Pre bindless

This commit is contained in:
Dynamitos
2025-05-07 16:08:12 +02:00
parent 3e36340b02
commit ed66635191
14 changed files with 120 additions and 58 deletions
+6 -24
View File
@@ -39,7 +39,7 @@ ShadowPass::ShadowPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graph
ShadowPass::~ShadowPass() {}
void ShadowPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {}
void ShadowPass::beginFrame(const Component::Camera&, const Component::Transform&) {}
void ShadowPass::render() {
graphics->beginDebugRegion("ShadowPass");
@@ -81,31 +81,13 @@ void ShadowPass::render() {
"Shadow");
graphics->beginRenderPass(renderPass);
auto light = scene->getLightEnvironment()->getDirectionalLight(shadowIndex);
Vector lightDirection = Vector(light.direction);
Vector lightPosition = -light.direction * 100.0f;
float dot = glm::dot(lightDirection, Math::Transform::FORWARD);
Quaternion rotation = Quaternion(1, 0, 0, 0);
// Handle the edge cases first
if (glm::epsilonEqual(dot, 1.0f, 0.00001f)) {
// Vectors are the same, no rotation
} else if (glm::epsilonEqual(dot, -1.0f, 0.00001f)) {
// Vectors are opposite need 180-degree rotation around any perpendicular axis
rotation = glm::angleAxis(glm::pi<float>(), Vector(0, 1, 0));
} else {
// Normal case
Vector axis = glm::normalize(glm::cross(lightDirection, Math::Transform::FORWARD));
float angle = std::acos(dot); // angle between vectors
rotation = glm::angleAxis(angle, axis);
}
Component::Transform lightTransform = Component::Transform{
.transform = Math::Transform(lightPosition, rotation),
};
Component::Camera lightCamera = Component::Camera{
.nearPlane = -1000.f,
.nearPlane = 0.f,
.farPlane = 1000.0f,
};
Gfx::PDescriptorSet viewParamsSet = createViewParamsSet(lightCamera, lightTransform);
Gfx::PDescriptorSet viewParamsSet = createViewParamsSet(lightCamera, scene->getLightEnvironment()->getDirectionalTransform(shadowIndex));
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
Gfx::PermutationId id(permutation);
@@ -123,7 +105,7 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
},
.colorBlend =
{
@@ -140,7 +122,7 @@ void ShadowPass::render() {
.pipelineLayout = collection->pipelineLayout,
.rasterizationState =
{
.cullMode = Gfx::SE_CULL_MODE_NONE,
.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
},
.colorBlend =
{
+2 -2
View File
@@ -21,11 +21,11 @@ Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
Viewport::~Viewport() {}
Matrix4 Viewport::getProjectionMatrix(float nearPlane, float farPlane) const {
Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
if (fieldOfView > 0.0f) {
Matrix4 projectionMatrix = glm::perspective(fieldOfView, sizeX / static_cast<float>(sizeY), nearPlane, farPlane);
Matrix4 correctionMatrix = Matrix4(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 / 2.f, 0, 0, 0, 1 / 2.f, 1);
return correctionMatrix * projectionMatrix;
} else {
return glm::ortho(orthoLeft, orthoRight, orthoTop, orthoBottom, nearPlane, farPlane);
return correctionMatrix * glm::ortho(orthoLeft, orthoRight, orthoTop, orthoBottom, farPlane, nearPlane);
}
}