DeferredShading demo: Add keys to disable forward pass/light animations
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@ -477,6 +477,7 @@ int main()
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std::size_t backbuffer;
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bool viewerUboUpdate = true;
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bool lightUpdate = true;
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std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
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@ -498,6 +499,7 @@ int main()
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}
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});
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Nz::BakedFrameGraph bakedGraph = [&]
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{
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Nz::FrameGraph graph;
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@ -622,6 +624,7 @@ int main()
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builder.DrawIndexed(static_cast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
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});
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});
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forwardPass.AddInput(backbuffer);
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forwardPass.AddOutput(backbuffer);
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@ -744,6 +747,7 @@ int main()
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{
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Nz::UInt64 now = Nz::GetElapsedMicroseconds();
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elapsedTime += (now - time) / 1'000'000.f;
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elapsedTime += (now - time) / 1'000'000.f;
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time = now;
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Nz::WindowEvent event;
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@ -783,6 +787,7 @@ int main()
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viewerUboUpdate = true;
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}
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else if (event.key.virtualKey == Nz::Keyboard::VKey::F)
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break;
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}
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