Add fullscreen vertex shader module
This commit is contained in:
@@ -359,10 +359,6 @@ int main()
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light.radius = radiusDis(randomEngine);
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}
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const std::shared_ptr<const Nz::VertexDeclaration>& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XY_UV);
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unsigned int offscreenWidth = windowSize.x;
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unsigned int offscreenHeight = windowSize.y;
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@@ -384,10 +380,6 @@ int main()
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Nz::RenderPipelineInfo fullscreenPipelineInfoViewer;
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fullscreenPipelineInfoViewer.primitiveMode = Nz::PrimitiveMode::TriangleList;
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fullscreenPipelineInfoViewer.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfoViewer);
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fullscreenPipelineInfoViewer.vertexBuffers.push_back({
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0,
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fullscreenVertexDeclaration
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});
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fullscreenPipelineInfoViewer.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "bloom_bright.nzsl", states));
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@@ -477,10 +469,6 @@ int main()
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bloomBlendPipelineInfo.blend.srcColor = Nz::BlendFunc::One;
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bloomBlendPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
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bloomBlendPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomBlendPipelineLayoutInfo);
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bloomBlendPipelineInfo.vertexBuffers.push_back({
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0,
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fullscreenVertexDeclaration
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});
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bloomBlendPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "bloom_final.nzsl", states));
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@@ -501,10 +489,6 @@ int main()
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Nz::RenderPipelineInfo fullscreenPipelineInfo;
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fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
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fullscreenPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(fullscreenPipelineLayoutInfo);
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fullscreenPipelineInfo.vertexBuffers.push_back({
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0,
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fullscreenVertexDeclaration
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});
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fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "gamma.nzsl", states));
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@@ -535,10 +519,6 @@ int main()
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Nz::RenderPipelineInfo godraysPipelineInfo;
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godraysPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
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godraysPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(godraysPipelineLayoutInfo);
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godraysPipelineInfo.vertexBuffers.push_back({
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0,
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fullscreenVertexDeclaration
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});
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godraysPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, shaderDir / "god_rays.nzsl", states));
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@@ -622,46 +602,6 @@ int main()
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std::vector<std::shared_ptr<Nz::ShaderBinding>> lightingShaderBindings;
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std::array<Nz::VertexStruct_XY_UV, 3> vertexData = {
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{
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{
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Nz::Vector2f(-1.f, 1.f),
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Nz::Vector2f(0.0f, 1.0f),
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},
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{
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Nz::Vector2f(-1.f, -3.f),
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Nz::Vector2f(0.0f, -1.0f),
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},
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{
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Nz::Vector2f(3.f, 1.f),
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Nz::Vector2f(2.0f, 1.0f),
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}
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}
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};
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/*std::array<Nz::VertexStruct_XYZ_UV, 4> vertexData = {
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{
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{
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Nz::Vector3f(-1.f, -1.f, 0.0f),
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Nz::Vector2f(0.0f, 0.0f),
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},
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{
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Nz::Vector3f(1.f, -1.f, 0.0f),
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Nz::Vector2f(1.0f, 0.0f),
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},
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{
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Nz::Vector3f(-1.f, 1.f, 0.0f),
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Nz::Vector2f(0.0f, 1.0f),
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},
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{
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Nz::Vector3f(1.f, 1.f, 0.0f),
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Nz::Vector2f(1.0f, 1.0f),
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},
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}
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};*/
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std::shared_ptr<Nz::RenderBuffer> fullscreenVertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex, fullscreenVertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Write, vertexData.data());
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std::shared_ptr<Nz::ShaderBinding> bloomSkipBlit;
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std::shared_ptr<Nz::ShaderBinding> finalBlitBinding;
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@@ -973,7 +913,6 @@ int main()
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builder.BindShaderBinding(0, *godRaysShaderBinding);
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builder.BindPipeline(*godraysPipeline);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -990,7 +929,6 @@ int main()
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builder.BindShaderBinding(0, *bloomBrightShaderBinding);
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builder.BindPipeline(*bloomBrightPipeline);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -1013,7 +951,6 @@ int main()
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builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
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builder.BindPipeline(*gaussianBlurPipeline);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -1034,7 +971,6 @@ int main()
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builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
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builder.BindPipeline(*gaussianBlurPipeline);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -1053,7 +989,6 @@ int main()
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{
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builder.SetScissor(env.renderRect);
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builder.SetViewport(env.renderRect);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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// Blend bloom
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builder.BindPipeline(*bloomBlendPipeline);
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@@ -1092,7 +1027,6 @@ int main()
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builder.BindShaderBinding(0, *toneMappingShaderBinding);
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builder.BindPipeline(*toneMappingPipeline);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -1592,7 +1526,7 @@ int main()
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builder.BindShaderBinding(0, *finalBlitBinding);
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builder.BindPipeline(*fullscreenPipeline);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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}
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builder.EndDebugRegion();
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