Implementing ECS SystemBase and updating slang

This commit is contained in:
Dynamitos
2022-11-15 12:19:11 +01:00
parent 05bc31a2b4
commit f635ee2100
106 changed files with 1083 additions and 1675 deletions
@@ -1,10 +1,11 @@
#include "DepthPrepass.h"
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Scene/Components/CameraComponent.h"
#include "Scene/Component/Camera.h"
#include "Scene/Actor/CameraActor.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
#include "Material/MaterialAsset.h"
using namespace Seele;
@@ -72,7 +73,7 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCa
: RenderPass(graphics, viewport)
, processor(new DepthPrepassMeshProcessor(viewport, graphics))
, descriptorSets(3)
, source(source->getCameraComponent())
, source(source)
{
UniformBufferCreateInfo uniformInitializer;
@@ -103,11 +104,11 @@ void DepthPrepass::beginFrame()
primitiveLayout->reset();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = source->getViewMatrix();
viewParams.projectionMatrix = source->getProjectionMatrix();
viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
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.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
viewParams.screenDimensions = Math::Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);