Moving projection to viewport

This commit is contained in:
Dynamitos
2022-11-30 10:19:45 +01:00
parent 1e04da963d
commit 3c7346cf7b
18 changed files with 87 additions and 86 deletions
+22 -1
View File
@@ -61,6 +61,10 @@ void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& glob
};
matCode["code"]["baseColor"] = "return diffuseTexture.Sample(textureSampler, input.texCoords[0]).xyz;";
}
else
{
matCode["code"]["baseColor"] = "return input.vertexColor.xyz;";
}
if(material->GetTexture(aiTextureType_SPECULAR, 0, &texPath) == AI_SUCCESS)
{
std::string texFilename = std::filesystem::path(texPath.C_Str()).replace_extension("asset").stem().string();
@@ -143,6 +147,23 @@ VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gf
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
}
VertexStreamComponent createVertexStream(uint32 size, aiColor4D* sourceData, Gfx::PGraphics graphics)
{
Array<Math::Vector4> buffer(size);
for(uint32 i = 0; i < size; ++i)
{
buffer[i] = Math::Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
}
VertexBufferCreateInfo vbInfo;
vbInfo.numVertices = size;
vbInfo.vertexSize = sizeof(Math::Vector4);
vbInfo.resourceData.data = (uint8 *)buffer.data();
vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
vbInfo.resourceData.size = sizeof(Math::Vector4) * buffer.size();
Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
}
void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials)
{
for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
@@ -172,7 +193,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMesh
}
if(mesh->HasVertexColors(0))
{
//data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
}
vertexShaderInput->setData(std::move(data));
vertexShaderInput->init(graphics);