transform;
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};
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@@ -165,8 +165,9 @@ void BasePass::render()
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{
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if (meshData.numIndices > 0)
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{
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset++);
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
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}
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instanceOffset++;
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}
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}
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}
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@@ -10,7 +10,7 @@
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using namespace Seele;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 16 * 1024;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024;
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void VertexData::resetMeshData()
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{
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@@ -166,7 +166,7 @@ MeshId VertexData::allocateVertexData(uint64 numVertices)
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head += numVertices;
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if (head > verticesAllocated)
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{
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verticesAllocated = head;
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verticesAllocated = std::max(head, verticesAllocated + NUM_DEFAULT_ELEMENTS);
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resizeBuffers();
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}
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return res;
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@@ -62,12 +62,10 @@ void DescriptorLayout::create()
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PipelineLayout::~PipelineLayout()
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{
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if (layoutHandle != VK_NULL_HANDLE)
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{
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vkDestroyPipelineLayout(graphics->getDevice(), layoutHandle, nullptr);
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}
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}
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Map<uint32, VkPipelineLayout> cachedLayouts;
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void PipelineLayout::create()
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{
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vulkanDescriptorLayouts.resize(descriptorSetLayouts.size());
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@@ -105,7 +103,14 @@ void PipelineLayout::create()
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layoutHash = CRC::Calculate(createInfo.pPushConstantRanges, sizeof(VkPushConstantRange) * createInfo.pushConstantRangeCount, CRC::CRC_32());
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layoutHash = CRC::Calculate(createInfo.pSetLayouts, sizeof(VkDescriptorSetLayout) * createInfo.setLayoutCount, CRC::CRC_32(), layoutHash);
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if (cachedLayouts.contains(layoutHash))
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{
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layoutHandle = cachedLayouts[layoutHash];
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return;
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}
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VK_CHECK(vkCreatePipelineLayout(graphics->getDevice(), &createInfo, nullptr, &layoutHandle));
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cachedLayouts[layoutHash] = layoutHandle;
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}
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void PipelineLayout::reset()
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@@ -391,7 +396,6 @@ Gfx::PDescriptorSet DescriptorPool::allocateDescriptorSet()
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{
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//If it hasnt been initialized, allocate it
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VK_CHECK(vkAllocateDescriptorSets(graphics->getDevice(), &allocInfo, &cachedHandles[setIndex]->setHandle));
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std::cout << "New descriptor " << cachedHandles[setIndex]->setHandle << std::endl;
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}
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cachedHandles[setIndex]->allocate();
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@@ -1,5 +1,6 @@
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#include "Transform.h"
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#include <glm/gtx/quaternion.hpp>
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#include "Transform.h"
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using namespace Seele;
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using namespace Seele::Math;
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@@ -60,10 +60,6 @@ void LightEnvironment::addPointLight(Component::PointLight pointLight)
|
||||
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||||
void LightEnvironment::commit()
|
||||
{
|
||||
dirs.add(Component::DirectionalLight{
|
||||
.color = Vector4(1, 1, 1, 1),
|
||||
.direction = Vector4(1, 0, 1, 0),
|
||||
});
|
||||
lightEnv.numDirectionalLights = dirs.size();
|
||||
lightEnv.numPointLights = points.size();
|
||||
lightEnvBuffer->updateContents(DataSource{
|
||||
|
||||
@@ -25,7 +25,6 @@ Scene::~Scene()
|
||||
|
||||
void Scene::update(float deltaTime)
|
||||
{
|
||||
lightEnv->reset();
|
||||
physics.update(deltaTime);
|
||||
}
|
||||
|
||||
|
||||
@@ -22,6 +22,10 @@ void KeyboardInput::update(Component::KeyboardInput& input)
|
||||
input.mouseY = mouseY;
|
||||
input.mouse1 = mouse1;
|
||||
input.mouse2 = mouse2;
|
||||
deltaX = mouseX - lastMouseX;
|
||||
deltaY = mouseY - lastMouseY;
|
||||
lastMouseX = mouseX;
|
||||
lastMouseY = mouseY;
|
||||
}
|
||||
|
||||
void KeyboardInput::keyCallback(KeyCode code, InputAction action, KeyModifier modifier)
|
||||
@@ -33,10 +37,6 @@ void KeyboardInput::mouseCallback(double x, double y)
|
||||
{
|
||||
mouseX = x;
|
||||
mouseY = y;
|
||||
deltaX = x - lastMouseX;
|
||||
deltaY = y - lastMouseY;
|
||||
lastMouseX = x;
|
||||
lastMouseY = y;
|
||||
}
|
||||
|
||||
void KeyboardInput::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier)
|
||||
|
||||
@@ -15,4 +15,11 @@ LightGather::~LightGather()
|
||||
|
||||
void LightGather::update()
|
||||
{
|
||||
lightEnv->reset();
|
||||
scene->view<Component::PointLight>([this](Component::PointLight& pointLight) {
|
||||
lightEnv->addPointLight(pointLight);
|
||||
});
|
||||
scene->view<Component::DirectionalLight>([this](Component::DirectionalLight& dirLight) {
|
||||
lightEnv->addDirectionalLight(dirLight);
|
||||
});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user