Implementing ECS SystemBase and updating slang
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@@ -1,10 +1,11 @@
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#include "DepthPrepass.h"
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#include "Graphics/Graphics.h"
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#include "Window/Window.h"
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#include "Scene/Components/CameraComponent.h"
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#include "Scene/Component/Camera.h"
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#include "Scene/Actor/CameraActor.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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#include "Material/MaterialAsset.h"
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using namespace Seele;
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@@ -72,7 +73,7 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCa
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: RenderPass(graphics, viewport)
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, processor(new DepthPrepassMeshProcessor(viewport, graphics))
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, descriptorSets(3)
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, source(source->getCameraComponent())
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, source(source)
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{
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UniformBufferCreateInfo uniformInitializer;
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@@ -103,11 +104,11 @@ void DepthPrepass::beginFrame()
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primitiveLayout->reset();
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BulkResourceData uniformUpdate;
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viewParams.viewMatrix = source->getViewMatrix();
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viewParams.projectionMatrix = source->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
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viewParams.viewMatrix = source->getCameraComponent().getViewMatrix();
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viewParams.projectionMatrix = source->getCameraComponent().getProjectionMatrix();
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viewParams.cameraPosition = Math::Vector4(source->getCameraComponent().getCameraPosition(), 0);
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viewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
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viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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viewParams.screenDimensions = Math::Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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