Fix editor grid gizmo when using Large Worlds
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@@ -19,12 +19,11 @@ namespace FlaxEditor.Gizmo
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[StructLayout(LayoutKind.Sequential)]
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private struct Data
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{
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public Matrix WorldMatrix;
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public Matrix ViewProjectionMatrix;
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public Float4 GridColor;
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public Float3 ViewPos;
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public float Far;
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public Float3 Padding;
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public Float3 ViewOrigin;
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public float GridSize;
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}
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@@ -62,7 +61,6 @@ namespace FlaxEditor.Gizmo
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Profiler.BeginEventGPU("Editor Grid");
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var options = Editor.Instance.Options.Options;
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Float3 camPos = renderContext.View.WorldPosition;
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float gridSize = renderContext.View.Far + 20000;
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// Lazy-init resources
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@@ -97,10 +95,10 @@ namespace FlaxEditor.Gizmo
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float y = 1.5f; // Add small bias to reduce Z-fighting with geometry at scene origin
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var vertices = new Float3[]
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{
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new Float3(-gridSize + camPos.X, y, -gridSize + camPos.Z),
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new Float3(gridSize + camPos.X, y, gridSize + camPos.Z),
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new Float3(-gridSize + camPos.X, y, gridSize + camPos.Z),
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new Float3(gridSize + camPos.X, y, -gridSize + camPos.Z),
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new Float3(-gridSize, y, -gridSize),
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new Float3(gridSize, y, gridSize),
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new Float3(-gridSize, y, gridSize),
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new Float3(gridSize, y, -gridSize),
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};
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fixed (Float3* ptr = vertices)
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{
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@@ -113,12 +111,12 @@ namespace FlaxEditor.Gizmo
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{
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var data = new Data();
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Matrix.Multiply(ref renderContext.View.View, ref renderContext.View.Projection, out var viewProjection);
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data.WorldMatrix = Matrix.Identity;
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Matrix.Transpose(ref viewProjection, out data.ViewProjectionMatrix);
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data.ViewPos = renderContext.View.WorldPosition;
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data.GridColor = options.Viewport.ViewportGridColor;
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data.Far = renderContext.View.Far;
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data.GridSize = options.Viewport.ViewportGridViewDistance;
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data.ViewOrigin = renderContext.View.Origin;
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context.UpdateCB(cb, new IntPtr(&data));
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}
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