Viewport controls

This commit is contained in:
Dynamitos
2022-11-17 16:47:42 +01:00
parent f635ee2100
commit 4ba0bf3b45
73 changed files with 627 additions and 449 deletions
@@ -1,15 +1,14 @@
#include "LightCullingPass.h"
#include "Graphics/Graphics.h"
#include "Scene/Scene.h"
#include "Scene/Actor/CameraActor.h"
#include "Scene/Component/Camera.h"
#include "Actor/CameraActor.h"
#include "Component/Camera.h"
#include "RenderGraph.h"
using namespace Seele;
LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor camera)
: RenderPass(graphics, viewport)
, source(camera)
LightCullingPass::LightCullingPass(Gfx::PGraphics graphics)
: RenderPass(graphics)
{
}
@@ -18,16 +17,15 @@ LightCullingPass::~LightCullingPass()
}
void LightCullingPass::beginFrame()
void LightCullingPass::beginFrame(const Component::Camera& cam)
{
uint32_t viewportWidth = viewport->getSizeX();
uint32_t viewportHeight = viewport->getSizeY();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = source->getCameraComponent().getViewMatrix();
viewParams.projectionMatrix = source->getCameraComponent().getProjectionMatrix();
viewParams.cameraPosition = Math::Vector4(source->getCameraComponent().getCameraPosition(), 0);
viewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = cam.getProjectionMatrix();
viewParams.cameraPosition = Math::Vector4(cam.getCameraPosition(), 0);
viewParams.screenDimensions = Math::Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
@@ -263,10 +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 = source->getCameraComponent().getViewMatrix(),
.projectionMatrix = source->getCameraComponent().getProjectionMatrix(),
.inverseProjectionMatrix = glm::inverse(source->getCameraComponent().getProjectionMatrix()),
.cameraPosition = Math::Vector4(source->getTransform().getPosition(), 0),
.viewMatrix = Math::Matrix4(),
.projectionMatrix = Math::Matrix4(),
.cameraPosition = Math::Vector4(),
.screenDimensions = glm::vec2(viewportWidth, viewportHeight),
};
dispatchParams.numThreads = numThreads;