mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 23:49:18 +02:00
add refraction support for materials; two pass rain shader
This commit is contained in:
@@ -39,6 +39,7 @@
|
||||
|
||||
#include "rt_model.h"
|
||||
#include "tinyexr.h"
|
||||
#include "windshield_rain.h"
|
||||
|
||||
bool NvRenderer::Init(GLFWwindow *Window) {
|
||||
m_message_callback = std::make_shared<NvRendererMessageCallback>();
|
||||
@@ -92,6 +93,7 @@ bool NvRenderer::Init(GLFWwindow *Window) {
|
||||
m_auto_exposure = std::make_shared<MaAutoExposure>(this);
|
||||
m_fsr = std::make_shared<NvFSR>(this);
|
||||
m_bloom = std::make_shared<Bloom>(GetBackend());
|
||||
m_windshield_rain = std::make_shared<WindshieldRain>();
|
||||
|
||||
// protect from undefined framebuffer size in ini (default -1)
|
||||
int w = Global.gfx_framebuffer_width, h = Global.gfx_framebuffer_height;
|
||||
@@ -136,7 +138,10 @@ bool NvRenderer::Init(GLFWwindow *Window) {
|
||||
// RegisterResource(true, "gbuffer_depth", m_gbuffer->m_gbuffer_depth,
|
||||
// nvrhi::ResourceType::Texture_SRV);
|
||||
|
||||
m_windshield_rain->Init(this);
|
||||
|
||||
if (!InitMaterials()) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -631,6 +636,7 @@ bool NvRenderer::Render() {
|
||||
command_list->endMarker();
|
||||
|
||||
if (true) {
|
||||
m_windshield_rain->Render(pass);
|
||||
command_list->beginMarker("Forward pass");
|
||||
pass.m_framebuffer = m_framebuffer_forward;
|
||||
pass.m_type = RenderPassType::Forward;
|
||||
|
||||
Reference in New Issue
Block a user