- fix enough bugs to finally get some visuals

This commit is contained in:
Magnus Norddahl 2019-02-26 20:19:54 +01:00
commit fe67a2c24f
13 changed files with 93 additions and 19 deletions

View file

@ -18,6 +18,7 @@
VkRenderState::VkRenderState()
{
Reset();
}
void VkRenderState::ClearScreen()
@ -54,7 +55,8 @@ void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
BindDescriptorSets();
drawcalls.Clock();
mCommandBuffer->drawIndexed(count, 1, 0, index * (int)sizeof(uint32_t), 0);
if (mMaterial.mMaterial)
mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
drawcalls.Unclock();
}
@ -149,12 +151,24 @@ void VkRenderState::Apply(int dt)
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
beginInfo.setFramebuffer(passSetup->Framebuffer.get());
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
beginInfo.addClearDepthStencil(0.0f, 0);
beginInfo.addClearColor(1.0f, 0.0f, 0.0f, 1.0f);
beginInfo.addClearDepthStencil(1.0f, 0);
mCommandBuffer->beginRenderPass(beginInfo);
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
}
mMatrices.ModelMatrix = mModelMatrix;
mMatrices.NormalModelMatrix.computeNormalMatrix(mModelMatrix);
mMatrices.TextureMatrix = mTextureMatrix;
memcpy(static_cast<uint8_t*>(fb->MatricesUBO->Memory()) + mMatricesOffset, &mMatrices, sizeof(MatricesUBO));
memcpy(static_cast<uint8_t*>(fb->ColorsUBO->Memory()) + mColorsOffset, &mColors, sizeof(ColorsUBO));
memcpy(static_cast<uint8_t*>(fb->GlowingWallsUBO->Memory()) + mGlowingWallsOffset, &mGlowingWalls, sizeof(GlowingWallsUBO));
mPushConstants.uTextureMode = 0;
mPushConstants.uLightLevel = 1.0f;
mPushConstants.uLightIndex = -1;
mCommandBuffer->pushConstants(passManager->PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(mVertexBuffer)->mBuffer->buffer };
@ -165,7 +179,8 @@ void VkRenderState::Apply(int dt)
BindDescriptorSets();
if (mMaterial.mChanged)
//if (mMaterial.mChanged)
if (mMaterial.mMaterial)
{
auto base = static_cast<VkHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation));
if (base)