LumixEngine/src/renderer/pipeline.cpp

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#include "pipeline.h"
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#include "renderer/pipeline.h"
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#include "core/crc32.h"
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#include "core/frustum.h"
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#include "core/fs/ifile.h"
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#include "core/fs/file_system.h"
#include "core/lifo_allocator.h"
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#include "core/log.h"
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#include "core/lua_wrapper.h"
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#include "core/profiler.h"
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#include "core/static_array.h"
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#include "engine.h"
#include "plugin_manager.h"
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#include "renderer/frame_buffer.h"
#include "renderer/material.h"
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#include "renderer/material_manager.h"
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#include "renderer/model.h"
#include "renderer/particle_system.h"
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#include "renderer/pose.h"
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#include "renderer/renderer.h"
#include "renderer/shader.h"
#include "renderer/terrain.h"
#include "renderer/texture.h"
#include "renderer/transient_geometry.h"
#include "universe/universe.h"
#include <bgfx/bgfx.h>
#include <cmath>
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namespace Lumix
{
static const float SHADOW_CAM_NEAR = 50.0f;
static const float SHADOW_CAM_FAR = 5000.0f;
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struct InstanceData
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{
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static const int MAX_INSTANCE_COUNT = 128;
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const bgfx::InstanceDataBuffer* buffer;
int instance_count;
Mesh* mesh;
Model* model;
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};
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struct TextureBindData
{
bgfx::TextureHandle texture;
bgfx::UniformHandle uniform;
};
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struct DirectionalLightUniforms
{
Vec4 diffuse_light_color;
Vec4 ambient_light_color;
Vec4 light_dir_fov;
Vec4 fog_color_density;
Vec4 fog_params;
};
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struct PipelineImpl : public Pipeline
{
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PipelineImpl(Renderer& renderer, const Path& path, IAllocator& allocator)
: m_allocator(allocator)
, m_path(path)
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, m_framebuffers(allocator)
, m_lua_state(nullptr)
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, m_parameters(allocator)
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, m_custom_commands_handlers(allocator)
, m_tmp_terrains(allocator)
, m_tmp_grasses(allocator)
, m_tmp_meshes(allocator)
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, m_tmp_local_lights(allocator)
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, m_uniforms(allocator)
, m_renderer(renderer)
, m_default_framebuffer(nullptr)
, m_debug_line_material(nullptr)
, m_debug_flags(BGFX_DEBUG_TEXT)
, m_point_light_shadowmaps(allocator)
, m_materials(allocator)
, m_is_rendering_in_shadowmap(false)
, m_is_ready(false)
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{
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m_deferred_point_light_vertex_decl.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.end();
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m_base_vertex_decl.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
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m_is_wireframe = false;
m_view_x = m_view_y = 0;
m_has_shadowmap_define_idx = m_renderer.getShaderDefineIdx("HAS_SHADOWMAP");
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createUniforms();
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m_debug_line_material = static_cast<Material*>(
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renderer.getMaterialManager().load(Lumix::Path("shaders/debug_line.mat")));
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m_scene = nullptr;
m_width = m_height = -1;
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createParticleBuffers();
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createCubeBuffers();
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}
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void parseRenderbuffers(lua_State* L, FrameBuffer::Declaration& decl)
{
decl.m_renderbuffers_count = 0;
int len = (int)lua_rawlen(L, -1);
for (int i = 0; i < len; ++i)
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{
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if (lua_rawgeti(L, -1, 1 + i) == LUA_TTABLE)
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{
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FrameBuffer::RenderBuffer& buf =
decl.m_renderbuffers[decl.m_renderbuffers_count];
buf.parse(L);
++decl.m_renderbuffers_count;
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}
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lua_pop(L, 1);
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}
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}
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void parseParameters(lua_State* L)
{
m_parameters.clear();
if (lua_getglobal(L, "parameters") == LUA_TTABLE)
{
lua_pushnil(L);
while (lua_next(L, -2) != 0)
{
const char* parameter_name = luaL_checkstring(L, -2);
m_parameters.push(Lumix::string(parameter_name, m_allocator));
lua_pop(L, 1);
}
}
lua_pop(L, 1);
}
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void parseFramebuffers(lua_State* L)
{
if (lua_getglobal(L, "framebuffers") == LUA_TTABLE)
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{
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for(int i = 0; i < m_framebuffers.size(); ++i)
{
LUMIX_DELETE(m_allocator, m_framebuffers[i]);
}
m_framebuffers.clear();
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int len = (int)lua_rawlen(L, -1);
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ASSERT(m_framebuffers.empty());
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for (int i = 0; i < len; ++i)
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{
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if (lua_rawgeti(L, -1, 1 + i) == LUA_TTABLE)
{
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FrameBuffer::Declaration decl;
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if (lua_getfield(L, -1, "name") == LUA_TSTRING)
{
copyString(decl.m_name, sizeof(decl.m_name), lua_tostring(L, -1));
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}
lua_pop(L, 1);
if (lua_getfield(L, -1, "width") == LUA_TNUMBER)
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{
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decl.m_width = (int)lua_tointeger(L, -1);
}
lua_pop(L, 1);
if (lua_getfield(L, -1, "screen_size") == LUA_TBOOLEAN)
{
decl.m_screen_size = lua_toboolean(L, -1) != 0;
}
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else
{
decl.m_screen_size = false;
}
lua_pop(L, 1);
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if (lua_getfield(L, -1, "height") == LUA_TNUMBER)
{
decl.m_height = (int)lua_tointeger(L, -1);
}
lua_pop(L, 1);
if (lua_getfield(L, -1, "renderbuffers") == LUA_TTABLE)
{
parseRenderbuffers(L, decl);
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}
lua_pop(L, 1);
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auto* fb = LUMIX_NEW(m_allocator, FrameBuffer)(decl);
m_framebuffers.push(fb);
if (compareString(decl.m_name, "default") == 0) m_default_framebuffer = fb;
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}
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lua_pop(L, 1);
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}
}
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lua_pop(L, 1);
}
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void registerCFunction(const char* name, lua_CFunction function)
{
lua_pushcfunction(m_lua_state, function);
lua_setglobal(m_lua_state, name);
}
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void registerCFunctions();
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void load() override
{
auto& fs = m_renderer.getEngine().getFileSystem();
Delegate<void(FS::IFile&, bool)> cb;
cb.bind<PipelineImpl, &PipelineImpl::onFileLoaded>(this);
fs.openAsync(fs.getDefaultDevice(), m_path, FS::Mode::OPEN_AND_READ, cb);
}
void onFileLoaded(FS::IFile& file, bool success)
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{
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if(!success) return;
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if (m_lua_state)
{
lua_close(m_lua_state);
m_lua_state = nullptr;
}
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m_lua_state = luaL_newstate();
luaL_openlibs(m_lua_state);
bool errors =
luaL_loadbuffer(
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m_lua_state, (const char*)file.getBuffer(), file.size(), m_path.c_str()) !=
LUA_OK;
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errors = errors || lua_pcall(m_lua_state, 0, LUA_MULTRET, 0) != LUA_OK;
if (errors)
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{
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g_log_error.log("lua") << m_path.c_str() << ": " << lua_tostring(m_lua_state, -1);
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lua_pop(m_lua_state, 1);
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return;
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}
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parseParameters(m_lua_state);
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parseFramebuffers(m_lua_state);
registerCFunctions();
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m_width = m_height = -1;
if (lua_getglobal(m_lua_state, "init") == LUA_TFUNCTION)
{
lua_pushlightuserdata(m_lua_state, this);
if (lua_pcall(m_lua_state, 1, 0, 0) != LUA_OK)
{
g_log_error.log("lua") << lua_tostring(m_lua_state, -1);
lua_pop(m_lua_state, 1);
}
}
else
{
lua_pop(m_lua_state, 1);
}
m_is_ready = true;
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}
lua_State* m_lua_state;
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Array<string> m_parameters;
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int getParameterCount() const override
{
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return m_parameters.size();
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}
const char* getParameterName(int index) const override
{
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if (index >= m_parameters.size()) return false;
return m_parameters[index].c_str();
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}
bool getParameter(int index) override
{
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if (!m_lua_state) return false;
if (index >= m_parameters.size()) return false;
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bool ret = false;
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lua_State* L = m_lua_state;
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if (lua_getglobal(L, "parameters") == LUA_TTABLE)
{
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lua_getfield(L, -1, m_parameters[index].c_str());
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ret = lua_toboolean(L, -1) != 0;
lua_pop(L, -1);
}
lua_pop(L, -1);
return ret;
}
void setParameter(int index, bool value) override
{
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if (!m_lua_state) return;
if (index >= m_parameters.size()) return;
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lua_State* L = m_lua_state;
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if (lua_getglobal(L, "parameters") == LUA_TTABLE)
{
lua_pushboolean(L, value);
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lua_setfield(L, -2, m_parameters[index].c_str());
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}
lua_pop(L, -1);
}
void createParticleBuffers()
{
BaseVertex vertices[] = {
{ -1, -1, 1, 0xffffffff, 0, 0},
{ -1, 1, 1, 0xffffffff, 0, 1},
{ 1, 1, 1, 0xffffffff, 1, 1},
{ 1, -1, 1, 0xffffffff, 1, 0},
};
const bgfx::Memory* vertex_mem = bgfx::copy(vertices, sizeof(vertices));
m_particle_vertex_buffer = bgfx::createVertexBuffer(vertex_mem, m_base_vertex_decl);
uint16 indices[] = { 0, 1, 2, 0, 2, 3 };
const bgfx::Memory* index_mem = bgfx::copy(indices, sizeof(indices));
m_particle_index_buffer = bgfx::createIndexBuffer(index_mem);
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}
void createUniforms()
{
m_texture_size_uniform = bgfx::createUniform("u_textureSize", bgfx::UniformType::Vec4);
m_cam_view_uniform = bgfx::createUniform("u_camView", bgfx::UniformType::Mat4);
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m_cam_inv_viewproj_uniform = bgfx::createUniform("u_camInvViewProj", bgfx::UniformType::Mat4);
m_cam_inv_proj_uniform = bgfx::createUniform("u_camInvProj", bgfx::UniformType::Mat4);
m_tex_shadowmap_uniform = bgfx::createUniform("u_texShadowmap", bgfx::UniformType::Int1);
m_terrain_scale_uniform = bgfx::createUniform("u_terrainScale", bgfx::UniformType::Vec4);
m_rel_camera_pos_uniform = bgfx::createUniform("u_relCamPos", bgfx::UniformType::Vec4);
m_terrain_params_uniform = bgfx::createUniform("u_terrainParams", bgfx::UniformType::Vec4);
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m_fog_params_uniform = bgfx::createUniform("u_fogParams", bgfx::UniformType::Vec4);
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m_fog_color_density_uniform =
bgfx::createUniform("u_fogColorDensity", bgfx::UniformType::Vec4);
m_light_pos_radius_uniform =
bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
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m_light_color_attenuation_uniform = bgfx::createUniform("u_lightRgbAttenuation", bgfx::UniformType::Vec4);
m_light_dir_fov_uniform = bgfx::createUniform("u_lightDirFov", bgfx::UniformType::Vec4);
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m_light_specular_uniform =
bgfx::createUniform("u_lightSpecular", bgfx::UniformType::Mat4, 64);
m_ambient_color_uniform = bgfx::createUniform("u_ambientColor", bgfx::UniformType::Vec4);
m_shadowmap_matrices_uniform =
bgfx::createUniform("u_shadowmapMatrices", bgfx::UniformType::Mat4, 4);
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m_bone_matrices_uniform =
bgfx::createUniform("u_boneMatrices", bgfx::UniformType::Mat4, 64);
m_specular_shininess_uniform =
bgfx::createUniform("u_materialSpecularShininess", bgfx::UniformType::Vec4);
m_terrain_matrix_uniform = bgfx::createUniform("u_terrainMatrix", bgfx::UniformType::Mat4);
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}
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void destroyUniforms()
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{
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bgfx::destroyUniform(m_tex_shadowmap_uniform);
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bgfx::destroyUniform(m_terrain_matrix_uniform);
bgfx::destroyUniform(m_specular_shininess_uniform);
bgfx::destroyUniform(m_bone_matrices_uniform);
bgfx::destroyUniform(m_terrain_scale_uniform);
bgfx::destroyUniform(m_rel_camera_pos_uniform);
bgfx::destroyUniform(m_terrain_params_uniform);
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bgfx::destroyUniform(m_fog_params_uniform);
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bgfx::destroyUniform(m_fog_color_density_uniform);
bgfx::destroyUniform(m_light_pos_radius_uniform);
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bgfx::destroyUniform(m_light_color_attenuation_uniform);
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bgfx::destroyUniform(m_light_dir_fov_uniform);
bgfx::destroyUniform(m_ambient_color_uniform);
bgfx::destroyUniform(m_shadowmap_matrices_uniform);
bgfx::destroyUniform(m_light_specular_uniform);
bgfx::destroyUniform(m_cam_inv_proj_uniform);
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bgfx::destroyUniform(m_cam_inv_viewproj_uniform);
bgfx::destroyUniform(m_cam_view_uniform);
bgfx::destroyUniform(m_texture_size_uniform);
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}
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~PipelineImpl()
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{
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if(m_lua_state)
{
lua_close(m_lua_state);
}
ResourceManagerBase& material_manager = m_renderer.getMaterialManager();
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for (auto* material : m_materials)
{
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material_manager.unload(*material);
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}
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material_manager.unload(*m_debug_line_material);
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destroyUniforms();
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for (int i = 0; i < m_uniforms.size(); ++i)
{
bgfx::destroyUniform(m_uniforms[i]);
}
for (int i = 0; i < m_framebuffers.size(); ++i)
{
LUMIX_DELETE(m_allocator, m_framebuffers[i]);
if (m_framebuffers[i] == m_default_framebuffer) m_default_framebuffer = nullptr;
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}
LUMIX_DELETE(m_allocator, m_default_framebuffer);
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bgfx::destroyVertexBuffer(m_cube_vb);
bgfx::destroyIndexBuffer(m_cube_ib);
bgfx::destroyIndexBuffer(m_particle_index_buffer);
bgfx::destroyVertexBuffer(m_particle_vertex_buffer);
}
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void renderParticlesFromEmitter(const ParticleEmitter& emitter)
{
static const int PARTICLE_BATCH_SIZE = 256;
if (emitter.m_life.empty()) return;
if (!emitter.getMaterial()) return;
if (!emitter.getMaterial()->isReady()) return;
Material* material = emitter.getMaterial();
const bgfx::InstanceDataBuffer* instance_buffer = nullptr;
struct Instance
{
Vec4 pos;
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Vec4 alpha_and_rotation;
};
Instance* instance = nullptr;
for (int i = 0, c = emitter.m_life.size(); i < c; ++i)
{
if (i % PARTICLE_BATCH_SIZE == 0)
{
if (instance_buffer)
{
setMaterial(material);
bgfx::setInstanceDataBuffer(instance_buffer, PARTICLE_BATCH_SIZE);
bgfx::setVertexBuffer(m_particle_vertex_buffer);
bgfx::setIndexBuffer(m_particle_index_buffer);
bgfx::setState(m_render_state | material->getRenderStates());
bgfx::submit(m_view_idx, material->getShaderInstance().m_program_handles[m_pass_idx]);
}
instance_buffer = bgfx::allocInstanceDataBuffer(PARTICLE_BATCH_SIZE, sizeof(Instance));
instance = (Instance*)instance_buffer->data;
}
instance->pos = Vec4(emitter.m_position[i], emitter.m_size[i]);
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instance->alpha_and_rotation = Vec4(emitter.m_alpha[i], emitter.m_rotation[i], 0, 0);
++instance;
}
setMaterial(material);
bgfx::setInstanceDataBuffer(instance_buffer, emitter.m_life.size() % PARTICLE_BATCH_SIZE);
bgfx::setVertexBuffer(m_particle_vertex_buffer);
bgfx::setIndexBuffer(m_particle_index_buffer);
bgfx::setState(m_render_state | material->getRenderStates());
bgfx::submit(m_view_idx, material->getShaderInstance().m_program_handles[m_pass_idx]);
}
void renderParticles()
{
const auto& emitters = m_scene->getParticleEmitters();
for (const auto* emitter : emitters)
{
if (!emitter) continue;
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renderParticlesFromEmitter(*emitter);
}
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}
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void bindFramebufferTexture(const char* framebuffer_name,
int renderbuffer_idx,
int uniform_idx)
{
FrameBuffer* fb = getFramebuffer(framebuffer_name);
if (!fb) return;
Vec4 size;
size.x = (float)fb->getWidth();
size.y = (float)fb->getHeight();
if (m_bind_framebuffer_texture_idx == 0) bgfx::setUniform(m_texture_size_uniform, &size);
bgfx::setTexture(m_bind_framebuffer_texture_idx,
m_uniforms[uniform_idx],
fb->getRenderbufferHandle(renderbuffer_idx));
++m_bind_framebuffer_texture_idx;
}
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void setViewProjection(const Matrix& mtx, int width, int height) override
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{
bgfx::setViewRect(m_view_idx, 0, 0, (uint16_t)width, (uint16_t)height);
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bgfx::setViewTransform(m_view_idx, nullptr, &mtx.m11);
}
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void finishInstances(int idx)
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{
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InstanceData& data = m_instances_data[idx];
if (!data.buffer) return;
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Mesh& mesh = *data.mesh;
const Model& model = *data.model;
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Material* material = mesh.material;
const uint16 stride = mesh.vertex_def.getStride();
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setMaterial(material);
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bgfx::setVertexBuffer(model.getVerticesHandle(),
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mesh.attribute_array_offset / stride,
mesh.attribute_array_size / stride);
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bgfx::setIndexBuffer(model.getIndicesHandle(),
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mesh.indices_offset,
mesh.indices_count);
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bgfx::setState(m_render_state | material->getRenderStates());
bgfx::setInstanceDataBuffer(data.buffer, data.instance_count);
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ShaderInstance& shader_instance = mesh.material->getShaderInstance();
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bgfx::submit(m_view_idx, shader_instance.m_program_handles[m_pass_idx]);
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data.buffer = nullptr;
data.instance_count = 0;
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mesh.instance_idx = -1;
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}
void applyCamera(const char* slot)
{
ComponentIndex cmp = m_scene->getCameraInSlot(slot);
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if (cmp < 0) return;
m_scene->setCameraSize(cmp, m_width, m_height);
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m_applied_camera = cmp;
m_camera_frustum = m_scene->getCameraFrustum(cmp);
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Matrix projection_matrix;
float fov = m_scene->getCameraFOV(cmp);
float near_plane = m_scene->getCameraNearPlane(cmp);
float far_plane = m_scene->getCameraFarPlane(cmp);
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float ratio = float(m_width) / m_height;
projection_matrix.setPerspective(
Math::degreesToRadians(fov), ratio, near_plane, far_plane);
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Universe& universe = m_scene->getUniverse();
Matrix mtx = universe.getMatrix(m_scene->getCameraEntity(cmp));
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mtx.fastInverse();
bgfx::setViewTransform(m_view_idx, &mtx.m11, &projection_matrix.m11);
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bgfx::setViewRect(
m_view_idx, (uint16_t)m_view_x, (uint16_t)m_view_y, (uint16)m_width, (uint16)m_height);
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}
void finishInstances()
{
for (int i = 0; i < lengthOf(m_instances_data); ++i)
{
finishInstances(i);
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}
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m_instance_data_idx = 0;
}
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void setPass(const char* name)
{
m_pass_idx = m_renderer.getPassIdx(name);
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for (int i = 0; i < m_view2pass_map.size(); ++i)
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{
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if (m_view2pass_map[i] == m_pass_idx)
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{
m_view_idx = (uint8)i;
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return;
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}
}
beginNewView(name);
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}
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CustomCommandHandler& addCustomCommandHandler(const char* name) override
{
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auto& handler = m_custom_commands_handlers.emplace();
copyString(handler.name, name);
handler.hash = crc32(name);
exposeCustomCommandToLua(handler);
return handler;
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}
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FrameBuffer* getFramebuffer(const char* framebuffer_name) override
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{
for (int i = 0, c = m_framebuffers.size(); i < c; ++i)
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{
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if (compareString(m_framebuffers[i]->getName(), framebuffer_name) == 0)
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{
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return m_framebuffers[i];
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}
}
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return nullptr;
}
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void setFramebuffer(const char* framebuffer_name)
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{
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if (compareString(framebuffer_name, "default") == 0)
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{
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m_current_framebuffer = m_default_framebuffer;
if (m_current_framebuffer)
{
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bgfx::setViewFrameBuffer(m_view_idx,
m_current_framebuffer->getHandle());
}
else
{
bgfx::setViewFrameBuffer(m_view_idx, BGFX_INVALID_HANDLE);
}
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return;
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}
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m_current_framebuffer = getFramebuffer(framebuffer_name);
if (m_current_framebuffer)
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{
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bgfx::setViewFrameBuffer(m_view_idx,
m_current_framebuffer->getHandle());
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}
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else
{
g_log_warning.log("renderer") << "Framebuffer " << framebuffer_name
<< " not found";
}
}
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int getWidth() override { return m_width; }
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int getHeight() override { return m_height; }
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float getFPS()
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{
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return m_renderer.getEngine().getFPS();
}
void executeCustomCommand(const char* name)
{
uint32 name_hash = crc32(name);
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CustomCommandHandler handler;
for(auto& handler : m_custom_commands_handlers)
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{
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if(handler.hash == name_hash)
{
handler.callback.invoke();
break;
}
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}
finishInstances();
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}
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void beginNewView(const char* debug_name)
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{
m_bind_framebuffer_texture_idx = 0;
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m_renderer.viewCounterAdd();
m_view_idx = (uint8)m_renderer.getViewCounter();
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m_view2pass_map[m_view_idx] = m_pass_idx;
if (m_current_framebuffer)
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{
bgfx::setViewFrameBuffer(m_view_idx, m_current_framebuffer->getHandle());
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}
else
{
bgfx::setViewFrameBuffer(m_view_idx, BGFX_INVALID_HANDLE);
}
bgfx::setViewClear(m_view_idx, 0);
bgfx::setViewName(m_view_idx, debug_name);
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}
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void copyRenderbuffer(const char* src_fb_name, int src_rb_idx, const char* dest_fb_name, int dest_rb_idx)
{
auto* src_fb = getFramebuffer(src_fb_name);
auto* dest_fb = getFramebuffer(dest_fb_name);
if (!src_fb || !dest_fb) return;
auto src_rb = src_fb->getRenderbufferHandle(src_rb_idx);
auto dest_rb = dest_fb->getRenderbufferHandle(dest_rb_idx);
bgfx::blit(m_view_idx, dest_rb, 0, 0, src_rb);
}
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void createCubeBuffers()
{
const Vec3 cube_vertices[] = {
{-1, -1, -1}, {1, -1, -1}, {1, 1, -1}, {-1, 1, -1},
{-1, -1, 1}, {1, -1, 1}, {1, 1, 1}, {-1, 1, 1},
{1, -1, -1}, {1, -1, 1}, {1, 1, 1}, {1, 1, -1},
{-1, -1, -1}, {-1, -1, 1}, {-1, 1, 1}, {-1, 1, -1},
{-1, 1, -1}, {1, 1, -1}, {1, 1, 1}, {-1, 1, 1},
{-1, -1, -1}, {1, -1, -1}, {1, -1, 1}, {-1, -1, 1}
};
static const uint16 cube_indices[] = {
0, 2, 1, 2, 0, 3,
4, 5, 6, 6, 7, 4,
8, 10, 9, 10, 8, 11,
12, 13, 14, 14, 15, 12,
16, 18, 17, 18, 16, 19,
20, 21, 22, 22, 23, 20
};
auto* vertices_mem = bgfx::copy(cube_vertices, sizeof(cube_vertices));
auto* indices_mem = bgfx::copy(cube_indices, sizeof(cube_indices));
m_cube_vb = bgfx::createVertexBuffer(vertices_mem, m_deferred_point_light_vertex_decl);
m_cube_ib = bgfx::createIndexBuffer(indices_mem);
}
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void finishDeferredPointLightInstances(Material* material,
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TextureBindData* textures,
int textures_count,
const bgfx::InstanceDataBuffer* instance_buffer,
bool is_intersecting)
{
bgfx::setInstanceDataBuffer(instance_buffer);
if(is_intersecting)
{
bgfx::setState((m_render_state | material->getRenderStates()) &
~BGFX_STATE_CULL_MASK & ~BGFX_STATE_DEPTH_TEST_MASK | BGFX_STATE_CULL_CCW);
}
else
{
bgfx::setState(m_render_state | material->getRenderStates());
}
for(int i = 0; i < textures_count; ++i)
{
bgfx::setTexture(m_bind_framebuffer_texture_idx + i,
textures[i].uniform,
textures[i].texture);
}
bgfx::setVertexBuffer(m_cube_vb);
bgfx::setIndexBuffer(m_cube_ib);
bgfx::submit(
m_view_idx, material->getShaderInstance().m_program_handles[m_pass_idx]);
}
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void deferredLocalLightLoop(int material_index, TextureBindData* textures, int textures_count)
{
PROFILE_FUNCTION();
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if (m_applied_camera == INVALID_COMPONENT) return;
auto* material = m_materials[material_index];
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if (!material->isReady()) return;
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m_tmp_local_lights.clear();
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m_scene->getPointLights(m_camera_frustum, m_tmp_local_lights);
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if (m_tmp_local_lights.empty()) return;
PROFILE_INT("light count", m_tmp_local_lights.size());
struct Data
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{
Matrix mtx;
Vec4 pos_radius;
Vec4 color_attenuation;
Vec4 dir_fov;
Vec4 specular;
};
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const bgfx::InstanceDataBuffer* instance_buffer[2] = {nullptr, nullptr};
Data* instance_data[2] = { nullptr, nullptr };
Universe& universe = m_scene->getUniverse();
for(auto light_cmp : m_tmp_local_lights)
{
auto entity = m_scene->getPointLightEntity(light_cmp);
float range = m_scene->getLightRange(light_cmp);
Vec3 light_dir = universe.getRotation(entity) * Vec3(0, 0, -1);
float attenuation = m_scene->getLightAttenuation(light_cmp);
float fov = Math::degreesToRadians(m_scene->getLightFOV(light_cmp));
Vec3 color = m_scene->getPointLightColor(light_cmp) *
m_scene->getPointLightIntensity(light_cmp);
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Vec3 pos = universe.getPosition(entity);
int buffer_idx = m_camera_frustum.intersectNearPlane(pos, range * Math::SQRT2) ? 0 : 1;
if(!instance_buffer[buffer_idx])
{
instance_buffer[buffer_idx] = bgfx::allocInstanceDataBuffer(128, sizeof(Data));
instance_data[buffer_idx] = (Data*)instance_buffer[buffer_idx]->data;
}
auto* id = instance_data[buffer_idx];
id->mtx = universe.getPositionAndRotation(entity);
id->mtx.multiply3x3(range);
id->pos_radius.set(pos, range);
id->color_attenuation.set(color, attenuation);
id->dir_fov.set(light_dir, fov);
id->specular.set(m_scene->getPointLightSpecularColor(light_cmp), 1);
++instance_data[buffer_idx];
if(instance_data[buffer_idx] - (Data*)instance_buffer[buffer_idx]->data == 128)
{
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finishDeferredPointLightInstances(material,
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textures,
textures_count,
instance_buffer[buffer_idx],
buffer_idx == 0);
instance_buffer[buffer_idx] = nullptr;
instance_data[buffer_idx] = nullptr;
}
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}
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for(int buffer_idx = 0; buffer_idx < 2; ++buffer_idx)
{
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if(instance_data[buffer_idx])
{
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finishDeferredPointLightInstances(material,
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textures,
textures_count,
instance_buffer[buffer_idx],
buffer_idx == 0);
}
}
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}
void renderSpotLightShadowmap(ComponentIndex light, int64 layer_mask)
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{
beginNewView("point_light");
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Entity light_entity = m_scene->getPointLightEntity(light);
Matrix mtx = m_scene->getUniverse().getMatrix(light_entity);
float fov = m_scene->getLightFOV(light);
float range = m_scene->getLightRange(light);
uint16 shadowmap_height = (uint16)m_current_framebuffer->getHeight();
uint16 shadowmap_width = (uint16)m_current_framebuffer->getWidth();
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Vec3 pos = mtx.getTranslation();
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bgfx::setViewClear(m_view_idx, BGFX_CLEAR_DEPTH, 0, 1.0f, 0);
bgfx::touch(m_view_idx);
bgfx::setViewRect(m_view_idx, 0, 0, shadowmap_width, shadowmap_height);
Matrix projection_matrix;
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projection_matrix.setPerspective(Math::degreesToRadians(fov), 1, 0.01f, range);
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Matrix view_matrix;
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view_matrix.lookAt(pos, pos - mtx.getZVector(), mtx.getYVector());
bgfx::setViewTransform(m_view_idx, &view_matrix.m11, &projection_matrix.m11);
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PointLightShadowmap& s = m_point_light_shadowmaps.emplace();
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s.m_framebuffer = m_current_framebuffer;
s.m_light = light;
static const Matrix biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
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s.m_matrices[0] = biasMatrix * (projection_matrix * view_matrix);
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renderPointLightInfluencedGeometry(light, layer_mask);
}
void renderOmniLightShadowmap(ComponentIndex light, int64 layer_mask)
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{
Entity light_entity = m_scene->getPointLightEntity(light);
Vec3 light_pos = m_scene->getUniverse().getPosition(light_entity);
float range = m_scene->getLightRange(light);
uint16 shadowmap_height = (uint16)m_current_framebuffer->getHeight();
uint16 shadowmap_width = (uint16)m_current_framebuffer->getWidth();
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float viewports[] = {0, 0, 0.5, 0, 0, 0.5, 0.5, 0.5};
static const float YPR[4][3] = {
{Math::degreesToRadians(0.0f),
Math::degreesToRadians(27.36780516f),
Math::degreesToRadians(0.0f)},
{Math::degreesToRadians(180.0f),
Math::degreesToRadians(27.36780516f),
Math::degreesToRadians(0.0f)},
{Math::degreesToRadians(-90.0f),
Math::degreesToRadians(-27.36780516f),
Math::degreesToRadians(0.0f)},
{Math::degreesToRadians(90.0f),
Math::degreesToRadians(-27.36780516f),
Math::degreesToRadians(0.0f)},
};
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PointLightShadowmap& shadowmap_info = m_point_light_shadowmaps.emplace();
shadowmap_info.m_framebuffer = m_current_framebuffer;
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shadowmap_info.m_light = light;
for (int i = 0; i < 4; ++i)
{
beginNewView("omnilight");
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bgfx::setViewClear(m_view_idx, BGFX_CLEAR_DEPTH, 0, 1.0f, 0);
bgfx::touch(m_view_idx);
uint16 view_x = uint16(shadowmap_width * viewports[i * 2]);
uint16 view_y = uint16(shadowmap_height * viewports[i * 2 + 1]);
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bgfx::setViewRect(
m_view_idx, view_x, view_y, shadowmap_width >> 1, shadowmap_height >> 1);
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float fovx = Math::degreesToRadians(143.98570868f + 3.51f);
float fovy = Math::degreesToRadians(125.26438968f + 9.85f);
float aspect = tanf(fovx * 0.5f) / tanf(fovy * 0.5f);
Matrix projection_matrix;
projection_matrix.setPerspective(fovx, aspect, 0.01f, range);
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Matrix view_matrix;
view_matrix.fromEuler(YPR[i][0], YPR[i][1], YPR[i][2]);
view_matrix.setTranslation(light_pos);
Frustum frustum;
frustum.computePerspective(light_pos,
view_matrix.getZVector(),
view_matrix.getYVector(),
fovx,
aspect,
0.01f,
range);
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view_matrix.fastInverse();
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bgfx::setViewTransform(m_view_idx, &view_matrix.m11, &projection_matrix.m11);
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static const Matrix biasMatrix(
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0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
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shadowmap_info.m_matrices[i] = biasMatrix * (projection_matrix * view_matrix);
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renderLitModels(light, frustum, layer_mask);
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}
}
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void renderLitModels(ComponentIndex light, const Frustum& frustum, int64 layer_mask)
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{
PROFILE_FUNCTION();
m_tmp_meshes.clear();
m_current_light = light;
m_is_current_light_global = false;
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m_scene->getPointLightInfluencedGeometry(light, frustum, m_tmp_meshes, layer_mask);
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renderMeshes(m_tmp_meshes);
m_current_light = -1;
}
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void renderLocalLightShadowmaps(ComponentIndex camera,
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FrameBuffer** fbs,
int framebuffers_count,
int64 layer_mask)
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{
if (camera < 0) return;
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Universe& universe = m_scene->getUniverse();
Entity camera_entity = m_scene->getCameraEntity(camera);
Vec3 camera_pos = universe.getPosition(camera_entity);
ComponentIndex lights[16];
int light_count = m_scene->getClosestPointLights(camera_pos, lights, lengthOf(lights));
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int fb_index = 0;
for (int i = 0; i < light_count; ++i)
{
if (!m_scene->getLightCastShadows(lights[i])) continue;
if (fb_index == framebuffers_count) break;
float fov = m_scene->getLightFOV(lights[i]);
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m_current_framebuffer = fbs[i];
bgfx::setViewFrameBuffer(m_view_idx, m_current_framebuffer->getHandle());
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if (fov < 180)
{
renderSpotLightShadowmap(lights[i], layer_mask);
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++fb_index;
continue;
}
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else
{
renderOmniLightShadowmap(lights[i], layer_mask);
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++fb_index;
continue;
}
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}
}
static Vec3 shadowmapTexelAlign(const Vec3& shadow_cam_pos,
float shadowmap_width,
float frustum_radius,
const Matrix& light_mtx)
{
Matrix inv = light_mtx;
inv.fastInverse();
Vec3 out = inv.multiplyPosition(shadow_cam_pos);
float align = 2 * frustum_radius / (shadowmap_width * 0.5f - 2);
out.x -= fmodf(out.x, align);
out.y -= fmodf(out.y, align);
out = light_mtx.multiplyPosition(out);
return out;
}
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void renderShadowmap(int64 layer_mask)
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{
Universe& universe = m_scene->getUniverse();
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ComponentIndex light_cmp = m_scene->getActiveGlobalLight();
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if (light_cmp < 0 || m_applied_camera < 0) return;
float camera_height = m_scene->getCameraHeight(m_applied_camera);
if (!camera_height) return;
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Matrix light_mtx = universe.getMatrix(m_scene->getGlobalLightEntity(light_cmp));
m_global_light_shadowmap = m_current_framebuffer;
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float shadowmap_height = (float)m_current_framebuffer->getHeight();
float shadowmap_width = (float)m_current_framebuffer->getWidth();
float viewports[] = {0, 0, 0.5f, 0, 0, 0.5f, 0.5f, 0.5f};
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float camera_fov = Math::degreesToRadians(m_scene->getCameraFOV(m_applied_camera));
float camera_ratio = m_scene->getCameraWidth(m_applied_camera) / camera_height;
Vec4 cascades = m_scene->getShadowmapCascades(light_cmp);
float split_distances[] = {0.01f, cascades.x, cascades.y, cascades.z, cascades.w};
m_is_rendering_in_shadowmap = true;
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for (int split_index = 0; split_index < 4; ++split_index)
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{
if (split_index > 0) beginNewView("shadowmap");
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bgfx::setViewClear(
m_view_idx, BGFX_CLEAR_DEPTH | BGFX_CLEAR_COLOR, 0xffffffff, 1.0f, 0);
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bgfx::touch(m_view_idx);
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float* viewport = viewports + split_index * 2;
bgfx::setViewRect(m_view_idx,
(uint16)(1 + shadowmap_width * viewport[0]),
(uint16)(1 + shadowmap_height * viewport[1]),
(uint16)(0.5f * shadowmap_width - 2),
(uint16)(0.5f * shadowmap_height - 2));
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Matrix camera_matrix = universe.getMatrix(m_scene->getCameraEntity(m_applied_camera));
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Vec3 shadow_cam_pos = camera_matrix.getTranslation();
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float bb_size = m_camera_frustum.getRadius();
shadow_cam_pos =
shadowmapTexelAlign(shadow_cam_pos, 0.5f * shadowmap_width - 2, bb_size, light_mtx);
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Matrix projection_matrix;
projection_matrix.setOrtho(
bb_size, -bb_size, -bb_size, bb_size, SHADOW_CAM_NEAR, SHADOW_CAM_FAR);
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Vec3 light_forward = light_mtx.getZVector();
shadow_cam_pos -= light_forward * SHADOW_CAM_FAR * 0.5f;
Matrix view_matrix;
view_matrix.lookAt(
shadow_cam_pos, shadow_cam_pos + light_forward, light_mtx.getYVector());
bgfx::setViewTransform(m_view_idx, &view_matrix.m11, &projection_matrix.m11);
static const Matrix biasMatrix(
0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
m_shadow_viewprojection[split_index] = biasMatrix * (projection_matrix * view_matrix);
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Frustum shadow_camera_frustum;
shadow_camera_frustum.computeOrtho(shadow_cam_pos,
-light_forward,
light_mtx.getYVector(),
bb_size * 2,
bb_size * 2,
SHADOW_CAM_NEAR,
SHADOW_CAM_FAR);
renderAll(shadow_camera_frustum, layer_mask, false);
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}
m_is_rendering_in_shadowmap = false;
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}
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void renderDebugShapes()
{
renderDebugLines();
renderDebugPoints();
}
void renderDebugPoints()
{
const Array<DebugPoint>& points = m_scene->getDebugPoints();
if (points.empty() || !m_debug_line_material->isReady())
{
return;
}
bgfx::TransientVertexBuffer tvb;
bgfx::TransientIndexBuffer tib;
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if (bgfx::allocTransientBuffers(
&tvb, m_base_vertex_decl, points.size(), &tib, points.size()))
{
BaseVertex* vertex = (BaseVertex*)tvb.data;
uint16* indices = (uint16*)tib.data;
for (int i = 0; i < points.size(); ++i)
{
const DebugPoint& point = points[i];
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vertex[0].rgba = point.m_color;
vertex[0].x = point.m_pos.x;
vertex[0].y = point.m_pos.y;
vertex[0].z = point.m_pos.z;
vertex[0].u = vertex[0].v = 0;
indices[0] = i;
++vertex;
++indices;
}
bgfx::setVertexBuffer(&tvb);
bgfx::setIndexBuffer(&tib);
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bgfx::setState(
m_render_state | m_debug_line_material->getRenderStates() | BGFX_STATE_PT_POINTS);
bgfx::submit(m_view_idx,
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m_debug_line_material->getShaderInstance().m_program_handles[m_pass_idx]);
}
}
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void renderDebugLines()
{
const Array<DebugLine>& lines = m_scene->getDebugLines();
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if (lines.empty() || !m_debug_line_material->isReady()) return;
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bgfx::TransientVertexBuffer tvb;
bgfx::TransientIndexBuffer tib;
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if (bgfx::allocTransientBuffers(
&tvb, m_base_vertex_decl, lines.size() * 2, &tib, lines.size() * 2))
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{
BaseVertex* vertex = (BaseVertex*)tvb.data;
uint16* indices = (uint16*)tib.data;
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for (int i = 0; i < lines.size(); ++i)
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{
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const DebugLine& line = lines[i];
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vertex[0].rgba = line.m_color;
vertex[0].x = line.m_from.x;
vertex[0].y = line.m_from.y;
vertex[0].z = line.m_from.z;
vertex[0].u = vertex[0].v = 0;
vertex[1].rgba = line.m_color;
vertex[1].x = line.m_to.x;
vertex[1].y = line.m_to.y;
vertex[1].z = line.m_to.z;
vertex[1].u = vertex[0].v = 0;
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indices[0] = i * 2;
indices[1] = i * 2 + 1;
vertex += 2;
indices += 2;
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}
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bgfx::setVertexBuffer(&tvb);
bgfx::setIndexBuffer(&tib);
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bgfx::setState(
m_render_state | m_debug_line_material->getRenderStates() | BGFX_STATE_PT_LINES);
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bgfx::submit(m_view_idx,
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m_debug_line_material->getShaderInstance().m_program_handles[m_pass_idx]);
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}
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}
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int getPassIdx() const override
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{
return m_pass_idx;
}
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void setPointLightUniforms(Material* material, ComponentIndex light_cmp)
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{
if (light_cmp < 0) return;
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Universe& universe = m_scene->getUniverse();
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Entity light_entity = m_scene->getPointLightEntity(light_cmp);
Vec3 light_pos = universe.getPosition(light_entity);
Vec3 light_dir = universe.getRotation(light_entity) * Vec3(0, 0, -1);
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float fov = Math::degreesToRadians(m_scene->getLightFOV(light_cmp));
Vec3 color = m_scene->getPointLightColor(light_cmp) *
m_scene->getPointLightIntensity(light_cmp);
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float range = m_scene->getLightRange(light_cmp);
float attenuation = m_scene->getLightAttenuation(light_cmp);
Vec4 light_pos_radius(light_pos, range);
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Vec4 light_color_attenuation(color, attenuation);
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Vec4 light_dir_fov(light_dir, fov);
Vec4 light_specular(m_scene->getPointLightSpecularColor(light_cmp), 1);
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bgfx::setUniform(m_light_pos_radius_uniform, &light_pos_radius);
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bgfx::setUniform(m_light_color_attenuation_uniform, &light_color_attenuation);
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bgfx::setUniform(m_light_dir_fov_uniform, &light_dir_fov);
bgfx::setUniform(m_light_specular_uniform, &light_specular);
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if (m_scene->getLightCastShadows(light_cmp))
{
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setPointLightShadowmapUniforms(material, light_cmp);
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}
else
{
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material->unsetUserDefine(m_has_shadowmap_define_idx);
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}
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}
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void setPointLightShadowmapUniforms(Material* material, ComponentIndex light)
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{
for (auto& info : m_point_light_shadowmaps)
{
if (info.m_light == light)
{
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material->setUserDefine(m_has_shadowmap_define_idx);
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bgfx::setUniform(m_shadowmap_matrices_uniform,
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&info.m_matrices[0].m11,
m_scene->getLightFOV(light) > 180 ? 4 : 1);
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int texture_offset = material->getShader()->getTextureSlotCount();
bgfx::setTexture(texture_offset,
m_tex_shadowmap_uniform,
info.m_framebuffer->getRenderbufferHandle(0));
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return;
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}
}
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material->unsetUserDefine(m_has_shadowmap_define_idx);
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}
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void setDirectionalLightUniforms(ComponentIndex light_cmp) const
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{
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if (light_cmp < 0) return;
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bgfx::setUniform(m_light_color_attenuation_uniform, &m_directional_light_uniforms.diffuse_light_color);
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bgfx::setUniform(m_ambient_color_uniform, &m_directional_light_uniforms.ambient_light_color);
bgfx::setUniform(m_light_dir_fov_uniform, &m_directional_light_uniforms.light_dir_fov);
bgfx::setUniform(m_fog_color_density_uniform, &m_directional_light_uniforms.fog_color_density);
bgfx::setUniform(m_fog_params_uniform, &m_directional_light_uniforms.fog_params);
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bgfx::setUniform(m_shadowmap_matrices_uniform, &m_shadow_viewprojection, 4);
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}
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void disableBlending() { m_render_state &= ~BGFX_STATE_BLEND_MASK; }
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void enableDepthWrite() { m_render_state |= BGFX_STATE_DEPTH_WRITE; }
void disableDepthWrite() { m_render_state &= ~BGFX_STATE_DEPTH_WRITE; }
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void enableAlphaWrite() { m_render_state |= BGFX_STATE_ALPHA_WRITE; }
void disableAlphaWrite() { m_render_state &= ~BGFX_STATE_ALPHA_WRITE; }
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void enableRGBWrite() { m_render_state |= BGFX_STATE_RGB_WRITE; }
void disableRGBWrite() { m_render_state &= ~BGFX_STATE_RGB_WRITE; }
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void renderPointLightInfluencedGeometry(ComponentIndex light, int64 layer_mask)
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{
PROFILE_FUNCTION();
m_tmp_meshes.clear();
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m_scene->getPointLightInfluencedGeometry(light, m_tmp_meshes, layer_mask);
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renderMeshes(m_tmp_meshes);
}
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void renderPointLightInfluencedGeometry(const Frustum& frustum, int64 layer_mask)
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{
PROFILE_FUNCTION();
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Array<ComponentIndex> lights(m_allocator);
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m_scene->getPointLights(frustum, lights);
for (int i = 0; i < lights.size(); ++i)
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{
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m_tmp_grasses.clear();
m_tmp_meshes.clear();
m_tmp_terrains.clear();
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ComponentIndex light = lights[i];
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m_current_light = light;
m_is_current_light_global = false;
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m_scene->getPointLightInfluencedGeometry(light, frustum, m_tmp_meshes, layer_mask);
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m_scene->getTerrainInfos(m_tmp_terrains,
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layer_mask,
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m_scene->getUniverse().getPosition(m_scene->getCameraEntity(m_applied_camera)),
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m_renderer.getFrameAllocator());
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m_scene->getGrassInfos(frustum, m_tmp_grasses, layer_mask, m_applied_camera);
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renderMeshes(m_tmp_meshes);
renderTerrains(m_tmp_terrains);
renderGrasses(m_tmp_grasses);
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}
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m_current_light = -1;
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}
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void drawQuad(float x, float y, float w, float h, int material_index)
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{
Material* material = m_materials[material_index];
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if (!material->isReady() || !bgfx::checkAvailTransientVertexBuffer(3, m_base_vertex_decl))
{
bgfx::touch(m_view_idx);
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return;
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}
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Matrix projection_mtx;
projection_mtx.setOrtho(-1, 1, 1, -1, 0, 30);
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bgfx::setViewTransform(m_view_idx, &Matrix::IDENTITY.m11, &projection_mtx.m11);
if (m_current_framebuffer)
{
bgfx::setViewRect(m_view_idx,
m_view_x,
m_view_y,
(uint16)m_current_framebuffer->getWidth(),
(uint16)m_current_framebuffer->getHeight());
}
else
{
bgfx::setViewRect(m_view_idx, m_view_x, m_view_y, (uint16)m_width, (uint16)m_height);
}
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 6, m_base_vertex_decl);
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BaseVertex* vertex = (BaseVertex*)vb.data;
float x2 = x + w;
float y2 = y + h;
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vertex[0].x = x;
vertex[0].y = y;
vertex[0].z = 0;
vertex[0].rgba = 0xffffffff;
vertex[0].u = 0;
vertex[0].v = 0;
vertex[1].x = x2;
vertex[1].y = y;
vertex[1].z = 0;
vertex[1].rgba = 0xffffffff;
vertex[1].u = 1;
vertex[1].v = 0;
vertex[2].x = x2;
vertex[2].y = y2;
vertex[2].z = 0;
vertex[2].rgba = 0xffffffff;
vertex[2].u = 1;
vertex[2].v = 1;
vertex[3].x = x;
vertex[3].y = y;
vertex[3].z = 0;
vertex[3].rgba = 0xffffffff;
vertex[3].u = 0;
vertex[3].v = 0;
vertex[4].x = x2;
vertex[4].y = y2;
vertex[4].z = 0;
vertex[4].rgba = 0xffffffff;
vertex[4].u = 1;
vertex[4].v = 1;
vertex[5].x = x;
vertex[5].y = y2;
vertex[5].z = 0;
vertex[5].rgba = 0xffffffff;
vertex[5].u = 0;
vertex[5].v = 1;
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for (int i = 0; i < material->getUniformCount(); ++i)
{
const Material::Uniform& uniform = material->getUniform(i);
switch (uniform.m_type)
{
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case Material::Uniform::FLOAT:
{
Vec4 v(uniform.m_float, 0, 0, 0);
bgfx::setUniform(uniform.m_handle, &v);
}
break;
case Material::Uniform::TIME:
{
Vec4 v(m_scene->getTime(), 0, 0, 0);
bgfx::setUniform(uniform.m_handle, &v);
}
break;
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default: ASSERT(false); break;
}
}
Shader* shader = material->getShader();
for (int i = 0; i < material->getTextureCount(); ++i)
{
Texture* texture = material->getTexture(i);
if (texture)
{
bgfx::setTexture(
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i, shader->getTextureSlot(i).m_uniform_handle, texture->getTextureHandle());
}
}
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if (m_applied_camera >= 0)
{
Matrix projection_matrix;
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Universe& universe = m_scene->getUniverse();
float fov = m_scene->getCameraFOV(m_applied_camera);
float near_plane = m_scene->getCameraNearPlane(m_applied_camera);
float far_plane = m_scene->getCameraFarPlane(m_applied_camera);
float ratio = float(m_width) / m_height;
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Entity camera_entity = m_scene->getCameraEntity(m_applied_camera);
Matrix camera_matrix = universe.getMatrix(camera_entity);
Matrix view_matrix = camera_matrix;
view_matrix.fastInverse();
projection_matrix.setPerspective(
Math::degreesToRadians(fov), ratio, near_plane, far_plane);
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Matrix inv_projection = projection_matrix;
inv_projection.inverse();
Matrix inv_view_proj = projection_matrix * view_matrix;
inv_view_proj.inverse();
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bgfx::setUniform(m_cam_inv_proj_uniform, &inv_projection.m11);
bgfx::setUniform(m_cam_inv_viewproj_uniform, &inv_view_proj.m11);
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bgfx::setUniform(m_cam_view_uniform, &view_matrix.m11);
}
bgfx::setState(m_render_state | material->getRenderStates());
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bgfx::setVertexBuffer(&vb);
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bgfx::submit(m_view_idx, material->getShaderInstance().m_program_handles[m_pass_idx]);
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}
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void renderAll(const Frustum& frustum, int64 layer_mask, bool render_grass)
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{
PROFILE_FUNCTION();
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if (m_applied_camera < 0) return;
m_tmp_grasses.clear();
m_tmp_meshes.clear();
m_tmp_terrains.clear();
m_scene->getRenderableInfos(frustum, m_tmp_meshes, layer_mask);
Entity camera_entity = m_scene->getCameraEntity(m_applied_camera);
Vec3 camera_pos = m_scene->getUniverse().getPosition(camera_entity);
LIFOAllocator& frame_allocator = m_renderer.getFrameAllocator();
m_scene->getTerrainInfos(m_tmp_terrains, layer_mask, camera_pos, frame_allocator);
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m_is_current_light_global = true;
m_current_light = m_scene->getActiveGlobalLight();
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if (m_current_light != INVALID_COMPONENT)
{
Universe& universe = m_scene->getUniverse();
Entity light_entity = m_scene->getGlobalLightEntity(m_current_light);
Vec3 light_dir = universe.getRotation(light_entity) * Vec3(0, 0, 1);
Vec3 diffuse_color = m_scene->getGlobalLightColor(m_current_light) *
m_scene->getGlobalLightIntensity(m_current_light);
Vec3 ambient_color = m_scene->getLightAmbientColor(m_current_light) *
m_scene->getLightAmbientIntensity(m_current_light);
m_directional_light_uniforms.diffuse_light_color.set(diffuse_color, 1);
Vec3 fog_color = m_scene->getFogColor(m_current_light);
float fog_density = m_scene->getFogDensity(m_current_light);
m_directional_light_uniforms.ambient_light_color.set(ambient_color, 1);
m_directional_light_uniforms.light_dir_fov.set(light_dir, 0);
fog_density *= fog_density * fog_density;
m_directional_light_uniforms.fog_color_density.set(fog_color, fog_density);
m_directional_light_uniforms.fog_params.set(m_scene->getFogBottom(m_current_light),
m_scene->getFogHeight(m_current_light),
0,
0);
}
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renderMeshes(m_tmp_meshes);
renderTerrains(m_tmp_terrains);
if (render_grass)
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{
m_scene->getGrassInfos(frustum, m_tmp_grasses, layer_mask, m_applied_camera);
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renderGrasses(m_tmp_grasses);
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}
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m_current_light = -1;
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}
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void toggleStats() override
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{
m_debug_flags ^= BGFX_DEBUG_STATS;
bgfx::setDebug(m_debug_flags);
}
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void setWindowHandle(void* data) override
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{
m_default_framebuffer =
LUMIX_NEW(m_allocator, FrameBuffer)("default", m_width, m_height, data);
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}
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void renderModel(Model& model, const Matrix& mtx) override
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{
for (int i = 0; i < model.getMeshCount(); ++i)
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{
auto& mesh = model.getMesh(i);
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int instance_idx = mesh.instance_idx;
if (instance_idx == -1)
{
instance_idx = m_instance_data_idx;
m_instance_data_idx = (m_instance_data_idx + 1) % lengthOf(m_instances_data);
if (m_instances_data[instance_idx].buffer)
{
finishInstances(instance_idx);
}
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mesh.instance_idx = instance_idx;
}
InstanceData& data = m_instances_data[instance_idx];
if (!data.buffer)
{
data.buffer =
bgfx::allocInstanceDataBuffer(InstanceData::MAX_INSTANCE_COUNT, sizeof(Matrix));
data.instance_count = 0;
data.mesh = &mesh;
data.model = &model;
}
Matrix* mtcs = (Matrix*)data.buffer->data;
mtcs[data.instance_count] = mtx;
++data.instance_count;
if (data.instance_count == InstanceData::MAX_INSTANCE_COUNT)
{
finishInstances(instance_idx);
}
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}
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}
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void setPoseUniform(const RenderableMesh& renderable_mesh) const
{
Matrix bone_mtx[64];
Renderable* renderable = m_scene->getRenderable(renderable_mesh.renderable);
const Pose& pose = *renderable->pose;
const Model& model = *renderable->model;
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Vec3* poss = pose.getPositions();
Quat* rots = pose.getRotations();
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ASSERT(pose.getCount() <= lengthOf(bone_mtx));
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for (int bone_index = 0, bone_count = pose.getCount(); bone_index < bone_count;
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++bone_index)
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{
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rots[bone_index].toMatrix(bone_mtx[bone_index]);
bone_mtx[bone_index].translate(poss[bone_index]);
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bone_mtx[bone_index] = bone_mtx[bone_index] * model.getBone(bone_index).inv_bind_matrix;
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}
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bgfx::setUniform(m_bone_matrices_uniform, bone_mtx, pose.getCount());
}
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void renderSkinnedMesh(const Renderable& renderable, const RenderableMesh& info)
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{
const Mesh& mesh = *info.mesh;
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Material* material = mesh.material;
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setPoseUniform(info);
setMaterial(material);
bgfx::setTransform(&renderable.matrix);
bgfx::setVertexBuffer(renderable.model->getVerticesHandle(),
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mesh.attribute_array_offset / mesh.vertex_def.getStride(),
mesh.attribute_array_size / mesh.vertex_def.getStride());
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bgfx::setIndexBuffer(
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renderable.model->getIndicesHandle(), mesh.indices_offset, mesh.indices_count);
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bgfx::setState(m_render_state | material->getRenderStates());
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bgfx::submit(m_view_idx,
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mesh.material->getShaderInstance().m_program_handles[m_pass_idx]);
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}
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void setScissor(int x, int y, int width, int height) override
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{
bgfx::setScissor(x, y, width, height);
}
void setTexture(int slot, bgfx::TextureHandle texture, bgfx::UniformHandle uniform) override
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{
bgfx::setTexture(slot, uniform, texture);
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}
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void render(TransientGeometry& geom,
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const Matrix& mtx,
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int first_index,
int num_indices,
uint64 render_states,
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bgfx::ProgramHandle program_handle) override
{
bgfx::setState(m_render_state | render_states);
bgfx::setTransform(&mtx.m11);
bgfx::setVertexBuffer(&geom.getVertexBuffer());
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bgfx::setIndexBuffer(&geom.getIndexBuffer(), first_index, num_indices);
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bgfx::submit(m_view_idx, program_handle);
}
void renderRigidMesh(const Renderable& renderable, const RenderableMesh& info)
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{
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int instance_idx = info.mesh->instance_idx;
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if (instance_idx == -1)
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{
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instance_idx = m_instance_data_idx;
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m_instance_data_idx = (m_instance_data_idx + 1) % lengthOf(m_instances_data);
if (m_instances_data[instance_idx].buffer)
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{
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finishInstances(instance_idx);
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}
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info.mesh->instance_idx = instance_idx;
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}
InstanceData& data = m_instances_data[instance_idx];
if (!data.buffer)
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{
data.buffer =
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bgfx::allocInstanceDataBuffer(InstanceData::MAX_INSTANCE_COUNT, sizeof(Matrix));
data.instance_count = 0;
data.mesh = info.mesh;
data.model = renderable.model;
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}
Matrix* mtcs = (Matrix*)data.buffer->data;
mtcs[data.instance_count] = renderable.matrix;
++data.instance_count;
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if (data.instance_count == InstanceData::MAX_INSTANCE_COUNT)
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{
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finishInstances(instance_idx);
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}
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}
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void setMaterial(Material* material)
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{
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if (m_is_current_light_global)
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{
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setDirectionalLightUniforms(m_current_light);
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}
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else
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{
setPointLightUniforms(material, m_current_light);
}
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for (int i = 0; i < material->getUniformCount(); ++i)
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{
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const Material::Uniform& uniform = material->getUniform(i);
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switch (uniform.m_type)
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{
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case Material::Uniform::FLOAT:
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{
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Vec4 v(uniform.m_float, 0, 0, 0);
bgfx::setUniform(uniform.m_handle, &v);
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}
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break;
case Material::Uniform::TIME:
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{
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Vec4 v(m_scene->getTime(), 0, 0, 0);
bgfx::setUniform(uniform.m_handle, &v);
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}
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break;
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default: ASSERT(false); break;
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}
}
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Shader* shader = material->getShader();
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for (int i = 0; i < material->getTextureCount(); ++i)
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{
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Texture* texture = material->getTexture(i);
if (!texture) continue;
bgfx::setTexture(
i, shader->getTextureSlot(i).m_uniform_handle, texture->getTextureHandle());
}
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Vec4 specular_shininess(material->getSpecular(), material->getShininess());
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bgfx::setUniform(m_specular_shininess_uniform, &specular_shininess);
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if (m_is_current_light_global && !m_is_rendering_in_shadowmap && m_global_light_shadowmap)
{
auto handle = m_global_light_shadowmap->getRenderbufferHandle(0);
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bgfx::setTexture(shader->getTextureSlotCount(), m_tex_shadowmap_uniform, handle);
}
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}
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void renderTerrain(const TerrainInfo& info)
{
auto& inst = m_terrain_instances[info.m_index];
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if ((inst.m_count > 0 && inst.m_infos[0]->m_terrain != info.m_terrain) ||
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inst.m_count == lengthOf(inst.m_infos))
{
finishTerrainInstances(info.m_index);
}
inst.m_infos[inst.m_count] = &info;
++inst.m_count;
}
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void finishTerrainInstances(int index)
{
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if (m_terrain_instances[index].m_count == 0) return;
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const TerrainInfo& info = *m_terrain_instances[index].m_infos[0];
Material* material = info.m_terrain->getMaterial();
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if (!material->isReady()) return;
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Texture* detail_texture = info.m_terrain->getDetailTexture();
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if (!detail_texture) return;
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Texture* splat_texture = info.m_terrain->getSplatmap();
if (!splat_texture) return;
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Matrix inv_world_matrix;
inv_world_matrix = info.m_world_matrix;
inv_world_matrix.fastInverse();
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Vec3 camera_pos =
m_scene->getUniverse().getPosition(m_scene->getCameraEntity(m_applied_camera));
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Vec4 rel_cam_pos(
inv_world_matrix.multiplyPosition(camera_pos) / info.m_terrain->getXZScale(), 1);
Vec4 terrain_scale(info.m_terrain->getScale(), 0);
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const Mesh& mesh = *info.m_terrain->getMesh();
Vec4 terrain_params(info.m_terrain->getRootSize(),
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(float)detail_texture->getWidth(),
(float)detail_texture->getAtlasSize(),
(float)splat_texture->getWidth());
bgfx::setUniform(m_terrain_params_uniform, &terrain_params);
bgfx::setUniform(m_rel_camera_pos_uniform, &rel_cam_pos);
bgfx::setUniform(m_terrain_scale_uniform, &terrain_scale);
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bgfx::setUniform(m_terrain_matrix_uniform, &info.m_world_matrix.m11);
setMaterial(material);
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struct TerrainInstanceData
{
Vec4 m_quad_min_and_size;
Vec4 m_morph_const;
};
const bgfx::InstanceDataBuffer* instance_buffer = bgfx::allocInstanceDataBuffer(
m_terrain_instances[index].m_count, sizeof(TerrainInstanceData));
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TerrainInstanceData* instance_data = (TerrainInstanceData*)instance_buffer->data;
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for (int i = 0; i < m_terrain_instances[index].m_count; ++i)
{
const TerrainInfo& info = *m_terrain_instances[index].m_infos[i];
instance_data[i].m_quad_min_and_size.set(
info.m_min.x, info.m_min.y, info.m_min.z, info.m_size);
instance_data[i].m_morph_const.set(
info.m_morph_const.x, info.m_morph_const.y, info.m_morph_const.z, 0);
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}
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bgfx::setVertexBuffer(info.m_terrain->getVerticesHandle());
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int mesh_part_indices_count = mesh.indices_count / 4;
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bgfx::setIndexBuffer(info.m_terrain->getIndicesHandle(),
info.m_index * mesh_part_indices_count,
mesh_part_indices_count);
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bgfx::setState(m_render_state | mesh.material->getRenderStates());
bgfx::setInstanceDataBuffer(instance_buffer, m_terrain_instances[index].m_count);
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auto shader_instance = material->getShaderInstance().m_program_handles[m_pass_idx];
bgfx::submit(m_view_idx, shader_instance);
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m_terrain_instances[index].m_count = 0;
}
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void renderGrass(const GrassInfo& grass)
{
const bgfx::InstanceDataBuffer* idb =
bgfx::allocInstanceDataBuffer(grass.m_matrix_count, sizeof(Matrix));
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copyMemory(idb->data, &grass.m_matrices[0], grass.m_matrix_count * sizeof(Matrix));
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const Mesh& mesh = grass.m_model->getMesh(0);
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Material* material = mesh.material;
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setMaterial(material);
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bgfx::setVertexBuffer(grass.m_model->getVerticesHandle(),
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mesh.attribute_array_offset / mesh.vertex_def.getStride(),
mesh.attribute_array_size / mesh.vertex_def.getStride());
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bgfx::setIndexBuffer(
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grass.m_model->getIndicesHandle(), mesh.indices_offset, mesh.indices_count);
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bgfx::setState(m_render_state | material->getRenderStates());
bgfx::setInstanceDataBuffer(idb, grass.m_matrix_count);
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bgfx::submit(m_view_idx, material->getShaderInstance().m_program_handles[m_pass_idx]);
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}
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void renderGrasses(const Array<GrassInfo>& grasses)
{
PROFILE_FUNCTION();
for (const auto& grass : grasses)
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{
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renderGrass(grass);
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}
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}
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void renderTerrains(const Array<const TerrainInfo*>& terrains)
{
PROFILE_FUNCTION();
PROFILE_INT("terrain patches", terrains.size());
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for (auto* info : terrains)
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{
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renderTerrain(*info);
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}
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for (int i = 0; i < lengthOf(m_terrain_instances); ++i)
{
finishTerrainInstances(i);
}
}
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void renderMeshes(const Array<RenderableMesh>& meshes)
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{
PROFILE_FUNCTION();
if (meshes.empty()) return;
Renderable* renderables = m_scene->getRenderables();
PROFILE_INT("mesh count", meshes.size());
for (auto& mesh : meshes)
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{
Renderable& renderable = renderables[mesh.renderable];
if (renderable.pose && renderable.pose->getCount() > 0)
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{
renderSkinnedMesh(renderable, mesh);
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}
else
{
renderRigidMesh(renderable, mesh);
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}
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}
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finishInstances();
}
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void setViewport(int x, int y, int w, int h) override
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{
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m_view_x = x;
m_view_y = y;
if (m_width == w && m_height == h) return;
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if (m_default_framebuffer)
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{
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m_default_framebuffer->resize(w, h);
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}
for (auto& i : m_framebuffers)
{
if (i->hasScreenSize()) i->resize(w, h);
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}
m_width = w;
m_height = h;
}
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void render() override
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{
PROFILE_FUNCTION();
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if (!isReady()) return;
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m_render_state = BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_WRITE |
BGFX_STATE_MSAA;
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m_applied_camera = INVALID_COMPONENT;
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m_global_light_shadowmap = nullptr;
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m_render_state |= m_is_wireframe ? BGFX_STATE_PT_LINESTRIP : 0;
m_view_idx = m_renderer.getViewCounter();
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m_pass_idx = -1;
m_current_framebuffer = m_default_framebuffer;
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m_current_light = -1;
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m_view2pass_map.assign(0xFF);
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m_instance_data_idx = 0;
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m_point_light_shadowmaps.clear();
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for (int i = 0; i < lengthOf(m_terrain_instances); ++i)
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{
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m_terrain_instances[i].m_count = 0;
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}
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for (int i = 0; i < lengthOf(m_instances_data); ++i)
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{
m_instances_data[i].buffer = nullptr;
m_instances_data[i].instance_count = 0;
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}
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if (lua_getglobal(m_lua_state, "render") == LUA_TFUNCTION)
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{
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lua_pushlightuserdata(m_lua_state, this);
if (lua_pcall(m_lua_state, 1, 0, 0) != LUA_OK)
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{
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g_log_error.log("lua") << lua_tostring(m_lua_state, -1);
lua_pop(m_lua_state, 1);
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}
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}
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else
{
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lua_pop(m_lua_state, 1);
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}
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finishInstances();
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m_renderer.getFrameAllocator().clear();
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}
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void exposeCustomCommandToLua(const CustomCommandHandler& handler)
{
if (!m_lua_state) return;
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char tmp[1024];
copyString(tmp, "function ");
catString(tmp, handler.name);
catString(tmp, "(pipeline) executeCustomCommand(pipeline, \"");
catString(tmp, handler.name);
catString(tmp, "\") end");
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bool errors = luaL_loadbuffer(m_lua_state, tmp, stringLength(tmp), nullptr) != LUA_OK;
errors = errors || lua_pcall(m_lua_state, 0, LUA_MULTRET, 0) != LUA_OK;
if (errors)
{
g_log_error.log("pipeline") << lua_tostring(m_lua_state, -1);
lua_pop(m_lua_state, 1);
}
}
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int loadMaterial(const char* path)
{
ResourceManagerBase& material_manager = m_renderer.getMaterialManager();
auto* material = static_cast<Material*>(material_manager.load(Lumix::Path(path)));
m_materials.push(material);
return m_materials.size() - 1;
}
int createUniform(const char* name)
{
bgfx::UniformHandle handle = bgfx::createUniform(name, bgfx::UniformType::Int1);
m_uniforms.push(handle);
return m_uniforms.size() - 1;
}
bool hasScene()
{
return m_scene != nullptr;
}
bool cameraExists(const char* slot_name)
{
return m_scene->getCameraInSlot(slot_name) != INVALID_ENTITY;
}
void enableBlending(const char* mode)
{
uint64 mode_value = 0;
if (compareString(mode, "alpha") == 0) mode_value = BGFX_STATE_BLEND_ALPHA;
else if (compareString(mode, "add") == 0) mode_value = BGFX_STATE_BLEND_ADD;
else if (compareString(mode, "multiply") == 0) mode_value = BGFX_STATE_BLEND_MULTIPLY;
m_render_state |= mode_value;
}
void clear(const char* buffers, int color)
{
uint16 flags = 0;
if (compareString(buffers, "all") == 0)
{
flags = BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH;
}
else if (compareString(buffers, "depth") == 0)
{
flags = BGFX_CLEAR_DEPTH;
}
bgfx::setViewClear(m_view_idx, flags, color, 1.0f, 0);
bgfx::touch(m_view_idx);
}
void renderModels(int64 layer_mask, bool is_point_light_render)
{
if (is_point_light_render)
{
renderPointLightInfluencedGeometry(m_camera_frustum, layer_mask);
}
else
{
renderAll(m_camera_frustum, layer_mask, true);
}
}
bool isReady() const override { return m_is_ready; }
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void setScene(RenderScene* scene) override { m_scene = scene; }
void setWireframe(bool wireframe) override { m_is_wireframe = wireframe; }
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struct TerrainInstance
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{
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int m_count;
const TerrainInfo* m_infos[64];
};
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struct PointLightShadowmap
{
ComponentIndex m_light;
FrameBuffer* m_framebuffer;
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Matrix m_matrices[4];
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};
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struct BaseVertex
{
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float x, y, z;
uint32 rgba;
float u;
float v;
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};
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bgfx::VertexDecl m_deferred_point_light_vertex_decl;
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bgfx::VertexDecl m_base_vertex_decl;
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TerrainInstance m_terrain_instances[4];
uint32 m_debug_flags;
uint8 m_view_idx;
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int m_pass_idx;
StaticArray<uint8, 256> m_view2pass_map;
uint64 m_render_state;
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IAllocator& m_allocator;
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Lumix::Path m_path;
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Renderer& m_renderer;
RenderScene* m_scene;
FrameBuffer* m_current_framebuffer;
FrameBuffer* m_default_framebuffer;
Array<FrameBuffer*> m_framebuffers;
Array<bgfx::UniformHandle> m_uniforms;
Array<Material*> m_materials;
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Array<PointLightShadowmap> m_point_light_shadowmaps;
FrameBuffer* m_global_light_shadowmap;
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InstanceData m_instances_data[128];
int m_instance_data_idx;
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ComponentIndex m_applied_camera;
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ComponentIndex m_current_light;
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bgfx::VertexBufferHandle m_cube_vb;
bgfx::IndexBufferHandle m_cube_ib;
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bool m_is_current_light_global;
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bool m_is_wireframe;
bool m_is_rendering_in_shadowmap;
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bool m_is_ready;
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Frustum m_camera_frustum;
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Matrix m_shadow_viewprojection[4];
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int m_view_x;
int m_view_y;
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int m_width;
int m_height;
bgfx::VertexBufferHandle m_particle_vertex_buffer;
bgfx::IndexBufferHandle m_particle_index_buffer;
Array<CustomCommandHandler> m_custom_commands_handlers;
Array<RenderableMesh> m_tmp_meshes;
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Array<const TerrainInfo*> m_tmp_terrains;
Array<GrassInfo> m_tmp_grasses;
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Array<ComponentIndex> m_tmp_local_lights;
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DirectionalLightUniforms m_directional_light_uniforms;
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bgfx::UniformHandle m_specular_shininess_uniform;
bgfx::UniformHandle m_bone_matrices_uniform;
bgfx::UniformHandle m_terrain_scale_uniform;
bgfx::UniformHandle m_rel_camera_pos_uniform;
bgfx::UniformHandle m_terrain_params_uniform;
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bgfx::UniformHandle m_fog_color_density_uniform;
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bgfx::UniformHandle m_fog_params_uniform;
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bgfx::UniformHandle m_light_pos_radius_uniform;
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bgfx::UniformHandle m_light_color_attenuation_uniform;
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bgfx::UniformHandle m_ambient_color_uniform;
bgfx::UniformHandle m_light_dir_fov_uniform;
bgfx::UniformHandle m_shadowmap_matrices_uniform;
bgfx::UniformHandle m_light_specular_uniform;
bgfx::UniformHandle m_terrain_matrix_uniform;
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bgfx::UniformHandle m_tex_shadowmap_uniform;
bgfx::UniformHandle m_cam_view_uniform;
bgfx::UniformHandle m_cam_inv_proj_uniform;
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bgfx::UniformHandle m_cam_inv_viewproj_uniform;
bgfx::UniformHandle m_texture_size_uniform;
int m_bind_framebuffer_texture_idx;
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Material* m_debug_line_material;
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int m_has_shadowmap_define_idx;
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};
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Pipeline* Pipeline::create(Renderer& renderer, const Path& path, IAllocator& allocator)
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{
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return LUMIX_NEW(allocator, PipelineImpl)(renderer, path, allocator);
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}
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void Pipeline::destroy(Pipeline* pipeline)
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{
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LUMIX_DELETE(static_cast<PipelineImpl*>(pipeline)->m_allocator, pipeline);
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}
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namespace LuaAPI
{
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int deferredLocalLightLoop(lua_State* L)
{
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auto* p = LuaWrapper::checkArg<PipelineImpl*>(L, 1);
int material_index = LuaWrapper::checkArg<int>(L, 2);
LuaWrapper::checkTableArg(L, 3);
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TextureBindData textures[16];
int texture_count = 0;
lua_pushnil(L);
while (lua_next(L, -2))
{
if (lua_istable(L, -1))
{
lua_rawgeti(L, -1, 1);
const char* fb_name = lua_tostring(L, -1);
lua_rawgeti(L, -2, 2);
int rb_idx = (int)lua_tointeger(L, -1);
lua_rawgeti(L, -3, 3);
int uniform_idx = (int)lua_tointeger(L, -1);
textures[texture_count].uniform = p->m_uniforms[uniform_idx];
textures[texture_count].texture = p->getFramebuffer(fb_name)->getRenderbufferHandle(rb_idx);
++texture_count;
lua_pop(L, 3);
}
lua_pop(L, 1);
}
p->deferredLocalLightLoop(material_index, textures, texture_count);
return 0;
}
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void logError(const char* message)
{
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g_log_error.log("renderer") << message;
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}
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int renderLocalLightsShadowmaps(lua_State* L)
{
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auto* pipeline = LuaWrapper::checkArg<PipelineImpl*>(L, 1);
int64 layer_mask = LuaWrapper::checkArg<int64>(L, 2);
const char* camera_slot = LuaWrapper::checkArg<const char*>(L, 4);
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FrameBuffer* fbs[16];
int len = Math::minValue((int)lua_rawlen(L, 3), lengthOf(fbs));
for (int i = 0; i < len; ++i)
{
if (lua_rawgeti(L, 3, 1 + i) == LUA_TSTRING)
{
const char* fb_name = lua_tostring(L, -1);
fbs[i] = pipeline->getFramebuffer(fb_name);
}
lua_pop(L, 1);
}
RenderScene* scene = pipeline->m_scene;
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ComponentIndex camera = scene->getCameraInSlot(camera_slot);
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pipeline->renderLocalLightShadowmaps(camera, fbs, len, layer_mask);
return 0;
}
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void print(int x, int y, const char* text)
{
bgfx::dbgTextPrintf(x, y, 0x4f, text);
}
} // namespace LuaAPI
void PipelineImpl::registerCFunctions()
{
#define REGISTER_FUNCTION(name) \
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do {\
auto f = &LuaWrapper::wrapMethod<PipelineImpl, decltype(&PipelineImpl::name), &PipelineImpl::name>; \
registerCFunction(#name, f); \
} while(false) \
REGISTER_FUNCTION(drawQuad);
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REGISTER_FUNCTION(setPass);
REGISTER_FUNCTION(beginNewView);
REGISTER_FUNCTION(bindFramebufferTexture);
REGISTER_FUNCTION(applyCamera);
REGISTER_FUNCTION(disableBlending);
REGISTER_FUNCTION(enableAlphaWrite);
REGISTER_FUNCTION(disableAlphaWrite);
REGISTER_FUNCTION(enableRGBWrite);
REGISTER_FUNCTION(disableRGBWrite);
REGISTER_FUNCTION(enableDepthWrite);
REGISTER_FUNCTION(disableDepthWrite);
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REGISTER_FUNCTION(renderDebugShapes);
REGISTER_FUNCTION(setFramebuffer);
REGISTER_FUNCTION(renderParticles);
REGISTER_FUNCTION(loadMaterial);
REGISTER_FUNCTION(executeCustomCommand);
REGISTER_FUNCTION(getFPS);
REGISTER_FUNCTION(createUniform);
REGISTER_FUNCTION(hasScene);
REGISTER_FUNCTION(cameraExists);
REGISTER_FUNCTION(enableBlending);
REGISTER_FUNCTION(clear);
REGISTER_FUNCTION(renderModels);
REGISTER_FUNCTION(renderShadowmap);
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REGISTER_FUNCTION(copyRenderbuffer);
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#undef REGISTER_FUNCTION
#define REGISTER_FUNCTION(name) \
registerCFunction(#name, LuaWrapper::wrap<decltype(&LuaAPI::name), LuaAPI::name>)
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REGISTER_FUNCTION(deferredLocalLightLoop);
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REGISTER_FUNCTION(print);
REGISTER_FUNCTION(logError);
REGISTER_FUNCTION(renderLocalLightsShadowmaps);
#undef REGISTER_FUNCTION
for(auto& handler : m_custom_commands_handlers)
{
exposeCustomCommandToLua(handler);
}
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}
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} // ~namespace Lumix