Bug fixes and scene changes #267
|
@ -8,6 +8,7 @@ namespace SHADE
|
|||
|
||||
SHCameraArmComponent::SHCameraArmComponent()
|
||||
:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true)
|
||||
, targetOffset(0.0f)
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -33,6 +34,11 @@ namespace SHADE
|
|||
return armLength;
|
||||
}
|
||||
|
||||
SHVec3 SHCameraArmComponent::GetTargetOffset() const noexcept
|
||||
{
|
||||
return targetOffset;
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetPitch(float pitch) noexcept
|
||||
{
|
||||
this->pitch = pitch;
|
||||
|
@ -51,6 +57,11 @@ namespace SHADE
|
|||
dirty = true;
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetTargetOffset(SHVec3 offset) noexcept
|
||||
{
|
||||
this->targetOffset = offset;
|
||||
}
|
||||
|
||||
}//namespace SHADE
|
||||
|
||||
|
||||
|
@ -63,6 +74,8 @@ RTTR_REGISTRATION
|
|||
.property("Arm Pitch", &SHCameraArmComponent::GetPitch, &SHCameraArmComponent::SetPitch)
|
||||
.property("Arm Yaw", &SHCameraArmComponent::GetYaw, &SHCameraArmComponent::SetYaw)
|
||||
.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
|
||||
.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin);
|
||||
.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin)
|
||||
.property("Target Offset", &SHCameraArmComponent::GetTargetOffset, &SHCameraArmComponent::SetTargetOffset)
|
||||
;
|
||||
|
||||
}
|
|
@ -17,7 +17,7 @@ namespace SHADE
|
|||
|
||||
bool dirty;
|
||||
SHVec3 offset;
|
||||
|
||||
SHVec3 targetOffset;
|
||||
public:
|
||||
friend class SHCameraSystem;
|
||||
SHCameraArmComponent();
|
||||
|
@ -30,11 +30,13 @@ namespace SHADE
|
|||
float GetPitch() const noexcept;
|
||||
float GetYaw() const noexcept;
|
||||
float GetArmLength() const noexcept;
|
||||
SHVec3 GetTargetOffset() const noexcept;
|
||||
|
||||
//Setters
|
||||
void SetPitch(float pitch) noexcept;
|
||||
void SetYaw(float yaw) noexcept;
|
||||
void SetArmLength(float length) noexcept;
|
||||
void SetTargetOffset(SHVec3 offset)noexcept;
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -182,7 +182,7 @@ namespace SHADE
|
|||
{
|
||||
camera.offset = arm->GetOffset();
|
||||
if (arm->lookAtCameraOrigin)
|
||||
CameraLookAt(camera, camera.position);
|
||||
CameraLookAt(camera, camera.position + arm->GetTargetOffset());
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -340,7 +340,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
// Transfer to GPU
|
||||
if (transformDataBuffer[frameIndex])
|
||||
if (transformDataBuffer[frameIndex] && !drawData.empty())
|
||||
transformDataBuffer[frameIndex]->WriteToMemory(transformData.data(), static_cast<uint32_t>(transformData.size() * sizeof(SHMatrix)), 0, 0);
|
||||
}
|
||||
|
||||
|
@ -369,7 +369,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
// Transfer to GPU
|
||||
if (instancedIntegerBuffer[frameIndex])
|
||||
if (instancedIntegerBuffer[frameIndex] && !drawData.empty())
|
||||
instancedIntegerBuffer[frameIndex]->WriteToMemory(instancedIntegerData.data(), static_cast<uint32_t>(instancedIntegerData.size() * sizeof(SHInstancedIntegerData)), 0, 0);
|
||||
|
||||
}
|
||||
|
@ -507,33 +507,36 @@ namespace SHADE
|
|||
isCPUBuffersDirty = false;
|
||||
}
|
||||
|
||||
// Send all buffered data to the GPU buffers
|
||||
using BuffUsage = vk::BufferUsageFlagBits;
|
||||
// - Draw Data
|
||||
const uint32_t DRAW_DATA_BYTES = static_cast<uint32_t>(drawData.size() * sizeof(vk::DrawIndexedIndirectCommand));
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData
|
||||
(
|
||||
device, drawDataBuffer[frameIndex], drawData.data(), DRAW_DATA_BYTES,
|
||||
BuffUsage::eIndirectBuffer,
|
||||
"Batch Draw Data Buffer"
|
||||
);
|
||||
// - Transform Buffer
|
||||
const uint32_t TF_DATA_BYTES = static_cast<uint32_t>(transformData.size() * sizeof(SHMatrix));
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData
|
||||
(
|
||||
device, transformDataBuffer[frameIndex], transformData.data(), TF_DATA_BYTES,
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Batch Transform Buffer"
|
||||
);
|
||||
const uint32_t EID_DATA_BYTES = static_cast<uint32_t>(instancedIntegerData.size() * sizeof(SHInstancedIntegerData));
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData
|
||||
(
|
||||
device, instancedIntegerBuffer[frameIndex], instancedIntegerData.data(), EID_DATA_BYTES,
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Batch Instance Data Buffer"
|
||||
);
|
||||
// - Material Properties Buffer
|
||||
rebuildMaterialBuffers(frameIndex, descPool);
|
||||
// Send all buffered data to the GPU buffers if there is anything to render
|
||||
if (!drawData.empty())
|
||||
{
|
||||
using BuffUsage = vk::BufferUsageFlagBits;
|
||||
// - Draw Data
|
||||
const uint32_t DRAW_DATA_BYTES = static_cast<uint32_t>(drawData.size() * sizeof(vk::DrawIndexedIndirectCommand));
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData
|
||||
(
|
||||
device, drawDataBuffer[frameIndex], drawData.data(), DRAW_DATA_BYTES,
|
||||
BuffUsage::eIndirectBuffer,
|
||||
"Batch Draw Data Buffer"
|
||||
);
|
||||
// - Transform Buffer
|
||||
const uint32_t TF_DATA_BYTES = static_cast<uint32_t>(transformData.size() * sizeof(SHMatrix));
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData
|
||||
(
|
||||
device, transformDataBuffer[frameIndex], transformData.data(), TF_DATA_BYTES,
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Batch Transform Buffer"
|
||||
);
|
||||
const uint32_t EID_DATA_BYTES = static_cast<uint32_t>(instancedIntegerData.size() * sizeof(SHInstancedIntegerData));
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData
|
||||
(
|
||||
device, instancedIntegerBuffer[frameIndex], instancedIntegerData.data(), EID_DATA_BYTES,
|
||||
BuffUsage::eVertexBuffer,
|
||||
"Batch Instance Data Buffer"
|
||||
);
|
||||
// - Material Properties Buffer
|
||||
rebuildMaterialBuffers(frameIndex, descPool);
|
||||
}
|
||||
|
||||
// Mark this frame as no longer dirty
|
||||
isDirty[frameIndex] = false;
|
||||
|
@ -551,7 +554,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
// Nothing to draw
|
||||
if (subBatches.empty())
|
||||
if (drawData.empty())
|
||||
return;
|
||||
|
||||
// Bind all required objects before drawing
|
||||
|
@ -586,7 +589,7 @@ namespace SHADE
|
|||
|
||||
void SHBatch::rebuildMaterialBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool)
|
||||
{
|
||||
if (matPropsData)
|
||||
if (matPropsData && !drawData.empty())
|
||||
{
|
||||
SHVkUtil::EnsureBufferAndCopyHostVisibleData
|
||||
(
|
||||
|
|
|
@ -219,10 +219,11 @@ namespace SHADE
|
|||
static void Exit() noexcept;
|
||||
|
||||
static std::string GetSceneName() noexcept;
|
||||
static void SetCurrentSceneName(std::string const& sceneName) noexcept;
|
||||
static AssetID GetCurrentSceneAssetID() noexcept;
|
||||
//Only if scene doesn't exist, and scene asset id needs to be updated to the new one
|
||||
static void SetCurrentSceneAssetID(AssetID const& newAssetID);
|
||||
static void SetCurrentSceneName(std::string const& sceneName) noexcept;
|
||||
static AssetID GetCurrentSceneAssetID() noexcept;
|
||||
//Only if scene doesn't exist, and scene asset id needs to be updated to the new one
|
||||
static void SetCurrentSceneAssetID(AssetID const& newAssetID);
|
||||
static bool HasSceneChanged() noexcept { return sceneChanged; }
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -48,4 +48,15 @@ namespace SHADE
|
|||
{
|
||||
GetNativeComponent()->lookAtCameraOrigin = val;
|
||||
}
|
||||
|
||||
Vector3 CameraArm::TargetOffset::get()
|
||||
{
|
||||
return Convert::ToCLI(GetNativeComponent()->GetTargetOffset());
|
||||
}
|
||||
|
||||
void CameraArm::TargetOffset::set(Vector3 val)
|
||||
{
|
||||
GetNativeComponent()->SetTargetOffset(Convert::ToNative(val));
|
||||
}
|
||||
|
||||
}
|
|
@ -36,5 +36,11 @@ namespace SHADE
|
|||
void set(bool val);
|
||||
}
|
||||
|
||||
property Vector3 TargetOffset
|
||||
{
|
||||
Vector3 get();
|
||||
void set(Vector3 val);
|
||||
}
|
||||
|
||||
};
|
||||
}
|
|
@ -74,8 +74,9 @@ namespace SHADE
|
|||
// Add the script in
|
||||
script->Initialize(GameObject(entity));
|
||||
entityScriptList->Insert(System::Math::Clamp(index, 0, entityScriptList->Count), script);
|
||||
if (Application::IsPlaying)
|
||||
if (Application::IsPlaying && !SHSceneManager::HasSceneChanged())
|
||||
{
|
||||
// Only call immediately if we are in game and is not loading another scene
|
||||
script->Awake();
|
||||
script->Start();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue