world render graph now only renders to "Scene" resource.
Editor render graph renders to "Present" swapchain image.
Removed some unnecessary if statements slowing down the resizing
Printing for success also disabled for now
- World renderer graph add new resource for scene
- G-Buffer Write subpass now renders offscreen to a color attachment
- Added a new subpass "Scene layout transition" to get vulkan to help transition our scene image layout to shader read
- Added back SHEDITOR check
- Created a post offscreen render system to create the necessary objects
- SH_ATT_DESC_TYPE is now SH_ATT_DESC_TYPE_FLAGS. Render graph resources also now store a bit field instead of a single type.
- Render graph nodes now have more customization when it comes to registering resources. They now have the option to not clear resources on begin.
Collider Component Inspector, Editor routine
Added inpector view for collider component (WIP)
Converted Editor to SHSystem (i feel dirty now) so that it can have a routine
Converted Editor update to a SHSystemRoutine so that the routine can be sequenced between some graphics system routines.
- Buffer now has function to get data from mapped pointer if it exists
- Batches now also pass a buffer of EIDs to the GPU
- Global vertex attributes now have 1 extra instanced attribute for storing EntityIDs
- Render graph resources now have a usage flags on top of the usage flags calculated in the graph AddResource function. This is to tell vulkan that we want some resources to be copyable for example (EID render target copy to buffer).
- Mouse pick system stores eid picked
Fixed timing of memcpy of keys to keysLast
This in turn fixes GetKeyDown() and GetKeyUp() as the input manager now knows changes of keys between the last frame and current frame.
SP3-2 Cleaned Up Physics System
NEW
Added Sphere Collider
UPDATES
Reworked Physics System and Cleaned up Interface
Added Support for multiple colliders & collider offsets
SP3-16 Adding Ray, Colour & Bounding Sphere
NEW
Added Ray
Added Colour
Added Bounding Sphere
UPDATE
Reworked Bounding Box to use DIrectX Collision type
Pipelines created from pipeline library now checks if the resources pointed to by a subpass requires blending and adds a blend state accordingly.
Fragment shader writes to this new render target for testing (works)