DeferredShading: Add bloom
This commit is contained in:
parent
7bbe879d2f
commit
9ee3a0d6be
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@ -0,0 +1,69 @@
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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external
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{
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[binding(0)] colorTexture: sampler2D<f32>,
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[binding(1)] viewerData: uniform<ViewerData>
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}
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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}
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struct FragOut
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{
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[location(0)] color: vec4<f32>
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}
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let BrightLuminance = 0.6;
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let BrightMiddleGrey = 0.5;
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let BrightThreshold = 0.7;
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize * 10.0;
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let color = colorTexture.Sample(fragcoord).rgb;
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color = color * (BrightMiddleGrey/BrightLuminance);
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color = color * (vec3<f32>(1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold)));
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color = color - vec3<f32>(0.5, 0.5, 0.5);
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color = color / (vec3<f32>(1.0, 1.0, 1.0) + color);
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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return output;
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}
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@ -0,0 +1,60 @@
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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external
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{
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[binding(0)] colorTexture: sampler2D<f32>,
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[binding(1)] bloomTexture: sampler2D<f32>,
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[binding(2)] viewerData: uniform<ViewerData>
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}
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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}
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struct FragOut
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{
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[location(0)] color: vec4<f32>
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}
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let output: FragOut;
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output.color = colorTexture.Sample(fragcoord) + bloomTexture.Sample(fragcoord);
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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return output;
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}
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@ -0,0 +1,78 @@
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[layout(std140)]
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struct ViewerData
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{
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projectionMatrix: mat4<f32>,
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invProjectionMatrix: mat4<f32>,
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viewMatrix: mat4<f32>,
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invViewMatrix: mat4<f32>,
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viewProjMatrix: mat4<f32>,
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invViewProjMatrix: mat4<f32>,
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renderTargetSize: vec2<f32>,
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invRenderTargetSize: vec2<f32>,
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eyePosition: vec3<f32>
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}
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external
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{
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[binding(0)] colorTexture: sampler2D<f32>,
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[binding(1)] viewerData: uniform<ViewerData>
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}
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4<f32>
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}
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struct FragOut
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{
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[location(0)] color: vec4<f32>
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}
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struct VertIn
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{
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[location(0)] pos: vec3<f32>
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}
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struct VertOut
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{
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[builtin(position)] position: vec4<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let invTargetSize = viewerData.invRenderTargetSize * 10.0;
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let fragcoord = input.fragcoord.xy * invTargetSize;
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let color = colorTexture.Sample(fragcoord).rgb * 0.2270270270;
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let filter = vec2<f32>(1.0, 0.0);
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color = color + colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color = color + colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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filter = vec2<f32>(0.0, 1.0);
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color = color + colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color = color + colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = vec4<f32>(input.pos, 1.0);
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return output;
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}
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@ -55,6 +55,7 @@ fn main(input: VertIn) -> VertOut
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{
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// Set translation part to zero
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let rotationMat = viewerData.viewMatrix;
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// rotationMat[3].xyz = vec3<f32>(0.0, 0.0, 0.0); // Requires SPIRV generator to handle swizzle for store expressions
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rotationMat[3][0] = 0.0;
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rotationMat[3][1] = 0.0;
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rotationMat[3][2] = 0.0;
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@ -351,20 +351,88 @@ int main()
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}
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const std::shared_ptr<const Nz::VertexDeclaration>& vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
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const std::shared_ptr<const Nz::VertexDeclaration>& fullscreenVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
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unsigned int offscreenWidth = window.GetSize().x;
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unsigned int offscreenHeight = window.GetSize().y;
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// Bloom data
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Nz::RenderPipelineLayoutInfo bloomPipelineLayoutInfo;
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bloomPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::Texture,
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Nz::ShaderStageType::Fragment,
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0
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});
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bloomPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::UniformBuffer,
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Nz::ShaderStageType::Fragment,
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1
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});
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Nz::RenderPipelineLayoutInfo bloomBlendPipelineLayoutInfo;
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bloomBlendPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::Texture,
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Nz::ShaderStageType::Fragment,
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0
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});
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bloomBlendPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::Texture,
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Nz::ShaderStageType::Fragment,
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1
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});
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bloomBlendPipelineLayoutInfo.bindings.push_back({
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Nz::ShaderBindingType::UniformBuffer,
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Nz::ShaderStageType::Fragment,
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2
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});
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Nz::RenderPipelineInfo bloomPipelineInfo;
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bloomPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleList;
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bloomPipelineInfo.pipelineLayout = device->InstantiateRenderPipelineLayout(bloomPipelineLayoutInfo);
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bloomPipelineInfo.vertexBuffers.push_back({
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0,
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fullscreenVertexDeclaration
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});
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bloomPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_bright.nzsl", {}));
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std::shared_ptr<Nz::ShaderBinding> bloomBrightShaderBinding = bloomPipelineInfo.pipelineLayout->AllocateShaderBinding();
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std::shared_ptr<Nz::ShaderBinding> gaussianBlurShaderBinding = bloomPipelineInfo.pipelineLayout->AllocateShaderBinding();
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std::shared_ptr<Nz::RenderPipeline> bloomBrightPipeline = device->InstantiateRenderPipeline(bloomPipelineInfo);
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bloomPipelineInfo.shaderModules.clear();
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bloomPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gaussian_blur.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> gaussianBlurPipeline = device->InstantiateRenderPipeline(bloomPipelineInfo);
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Nz::RenderPipelineInfo bloomBlendPipelineInfo;
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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(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "bloom_final.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> bloomBlendPipeline = device->InstantiateRenderPipeline(bloomBlendPipelineInfo);
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std::shared_ptr<Nz::ShaderBinding> bloomBlendShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding();
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// Fullscreen data
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Nz::RenderPipelineInfo fullscreenPipelineInfo;
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fullscreenPipelineInfo.primitiveMode = Nz::PrimitiveMode::TriangleStrip;
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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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vertexDeclaration
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fullscreenVertexDeclaration
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});
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fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::NazaraBinary, resourceDir / "fullscreen.frag.shader", {}));
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@ -461,21 +529,15 @@ int main()
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}
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};*/
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std::shared_ptr<Nz::AbstractBuffer> vertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex);
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if (!vertexBuffer->Initialize(vertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal))
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std::shared_ptr<Nz::AbstractBuffer> fullscreenVertexBuffer = device->InstantiateBuffer(Nz::BufferType::Vertex);
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if (!fullscreenVertexBuffer->Initialize(fullscreenVertexDeclaration->GetStride() * vertexData.size(), Nz::BufferUsage::DeviceLocal))
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return __LINE__;
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if (!vertexBuffer->Fill(vertexData.data(), 0, vertexBuffer->GetSize()))
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if (!fullscreenVertexBuffer->Fill(vertexData.data(), 0, fullscreenVertexBuffer->GetSize()))
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return __LINE__;
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std::shared_ptr<Nz::ShaderBinding> finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding();
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std::size_t colorTexture;
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std::size_t normalTexture;
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std::size_t positionTexture;
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std::size_t depthBuffer;
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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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@ -499,9 +561,19 @@ int main()
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}
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});
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bool bloomEnabled = true;
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bool forwardEnabled = true;
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bool lightAnimation = true;
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std::size_t colorTexture;
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std::size_t normalTexture;
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std::size_t positionTexture;
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std::size_t depthBuffer;
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std::size_t backbuffer;
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std::size_t bloomTextureA;
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std::size_t bloomTextureB;
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std::size_t lightOutput;
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Nz::BakedFrameGraph bakedGraph = [&]
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{
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Nz::FrameGraph graph;
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@ -526,11 +598,30 @@ int main()
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Nz::PixelFormat::Depth24Stencil8
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});
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lightOutput = graph.AddAttachment({
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"Light output",
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Nz::PixelFormat::RGBA8
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});
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backbuffer = graph.AddAttachment({
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"Backbuffer",
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Nz::PixelFormat::RGBA8
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});
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bloomTextureA = graph.AddAttachment({
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"Bloom texture A",
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Nz::PixelFormat::RGBA8,
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10'000,
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10'000
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});
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bloomTextureB = graph.AddAttachment({
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"Bloom texture B",
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Nz::PixelFormat::RGBA8,
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10'000,
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10'000
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});
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Nz::FramePass& gbufferPass = graph.AddPass("GBuffer");
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std::size_t geometryAlbedo = gbufferPass.AddOutput(colorTexture);
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@ -608,7 +699,7 @@ int main()
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lightingPass.AddInput(colorTexture);
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lightingPass.AddInput(normalTexture);
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lightingPass.AddInput(positionTexture);
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lightingPass.SetClearColor(lightingPass.AddOutput(backbuffer), Nz::Color::Black);
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lightingPass.SetClearColor(lightingPass.AddOutput(lightOutput), Nz::Color::Black);
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lightingPass.SetDepthStencilInput(depthBuffer);
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lightingPass.SetDepthStencilOutput(depthBuffer);
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@ -631,11 +722,73 @@ int main()
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return (forwardEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
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});
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forwardPass.AddInput(backbuffer);
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forwardPass.AddOutput(backbuffer);
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forwardPass.AddInput(lightOutput);
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forwardPass.AddOutput(lightOutput);
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forwardPass.SetDepthStencilInput(depthBuffer);
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forwardPass.SetDepthStencilOutput(depthBuffer);
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Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels");
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bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
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{
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builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
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builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
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builder.BindShaderBinding(*bloomBrightShaderBinding);
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builder.BindPipeline(*bloomBrightPipeline);
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builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
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builder.Draw(3);
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});
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bloomBrightPass.SetExecutionCallback([&]
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{
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return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
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});
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bloomBrightPass.AddInput(lightOutput);
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bloomBrightPass.AddOutput(bloomTextureA);
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Nz::FramePass& bloomBlurPass = graph.AddPass("Bloom pass - gaussian blur");
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bloomBlurPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
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{
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builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
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builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth) / 10, int(offscreenHeight) / 10 });
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builder.BindShaderBinding(*gaussianBlurShaderBinding);
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builder.BindPipeline(*gaussianBlurPipeline);
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builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
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builder.Draw(3);
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});
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bloomBlurPass.SetExecutionCallback([&]
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{
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return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
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});
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bloomBlurPass.AddInput(bloomTextureA);
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bloomBlurPass.AddOutput(bloomTextureB);
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Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
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bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder)
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{
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builder.SetScissor(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
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builder.SetViewport(Nz::Recti{ 0, 0, int(offscreenWidth), int(offscreenHeight) });
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builder.BindShaderBinding(*bloomBlendShaderBinding);
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builder.BindPipeline(*bloomBlendPipeline);
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builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
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builder.Draw(3);
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});
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bloomBlendPass.SetExecutionCallback([&]
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{
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return (bloomEnabled) ? Nz::FramePassExecution::Execute : Nz::FramePassExecution::Skip;
|
||||
});
|
||||
|
||||
bloomBlendPass.AddInput(lightOutput);
|
||||
bloomBlendPass.AddInput(bloomTextureB);
|
||||
bloomBlendPass.AddOutput(backbuffer);
|
||||
|
||||
graph.SetBackbufferOutput(backbuffer);
|
||||
|
||||
return graph.Bake();
|
||||
|
|
@ -688,6 +841,64 @@ int main()
|
|||
lightingShaderBindings.emplace_back(std::move(lightingShaderBinding));
|
||||
}
|
||||
|
||||
bloomBrightShaderBinding->Update({
|
||||
{
|
||||
0,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(lightOutput).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
},
|
||||
{
|
||||
1,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
viewerDataUBO.get(),
|
||||
0, viewerDataUBO->GetSize()
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
gaussianBlurShaderBinding->Update({
|
||||
{
|
||||
0,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(bloomTextureA).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
},
|
||||
{
|
||||
1,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
viewerDataUBO.get(),
|
||||
0, viewerDataUBO->GetSize()
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
bloomBlendShaderBinding->Update({
|
||||
{
|
||||
0,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(lightOutput).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
},
|
||||
{
|
||||
1,
|
||||
Nz::ShaderBinding::TextureBinding {
|
||||
bakedGraph.GetAttachmentTexture(bloomTextureB).get(),
|
||||
textureSampler.get()
|
||||
}
|
||||
},
|
||||
{
|
||||
2,
|
||||
Nz::ShaderBinding::UniformBufferBinding {
|
||||
viewerDataUBO.get(),
|
||||
0, viewerDataUBO->GetSize()
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
finalBlitBinding->Update({
|
||||
{
|
||||
0,
|
||||
|
|
@ -719,7 +930,7 @@ int main()
|
|||
|
||||
builder.BindShaderBinding(*finalBlitBinding);
|
||||
builder.BindPipeline(*fullscreenPipeline);
|
||||
builder.BindVertexBuffer(0, vertexBuffer.get());
|
||||
builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
|
||||
builder.Draw(3);
|
||||
}
|
||||
builder.EndRenderPass();
|
||||
|
|
|
|||
|
|
@ -18,6 +18,8 @@ namespace Nz
|
|||
{
|
||||
std::string name;
|
||||
PixelFormat format;
|
||||
unsigned int width = 100'000;
|
||||
unsigned int height = 100'000;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -172,8 +172,8 @@ namespace Nz
|
|||
|
||||
TextureData& data = m_pending.textures.emplace_back();
|
||||
data.format = m_attachments[attachmentIndex].format;
|
||||
data.width = 100'000;
|
||||
data.height = 100'000;
|
||||
data.width = m_attachments[attachmentIndex].width;
|
||||
data.height = m_attachments[attachmentIndex].height;
|
||||
|
||||
return textureId;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -338,7 +338,7 @@ namespace Nz
|
|||
|
||||
rightOperand = rightAsVec;
|
||||
}
|
||||
else if (!IsPrimitiveType(leftType) || !IsPrimitiveType(rightType))
|
||||
else if (leftType != rightType)
|
||||
throw std::runtime_error("unexpected division operands");
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -116,7 +116,7 @@ void VecValue<ComponentCount>::BuildNodeEdition(QFormLayout* layout)
|
|||
|
||||
connect(spinbox, qOverload<double>(&QDoubleSpinBox::valueChanged), [=](double)
|
||||
{
|
||||
m_value[i] = spinbox->value();
|
||||
m_value[i] = float(spinbox->value());
|
||||
Q_EMIT dataUpdated(0);
|
||||
|
||||
UpdatePreview();
|
||||
|
|
|
|||
Loading…
Reference in New Issue