Fix graphics examples
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@@ -2,14 +2,8 @@
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#include <Nazara/Platform.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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#include <Nazara/Renderer.hpp>
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#include <Nazara/Shader.hpp>
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#include <Nazara/Shader/SpirvConstantCache.hpp>
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#include <Nazara/Shader/SpirvPrinter.hpp>
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#include <Nazara/Shader/ShaderLangLexer.hpp>
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#include <Nazara/Shader/ShaderLangParser.hpp>
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#include <Nazara/Utility.hpp>
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#include <array>
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#include <iostream>
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@@ -554,6 +548,10 @@ int main()
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std::size_t bloomTextureB;
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std::size_t lightOutput;
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Nz::SubmeshRenderer submeshRenderer;
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std::size_t forwardPassIndex = Nz::Graphics::Instance()->GetMaterialPassRegistry().GetPassIndex("ForwardPass");
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Nz::BakedFrameGraph bakedGraph = [&]
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{
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Nz::PixelFormat depthStencilFormat = Nz::PixelFormat::Undefined;
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@@ -650,15 +648,16 @@ int main()
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builder.BindShaderBinding(Nz::Graphics::ViewerBindingSet, viewerInstance.GetShaderBinding());
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builder.BindShaderBinding(Nz::Graphics::WorldBindingSet, modelInstance1.GetShaderBinding());
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spaceshipModel.Draw("ForwardPass", builder);
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, elements);
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, elements);
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planeModel.BuildElement(forwardPassIndex, planeInstance, elements);
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builder.BindShaderBinding(Nz::Graphics::WorldBindingSet, modelInstance2.GetShaderBinding());
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spaceshipModel.Draw("ForwardPass", builder);
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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for (const auto& element : elements)
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elementPointers.emplace_back(element.get());
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// Plane
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builder.BindShaderBinding(Nz::Graphics::WorldBindingSet, planeInstance.GetShaderBinding());
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planeModel.Draw("ForwardPass", builder);
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submeshRenderer.Render(builder, elementPointers.data(), elementPointers.size());
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});
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Nz::FramePass& lightingPass = graph.AddPass("Lighting pass");
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@@ -673,8 +672,8 @@ int main()
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builder.SetViewport(renderArea);
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//builder.BindVertexBuffer(0, vertexBuffer.get());
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builder.BindIndexBuffer(coneMeshGfx->GetIndexBuffer(0).get());
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builder.BindVertexBuffer(0, coneMeshGfx->GetVertexBuffer(0).get());
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builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get());
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builder.BindVertexBuffer(0, *coneMeshGfx->GetVertexBuffer(0).get());
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builder.BindShaderBinding(0, viewerInstance.GetShaderBinding());
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builder.BindShaderBinding(1, *gbufferShaderBinding);
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@@ -707,8 +706,8 @@ int main()
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builder.BindShaderBinding(0, viewerInstance.GetShaderBinding());
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builder.BindShaderBinding(1, *skyboxShaderBinding);
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builder.BindIndexBuffer(cubeMeshGfx->GetIndexBuffer(0).get());
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builder.BindVertexBuffer(0, cubeMeshGfx->GetVertexBuffer(0).get());
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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(static_cast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
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@@ -733,7 +732,7 @@ int main()
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builder.BindShaderBinding(1, *bloomBrightShaderBinding);
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builder.BindPipeline(*bloomBrightPipeline);
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builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -754,7 +753,7 @@ int main()
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builder.BindShaderBinding(0, viewerInstance.GetShaderBinding());
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builder.BindShaderBinding(1, *gaussianBlurShaderBinding);
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builder.BindPipeline(*gaussianBlurPipeline);
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builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -775,7 +774,7 @@ int main()
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builder.BindShaderBinding(0, viewerInstance.GetShaderBinding());
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builder.BindShaderBinding(1, *bloomBlendShaderBinding);
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builder.BindPipeline(*bloomBlendPipeline);
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builder.BindVertexBuffer(0, fullscreenVertexBuffer.get());
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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});
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@@ -1124,7 +1123,7 @@ 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.get());
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.Draw(3);
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}
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builder.EndRenderPass();
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