Examples/DeferredShading: Add god rays (WIP)
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@ -0,0 +1,95 @@
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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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[layout(std140)]
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struct Settings
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{
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exposure: f32,
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decay: f32,
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density: f32,
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weight: f32,
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lightPosition: vec2<f32>, //< Switch to world position
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}
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const SampleCount: i32 = 200;
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external
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{
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[set(0), binding(0)] viewerData: uniform<ViewerData>,
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[set(0), binding(1)] settings: uniform<Settings>,
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[set(0), binding(2)] occluderTexture: sampler2D<f32>
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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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[location(0)] uv: vec2<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: vec2<f32>,
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[location(1)] uv: vec2<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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[location(0)] uv: vec2<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 deltaUV = input.uv - settings.lightPosition;
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deltaUV *= 1.0 / f32(SampleCount) * settings.density;
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let illuminationDecay = 1.0;
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let uv = input.uv;
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let outputColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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let i = 0;
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while (i < SampleCount)
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{
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uv -= deltaUV;
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let sample = occluderTexture.Sample(uv);
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sample *= illuminationDecay * settings.weight;
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outputColor += sample;
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illuminationDecay *= settings.decay;
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i += 1;
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}
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let output: FragOut;
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output.color = outputColor;
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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, 0.0, 1.0);
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output.uv = input.uv;
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return output;
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}
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@ -455,7 +455,7 @@ int main()
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std::vector<std::shared_ptr<Nz::ShaderBinding>> bloomBlendShaderBinding(BloomSubdivisionCount);
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// Fullscreen data
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// Gamma correction
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Nz::RenderPipelineLayoutInfo fullscreenPipelineLayoutInfo;
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@ -475,6 +475,71 @@ int main()
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fullscreenPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "gamma.nzsl", {}));
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// God rays
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Nz::RenderPipelineLayoutInfo godraysPipelineLayoutInfo;
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godraysPipelineLayoutInfo.bindings = {
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{
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{
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0, 0,
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Nz::ShaderBindingType::UniformBuffer,
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Nz::ShaderStageType::Fragment,
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},
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{
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0, 1,
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Nz::ShaderBindingType::UniformBuffer,
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Nz::ShaderStageType::Fragment,
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},
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{
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0, 2,
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Nz::ShaderBindingType::Texture,
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Nz::ShaderStageType::Fragment,
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},
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}
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};
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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(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "god_rays.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> godraysPipeline = device->InstantiateRenderPipeline(godraysPipelineInfo);
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Nz::FieldOffsets godraysFieldOffsets(Nz::StructLayout::Std140);
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std::size_t gr_exposureOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t gr_decayOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t gr_densityOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t gr_weightOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float1);
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std::size_t gr_lightPositionOffset = godraysFieldOffsets.AddField(Nz::StructFieldType::Float2);
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std::shared_ptr<Nz::ShaderBinding> godRaysShaderBinding = godraysPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
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/*
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uniformExposure = 0.0034f;
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uniformDecay = 1.0f;
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uniformDensity = 0.84f;
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uniformWeight = 5.65f;
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*/
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std::vector<Nz::UInt8> godRaysData(godraysFieldOffsets.GetSize());
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Nz::AccessByOffset<float&>(godRaysData.data(), gr_exposureOffset) = 0.0034f;
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Nz::AccessByOffset<float&>(godRaysData.data(), gr_decayOffset) = 0.9f;
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Nz::AccessByOffset<float&>(godRaysData.data(), gr_densityOffset) = 0.84f;
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Nz::AccessByOffset<float&>(godRaysData.data(), gr_weightOffset) = 5.65f;
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Nz::AccessByOffset<Nz::Vector2f&>(godRaysData.data(), gr_lightPositionOffset) = Nz::Vector2f(0.5f, 0.1f);
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std::shared_ptr<Nz::AbstractBuffer> godRaysUBO = device->InstantiateBuffer(Nz::BufferType::Uniform);
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godRaysUBO->Initialize(godRaysData.size(), Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic);
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godRaysUBO->Fill(godRaysData.data(), 0, godRaysData.size());
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std::shared_ptr<Nz::ShaderBinding> godRaysBlitShaderBinding;
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const std::shared_ptr<const Nz::VertexDeclaration>& lightingVertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
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@ -614,6 +679,8 @@ int main()
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std::size_t bloomOutput;
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std::vector<std::size_t> bloomTextures(BloomSubdivisionCount * 2);
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std::size_t lightOutput;
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std::size_t occluderTexture;
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std::size_t godRaysTexture;
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std::size_t toneMappingOutput;
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@ -672,6 +739,16 @@ int main()
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Nz::PixelFormat::RGBA16F
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});
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occluderTexture = graph.AddAttachment({
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"Occluder texture",
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Nz::PixelFormat::RGBA8,
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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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});
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bloomOutput = graph.AddAttachmentProxy("Bloom output", lightOutput);
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unsigned int bloomSize = 50'000;
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@ -812,6 +889,44 @@ int main()
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forwardPass.SetDepthStencilInput(depthBuffer1);
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forwardPass.SetDepthStencilOutput(depthBuffer2);
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Nz::FramePass& occluderPass = graph.AddPass("Occluder pass");
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occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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{
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builder.SetScissor(renderArea);
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builder.SetViewport(renderArea);
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builder.BindShaderBinding(0, *skyboxShaderBinding);
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builder.BindIndexBuffer(*cubeMeshGfx->GetIndexBuffer(0));
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builder.BindVertexBuffer(0, *cubeMeshGfx->GetVertexBuffer(0));
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builder.BindPipeline(*skyboxPipeline);
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builder.DrawIndexed(Nz::SafeCast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
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});
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occluderPass.AddOutput(occluderTexture);
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occluderPass.SetClearColor(0, Nz::Color::Black);
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occluderPass.SetDepthStencilInput(depthBuffer1);
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Nz::FramePass& godraysPass = graph.AddPass("Light scattering pass");
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godraysPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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{
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builder.SetScissor(renderArea);
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builder.SetViewport(renderArea);
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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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godraysPass.AddInput(occluderTexture);
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godraysPass.AddOutput(godRaysTexture);
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Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels");
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bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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{
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@ -893,6 +1008,10 @@ int main()
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builder.BindShaderBinding(0, *bloomBlendShaderBinding[i]);
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builder.Draw(3);
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}
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// God rays
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builder.BindShaderBinding(0, *godRaysBlitShaderBinding);
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builder.Draw(3);
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});
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bloomBlendPass.SetExecutionCallback([&]
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@ -901,6 +1020,7 @@ int main()
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});
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bloomBlendPass.AddInput(lightOutput);
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bloomBlendPass.AddInput(godRaysTexture);
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bloomBlendPass.SetReadInput(0, false);
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for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
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@ -1004,6 +1124,7 @@ int main()
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float rotationSpeed = ComputeLightAnimationSpeed(viewerPos);
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auto& whiteLight = spotLights.emplace_back();
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whiteLight.color = Nz::Color(100, 100, 255);
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whiteLight.radius = 5.f;
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whiteLight.position = AnimateLightPosition(viewerPos, rotationSpeed, -elapsedTime);
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whiteLight.direction = AnimateLightDirection(camQuat * Nz::Vector3f::Forward(), rotationSpeed, -elapsedTime);
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@ -1231,6 +1352,33 @@ int main()
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}
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});
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frame.PushForRelease(std::move(godRaysShaderBinding));
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godRaysShaderBinding = godraysPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
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godRaysShaderBinding->Update({
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{
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0,
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Nz::ShaderBinding::UniformBufferBinding {
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viewerInstance.GetViewerBuffer().get(),
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0, viewerInstance.GetViewerBuffer()->GetSize()
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}
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},
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{
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1,
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Nz::ShaderBinding::UniformBufferBinding {
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godRaysUBO.get(),
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0, godRaysUBO->GetSize()
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}
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},
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{
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2,
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Nz::ShaderBinding::TextureBinding {
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bakedGraph.GetAttachmentTexture(occluderTexture).get(),
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textureSampler.get()
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}
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}
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});
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frame.PushForRelease(std::move(toneMappingShaderBinding));
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toneMappingShaderBinding = fullscreenPipelineInfoViewer.pipelineLayout->AllocateShaderBinding(0);
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@ -1251,6 +1399,33 @@ int main()
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}
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});
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frame.PushForRelease(std::move(godRaysBlitShaderBinding));
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godRaysBlitShaderBinding = bloomBlendPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
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godRaysBlitShaderBinding->Update({
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{
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0,
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Nz::ShaderBinding::UniformBufferBinding {
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viewerInstance.GetViewerBuffer().get(),
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0, viewerInstance.GetViewerBuffer()->GetSize()
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}
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},
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/*{
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1,
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Nz::ShaderBinding::TextureBinding {
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bakedGraph.GetAttachmentTexture(lightOutput).get(),
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textureSampler.get()
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}
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},*/
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{
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2,
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Nz::ShaderBinding::TextureBinding {
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bakedGraph.GetAttachmentTexture(godRaysTexture).get(),
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textureSampler.get()
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}
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}
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});
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frame.PushForRelease(std::move(finalBlitBinding));
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finalBlitBinding = fullscreenPipelineInfo.pipelineLayout->AllocateShaderBinding(0);
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@ -1279,6 +1454,7 @@ int main()
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viewerInstance.UpdateBuffers(uploadPool, builder);
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// Update light buffer
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if (!spotLights.empty() && (lightUpdate || lightAnimation))
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{
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auto& lightDataAllocation = uploadPool.Allocate(alignedSpotLightSize * spotLights.size());
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@ -1309,6 +1485,26 @@ int main()
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builder.CopyBuffer(lightDataAllocation, lightUbo.get());
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}
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// Update light scattering buffer
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{
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Nz::Vector4f pos(0.f, 200.f, 0.f, 1.f);
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pos = viewerInstance.GetViewMatrix() * pos;
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pos = viewerInstance.GetProjectionMatrix() * pos;
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pos /= pos.w;
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Nz::Vector2f& lightPosition = Nz::AccessByOffset<Nz::Vector2f&>(godRaysData.data(), gr_lightPositionOffset);
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lightPosition = Nz::Vector2f(pos.x * 0.5f + 0.5f, pos.y * 0.5f + 0.5f);
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lightPosition.x = Nz::Clamp(std::abs(lightPosition.x), -0.5f, 1.5f);
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lightPosition.y = Nz::Clamp(std::abs(lightPosition.y), -0.5f, 1.5f);
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auto& lightScatteringAllocation = uploadPool.Allocate(godRaysData.size());
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Nz::UInt8* dataPtr = static_cast<Nz::UInt8*>(lightScatteringAllocation.mappedPtr);
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std::memcpy(dataPtr, godRaysData.data(), godRaysData.size());
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builder.CopyBuffer(lightScatteringAllocation, godRaysUBO.get());
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}
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matUpdate = spaceshipMatPass->Update(frame, builder) || matUpdate;
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matUpdate = planeMatPass->Update(frame, builder) || matUpdate;
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