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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Manual constant buffer binding
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@@ -302,12 +302,13 @@ namespace GlitchyEngine.Renderer
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RenderCommand.SetBlendState(_gBufferBlend);
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for (SubmittedMesh entry in _queue)
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{
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Debug.Profiler.ProfileRendererScope!("Draw Mesh");
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{
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Debug.Profiler.ProfileRendererScope!("SetVariables");
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Debug.Profiler.ProfileRendererScope!("Update object buffer");
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ObjectConstantsBuffer objectData;
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objectData.Transform = entry.Transform;
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@@ -318,21 +319,12 @@ namespace GlitchyEngine.Renderer
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objectData.EntityId = entry.EntityId;
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_objectBuffer.SetData(objectData, 0, .WriteDiscard);
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entry.Material.Effect.Buffers.TryReplaceBuffer("SceneConstants", _sceneBuffer);
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entry.Material.Effect.Buffers.TryReplaceBuffer("ObjectConstants", _objectBuffer);
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/*entry.Material.SetVariable("ViewProjection", _sceneConstants.ViewProjection);
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entry.Material.SetVariable("Transform", entry.Transform);
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entry.Material.SetVariable("EntityId", entry.EntityId);
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Matrix3x3 mat = (Matrix3x3)(entry.Transform).Invert().Transpose();
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entry.Material.SetVariable("Transform_InvT", mat);*/
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}
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entry.Material.Bind(_context);
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RenderCommand.BindConstantBuffer(_sceneBuffer, 0, .All);
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RenderCommand.BindConstantBuffer(_objectBuffer, 1, .All);
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entry.Mesh.Bind();
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RenderCommand.DrawIndexed(entry.Mesh);
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