mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
add refraction support for materials; two pass rain shader
This commit is contained in:
@@ -190,6 +190,7 @@ class NvRenderer : public gfx_renderer, public MaResourceRegistry {
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std::shared_ptr<struct Bloom> m_bloom;
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std::shared_ptr<struct Sky> m_sky;
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std::shared_ptr<struct MaAutoExposure> m_auto_exposure;
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std::shared_ptr<struct WindshieldRain> m_windshield_rain;
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std::unordered_map<TModel3d const *, std::shared_ptr<Rt::IRtModel>> rt_models;
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std::shared_ptr<Rt::IRtModel> GetRtModel(TModel3d const *);
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@@ -85,6 +85,15 @@ void GbufferBlitPass::Init() {
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.setKeepInitialState(true));
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RegisterResource(true, "scene_lit_texture", m_output,
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nvrhi::ResourceType::Texture_SRV);
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m_output_copy = m_backend->GetDevice()->createTexture(
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nvrhi::TextureDesc()
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.setWidth(m_gbuffer->m_framebuffer->getFramebufferInfo().width)
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.setHeight(m_gbuffer->m_framebuffer->getFramebufferInfo().height)
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.setFormat(nvrhi::Format::RGBA16_FLOAT)
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.setInitialState(nvrhi::ResourceStates::ShaderResource)
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.setKeepInitialState(true));
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RegisterResource(true, "scene_lit_texture_copy", m_output_copy,
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nvrhi::ResourceType::Texture_SRV);
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m_binding_layout = m_backend->GetDevice()->createBindingLayout(
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nvrhi::BindingLayoutDesc()
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.addItem(nvrhi::BindingLayoutItem::VolatileConstantBuffer(2))
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@@ -187,6 +196,8 @@ void GbufferBlitPass::UpdateConstants(nvrhi::ICommandList* command_list,
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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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constants.m_vertical_fov =
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glm::radians(Global.FieldOfView / Global.ZoomFactor);
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{
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float percipitation_intensity = glm::saturate(Global.Overcast - 1.);
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@@ -238,6 +249,10 @@ void GbufferBlitPass::Render(nvrhi::ICommandList* command_list,
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m_scene_depth, nvrhi::TextureSlice().resolve(m_scene_depth->getDesc()),
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m_gbuffer->m_gbuffer_depth,
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nvrhi::TextureSlice().resolve(m_scene_depth->getDesc()));
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command_list->copyTexture(
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m_output_copy, nvrhi::TextureSlice().resolve(m_output_copy->getDesc()),
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m_output,
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nvrhi::TextureSlice().resolve(m_output->getDesc()));
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}
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void GbufferBlitPass::Render(nvrhi::ICommandList* command_list) {
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@@ -22,7 +22,7 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
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const glm::dmat4& projection);
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virtual void Render(nvrhi::ICommandList* command_list) override;
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struct DrawConstants {
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struct alignas(16) DrawConstants {
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glm::mat4 m_inverse_model_view;
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glm::mat4 m_inverse_projection;
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glm::vec3 m_light_dir;
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@@ -33,6 +33,7 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
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glm::vec4 m_wiper_pos;
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glm::vec4 m_wiper_timer_out;
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glm::vec4 m_wiper_timer_return;
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float m_vertical_fov;
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};
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nvrhi::BindingLayoutHandle m_binding_layout;
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@@ -53,5 +54,6 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
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nvrhi::ComputePipelineHandle m_pso;
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nvrhi::TextureHandle m_output;
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nvrhi::TextureHandle m_output_copy;
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virtual nvrhi::IFramebuffer* GetFramebuffer() override;
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};
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@@ -121,13 +121,18 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
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binding.disable_anisotropy = it.second["no_anisotropy"].as<bool>(false);
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binding.disable_filter = it.second["no_filter"].as<bool>(false);
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binding.disable_mip_bias = it.second["no_mip_bias"].as<bool>(false);
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size_t default_texture = m_renderer->GetTextureManager()->FetchTexture(
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it.second["default"].as<std::string>(""), binding.m_hint, 0, false);
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if (!default_texture) {
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default_texture = 1;
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}
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texture_mappings.emplace_back(
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MaResourceMapping::Texture_SRV(index, binding.m_name.c_str()));
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sampler_mappings.emplace_back(
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MaResourceMapping::Sampler(index, binding.m_sampler_name.c_str()));
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RegisterTexture(binding.m_name.c_str(), 1);
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RegisterTexture(binding.m_name.c_str(), default_texture);
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RegisterResource(
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false, "masked_shadow_sampler",
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GetTextureManager()->GetSamplerForTraits(0, RenderPassType::ShadowMap),
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@@ -236,6 +241,7 @@ void NvRenderer::MaterialTemplate::Init(const YAML::Node &conf) {
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.Add(MaResourceMapping::Texture_SRV(10, "env_brdf_lut"))
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.Add(MaResourceMapping::Texture_SRV(11, "shadow_depths"))
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.Add(MaResourceMapping::Texture_SRV(12, "gbuffer_depth"))
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.Add(MaResourceMapping::Texture_SRV(13, "scene_lit_texture_copy"))
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.Add(MaResourceMapping::Texture_SRV(14, "sky_aerial_lut"))
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.Add(MaResourceMapping::Texture_SRV(
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16, "forwardplus_index_grid_transparent"))
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@@ -39,6 +39,7 @@
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#include "rt_model.h"
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#include "tinyexr.h"
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#include "windshield_rain.h"
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bool NvRenderer::Init(GLFWwindow *Window) {
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m_message_callback = std::make_shared<NvRendererMessageCallback>();
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@@ -92,6 +93,7 @@ bool NvRenderer::Init(GLFWwindow *Window) {
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m_auto_exposure = std::make_shared<MaAutoExposure>(this);
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m_fsr = std::make_shared<NvFSR>(this);
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m_bloom = std::make_shared<Bloom>(GetBackend());
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m_windshield_rain = std::make_shared<WindshieldRain>();
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// protect from undefined framebuffer size in ini (default -1)
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int w = Global.gfx_framebuffer_width, h = Global.gfx_framebuffer_height;
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@@ -136,7 +138,10 @@ bool NvRenderer::Init(GLFWwindow *Window) {
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// RegisterResource(true, "gbuffer_depth", m_gbuffer->m_gbuffer_depth,
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// nvrhi::ResourceType::Texture_SRV);
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m_windshield_rain->Init(this);
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if (!InitMaterials()) return false;
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return true;
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}
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@@ -631,6 +636,7 @@ bool NvRenderer::Render() {
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command_list->endMarker();
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if (true) {
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m_windshield_rain->Render(pass);
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command_list->beginMarker("Forward pass");
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pass.m_framebuffer = m_framebuffer_forward;
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pass.m_type = RenderPassType::Forward;
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@@ -373,6 +373,19 @@ size_t NvTextureManager::FetchTexture(std::string path, int format_hint,
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return index;
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}
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size_t NvTextureManager::RegisterExternalTexture(std::string const& path,
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nvrhi::ITexture *texture) {
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auto [it, added] = m_texture_map.emplace(path, -1);
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if (added) {
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m_texture_cache.emplace_back(std::make_shared<NvTexture>());
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it->second = m_texture_cache.size();
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}
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auto cache = m_texture_cache[it->second - 1];
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cache->m_rhi_texture = texture;
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cache->m_last_change = ++NvTexture::s_change_counter;
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return it->second;
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}
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bool NvTexture::CreateRhiTexture() {
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if (m_rhi_texture) return true;
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m_last_change = ++s_change_counter;
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@@ -495,8 +508,14 @@ nvrhi::SamplerHandle NvTextureManager::GetSamplerForTraits(
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: nvrhi::SamplerAddressMode::Wrap)
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.setAllFilters(!traits[MaTextureTraits_NoFilter])
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.setMipFilter(false)
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.setMaxAnisotropy(traits[MaTextureTraits_NoAnisotropy] || traits[MaTextureTraits_NoFilter] ? 0.f : 16.f)
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.setMipBias(traits[MaTextureTraits_NoMipBias] || traits[MaTextureTraits_NoFilter] ? 0.f : -1.76f);
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.setMaxAnisotropy(traits[MaTextureTraits_NoAnisotropy] ||
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traits[MaTextureTraits_NoFilter]
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? 0.f
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: 16.f)
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.setMipBias(traits[MaTextureTraits_NoMipBias] ||
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traits[MaTextureTraits_NoFilter]
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? 0.f
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: -1.76f);
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sampler = m_backend->GetDevice()->createSampler(desc);
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}
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return sampler;
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@@ -83,6 +83,7 @@ class NvTextureManager {
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NvTextureManager(class NvRenderer* renderer);
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size_t FetchTexture(std::string path, int format_hint, int size_bias,
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bool unload_on_location);
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size_t RegisterExternalTexture(std::string const& path, nvrhi::ITexture *texture);
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void UpdateLastUse(size_t handle, const glm::dvec3& location);
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bool IsValidHandle(size_t handle);
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NvTexture* GetTexture(size_t handle);
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246
betterRenderer/renderer/source/windshield_rain.cpp
Normal file
246
betterRenderer/renderer/source/windshield_rain.cpp
Normal file
@@ -0,0 +1,246 @@
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#include "windshield_rain.h"
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#include "gbuffer.h"
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#include "gbufferblitpass.h"
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#include "nvrendererbackend.h"
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#include "nvrhi/utils.h"
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#include "nvtexture.h"
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void WindshieldRain::Init(NvRenderer* in_renderer) {
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renderer = in_renderer;
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{
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auto const src_desc = renderer->m_gbuffer->m_gbuffer_depth->getDesc();
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width = src_desc.width / 2;
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height = src_desc.height / 2;
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}
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auto backend = renderer->GetBackend();
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tex_droplets = backend->GetDevice()->createTexture(
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nvrhi::TextureDesc()
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.setDebugName("Raindrop buffer")
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.setWidth(width)
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.setHeight(height)
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.setFormat(nvrhi::Format::R32_FLOAT)
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.setIsRenderTarget(true)
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.setInitialState(nvrhi::ResourceStates::RenderTarget)
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.setClearValue(nvrhi::Color(0.))
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.setUseClearValue(true)
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.setKeepInitialState(true));
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tex_depth_temp = backend->GetDevice()->createTexture(
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nvrhi::TextureDesc()
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.setDebugName("Raindrop depths temp")
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.setWidth(width)
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.setHeight(height)
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.setFormat(nvrhi::Format::D32)
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.setIsUAV(true)
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.setInitialState(nvrhi::ResourceStates::UnorderedAccess)
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.setKeepInitialState(true));
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tex_depth = backend->GetDevice()->createTexture(
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nvrhi::TextureDesc()
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.setDebugName("Raindrop depths")
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.setWidth(width)
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.setHeight(height)
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.setFormat(nvrhi::Format::D32)
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.setIsRenderTarget(true)
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.setInitialState(nvrhi::ResourceStates::DepthWrite)
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.setClearValue(nvrhi::Color(0.))
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.setUseClearValue(true)
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.setKeepInitialState(true));
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framebuffer = backend->GetDevice()->createFramebuffer(
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nvrhi::FramebufferDesc()
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.addColorAttachment(tex_droplets)
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.setDepthAttachment(tex_depth));
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ps_rain_anim =
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backend->CreateShader("windshield_rain_anim", nvrhi::ShaderType::Pixel);
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vs_rain_anim =
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backend->CreateShader("default_vertex_no_jitter", nvrhi::ShaderType::Vertex);
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cs_max_depth =
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backend->CreateShader("max_depth_4x4", nvrhi::ShaderType::Compute);
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auto const texture_manager = renderer->GetTextureManager();
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texture_handle_droplets = texture_manager->FetchTexture(
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"textures/fx/raindrops_height", GL_R, 0, false);
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texture_handle_wipermask = texture_manager->FetchTexture(
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"dynamic/pkp/ep09_v1/104ec/szyby_wipermask", GL_SRGB, 0, false);
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texture_manager->RegisterExternalTexture("system/raindrops_buffer",
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tex_droplets);
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{
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nvrhi::SamplerHandle sampler = backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc().setAllFilters(true).setAllAddressModes(
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nvrhi::SamplerAddressMode::Clamp));
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nvrhi::BindingLayoutHandle binding_layout;
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nvrhi::utils::CreateBindingSetAndLayout(
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backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
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nvrhi::BindingSetDesc()
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.addItem(nvrhi::BindingSetItem::Texture_SRV(
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0, renderer->m_gbuffer->m_gbuffer_depth))
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.addItem(nvrhi::BindingSetItem::Texture_UAV(0, tex_depth_temp))
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.addItem(nvrhi::BindingSetItem::Sampler(0, sampler)),
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binding_layout, bindings_max_depth);
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pso_max_depth = backend->GetDevice()->createComputePipeline(
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nvrhi::ComputePipelineDesc()
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.addBindingLayout(binding_layout)
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.setComputeShader(cs_max_depth));
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}
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}
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void WindshieldRain::Resize(int width, int height) {}
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nvrhi::ITexture* WindshieldRain::GetTexture() const { return tex_droplets; }
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void WindshieldRain::Render(NvRenderer::RenderPass const& pass) {
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if (!pso_droplets) {
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CreatePso(pass.m_command_list_draw);
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}
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if (renderer->m_dynamic_with_kabina < renderer->m_dynamics.size()) {
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const auto& dynamic = renderer->m_dynamics[renderer->m_dynamic_with_kabina];
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pass.m_command_list_draw->beginMarker("Render cab rain buffer");
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pass.m_command_list_draw->clearTextureFloat(
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tex_droplets, nvrhi::AllSubresources, nvrhi::Color(0.));
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{
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nvrhi::ComputeState compute_state;
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compute_state.setPipeline(pso_max_depth);
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compute_state.addBindingSet(bindings_max_depth);
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pass.m_command_list_draw->setComputeState(compute_state);
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pass.m_command_list_draw->dispatch((width + 7) / 8, (height + 7) / 8);
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}
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pass.m_command_list_draw->copyTexture(tex_depth, nvrhi::TextureSlice(),
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tex_depth_temp, nvrhi::TextureSlice());
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for (auto const& item : dynamic.m_renderable_kabina.m_items) {
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auto const& material = renderer->m_material_cache[item.m_material - 1];
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if (!IsRainShader(material.m_template)) {
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continue;
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}
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nvrhi::GraphicsState gfx_state{};
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nvrhi::DrawArguments draw_arguments;
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bool indexed;
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if (!renderer->BindGeometry(item.m_geometry, pass, gfx_state,
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draw_arguments, indexed)) {
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continue;
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}
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auto transform = item.m_transform;
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transform[3] -= pass.m_origin;
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auto& binding_set = binding_sets_per_material[item.m_material];
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if (!binding_set) {
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auto const& material = renderer->m_material_cache[item.m_material - 1];
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auto texture_wipermask = renderer->GetTextureManager()->GetRhiTexture(
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material.m_texture_handles[2], pass.m_command_list_draw);
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binding_set = renderer->m_backend->GetDevice()->createBindingSet(
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nvrhi::BindingSetDesc()
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.addItem(nvrhi::BindingSetItem::ConstantBuffer(
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0, renderer->m_drawconstant_buffer))
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.addItem(nvrhi::BindingSetItem::ConstantBuffer(
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2, renderer->m_gbuffer_blit->m_draw_constants))
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.addItem(nvrhi::BindingSetItem::PushConstants(
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1, sizeof(NvRenderer::PushConstantsDraw)))
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.addItem(
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nvrhi::BindingSetItem::Texture_SRV(0, texture_droplets))
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.addItem(
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nvrhi::BindingSetItem::Texture_SRV(1, texture_wipermask))
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.addItem(nvrhi::BindingSetItem::Sampler(0, sampler))
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.addItem(nvrhi::BindingSetItem::Sampler(1, sampler_point)),
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binding_layout);
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}
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gfx_state.setFramebuffer(framebuffer);
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gfx_state.setPipeline(pso_droplets);
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gfx_state.addBindingSet(binding_set);
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gfx_state.setViewport(nvrhi::ViewportState().addViewportAndScissorRect(
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framebuffer->getFramebufferInfo().getViewport()));
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pass.m_command_list_draw->beginMarker(item.m_name.data());
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pass.m_command_list_draw->setGraphicsState(gfx_state);
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{
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NvRenderer::PushConstantsDraw data{};
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data.m_modelview = static_cast<glm::mat3x4>(
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transpose(static_cast<glm::dmat4>(pass.m_transform) *
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static_cast<glm::dmat4>(transform)));
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data.m_modelview_history = data.m_modelview;
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pass.m_command_list_draw->setPushConstants(&data, sizeof(data));
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}
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if (indexed)
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pass.m_command_list_draw->drawIndexed(draw_arguments);
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else
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pass.m_command_list_draw->draw(draw_arguments);
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pass.m_command_list_draw->endMarker();
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}
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pass.m_command_list_draw->endMarker();
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}
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std::erase_if(binding_sets_per_material, [this](auto const& kv) {
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auto const& material = renderer->m_material_cache[kv.first - 1];
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return renderer->GetCurrentFrame() - material.m_last_frame_requested > 100;
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});
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}
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bool WindshieldRain::IsRainShader(
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NvRenderer::MaterialTemplate const* mt) const {
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return mt->m_name == "windshield_rain";
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}
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void WindshieldRain::CreatePso(nvrhi::ICommandList* command_list) {
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auto backend = renderer->GetBackend();
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texture_droplets = renderer->GetTextureManager()->GetRhiTexture(
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texture_handle_droplets, command_list);
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sampler = backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc()
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.setAllFilters(true)
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.setMipFilter(false)
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.setAllAddressModes(nvrhi::SamplerAddressMode::Repeat));
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sampler_point = backend->GetDevice()->createSampler(
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nvrhi::SamplerDesc().setAllFilters(false).setAllAddressModes(
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nvrhi::SamplerAddressMode::Repeat));
|
||||
|
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binding_layout = backend->GetDevice()->createBindingLayout(
|
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nvrhi::BindingLayoutDesc()
|
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.setVisibility(nvrhi::ShaderType::AllGraphics)
|
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.setRegisterSpace(0)
|
||||
.addItem(nvrhi::BindingLayoutItem::ConstantBuffer(0))
|
||||
.addItem(nvrhi::BindingLayoutItem::VolatileConstantBuffer(2))
|
||||
.addItem(nvrhi::BindingLayoutItem::PushConstants(
|
||||
1, sizeof(NvRenderer::PushConstantsDraw)))
|
||||
.addItem(nvrhi::BindingLayoutItem::Texture_SRV(0))
|
||||
.addItem(nvrhi::BindingLayoutItem::Texture_SRV(1))
|
||||
.addItem(nvrhi::BindingLayoutItem::Sampler(0))
|
||||
.addItem(nvrhi::BindingLayoutItem::Sampler(1)));
|
||||
|
||||
pso_droplets = backend->GetDevice()->createGraphicsPipeline(
|
||||
nvrhi::GraphicsPipelineDesc()
|
||||
.addBindingLayout(binding_layout)
|
||||
.setVertexShader(vs_rain_anim)
|
||||
.setInputLayout(renderer->m_input_layout[static_cast<size_t>(
|
||||
RendererEnums::DrawType::Model)])
|
||||
.setPixelShader(ps_rain_anim)
|
||||
.setRenderState(
|
||||
nvrhi::RenderState()
|
||||
.setDepthStencilState(
|
||||
nvrhi::DepthStencilState()
|
||||
.enableDepthTest()
|
||||
.enableDepthWrite()
|
||||
.disableStencil()
|
||||
.setDepthFunc(nvrhi::ComparisonFunc::Greater))
|
||||
.setRasterState(nvrhi::RasterState()
|
||||
.setFillSolid()
|
||||
.enableDepthClip()
|
||||
.disableScissor()
|
||||
.setCullFront())
|
||||
.setBlendState(nvrhi::BlendState().setRenderTarget(
|
||||
0, nvrhi::BlendState::RenderTarget().disableBlend())))
|
||||
.setPrimType(nvrhi::PrimitiveType::TriangleList),
|
||||
framebuffer);
|
||||
}
|
||||
46
betterRenderer/renderer/source/windshield_rain.h
Normal file
46
betterRenderer/renderer/source/windshield_rain.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include "nvrenderer/nvrenderer.h"
|
||||
|
||||
struct WindshieldRain {
|
||||
void Init(NvRenderer *in_renderer);
|
||||
void Resize(int width, int height);
|
||||
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
|
||||
[[nodiscard]] nvrhi::ITexture *GetTexture() const;
|
||||
|
||||
void Render(NvRenderer::RenderPass const &pass);
|
||||
bool IsRainShader(NvRenderer::MaterialTemplate const *mt) const;
|
||||
|
||||
size_t texture_handle_droplets;
|
||||
size_t texture_handle_wipermask;
|
||||
|
||||
nvrhi::TextureHandle texture_droplets;
|
||||
|
||||
nvrhi::SamplerHandle sampler;
|
||||
nvrhi::SamplerHandle sampler_point;
|
||||
|
||||
void CreatePso(nvrhi::ICommandList *command_list);
|
||||
|
||||
NvRenderer *renderer;
|
||||
nvrhi::FramebufferHandle framebuffer;
|
||||
nvrhi::TextureHandle tex_droplets;
|
||||
nvrhi::TextureHandle tex_depth;
|
||||
nvrhi::TextureHandle tex_depth_temp;
|
||||
|
||||
nvrhi::ShaderHandle ps_rain_anim;
|
||||
nvrhi::ShaderHandle vs_rain_anim;
|
||||
nvrhi::ShaderHandle cs_max_depth;
|
||||
|
||||
nvrhi::BindingSetHandle bindings;
|
||||
nvrhi::BindingSetHandle bindings_max_depth;
|
||||
|
||||
nvrhi::GraphicsPipelineHandle pso_droplets;
|
||||
nvrhi::ComputePipelineHandle pso_max_depth;
|
||||
|
||||
nvrhi::BindingLayoutHandle binding_layout;
|
||||
|
||||
std::unordered_map<size_t, nvrhi::BindingSetHandle> binding_sets_per_material;
|
||||
};
|
||||
Reference in New Issue
Block a user