Renderer: Blit texture to window instead of using a full renderpass
This may improve performance and allow for render targets to customize how they blit the final texture (allowing for render-to-texture)
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@@ -703,52 +703,52 @@ int main(int argc, char* argv[])
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});
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godRaysTexture = graph.AddAttachment({
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"God rays texture",
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Nz::PixelFormat::RGBA16F,
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Nz::FramePassAttachmentSize::SwapchainFactor,
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50'000,
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50'000
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.name = "God rays texture",
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.width = 50'000,
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.height = 50'000
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});
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bloomOutput = graph.AddAttachmentProxy("Bloom output", lightOutput);
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unsigned int bloomSize = 50'000;
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bloomBrightOutput = graph.AddAttachment({
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"Bloom bright output",
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Nz::PixelFormat::RGBA16F,
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Nz::FramePassAttachmentSize::SwapchainFactor,
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bloomSize,
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bloomSize
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.name = "Bloom bright output",
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.width = bloomSize,
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.height = bloomSize
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});
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for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
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{
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bloomTextures[i * 2 + 0] = graph.AddAttachment({
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"Bloom texture #" + std::to_string(i),
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Nz::PixelFormat::RGBA16F,
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Nz::FramePassAttachmentSize::SwapchainFactor,
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bloomSize,
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bloomSize
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.name = "Bloom texture #" + std::to_string(i),
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.width = bloomSize,
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.height = bloomSize
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});
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bloomTextures[i * 2 + 1] = graph.AddAttachment({
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"Bloom texture #" + std::to_string(i),
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Nz::PixelFormat::RGBA16F,
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Nz::FramePassAttachmentSize::SwapchainFactor,
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bloomSize,
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bloomSize
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.name = "Bloom texture #" + std::to_string(i),
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.format = Nz::PixelFormat::RGBA16F,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.width = bloomSize,
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.height = bloomSize
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});
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bloomSize /= 2;
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}
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toneMappingOutput = graph.AddAttachment({
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"Tone mapping",
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Nz::PixelFormat::RGBA8,
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Nz::FramePassAttachmentSize::SwapchainFactor,
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100'000,
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100'000
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.name = "Tone mapping",
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.format = Nz::PixelFormat::RGBA8,
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.size = Nz::FramePassAttachmentSize::SwapchainFactor,
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.width = 100'000,
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.height = 100'000
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});
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Nz::FramePass& gbufferPass = graph.AddPass("GBuffer");
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