overhauled physics engine

This commit is contained in:
Dynamitos
2023-01-21 18:43:21 +01:00
parent 3c7346cf7b
commit 2208ab438a
164 changed files with 22606 additions and 928 deletions
+14 -10
View File
@@ -5,7 +5,7 @@
#include "Actor/CameraActor.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
#include "Material/MaterialAsset.h"
#include "Material/MaterialInterface.h"
using namespace Seele;
@@ -28,7 +28,7 @@ void DepthPrepassMeshProcessor::processMeshBatch(
int32 /*staticMeshId*/)
{
//std::cout << "Depth void started" << std::endl;
PMaterialAsset material = batch.material;
PMaterialInterface material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
@@ -44,11 +44,7 @@ void DepthPrepassMeshProcessor::processMeshBatch(
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[DepthPrepass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
descriptorSet->writeChanges();
descriptorSets[DepthPrepass::INDEX_SCENE_DATA] = descriptorSet;
{
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
@@ -87,9 +83,14 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics)
depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
primitiveLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
.offset = 0,
.size = sizeof(uint32),
});
}
DepthPrepass::~DepthPrepass()
@@ -104,12 +105,15 @@ void DepthPrepass::beginFrame(const Component::Camera& cam)
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Math::Vector4(cam.getCameraPosition(), 0);
viewParams.screenDimensions = Math::Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
viewLayout->reset();
descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
descriptorSets[INDEX_SCENE_DATA]->writeChanges();
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();