Added UI Component check in SHBatch

- UI Component shader changes
This commit is contained in:
Brandon Mak 2022-11-20 01:38:26 +08:00
parent b323735ba8
commit 6bb27414e2
7 changed files with 15 additions and 4 deletions

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@ -41,6 +41,8 @@ layout(location = 4) out vec4 albedo;
void main()
{
position = In.vertPos;
normals = In.normal;
albedo = vec4(1.0f);
outEntityID = In2.eid;

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@ -61,4 +61,6 @@ void main()
// clip space for rendering
gl_Position = cameraData.orthoMat * worldTransform * vec4 (aVertexPos, 1.0f);
gl_Position.z += 0.1f; // HAX
// gl_Position = vec4 (aVertexPos, 1.0f);
}

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@ -246,7 +246,7 @@ namespace SHADE
camera.orthoProjMatrix(2, 3) = -n / (f-n);
camera.orthoProjMatrix(3, 3) = 1.0f;
camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.projMatrix.Transpose();
camera.dirtyProj = false;

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@ -28,6 +28,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
#include "Scene/SHSceneManager.h"
#include "UI/SHUIComponent.h"
namespace SHADE
{
@ -309,6 +310,12 @@ namespace SHADE
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHRenderable>(rendId))
{
auto uiComp = SHComponentManager::GetComponent_s<SHUIComponent>(rendId);
if (uiComp)
{
transformData.emplace_back(uiComp->GetMatrix());
}
else
transformData.emplace_back(transform->GetTRS());
}
else

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@ -186,7 +186,7 @@ namespace SHADE
//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
worldRenderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
worldRenderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
worldRenderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second);
worldRenderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
@ -285,7 +285,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
// Initialize screen render graph
screenRenderGraph = resourceManager.Create<SHRenderGraph>();
screenRenderGraph->Init("Scene Render Graph", device, swapchain, &resourceManager);
screenRenderGraph->Init("Screen Render Graph", device, swapchain, &resourceManager);
screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Scene");
screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Entity ID");
screenRenderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second);