Fixed UI Rendering #326
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@ -1,4 +1,4 @@
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Start in Fullscreen: false
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Starting Scene ID: 87244611
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Starting Scene ID: 97158628
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
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@ -1,6 +1,6 @@
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- VertexShader: 46580970
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FragmentShader: 35983630
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SubPass: G-Buffer Write
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SubPass: UI
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Properties:
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data.color: {x: 1, y: 1, z: 1, w: 1}
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data.textureIndex: 54324293
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|
|
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@ -1,6 +1,6 @@
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- VertexShader: 46580970
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FragmentShader: 35983630
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SubPass: G-Buffer Write
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SubPass: UI
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Properties:
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data.color: {x: 1, y: 1, z: 1, w: 1}
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data.textureIndex: 54429632
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@ -1,6 +1,6 @@
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- VertexShader: 46580970
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FragmentShader: 35983630
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SubPass: G-Buffer Write
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SubPass: UI
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Properties:
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data.color: {x: 1, y: 1, z: 1, w: 1}
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data.textureIndex: 57302694
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@ -33,18 +33,11 @@ layout (std430, set = 2, binding = 0) buffer MaterialProperties // For mater
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MatPropData data[];
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} MatProp;
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layout(location = 0) out vec4 position;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out uint outEntityID;
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layout(location = 2) out uint lightLayerIndices;
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layout(location = 3) out vec4 normals;
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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 = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
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fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
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outEntityID = In2.eid;
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lightLayerIndices = In2.lightLayerIndex;
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}
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Binary file not shown.
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@ -314,7 +314,7 @@ namespace SHADE
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camera.orthoProjMatrix(3, 3) = 1.0f;
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//camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f);
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camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
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//camera.orthoProjMatrix = SHMatrix::OrthographicLH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
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//camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f);
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//camera.projMatrix.Transpose();
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@ -1,8 +1,11 @@
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#include "SHpch.h"
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#include <memory>
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#include <imgui.h>
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#include "Serialization/SHSerializationHelper.hpp"
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#include "SHMaterialInspector.h"
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#include "Editor/SHImGuiHelpers.hpp"
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#include <imgui.h>
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#include "Assets/SHAssetManager.h"
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#include "Editor/IconsMaterialDesign.h"
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@ -89,11 +92,17 @@ namespace SHADE
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if (vertShader && fragShader && gfxSystem)
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{
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// - Retrieve pipeline from pipeline library
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auto renderPass = gfxSystem->GetPrimaryRenderpass();
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auto subPass = renderPass->GetSubpass(currentMatSpec->subpassName);
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auto pipeline = renderPass->GetOrCreatePipeline({ vertShader, fragShader }, subPass);
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// - Set Pipeline
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matHandle->SetPipeline(pipeline);
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auto subPass = gfxSystem->GetUsableSubpass(currentMatSpec->subpassName);
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if (subPass)
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{
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// Set Pipeline if valid
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auto pipeline = subPass->GetParentNode()->GetOrCreatePipeline({vertShader, fragShader}, subPass);
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matHandle->SetPipeline(pipeline);
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}
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else
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{
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SHLOG_ERROR("[SHMaterialInspector] Failed to find material subpass of type \"{}\"", currentMatSpec->subpassName);
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}
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}
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}
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@ -176,7 +185,7 @@ namespace SHADE
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const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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(
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"Fragment Shader", VERT_SHADER_NAME.data(),
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"Vertex Shader", VERT_SHADER_NAME.data(),
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[this]() { return currentMatSpec->vertexShader; },
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[this](const AssetID& id) { currentMatSpec->vertexShader = id; },
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SHDragDrop::DRAG_RESOURCE
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@ -191,6 +200,37 @@ namespace SHADE
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SHDragDrop::DRAG_RESOURCE
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);
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// Subpass
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const auto& SP_NAMES = SHGraphicsConstants::RenderGraphEntityNames::USABLE_SUBPASSES;
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ImGui::Text("Subpass");
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ImGui::SameLine();
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if (ImGui::BeginCombo("##", currentMatSpec->subpassName.data(), ImGuiComboFlags_None))
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{
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for (const auto& NAME : SP_NAMES)
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{
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const bool IS_SELECTED = currentMatSpec->subpassName == NAME;
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if (ImGui::Selectable(NAME.data(), IS_SELECTED))
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{
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isDirty = true;
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SHCommandManager::PerformCommand
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(
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std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<std::string>>
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(
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currentMatSpec->subpassName,
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std::string(NAME),
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[&](const std::string& newName){ currentMatSpec->subpassName = newName; }
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)),
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false
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);
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}
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if (IS_SELECTED)
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{
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ImGui::SetItemDefaultFocus();
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}
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}
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ImGui::EndCombo();
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}
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// Load the shader to access it's data
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auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
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if (!fragShader)
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@ -98,9 +98,9 @@ namespace SHADE
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static bool IsItemHovered();
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/*-----------------------------------------------------------------------------*/
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/* ImGui Wrapper Functions - Menu */
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/*-----------------------------------------------------------------------------*/
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static bool BeginMenu(const std::string& label);
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/* ImGui Wrapper Functions - Menu */
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/*-----------------------------------------------------------------------------*/
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static bool BeginMenu(const std::string& label);
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static bool BeginMenu(const std::string& label, const char* icon);
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static void EndMenu();
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static void BeginTooltip();
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@ -164,8 +164,8 @@ namespace SHADE
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/// </summary>
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/// <param name="title">Text to display.</param>
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/// <returns>True if button was pressed.</returns>
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static bool Button(const std::string& title);
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static bool Selectable(const std::string& label);
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static bool Button(const std::string& title);
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static bool Selectable(const std::string& label);
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static bool Selectable(const std::string& label, const char* icon);
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/// <summary>
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/// Creates a checkbox widget for boolean input.
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@ -13,6 +13,7 @@ of DigiPen Institute of Technology is prohibited.
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// STL Includes
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#include <cstdint>
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#include <string>
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namespace SHADE
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{
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@ -114,7 +115,14 @@ namespace SHADE
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static constexpr std::string_view DEFERRED_COMPOSITE_COMPUTE = "Deferred Composite";
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static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
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static constexpr std::string_view UI_SUBPASS = "UI";
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static constexpr std::array USABLE_SUBPASSES =
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{
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GBUFFER_WRITE_SUBPASS,
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UI_SUBPASS
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};
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};
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struct DescriptorSetBindings
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@ -133,6 +133,9 @@ namespace SHADE
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//SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
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// Load Built In Shaders
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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@ -232,7 +235,7 @@ namespace SHADE
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/*-----------------------------------------------------------------------*/
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/* G-BUFFER SUBPASS INIT */
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/*-----------------------------------------------------------------------*/
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auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write", worldViewport, worldRenderer);
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auto gBufferSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data(), worldViewport, worldRenderer);
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gBufferSubpass->AddColorOutput("Position");
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gBufferSubpass->AddColorOutput("Entity ID");
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gBufferSubpass->AddColorOutput("Light Layer Indices");
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@ -241,6 +244,7 @@ namespace SHADE
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gBufferSubpass->AddColorOutput("Position World Space");
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gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
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usableSubpassesMapping.emplace (std::string (SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
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/*-----------------------------------------------------------------------*/
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/* SSAO PASS AND DATA INIT */
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@ -319,7 +323,7 @@ namespace SHADE
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/* SCREEN SPACE PASS */
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/*-----------------------------------------------------------------------*/
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auto screenSpaceNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data(), {"Scene", "Entity ID"}, {SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW.data()});
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auto uiSubpass = screenSpaceNode->AddSubpass("UI", worldViewport, screenRenderer);
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auto uiSubpass = screenSpaceNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS.data(), worldViewport, screenRenderer);
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uiSubpass->AddColorOutput("Scene");
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uiSubpass->AddColorOutput("Entity ID");
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uiSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
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@ -327,6 +331,8 @@ namespace SHADE
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textRenderingSubSystem->Render(cmdBuffer, renderer, frameIndex);
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});
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usableSubpassesMapping.emplace(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS.data(), uiSubpass);
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/*-----------------------------------------------------------------------*/
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/* RENDER TO SWAPCHAIN IMAGE FOR PRESENT PASS */
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/*-----------------------------------------------------------------------*/
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@ -416,12 +422,12 @@ namespace SHADE
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.addressMode = vk::SamplerAddressMode::eClampToBorder,
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})
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);
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textRenderingSubSystem = resourceManager.Create<SHTextRenderingSubSystem>();
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// initialize the text renderer
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auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
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textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass("UI"), descPool, textVS, textFS);
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textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), descPool, textVS, textFS);
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SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
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@ -448,7 +454,7 @@ namespace SHADE
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defaultMaterial = AddMaterial
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(
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defaultVertShader, defaultFragShader,
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renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write")
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renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS)
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);
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defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
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defaultAnimMaterial = AddMaterial
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@ -573,7 +579,7 @@ namespace SHADE
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else
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renderer->UpdateData(frameIndex);
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#else
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renderers[renIndex]->UpdateDataAndBind(frameIndex);
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renderer->UpdateData(frameIndex);
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#endif
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}
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@ -589,16 +595,8 @@ namespace SHADE
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renderGraph->Begin(frameIndex);
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auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
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// Bind all the buffers required for meshes
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for (auto& [buffer, bindingPoint] : MESH_DATA)
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{
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if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
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cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
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else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
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cmdBuffer->BindIndexBuffer(buffer, 0);
|
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}
|
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|
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renderGraph->Execute(frameIndex, descPool);
|
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renderGraph->Execute(frameIndex, descPool, MESH_DATA);
|
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renderGraph->End(frameIndex);
|
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graphicsQueue->SubmitCommandBuffer
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@ -774,7 +772,7 @@ namespace SHADE
|
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auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
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auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
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std::string resourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
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Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write");
|
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Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
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|
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if (EVENT_DATA->generateRenderer)
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{
|
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@ -1196,6 +1194,16 @@ namespace SHADE
|
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return fontLibrary;
|
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}
|
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|
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Handle <SHSubpass> SHGraphicsSystem::GetUsableSubpass(std::string const& subpassName) const noexcept
|
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{
|
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if (usableSubpassesMapping.contains(subpassName))
|
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{
|
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return usableSubpassesMapping.at (subpassName);
|
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}
|
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else
|
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return {};
|
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}
|
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|
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Handle<SHVkPipeline> SHGraphicsSystem::createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass, bool filled, bool triMesh, bool instanced)
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{
|
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auto pipelineLayout = resourceManager.Create<SHVkPipelineLayout>
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|
|
|
@ -399,6 +399,7 @@ namespace SHADE
|
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uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); }
|
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SHFontLibrary const& GetFontLibrary (void) const noexcept;
|
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const SHMeshLibrary& GetMeshLibrary() const noexcept { return meshLibrary; };
|
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Handle <SHSubpass> GetUsableSubpass(std::string const& subpassName) const noexcept;
|
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|
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/*-----------------------------------------------------------------------------*/
|
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/* Getters */
|
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|
@ -509,6 +510,8 @@ namespace SHADE
|
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uint32_t resizeHeight = 1;
|
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bool restoredFromMinimize = false;
|
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|
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std::unordered_map<std::string, Handle<SHSubpass>> usableSubpassesMapping{};
|
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|
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/*---------------------------------------------------------------------------------*/
|
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/* Helper Functions */
|
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/*---------------------------------------------------------------------------------*/
|
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|
|
|
@ -565,7 +565,7 @@ namespace SHADE
|
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|
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// TODO: The graph scope buffers were meant to bind vertex buffers and index buffers for meshes. Find a
|
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// better way to manage these
|
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void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept
|
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void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool, const std::initializer_list<std::pair<Handle<SHVkBuffer>, uint32_t>> MESH_DATA) noexcept
|
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{
|
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auto cmdBuffer = commandBuffers[frameIndex];
|
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cmdBuffer->BeginLabeledSegment(name);
|
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|
@ -577,6 +577,7 @@ namespace SHADE
|
|||
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
|
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|
||||
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
|
||||
|
||||
|
||||
for (auto& node : nodes)
|
||||
{
|
||||
|
@ -585,6 +586,15 @@ namespace SHADE
|
|||
// bind static global data
|
||||
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
|
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|
||||
// Bind all the buffers required for meshes
|
||||
for (auto& [buffer, bindingPoint] : MESH_DATA)
|
||||
{
|
||||
if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
|
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cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
|
||||
else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
|
||||
cmdBuffer->BindIndexBuffer(buffer, 0);
|
||||
}
|
||||
|
||||
node->Execute(cmdBuffer, descPool, frameIndex);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -143,7 +143,7 @@ namespace SHADE
|
|||
|
||||
void Generate (void) noexcept;
|
||||
void CheckForNodeComputes (void) noexcept;
|
||||
void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
|
||||
void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool, const std::initializer_list<std::pair<Handle<SHVkBuffer>, uint32_t>> MESH_DATA) noexcept;
|
||||
void Begin (uint32_t frameIndex) noexcept;
|
||||
void End (uint32_t frameIndex) noexcept;
|
||||
void FinaliseBatch (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
|
||||
|
|
|
@ -474,7 +474,7 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
Handle<SHRenderGraphNode> const& SHSubpass::GetParentNode(void) const noexcept
|
||||
Handle<SHRenderGraphNode> SHSubpass::GetParentNode(void) const noexcept
|
||||
{
|
||||
return parentNode;
|
||||
}
|
||||
|
|
|
@ -159,7 +159,7 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------*/
|
||||
void SetCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
|
||||
|
||||
Handle<SHRenderGraphNode> const& GetParentNode(void) const noexcept;
|
||||
Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
|
||||
SHSubPassIndex GetIndex() const noexcept;
|
||||
Handle<SHSuperBatch> GetSuperBatch(void) const noexcept;
|
||||
std::vector<vk::AttachmentReference> const& GetColorAttachmentReferences (void) const noexcept;
|
||||
|
|
|
@ -280,14 +280,8 @@ namespace SHADE
|
|||
return {};
|
||||
}
|
||||
|
||||
// Grab subpass from worldRenderer
|
||||
auto renderPass = gfxSystem->GetPrimaryRenderpass();
|
||||
if (!renderPass)
|
||||
{
|
||||
SHLOG_ERROR("[SHResourceManager] Failed to load material as RenderPass could not be found.");
|
||||
return {};
|
||||
}
|
||||
auto subPass = renderPass->GetSubpass(assetData.subpassName);
|
||||
// Grab subpass
|
||||
auto subPass = gfxSystem->GetUsableSubpass(assetData.subpassName);
|
||||
if (!subPass)
|
||||
{
|
||||
SHLOG_ERROR("[SHResourceManager] Failed to load material as SubPass could not be found.");
|
||||
|
|
|
@ -182,7 +182,7 @@ namespace SHADE
|
|||
mousePos.x = x;
|
||||
mousePos.y = y;
|
||||
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
|
||||
windowSize = { ws.first,ws.second };
|
||||
windowSize = { static_cast<float>(ws.first), static_cast<float>(ws.second) };
|
||||
mousePos /= windowSize;
|
||||
#endif
|
||||
|
||||
|
@ -300,7 +300,7 @@ namespace SHADE
|
|||
mousePos.x = x;
|
||||
mousePos.y = y;
|
||||
auto ws = SHSystemManager::GetSystem<SHGraphicsSystem>()->GetWindow()->GetWindowSize();
|
||||
windowSize = { ws.first,ws.second };
|
||||
windowSize = { static_cast<float>(ws.first), static_cast<float>(ws.second) };
|
||||
mousePos /= windowSize;
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue