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Copy camera
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@@ -84,20 +84,31 @@ void VkSceneRenderer::BeginScene(RenderContext inContext)
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}
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// Build camera view list
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auto view = scene->m_Registry.view<TransformComponent, CameraComponent>();
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for (auto e : view)
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{
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auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
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CameraView camData{};
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camData.View = camera.CameraInstance->GetTransform();
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camData.Projection = camera.CameraInstance->GetPerspective();
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camData.InverseView = glm::inverse(camData.Projection);
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camData.InverseProjection = glm::inverse(camData.Projection);
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camData.Position = transform.GetGlobalTransform()[3];
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camData.Near = camera.CameraInstance->Near;
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camData.Far = camera.CameraInstance->Far;
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GPUResources::Get().AddCamera(camera.ID, camData);
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auto view = scene->m_Registry.view<TransformComponent, CameraComponent>();
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for (auto e : view)
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{
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auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
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CameraView camData{};
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camData.View = camera.CameraInstance->GetTransform();
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camData.Projection = camera.CameraInstance->GetPerspective();
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camData.InverseView = glm::inverse(camData.Projection);
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camData.InverseProjection = glm::inverse(camData.Projection);
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camData.Position = transform.GetGlobalTransform()[3];
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camData.Near = camera.CameraInstance->Near;
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camData.Far = camera.CameraInstance->Far;
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GPUResources::Get().AddCamera(camera.ID, camData);
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}
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}
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{
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auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
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for (auto e : view)
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{
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auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
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light.CalculateViewProjection()
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}
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}
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// Execute light
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PassRenderContext passCtx = { };
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@@ -132,6 +132,9 @@ namespace Nuake
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// New pipeline stuff
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RenderPipeline GBufferPipeline;
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RenderPipeline ShadowPipeline;
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UUID CurrentCamera;
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public:
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VkSceneRenderer();
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~VkSceneRenderer();
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