Implementing ECS SystemBase and updating slang
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@@ -2,14 +2,14 @@
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#include "Graphics/Graphics.h"
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#include "Scene/Scene.h"
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#include "Scene/Actor/CameraActor.h"
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#include "Scene/Components/CameraComponent.h"
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#include "Scene/Component/Camera.h"
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#include "RenderGraph.h"
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using namespace Seele;
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LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor camera)
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: RenderPass(graphics, viewport)
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, source(camera->getCameraComponent())
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, source(camera)
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{
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}
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@@ -24,11 +24,11 @@ void LightCullingPass::beginFrame()
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uint32_t viewportHeight = viewport->getSizeY();
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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>(viewportWidth), static_cast<float>(viewportHeight));
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viewParams.screenDimensions = Math::Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamsBuffer->updateContents(uniformUpdate);
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@@ -162,13 +162,7 @@ void LightCullingPass::publishOutputs()
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ShaderCreateInfo createInfo;
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createInfo.name = "Culling";
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std::ifstream codeStream("./shaders/LightCulling.slang", std::ios::ate);
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auto fileSize = codeStream.tellg();
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codeStream.seekg(0);
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Array<char> buffer(static_cast<uint32>(fileSize));
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codeStream.read(buffer.data(), fileSize);
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createInfo.shaderCode.add(std::string(buffer.data()));
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createInfo.mainModule = "LightCulling";
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createInfo.entryPoint = "cullLights";
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createInfo.defines["INDEX_VIEW_PARAMS"] = "0";
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createInfo.defines["INDEX_LIGHT_ENV"] = "1";
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@@ -269,10 +263,10 @@ void LightCullingPass::setupFrustums()
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
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viewParams = {
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.viewMatrix = source->getViewMatrix(),
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.projectionMatrix = source->getProjectionMatrix(),
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.inverseProjectionMatrix = glm::inverse(source->getProjectionMatrix()),
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.cameraPosition = Vector4(source->getCameraPosition(), 0),
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.viewMatrix = source->getCameraComponent().getViewMatrix(),
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.projectionMatrix = source->getCameraComponent().getProjectionMatrix(),
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.inverseProjectionMatrix = glm::inverse(source->getCameraComponent().getProjectionMatrix()),
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.cameraPosition = Math::Vector4(source->getTransform().getPosition(), 0),
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.screenDimensions = glm::vec2(viewportWidth, viewportHeight),
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};
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dispatchParams.numThreads = numThreads;
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@@ -288,13 +282,7 @@ void LightCullingPass::setupFrustums()
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ShaderCreateInfo createInfo;
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createInfo.name = "Frustum";
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std::ifstream codeStream("./shaders/ComputeFrustums.slang", std::ios::ate);
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auto fileSize = codeStream.tellg();
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codeStream.seekg(0);
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Array<char> buffer(static_cast<uint32>(fileSize));
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codeStream.read(buffer.data(), fileSize);
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createInfo.shaderCode.add(std::string(buffer.data()));
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createInfo.mainModule = "ComputeFrustums";
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createInfo.entryPoint = "computeFrustums";
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createInfo.defines["INDEX_VIEW_PARAMS"] = "0";
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frustumShader = graphics->createComputeShader(createInfo);
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