More refactoring

This commit is contained in:
Dynamitos
2023-11-15 00:06:00 +01:00
parent 59d6c9d794
commit f8f48352a3
49 changed files with 930 additions and 1015 deletions
@@ -144,8 +144,8 @@ void DepthPrepass::publishOutputs()
TextureCreateInfo depthBufferInfo;
// If we render to a part of an image, the depth buffer itself must
// still match the size of the whole image or their coordinate systems go out of sync
depthBufferInfo.width = viewport->getOwner()->getSizeX();
depthBufferInfo.height = viewport->getOwner()->getSizeY();
depthBufferInfo.width = viewport->getOwner()->getWidth();
depthBufferInfo.height = viewport->getOwner()->getHeight();
depthBufferInfo.format = Gfx::SE_FORMAT_D32_SFLOAT;
depthBufferInfo.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
depthBuffer = graphics->createTexture2D(depthBufferInfo);
@@ -78,8 +78,8 @@ void LightCullingPass::endFrame()
void LightCullingPass::publishOutputs()
{
setupFrustums();
uint32_t viewportWidth = viewport->getSizeX();
uint32_t viewportHeight = viewport->getSizeY();
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
dispatchParams.numThreadGroups = numThreadGroups;
dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
@@ -184,8 +184,8 @@ void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>&)
void LightCullingPass::setupFrustums()
{
uint32_t viewportWidth = viewport->getSizeX();
uint32_t viewportHeight = viewport->getSizeY();
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
glm::uvec3 numThreads = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
@@ -29,7 +29,7 @@ void RenderPass::beginFrame(const Component::Camera& cam)
.viewMatrix = cam.getViewMatrix(),
.projectionMatrix = viewport->getProjectionMatrix(),
.cameraPosition = Vector4(cam.getCameraPosition(), 1),
.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY())),
.screenDimensions = Vector2(static_cast<float>(viewport->getWidth()), static_cast<float>(viewport->getHeight())),
};
DataSource uniformUpdate = {
.size = sizeof(ViewParameter),
@@ -92,7 +92,7 @@ void SkyboxRenderPass::beginFrame(const Component::Camera& cam)
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getWidth()), static_cast<float>(viewport->getHeight()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamsBuffer->updateContents(uniformUpdate);
+4 -4
View File
@@ -61,8 +61,8 @@ void UIPass::endFrame()
void UIPass::publishOutputs()
{
TextureCreateInfo depthBufferInfo = {
.width = viewport->getSizeX(),
.height = viewport->getSizeY(),
.width = viewport->getWidth(),
.height = viewport->getHeight(),
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
@@ -74,8 +74,8 @@ void UIPass::publishOutputs()
resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
TextureCreateInfo colorBufferInfo = {
.width = viewport->getSizeX(),
.height = viewport->getSizeY(),
.width = viewport->getWidth(),
.height = viewport->getHeight(),
.format = Gfx::SE_FORMAT_R16G16B16A16_SFLOAT,
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
};