Basic shadow mapping rendering

This commit is contained in:
Dynamitos
2025-05-06 19:36:43 +02:00
parent ee412201e6
commit 3e36340b02
40 changed files with 607 additions and 275 deletions
@@ -123,9 +123,12 @@ ToneMappingPass::ToneMappingPass(Gfx::PGraphics graphics) : RenderPass(graphics)
ToneMappingPass::~ToneMappingPass() {}
void ToneMappingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { RenderPass::beginFrame(cam, transform); }
void ToneMappingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
viewParamsSet = createViewParamsSet(cam, transform);
}
void ToneMappingPass::render() {
graphics->beginDebugRegion("ToneMapping");
hdrInputTexture.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
@@ -181,6 +184,7 @@ void ToneMappingPass::render() {
command->draw(3, 1, 0, 0);
graphics->executeCommands(std::move(command));
graphics->endRenderPass();
graphics->endDebugRegion();
}
void ToneMappingPass::endFrame() {}