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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-20 06:49:19 +02:00
implement moon
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@@ -45,18 +45,26 @@ void GbufferBlitPass::Init() {
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.setAllFilters(true));
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const nvrhi::SamplerHandle sampler_linear =
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m_backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc().setAllFilters(true));
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nvrhi::SamplerDesc().setAllFilters(true));
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const nvrhi::SamplerHandle sampler_linear_clamp =
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m_backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc()
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.setAllAddressModes(nvrhi::SamplerAddressMode::ClampToEdge)
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.setAllFilters(true));
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const nvrhi::SamplerHandle sampler_linear_clamp_v_repeat_h =
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m_backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc()
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.setAllAddressModes(nvrhi::SamplerAddressMode::ClampToEdge)
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.setAddressU(nvrhi::SamplerAddressMode::Repeat)
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.setAllFilters(true));
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RegisterResource(true, "shadow_sampler_comp", sampler_shadow_comp,
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nvrhi::ResourceType::Sampler);
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RegisterResource(true, "sampler_linear_wrap", sampler_linear,
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nvrhi::ResourceType::Sampler);
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RegisterResource(true, "sampler_linear_clamp", sampler_linear_clamp,
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nvrhi::ResourceType::Sampler);
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RegisterResource(true, "sampler_linear_clamp_v_repeat_h", sampler_linear_clamp_v_repeat_h,
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nvrhi::ResourceType::Sampler);
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m_scene_depth = m_backend->GetDevice()->createTexture(
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nvrhi::TextureDesc(m_gbuffer->m_gbuffer_depth->getDesc())
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.setFormat(nvrhi::Format::R32_FLOAT)
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@@ -144,7 +152,7 @@ void GbufferBlitPass::Init() {
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.m_resource)))
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.addItem(nvrhi::BindingSetItem::Sampler(8, sampler_linear))
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.addItem(nvrhi::BindingSetItem::Sampler(11, sampler_shadow_comp))
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.addItem(nvrhi::BindingSetItem::Sampler(13, sampler_linear_clamp))
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.addItem(nvrhi::BindingSetItem::Sampler(13, sampler_linear_clamp_v_repeat_h))
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.addItem(nvrhi::BindingSetItem::Texture_UAV(0, m_output)),
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m_binding_layout);
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}
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@@ -174,8 +182,9 @@ void GbufferBlitPass::UpdateConstants(nvrhi::ICommandList* command_list,
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constants.m_inverse_projection = glm::inverse(projection);
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const auto& daylight = Global.DayLight;
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constants.m_light_dir = glm::vec4(-daylight.direction, 0.f);
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constants.m_light_color = glm::vec4(m_sky->CalcSunColor(), 1.);
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m_sky->CalcLighting(constants.m_light_dir,
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constants.m_light_color);
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constants.m_altitude = Global.pCamera.Pos.y;
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constants.m_time = Timer::GetTime();
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