Graphics/FramePass: Replace render rect parameter of CommandCallback by FramePassEnvironment

This commit is contained in:
Jérôme Leclercq
2022-02-27 18:37:05 +01:00
parent 28531f5118
commit 8a097afb1b
7 changed files with 56 additions and 40 deletions

View File

@@ -840,14 +840,14 @@ int main()
return Nz::FramePassExecution::Execute;
});
gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetViewport(renderArea);
builder.SetViewport(env.renderRect);
std::vector<std::unique_ptr<Nz::RenderElement>> elements;
spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, elements, renderArea);
spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, elements, renderArea);
planeModel.BuildElement(forwardPassIndex, planeInstance, elements, renderArea);
spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, elements, env.renderRect);
spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, elements, env.renderRect);
planeModel.BuildElement(forwardPassIndex, planeInstance, elements, env.renderRect);
std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
@@ -866,10 +866,10 @@ int main()
return (lightUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
});
lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
//builder.BindVertexBuffer(0, vertexBuffer.get());
builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get());
@@ -897,10 +897,10 @@ int main()
lightingPass.SetDepthStencilInput(depthBuffer1);
Nz::FramePass& forwardPass = graph.AddPass("Forward pass");
forwardPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
forwardPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindShaderBinding(0, *skyboxShaderBinding);
@@ -911,7 +911,7 @@ int main()
builder.DrawIndexed(Nz::SafeCast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
std::vector<std::unique_ptr<Nz::RenderElement>> elements;
flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, renderArea);
flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect);
std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
@@ -935,12 +935,12 @@ int main()
Nz::FramePass& occluderPass = graph.AddPass("Occluder pass");
occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetViewport(renderArea);
builder.SetViewport(env.renderRect);
std::vector<std::unique_ptr<Nz::RenderElement>> elements;
flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, renderArea);
flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect);
std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
@@ -959,10 +959,10 @@ int main()
occluderPass.SetDepthStencilInput(depthBuffer1);
Nz::FramePass& godraysPass = graph.AddPass("Light scattering pass");
godraysPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
godraysPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindShaderBinding(0, *godRaysShaderBinding);
@@ -976,10 +976,10 @@ int main()
godraysPass.AddOutput(godRaysTexture);
Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels");
bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindShaderBinding(0, *bloomBrightShaderBinding);
@@ -1000,10 +1000,10 @@ int main()
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
{
Nz::FramePass& bloomBlurPassHorizontal = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - horizontal");
bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
builder.BindPipeline(*gaussianBlurPipeline);
@@ -1021,10 +1021,10 @@ int main()
bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]);
Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical");
bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
builder.BindPipeline(*gaussianBlurPipeline);
@@ -1043,10 +1043,10 @@ int main()
}
Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
// Blend bloom
@@ -1079,10 +1079,10 @@ int main()
Nz::FramePass& toneMappingPass = graph.AddPass("Tone mapping");
toneMappingPass.AddInput(bloomOutput);
toneMappingPass.AddOutput(toneMappingOutput);
toneMappingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
toneMappingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(renderArea);
builder.SetViewport(renderArea);
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
builder.BindShaderBinding(0, *toneMappingShaderBinding);
builder.BindPipeline(*toneMappingPipeline);