Added UI functionality to the Graphics System #232
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@ -41,6 +41,8 @@ layout(location = 4) out vec4 albedo;
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void main()
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{
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position = In.vertPos;
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normals = In.normal;
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albedo = vec4(1.0f);
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outEntityID = In2.eid;
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@ -61,4 +61,6 @@ void main()
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// clip space for rendering
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gl_Position = cameraData.orthoMat * worldTransform * vec4 (aVertexPos, 1.0f);
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gl_Position.z += 0.1f; // HAX
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// gl_Position = vec4 (aVertexPos, 1.0f);
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}
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@ -246,7 +246,7 @@ namespace SHADE
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camera.orthoProjMatrix(2, 3) = -n / (f-n);
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camera.orthoProjMatrix(3, 3) = 1.0f;
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camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
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//camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
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//camera.projMatrix.Transpose();
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camera.dirtyProj = false;
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@ -28,6 +28,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
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#include "Graphics/Descriptors/SHVkDescriptorPool.h"
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#include "Scene/SHSceneManager.h"
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#include "UI/SHUIComponent.h"
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namespace SHADE
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{
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@ -309,7 +310,13 @@ namespace SHADE
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{
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if (SHSceneManager::CheckNodeAndComponentsActive<SHRenderable>(rendId))
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{
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transformData.emplace_back(transform->GetTRS());
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auto uiComp = SHComponentManager::GetComponent_s<SHUIComponent>(rendId);
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if (uiComp)
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{
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transformData.emplace_back(uiComp->GetMatrix());
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}
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else
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transformData.emplace_back(transform->GetTRS());
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}
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else
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{
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@ -186,7 +186,7 @@ namespace SHADE
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//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);
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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);
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worldRenderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
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worldRenderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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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);
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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);
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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);
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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);
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@ -285,7 +285,7 @@ namespace SHADE
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/*-----------------------------------------------------------------------*/
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// Initialize screen render graph
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screenRenderGraph = resourceManager.Create<SHRenderGraph>();
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screenRenderGraph->Init("Scene Render Graph", device, swapchain, &resourceManager);
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screenRenderGraph->Init("Screen Render Graph", device, swapchain, &resourceManager);
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screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Scene");
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screenRenderGraph->LinkNonOwningResource(worldRenderGraph, "Entity ID");
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screenRenderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second);
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