Introduce separate GI directory

This commit is contained in:
Wojciech Figat
2022-05-02 12:09:53 +02:00
parent 4b6fce7e5d
commit acd064c364
10 changed files with 14 additions and 14 deletions

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Content/Shaders/GI/GlobalSurfaceAtlas.flax (Stored with Git LFS) Normal file

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Content/Shaders/GlobalSurfaceAtlas.flax (Stored with Git LFS)

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@@ -69,7 +69,7 @@ bool DeployDataStep::Perform(CookingData& data)
data.AddRootEngineAsset(TEXT("Shaders/BitonicSort"));
data.AddRootEngineAsset(TEXT("Shaders/GPUParticlesSorting"));
data.AddRootEngineAsset(TEXT("Shaders/GlobalSignDistanceField"));
data.AddRootEngineAsset(TEXT("Shaders/GlobalSurfaceAtlas"));
data.AddRootEngineAsset(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
data.AddRootEngineAsset(TEXT("Shaders/Quad"));
data.AddRootEngineAsset(TEXT("Shaders/Reflections"));
data.AddRootEngineAsset(TEXT("Shaders/Shadows"));

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@@ -10,7 +10,7 @@
#include "Engine/Level/Prefabs/PrefabManager.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
#include "Engine/Renderer/GlobalSurfaceAtlasPass.h"
#include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h"
#include "Engine/Utilities/Encryption.h"
#if USE_EDITOR
#include "Editor/Editor.h"

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@@ -1,9 +1,9 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "GlobalSurfaceAtlasPass.h"
#include "GlobalSignDistanceFieldPass.h"
#include "RenderList.h"
#include "ShadowsPass.h"
#include "../GlobalSignDistanceFieldPass.h"
#include "../RenderList.h"
#include "../ShadowsPass.h"
#include "Engine/Core/Math/Matrix3x3.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Engine/Engine.h"
@@ -192,7 +192,7 @@ bool GlobalSurfaceAtlasPass::setupResources()
// Load shader
if (!_shader)
{
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GlobalSurfaceAtlas"));
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV

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@@ -2,7 +2,7 @@
#pragma once
#include "RendererPass.h"
#include "../RendererPass.h"
/// <summary>
/// Global Surface Atlas rendering pass. Captures scene geometry into a single atlas texture which contains surface diffuse color, normal vector, emission light, and calculates direct+indirect lighting. Used by Global Illumination and Reflections.

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@@ -22,7 +22,7 @@
#include "HistogramPass.h"
#include "AtmospherePreCompute.h"
#include "GlobalSignDistanceFieldPass.h"
#include "GlobalSurfaceAtlasPass.h"
#include "GI/GlobalSurfaceAtlasPass.h"
#include "Utils/MultiScaler.h"
#include "Utils/BitonicSort.h"
#include "AntiAliasing/FXAA.h"

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@@ -14,7 +14,7 @@
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
#include "Engine/Renderer/GlobalSurfaceAtlasPass.h"
#include "Engine/Renderer/GI/GlobalSurfaceAtlasPass.h"
Terrain::Terrain(const SpawnParams& params)
: PhysicsColliderActor(params)

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@@ -5,9 +5,9 @@
#include "./Flax/Common.hlsl"
#include "./Flax/Math.hlsl"
#include "./Flax/GlobalSurfaceAtlas.hlsl"
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/LightingCommon.hlsl"
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
META_CB_BEGIN(0, Data)
float3 ViewWorldPos;