feat: basic shadow map + renderdoc labels
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@@ -47,6 +47,7 @@ void LightComponent::Render(const RenderContext& ctx)
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.range = m_Range,
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.innerConeAngle = m_InnerConeAngle,
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.outerConeAngle = m_OuterConeAngle,
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.castShadows = m_CastShadows,
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});
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}
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@@ -57,7 +58,8 @@ nlohmann::json LightComponent::Serialize() const {
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{"intensity", m_Intensity},
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{"range", m_Range},
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{"innerConeAngle", m_InnerConeAngle},
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{"outerConeAngle", m_OuterConeAngle}
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{"outerConeAngle", m_OuterConeAngle},
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{"castShadows", m_CastShadows}
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};
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}
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@@ -88,6 +90,10 @@ void LightComponent::Deserialize(const nlohmann::json& data) {
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outerConeAngle = data.at("outerConeAngle").get<float>();
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}
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SetConeAngles(innerConeAngle, outerConeAngle);
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if (data.contains("castShadows")) {
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m_CastShadows = data.at("castShadows").get<bool>();
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}
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}
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void LightComponent::ImGuiInspector() {
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@@ -106,6 +112,9 @@ void LightComponent::ImGuiInspector() {
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}
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if (m_Type == LightType::Directional) {
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ImGui::Checkbox("Cast Shadows", &m_CastShadows);
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ImGui::SameLine();
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ImGui::TextDisabled("(first directional light only)");
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return;
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}
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@@ -33,6 +33,9 @@ void MeshRendererComponent::Start() {
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT
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);
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const std::string bufferName = GetGameObject()->GetName() + " (skinned vertices)";
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vkutil::addDebugLabel(gfxDevice.getDevice(), m_skinnedMesh->skinnedVertexBuffer.buffer, bufferName.c_str());
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}
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}
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