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