Adding basic CBT Terrain implementation
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@@ -23,13 +23,18 @@ RenderPass::RenderPass(Gfx::PGraphics graphics, PScene scene) : graphics(graphic
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RenderPass::~RenderPass() {}
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void RenderPass::beginFrame(const Component::Camera& cam) {
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auto screenDim = Vector2(static_cast<float>(viewport->getWidth()), static_cast<float>(viewport->getHeight()));
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viewParams = {
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.viewMatrix = cam.getViewMatrix(),
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.inverseViewMatrix = glm::inverse(cam.getViewMatrix()),
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.projectionMatrix = viewport->getProjectionMatrix(),
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.inverseProjection = glm::inverse(viewport->getProjectionMatrix()),
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.cameraPosition = Vector4(cam.getCameraPosition(), 1),
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.screenDimensions = Vector2(static_cast<float>(viewport->getWidth()), static_cast<float>(viewport->getHeight())),
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.cameraPosition_WS = Vector4(cam.getCameraPosition(), 1),
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.cameraForward_WS = Vector4(cam.getCameraForward(), 1),
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.screenDimensions = screenDim,
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.invScreenDimensions = 1.0f / screenDim,
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.frameIndex = Gfx::getCurrentFrameIndex(),
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.time = static_cast<float>(Gfx::getCurrentFrameTime()),
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};
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viewParamsBuffer->rotateBuffer(sizeof(ViewParameter));
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viewParamsBuffer->updateContents(0, sizeof(ViewParameter), &viewParams);
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