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fix format.
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wutipong committed May 14, 2024
1 parent 4e0300e commit 7a8384c
Showing 1 changed file with 20 additions and 25 deletions.
45 changes: 20 additions & 25 deletions src/DemoScene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -97,7 +97,7 @@ bool DemoScene::Init(Renderer *pRenderer)
sphereVbDesc.mDesc.mSize = sphereDataSize;
sphereVbDesc.mDesc.mMemoryUsage = RESOURCE_MEMORY_USAGE_GPU_ONLY;
sphereVbDesc.mDesc.mDescriptors = DESCRIPTOR_TYPE_VERTEX_BUFFER;

addResource(&sphereVbDesc, &token);

uint64_t quadDataSize = quadPoints * sizeof(float);
Expand All @@ -108,7 +108,7 @@ bool DemoScene::Init(Renderer *pRenderer)
quadVbDesc.mDesc.mSize = quadDataSize;
quadVbDesc.mDesc.mMemoryUsage = RESOURCE_MEMORY_USAGE_GPU_ONLY;
quadVbDesc.mDesc.mDescriptors = DESCRIPTOR_TYPE_VERTEX_BUFFER;

addResource(&quadVbDesc, &token);

BufferLoadDesc quadIdDesc = {};
Expand All @@ -118,7 +118,7 @@ bool DemoScene::Init(Renderer *pRenderer)
quadIdDesc.mDesc.mSize = sizeof(uint16_t) * 6;
quadIdDesc.mDesc.mMemoryUsage = RESOURCE_MEMORY_USAGE_GPU_ONLY;
quadIdDesc.mDesc.mDescriptors = DESCRIPTOR_TYPE_INDEX_BUFFER;

addResource(&quadIdDesc, &token);

BufferLoadDesc ubDesc = {};
Expand All @@ -132,12 +132,12 @@ bool DemoScene::Init(Renderer *pRenderer)

BufferLoadDesc quadUniformDesc = {};
quadUniformDesc.ppBuffer = &pBufferQuadUniform;
quadUniformDesc.mDesc ={};
quadUniformDesc.mDesc = {};
quadUniformDesc.mDesc.mSize = sizeof(QuadUniform);
quadUniformDesc.mDesc.mMemoryUsage = RESOURCE_MEMORY_USAGE_CPU_TO_GPU;
quadUniformDesc.mDesc.mFlags = BUFFER_CREATION_FLAG_PERSISTENT_MAP_BIT;
quadUniformDesc.mDesc.mDescriptors = DESCRIPTOR_TYPE_UNIFORM_BUFFER;

addResource(&quadUniformDesc, &token);

for (size_t i = 0; i < MAX_SPHERE; i++)
Expand All @@ -147,7 +147,7 @@ bool DemoScene::Init(Renderer *pRenderer)
size[i] = randomFloat(0, 10);
speed[i] = {randomFloat(-10.0f, 10.0f), randomFloat(-10.0f, 10.0f), randomFloat(-10.0f, 10.0f)};
}

CameraMotionParameters cmp{160.0f, 600.0f, 1000.0f};
vec3 camPos{0.0f, 0.0f, 20.0f};
vec3 lookAt{vec3(0)};
Expand All @@ -160,7 +160,7 @@ bool DemoScene::Init(Renderer *pRenderer)
samplerDesc.mMagFilter = FILTER_LINEAR;
samplerDesc.mAddressU = ADDRESS_MODE_CLAMP_TO_EDGE;
samplerDesc.mAddressV = ADDRESS_MODE_CLAMP_TO_EDGE;

addSampler(pRenderer, &samplerDesc, &pSampler);

typedef bool (*CameraInputHandler)(InputActionContext *ctx, DefaultInputActions::DefaultInputAction action);
Expand Down Expand Up @@ -202,17 +202,13 @@ bool DemoScene::Init(Renderer *pRenderer)
actionDesc = {DefaultInputActions::ROTATE_CAMERA,
[](InputActionContext *ctx) { return onCameraInput(ctx, DefaultInputActions::ROTATE_CAMERA); }, NULL};
addInputAction(&actionDesc);
actionDesc = {DefaultInputActions::TRANSLATE_CAMERA,
[](InputActionContext *ctx) { return onCameraInput(ctx, DefaultInputActions::TRANSLATE_CAMERA); },
NULL};
actionDesc = {DefaultInputActions::TRANSLATE_CAMERA, [](InputActionContext *ctx)
{ return onCameraInput(ctx, DefaultInputActions::TRANSLATE_CAMERA); }, NULL};
addInputAction(&actionDesc);
actionDesc = {DefaultInputActions::TRANSLATE_CAMERA_VERTICAL,
[](InputActionContext *ctx)
{ return onCameraInput(ctx, DefaultInputActions::TRANSLATE_CAMERA_VERTICAL); },
NULL};
actionDesc = {DefaultInputActions::TRANSLATE_CAMERA_VERTICAL, [](InputActionContext *ctx)
{ return onCameraInput(ctx, DefaultInputActions::TRANSLATE_CAMERA_VERTICAL); }, NULL};
addInputAction(&actionDesc);
actionDesc = {DefaultInputActions::RESET_CAMERA,
[](InputActionContext *ctx)
actionDesc = {DefaultInputActions::RESET_CAMERA, [](InputActionContext *ctx)
{
if (!uiWantTextInput())
pCameraController->resetView();
Expand Down Expand Up @@ -293,20 +289,20 @@ bool DemoScene::Load(ReloadDesc *pReloadDesc, Renderer *pRenderer, RenderTarget
VertexLayout vertexLayout = {};
vertexLayout.mBindingCount = 1;
vertexLayout.mBindings[0].mStride = sizeof(float) * 6;

vertexLayout.mAttribCount = 2;
vertexLayout.mAttribs[0].mSemantic = SEMANTIC_POSITION;
vertexLayout.mAttribs[0].mFormat = TinyImageFormat_R32G32B32_SFLOAT;
vertexLayout.mAttribs[0].mBinding = 0;
vertexLayout.mAttribs[0].mLocation = 0;
vertexLayout.mAttribs[0].mOffset = 0;

vertexLayout.mAttribs[1].mSemantic = SEMANTIC_NORMAL;
vertexLayout.mAttribs[1].mFormat = TinyImageFormat_R32G32B32_SFLOAT;
vertexLayout.mAttribs[1].mBinding = 0;
vertexLayout.mAttribs[1].mLocation = 1;
vertexLayout.mAttribs[1].mOffset = 3 * sizeof(float);


RasterizerStateDesc sphereRasterizerStateDesc = {};
sphereRasterizerStateDesc.mCullMode = CULL_MODE_NONE;
Expand All @@ -318,8 +314,8 @@ bool DemoScene::Load(ReloadDesc *pReloadDesc, Renderer *pRenderer, RenderTarget

PipelineDesc desc = {};
desc.mType = PIPELINE_TYPE_GRAPHICS;
desc.mGraphicsDesc ={};

desc.mGraphicsDesc = {};
desc.mGraphicsDesc.pShaderProgram = pShaderInstancing;
desc.mGraphicsDesc.pRootSignature = pRSInstancing;
desc.mGraphicsDesc.pVertexLayout = &vertexLayout;
Expand All @@ -333,7 +329,6 @@ bool DemoScene::Load(ReloadDesc *pReloadDesc, Renderer *pRenderer, RenderTarget
desc.mGraphicsDesc.mPrimitiveTopo = PRIMITIVE_TOPO_TRI_LIST;
desc.mGraphicsDesc.mVRFoveatedRendering = true;



addPipeline(pRenderer, &desc, &pPipelineSphere);
ASSERT(pPipelineSphere);
Expand All @@ -351,13 +346,13 @@ bool DemoScene::Load(ReloadDesc *pReloadDesc, Renderer *pRenderer, RenderTarget
desc.mGraphicsDesc.mDepthStencilFormat = depthBufferFormat;
desc.mGraphicsDesc.mPrimitiveTopo = PRIMITIVE_TOPO_TRI_LIST;
desc.mGraphicsDesc.mVRFoveatedRendering = true;

addPipeline(pRenderer, &desc, &pPipelineSphereShadow);
ASSERT(pPipelineSphereShadow);

desc = {};
desc.mType = PIPELINE_TYPE_GRAPHICS;
desc.mGraphicsDesc ={};
desc.mGraphicsDesc = {};
desc.mGraphicsDesc.pShaderProgram = pShaderSingle;
desc.mGraphicsDesc.pRootSignature = pRSSingle;
desc.mGraphicsDesc.pVertexLayout = &vertexLayout;
Expand Down Expand Up @@ -516,7 +511,7 @@ void DemoScene::Update(float deltaTime, uint32_t width, uint32_t height)
Point3 lightLookAt{0, -200, 0};
mat4 lightView = mat4::lookAtLH(lightPos, lightLookAt, {0, 1, 0});
lightViewProj = CameraMatrix::orthographic(-200, 200, -200, 200, 1000, 0.1) * lightView;

sphereUniform.lightProjectView = lightViewProj;
quadUniform.lightProjectView = lightViewProj;

Expand Down

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