depth, normals i guess
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@@ -9,11 +9,13 @@
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struct ViewBuffer_t
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{
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mat4 m_matCameraProjection;
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vec4 m_vCameraPosition;
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};
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struct PerMeshData_t
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{
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mat4 m_matTranslation;
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mat4 m_matRotation;
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};
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class CFunnyMeshInstance;
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@@ -35,11 +37,15 @@ public:
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void CFunnyMesh::ConfigureShader( IShader *pShader )
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{
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pShader->AddLayout(0, 12);
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pShader->AddLayout(0, 32);
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pShader->AddAttribute(0, 0, VERTEX_FORMAT_XYZ32_SFLOAT, 0);
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// color
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pShader->AddAttribute(0, 1, VERTEX_FORMAT_XY32_SFLOAT, 12);
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pShader->AddAttribute(0, 2, VERTEX_FORMAT_XYZ32_SFLOAT, 20);
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// albedo
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pShader->AddOutputImage(0, IMAGE_FORMAT_RGBA8_UNORM);
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pShader->SetMultisampling(MULTISAMPLE_TYPE_1_SAMPLES);
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pShader->SetDepthImage(IMAGE_FORMAT_D32_SFLOAT);
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}
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@@ -70,7 +76,7 @@ public:
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PerMeshData_t m_data = {};
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Quat m_vRotation = {};
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Vector m_vPosition = {};
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Vector m_vScale = {};
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Vector m_vScale = { 1, 1, 1 };
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};
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@@ -91,7 +97,27 @@ void CFunnyMeshInstance::SetScale( Vector vScale )
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}
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void CFunnyMeshInstance::Frame()
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{
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vec3 v;
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versor q;
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mat4 m;
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glm_mat4_identity(m_data.m_matTranslation);
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glm_mat4_identity(m_data.m_matRotation);
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v[0] = m_vPosition.x;
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v[1] = m_vPosition.y;
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v[2] = m_vPosition.z;
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glm_translate(m_data.m_matTranslation, v);
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q[0] = m_vRotation.x;
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q[1] = m_vRotation.y;
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q[2] = m_vRotation.z;
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q[3] = m_vRotation.w;
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glm_quat_mat4(q, m);
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glm_mat4_mul(m_data.m_matTranslation, m, m_data.m_matTranslation);
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glm_mat4_mul(m_data.m_matRotation, m, m_data.m_matRotation);
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v[0] = m_vScale.x;
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v[1] = m_vScale.y;
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v[2] = m_vScale.z;
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glm_scale_make(m, v);
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glm_mat4_mul(m_data.m_matTranslation, m, m_data.m_matTranslation);
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}
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@@ -164,7 +190,8 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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*/
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m_pViewBufferData = (ViewBuffer_t*)m_pViewBuffer->Map();
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m_pViewBuffer->Lock();
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V_memcpy(m_pViewBufferData, matCamera, sizeof(matCamera));
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V_memcpy(&m_pViewBufferData->m_matCameraProjection, matCamera, sizeof(matCamera));
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V_memcpy(&m_pViewBufferData->m_vCameraPosition, m_vPos, sizeof(vec3));
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m_pViewBuffer->Unlock();
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m_pViewBuffer->Unmap();
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@@ -222,7 +249,7 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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continue;
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m_pRasterCommandList->SetMaterial(mesh->m_pMaterial);
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m_pRasterCommandList->SetVertexBuffer(0, mesh->m_pVertexBuffer);
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m_pRasterCommandList->DrawPrimitives(mesh->m_pVertexBuffer->GetSize()/12, 0, mesh->m_instances.GetSize(), 0);
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m_pRasterCommandList->DrawPrimitives(mesh->m_pVertexBuffer->GetSize()/32, 0, mesh->m_instances.GetSize(), 0);
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}
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m_pRasterCommandList->EndRecording();
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