Fixes
This commit is contained in:
@ -27,6 +27,8 @@
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namespace ia::iae
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{
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STATIC Mat4 IdentityMatrix(1.0f);
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EXTERN SDL_Window *g_windowHandle;
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INT32 Renderer::s_screenWidth{};
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@ -136,8 +138,6 @@ namespace ia::iae
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VOID Renderer::BeginFrame()
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{
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STATIC Mat4 IdentityMatrix(1.0f);
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if (!(s_state.ActiveCommandBuffer = SDL_AcquireGPUCommandBuffer(s_gpuDevice)))
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THROW_UNKNOWN("Failed to acquire SDL GPU command buffer: ", SDL_GetError());
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@ -152,10 +152,6 @@ namespace ia::iae
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 0,
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s_state.ActiveCamera ? s_state.ActiveCamera->GetProjectionMatrix() : &IdentityMatrix, sizeof(Mat4));
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 1,
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(s_state.ActiveCamera && s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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}
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VOID Renderer::EndFrame()
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@ -236,9 +232,9 @@ namespace ia::iae
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const auto activeScene = WorldManager::GetActiveScene();
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if (activeScene)
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{
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const auto sceneExtent = activeScene->Extent();
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s_state.SceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneExtent.x,
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(FLOAT32) newHeight / (FLOAT32) sceneExtent.y};
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const auto sceneViewport = activeScene->Viewport();
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s_state.SceneScaleFactor = {(FLOAT32) newWidth / (FLOAT32) sceneViewport.x,
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(FLOAT32) newHeight / (FLOAT32) sceneViewport.y};
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IAE_LOG_INFO("Updated Scene Scale Factor: (", s_state.SceneScaleFactor.x, ", ", s_state.SceneScaleFactor.y,
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")");
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}
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@ -282,6 +278,11 @@ namespace ia::iae
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#pragma pack(pop)
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SDL_PushGPUVertexUniformData(
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s_state.ActiveCommandBuffer, 1,
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(s_state.ActiveCamera && s_state.CameraRelative) ? s_state.ActiveCamera->GetViewMatrix() : &IdentityMatrix,
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sizeof(Mat4));
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s_fragmentUniform.ColorOverlay = s_state.ColorOverlay.GetAsFloatVec();
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s_fragmentUniform.FlippedH = s_state.FlippedH;
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s_fragmentUniform.FlippedV = s_state.FlippedV;
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@ -385,7 +386,7 @@ namespace ia::iae
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sortIndex += static_cast<INT16>(position.y);
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position *= Renderer::s_state.SceneScaleFactor;
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// scale *= Renderer::s_state.SceneScaleFactor;
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scale *= Renderer::s_state.SceneScaleFactor;
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Renderer::s_state.ModelMatrix =
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glm::translate(glm::mat4(1.0f), glm::vec3{position.x, position.y,
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