Multi swapchain support (#257)
* multi swapchain draft * uwp fix * swapchain resize handling * swapchain buffercount * vsync toggle * tests fix * update * everything removed from graphicsdevice regarding global screen params, engine refactor * added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain * linux fix: vulkan device needs window handle for instance creation * refactor * removed unused includes * shader refactor and lensflare fix * swapchain clearcolor and other refactors * vulkan: no vector allocation in submit * tests fix * refactors * lens flare canvas size fix * gui refactor for canvas support * refactors * removed global canvas state * msaa fix * fixes * refactor to minimize interface changes * gui changes * checkbox fix * gui fixes * fixes * input system will accept window handle * editor fixes * refactor and removed resolution related system events * small editor update * refactor: renderpath inherits from canvas * fixed tests duh * image refactor * image fix * removed every using namespace std * pushconstant fix * editor: object picking only when necessary * removed include * dx12: copy fence waiting performed on CPU * dx12 copyallocator update * vulkan: copy allocator with timeline semaphores * missing include * dx12 copy allocator update * refactor * editor update * vulkan copy allocator fix * dx12 update * vulkan, dx12 fixes * version bump * vsync event helper * documentation update * updated vulkan, dx12, dxc
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@@ -165,7 +165,7 @@ void Translator::Create()
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}
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}
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void Translator::Update()
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void Translator::Update(const wiCanvas& canvas)
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{
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if (selected.empty())
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{
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@@ -192,7 +192,7 @@ void Translator::Update()
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dist = wiMath::Distance(p, cam.Eye) * 0.05f;
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RAY ray = wiRenderer::GetPickRay((long)pointer.x, (long)pointer.y);
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RAY ray = wiRenderer::GetPickRay((long)pointer.x, (long)pointer.y, canvas);
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XMVECTOR x, y, z, xy, xz, yz;
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@@ -323,12 +323,12 @@ void Translator::Update()
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}
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plane = XMPlaneFromPointNormal(pos, XMVector3Normalize(planeNormal));
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RAY ray = wiRenderer::GetPickRay((long)pointer.x, (long)pointer.y);
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RAY ray = wiRenderer::GetPickRay((long)pointer.x, (long)pointer.y, canvas);
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XMVECTOR rayOrigin = XMLoadFloat3(&ray.origin);
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XMVECTOR rayDir = XMLoadFloat3(&ray.direction);
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XMVECTOR intersection = XMPlaneIntersectLine(plane, rayOrigin, rayOrigin + rayDir*cam.zFarP);
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ray = wiRenderer::GetPickRay((long)prevPointer.x, (long)prevPointer.y);
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ray = wiRenderer::GetPickRay((long)prevPointer.x, (long)prevPointer.y, canvas);
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rayOrigin = XMLoadFloat3(&ray.origin);
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rayDir = XMLoadFloat3(&ray.direction);
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XMVECTOR intersectionPrev = XMPlaneIntersectLine(plane, rayOrigin, rayOrigin + rayDir*cam.zFarP);
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