Somewhat working camera

This commit is contained in:
Dynamitos
2022-03-19 22:45:30 +01:00
parent 84049a762c
commit cd28e433cc
41 changed files with 602 additions and 496 deletions
+1 -1
View File
@@ -148,7 +148,7 @@ enum class InputAction
REPEAT = 2
};
enum class KeyModifier
enum class KeyModifier : uint32
{
MOD_SHIFT = 0x0001,
MOD_CONTROL = 0x0002,
+1 -1
View File
@@ -20,7 +20,7 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
Job BasePassMeshProcessor::processMeshBatch(
MainJob BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
+1 -1
View File
@@ -11,7 +11,7 @@ public:
BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
virtual ~BasePassMeshProcessor();
virtual Job processMeshBatch(
virtual MainJob processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -18,7 +18,7 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
Job DepthPrepassMeshProcessor::processMeshBatch(
MainJob DepthPrepassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -11,7 +11,7 @@ public:
DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics);
virtual ~DepthPrepassMeshProcessor();
virtual Job processMeshBatch(
virtual MainJob processMeshBatch(
const MeshBatch& batch,
const Gfx::PRenderPass& renderPass,
Gfx::PPipelineLayout pipelineLayout,
@@ -98,7 +98,7 @@ MainJob LightCullingPass::render()
computeCommand->bindPipeline(cullingPipeline);
Array<Gfx::PDescriptorSet> descriptorSets = {cullingDescriptorSet, lightEnvDescriptorSet};
computeCommand->bindDescriptor(descriptorSets);
computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
//computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
Array<Gfx::PComputeCommand> commands = {computeCommand};
graphics->executeCommands(commands);
depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
@@ -17,7 +17,7 @@ public:
protected:
PScene scene;
Gfx::PGraphics graphics;
virtual Job processMeshBatch(
virtual MainJob processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -81,7 +81,7 @@ void CmdBuffer::executeCommands(const Array<Gfx::PRenderCommand>& commands)
assert(state == State::RenderPassActive);
if(commands.size() == 0)
{
std::cout << "No commands provided" << std::endl;
//std::cout << "No commands provided" << std::endl;
return;
}
std::scoped_lock lock(handleLock);