Fixed material desc set binding
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d9582cd0bd
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@ -71,7 +71,7 @@ namespace Sandbox
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customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
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// Create Stress Test Objects
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static const SHVec3 TEST_OBJ_SCALE = { 0.05f, 0.05f, 0.05f };
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static const SHVec3 TEST_OBJ_SCALE = { 4.0f, 4.0f, 4.0f };
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constexpr int NUM_ROWS = 2;
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constexpr int NUM_COLS = 2;
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static const SHVec3 TEST_OBJ_SPACING = { 20.0f, 20.0f, 20.0f };
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@ -98,10 +98,11 @@ namespace Sandbox
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auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
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auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
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renderable.Mesh = handles.front();
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renderable.Mesh = handles.back();
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renderable.SetMaterial(customMat);
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////transform.SetLocalScale(TEST_OBJ_SCALE);
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transform.SetLocalScale(TEST_OBJ_SCALE);
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transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
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//stressTestObjects.emplace_back(entity);
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@ -126,7 +127,7 @@ namespace Sandbox
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auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj);
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transform.SetWorldPosition({1.0f, 1.0f, 1.0f});
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transform.SetWorldPosition({1.0f, 1.0f, -1.0f});
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transform.SetWorldRotation(0.0f, 0.0f + rotation, 0.0f);
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rotation += dt * 0.2f;
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@ -341,13 +341,13 @@ namespace SHADE
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cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRANSFORM, transformDataBuffer[frameIndex], 0);
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if (matPropsDescSet[frameIndex])
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{
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cmdBuffer->BindDescriptorSet
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(
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matPropsDescSet[frameIndex],
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vk::PipelineBindPoint::eGraphics,
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0,
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dynamicOffset
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);
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cmdBuffer->BindDescriptorSet
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(
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matPropsDescSet[frameIndex],
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vk::PipelineBindPoint::eGraphics,
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SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
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dynamicOffset
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);
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}
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cmdBuffer->DrawMultiIndirect(drawDataBuffer[frameIndex], static_cast<uint32_t>(drawData.size()));
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}
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@ -32,6 +32,8 @@ layout(location = 0) out vec4 outColor;
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//layout(binding = 3) uniform sampler2D glossinessMap;
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//layout(binding = 4) uniform sampler2D samplerRoughnessMap;
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layout (set = 0, binding = 1) uniform sampler2D textures[];
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struct MatPropData
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{
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vec4 color;
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@ -80,6 +82,6 @@ void main()
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//outColor.rgb = pow(outColor.rgb, vec3(1.0f / gamma));
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//outColor.a = diffuseColor.a;
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outColor = MatProp.data[0].color;
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outColor = texture(textures[0], In.uv) ;
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//outColor = vec4 (1.0f);
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}
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