Adding basic depth prepass
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@@ -66,7 +66,7 @@ void BlinnPhong::generateMaterialCode(std::ofstream& codeStream, json codeJson)
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};
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accessorStream << "float3 getBaseColor(MaterialFragmentParameter input) {\n";
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generateAccessor(accessorStream, "baseColor", "float3(0, 0, 0)");
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generateAccessor(accessorStream, "baseColor", "float3(0.5f, 0.5f, 0.5f)");
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accessorStream << "}";
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accessorStream << "float getMetallic(MaterialFragmentParameter input) {\n";
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@@ -121,7 +121,7 @@ void BlinnPhong::generateMaterialCode(std::ofstream& codeStream, json codeJson)
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codeStream << name << " result;" << std::endl;
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codeStream << "result.baseColor = getBaseColor(geometry);" << std::endl;
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codeStream << "result.metallic = getMetallic(geometry);" << std::endl;
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codeStream << "result.normal = geometry.transformNormalTexture(getNormal(geometry));" << std::endl;
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codeStream << "result.normal = getNormal(geometry);" << std::endl;
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codeStream << "result.specular = getSpecular(geometry);" << std::endl;
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codeStream << "result.roughness = getRoughness(geometry);" << std::endl;
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codeStream << "result.sheen = getSheen(geometry);" << std::endl;
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@@ -43,11 +43,11 @@ void Material::load()
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void Material::compile()
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{
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setStatus(Status::Loading);
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layout = WindowManager::getGraphics()->createDescriptorLayout();
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auto& stream = getReadStream();
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json j;
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stream >> j;
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materialName = j["name"].get<std::string>();
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layout = WindowManager::getGraphics()->createDescriptorLayout(materialName + "Layout");
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//Shader file needs to conform to the slang standard, which prohibits _
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '_'), materialName.end());
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std::ofstream codeStream("./shaders/generated/"+materialName+".slang");
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