1.add resolution in WorldMatrix
2.add object_position/object_size in PushConstant
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@ -25,6 +25,7 @@ namespace hgl
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Matrix4f inverse_map;
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Matrix4f inverse_map;
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Vector4f view_pos; ///<眼睛坐标
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Vector4f view_pos; ///<眼睛坐标
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Vector2f resolution; ///<画布尺寸
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};//struct WorldMatrix
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};//struct WorldMatrix
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}//namespace graph
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}//namespace graph
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}//namespace hgl
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}//namespace hgl
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@ -75,6 +75,8 @@ struct PushConstant
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{
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{
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Matrix4f local_to_world;
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Matrix4f local_to_world;
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Matrix3f normal;
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Matrix3f normal;
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Vector3f object_position;
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Vector3f object_size;
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};
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};
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inline void copy(VkExtent3D &e3d,const VkExtent2D &e2d)
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inline void copy(VkExtent3D &e3d,const VkExtent2D &e2d)
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@ -49,6 +49,8 @@ namespace hgl
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matrix.ortho=ortho(width,height,znear,zfar);
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matrix.ortho=ortho(width,height,znear,zfar);
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matrix.view_pos=eye;
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matrix.view_pos=eye;
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matrix.resolution.x=width;
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matrix.resolution.y=height;
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frustum.SetVerticalFovAndAspectRatio(DegToRad(fov),width/height);
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frustum.SetVerticalFovAndAspectRatio(DegToRad(fov),width/height);
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frustum.SetViewPlaneDistances(znear,zfar);
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frustum.SetViewPlaneDistances(znear,zfar);
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@ -33,6 +33,8 @@ namespace hgl
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pc.local_to_world =LocalToWorldMatrix;
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pc.local_to_world =LocalToWorldMatrix;
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pc.normal =pc.local_to_world.Float3x3Part();
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pc.normal =pc.local_to_world.Float3x3Part();
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// pc.object_position =;
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// pc.object_size =;
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return LocalToWorldMatrix;
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return LocalToWorldMatrix;
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}
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}
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