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
@@ -25,8 +25,8 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
BulkResourceData uniformUpdate;
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Math::Vector4(cam.getCameraPosition(), 0);
viewParams.screenDimensions = Math::Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
viewParams.screenDimensions = Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamsBuffer->updateContents(uniformUpdate);
@@ -261,9 +261,9 @@ void LightCullingPass::setupFrustums()
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
viewParams = {
.viewMatrix = Math::Matrix4(),
.projectionMatrix = Math::Matrix4(),
.cameraPosition = Math::Vector4(),
.viewMatrix = Matrix4(),
.projectionMatrix = Matrix4(),
.cameraPosition = Vector4(),
.screenDimensions = glm::vec2(viewportWidth, viewportHeight),
};
dispatchParams.numThreads = numThreads;