Renderer: Working compute implementation
This commit is contained in:
committed by
Jérôme Leclercq
parent
4605eed0da
commit
fe8715f1fb
@@ -831,11 +831,11 @@ int main()
|
||||
builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get(), Nz::IndexType::U16);
|
||||
builder.BindVertexBuffer(0, *coneMeshGfx->GetVertexBuffer(0).get());
|
||||
|
||||
builder.BindShaderBinding(0, *gbufferShaderBinding);
|
||||
builder.BindRenderShaderBinding(0, *gbufferShaderBinding);
|
||||
|
||||
for (std::size_t i = 0; i < spotLights.size(); ++i)
|
||||
{
|
||||
builder.BindShaderBinding(1, *lightingShaderBindings[i]);
|
||||
builder.BindRenderShaderBinding(1, *lightingShaderBindings[i]);
|
||||
|
||||
builder.BindRenderPipeline(*stencilPipeline);
|
||||
builder.DrawIndexed(coneMeshGfx->GetIndexCount(0));
|
||||
@@ -858,7 +858,7 @@ int main()
|
||||
builder.SetScissor(env.renderRect);
|
||||
builder.SetViewport(env.renderRect);
|
||||
|
||||
builder.BindShaderBinding(0, *skyboxShaderBinding);
|
||||
builder.BindRenderShaderBinding(0, *skyboxShaderBinding);
|
||||
|
||||
builder.BindIndexBuffer(*cubeMeshGfx->GetIndexBuffer(0), Nz::IndexType::U16);
|
||||
builder.BindVertexBuffer(0, *cubeMeshGfx->GetVertexBuffer(0));
|
||||
@@ -930,7 +930,7 @@ int main()
|
||||
builder.SetScissor(env.renderRect);
|
||||
builder.SetViewport(env.renderRect);
|
||||
|
||||
builder.BindShaderBinding(0, *godRaysShaderBinding);
|
||||
builder.BindRenderShaderBinding(0, *godRaysShaderBinding);
|
||||
|
||||
builder.BindRenderPipeline(*godraysPipeline);
|
||||
|
||||
@@ -946,7 +946,7 @@ int main()
|
||||
builder.SetScissor(env.renderRect);
|
||||
builder.SetViewport(env.renderRect);
|
||||
|
||||
builder.BindShaderBinding(0, *bloomBrightShaderBinding);
|
||||
builder.BindRenderShaderBinding(0, *bloomBrightShaderBinding);
|
||||
|
||||
builder.BindRenderPipeline(*bloomBrightPipeline);
|
||||
|
||||
@@ -969,7 +969,7 @@ int main()
|
||||
builder.SetScissor(env.renderRect);
|
||||
builder.SetViewport(env.renderRect);
|
||||
|
||||
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
|
||||
builder.BindRenderShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
|
||||
builder.BindRenderPipeline(*gaussianBlurPipeline);
|
||||
|
||||
builder.Draw(3);
|
||||
@@ -989,7 +989,7 @@ int main()
|
||||
builder.SetScissor(env.renderRect);
|
||||
builder.SetViewport(env.renderRect);
|
||||
|
||||
builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
|
||||
builder.BindRenderShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
|
||||
builder.BindRenderPipeline(*gaussianBlurPipeline);
|
||||
|
||||
builder.Draw(3);
|
||||
@@ -1014,12 +1014,12 @@ int main()
|
||||
builder.BindRenderPipeline(*bloomBlendPipeline);
|
||||
for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
|
||||
{
|
||||
builder.BindShaderBinding(0, *bloomBlendShaderBinding[i]);
|
||||
builder.BindRenderShaderBinding(0, *bloomBlendShaderBinding[i]);
|
||||
builder.Draw(3);
|
||||
}
|
||||
|
||||
// God rays
|
||||
builder.BindShaderBinding(0, *godRaysBlitShaderBinding);
|
||||
builder.BindRenderShaderBinding(0, *godRaysBlitShaderBinding);
|
||||
builder.Draw(3);
|
||||
});
|
||||
|
||||
@@ -1045,7 +1045,7 @@ int main()
|
||||
builder.SetScissor(env.renderRect);
|
||||
builder.SetViewport(env.renderRect);
|
||||
|
||||
builder.BindShaderBinding(0, *toneMappingShaderBinding);
|
||||
builder.BindRenderShaderBinding(0, *toneMappingShaderBinding);
|
||||
builder.BindRenderPipeline(*toneMappingPipeline);
|
||||
|
||||
builder.Draw(3);
|
||||
@@ -1547,7 +1547,7 @@ int main()
|
||||
builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
|
||||
builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
|
||||
|
||||
builder.BindShaderBinding(0, *finalBlitBinding);
|
||||
builder.BindRenderShaderBinding(0, *finalBlitBinding);
|
||||
builder.BindRenderPipeline(*fullscreenPipeline);
|
||||
|
||||
builder.Draw(3);
|
||||
|
||||
Reference in New Issue
Block a user