LumixEngine/src/graphics/pipeline.cpp

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#include "pipeline.h"
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#include "graphics/pipeline.h"
#include "core/array.h"
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#include "core/associative_array.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/json_serializer.h"
#include "core/lifo_allocator.h"
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#include "core/log.h"
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#include "core/profiler.h"
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#include "core/resource_manager.h"
#include "core/resource_manager_base.h"
#include "core/string.h"
#include "engine/engine.h"
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#include "engine/lua_wrapper.h"
#include "engine/plugin_manager.h"
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#include "graphics/bitmap_font.h"
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#include "graphics/frame_buffer.h"
#include "graphics/geometry.h"
#include "graphics/material.h"
#include "graphics/model.h"
#include "graphics/model_instance.h"
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#include "graphics/renderer.h"
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#include "graphics/shader.h"
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#include "graphics/terrain.h"
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#include "graphics/texture.h"
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#include <bgfx.h>
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namespace Lumix
{
struct PipelineImpl;
struct PipelineInstanceImpl;
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static const uint32_t LIGHT_DIR_HASH = crc32("light_dir");
static const uint32_t TERRAIN_SCALE_HASH = crc32("terrain_scale");
static const uint32_t BONE_MATRICES_HASH = crc32("bone_matrices");
static const uint32_t CAMERA_POS_HASH = crc32("camera_pos");
static const uint32_t MAP_SIZE_HASH = crc32("map_size");
static const uint32_t POINT_LIGHT_HASH = crc32("point_light");
static const uint32_t BRUSH_SIZE_HASH = crc32("brush_size");
static const uint32_t BRUSH_POSITION_HASH = crc32("brush_position");
static float split_distances[] = { 0.01f, 5, 20, 100, 300 };
static const float SHADOW_CAM_NEAR = 0.1f;
static const float SHADOW_CAM_FAR = 10000.0f;
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class InstanceData
{
public:
static const int MAX_INSTANCE_COUNT = 32;
public:
const bgfx::InstanceDataBuffer* m_buffer;
int m_instance_count;
RenderableMesh m_mesh;
};
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class BaseVertex
{
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public:
float m_x, m_y, m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static bgfx::VertexDecl s_vertex_decl;
};
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bgfx::VertexDecl BaseVertex::s_vertex_decl;
struct PipelineImpl : public Pipeline
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{
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PipelineImpl(const Path& path, ResourceManager& resource_manager, IAllocator& allocator)
: Pipeline(path, resource_manager, allocator)
, m_allocator(allocator)
, m_framebuffers(allocator)
, m_lua_state(nullptr)
{
}
Renderer& getRenderer()
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{
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return static_cast<PipelineManager*>(m_resource_manager.get(ResourceManager::PIPELINE))->getRenderer();
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}
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virtual ~PipelineImpl() override
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{
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if (m_lua_state)
{
lua_close(m_lua_state);
}
ASSERT(isEmpty());
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}
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virtual void doUnload(void) override
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{
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if (m_lua_state)
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{
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lua_close(m_lua_state);
m_lua_state = nullptr;
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}
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onEmpty();
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}
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void parseRenderbuffers(lua_State* L, FrameBuffer::Declaration& decl)
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{
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decl.m_renderbuffers_count = 0;
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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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FrameBuffer::RenderBuffer& buf = decl.m_renderbuffers[decl.m_renderbuffers_count];
buf.parse(L);
++decl.m_renderbuffers_count;
}
lua_pop(L, 1);
}
}
void parseFramebuffers(lua_State* L)
{
if (lua_getglobal(L, "framebuffers") == LUA_TTABLE)
{
int len = (int)lua_rawlen(L, -1);
m_framebuffers.resize(len);
for (int i = 0; i < len; ++i)
{
if (lua_rawgeti(L, -1, 1 + i) == LUA_TTABLE)
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{
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FrameBuffer::Declaration& decl = m_framebuffers[i];
if (lua_getfield(L, -1, "name") == LUA_TSTRING)
{
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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)
{
decl.m_width = (int)lua_tointeger(L, -1);
}
lua_pop(L, 1);
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);
}
lua_pop(L, 1);
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}
lua_pop(L, 1);
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}
}
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lua_pop(L, 1);
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}
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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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virtual void loaded(FS::IFile* file, bool success, FS::FileSystem& fs) override
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{
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if (m_lua_state)
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{
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lua_close(m_lua_state);
m_lua_state = nullptr;
}
if (success)
{
m_lua_state = luaL_newstate();
luaL_openlibs(m_lua_state);
bool errors = luaL_loadbuffer(m_lua_state, (const char*)file->getBuffer(), file->size(), "") != LUA_OK;
errors = errors || lua_pcall(m_lua_state, 0, LUA_MULTRET, 0) != LUA_OK;
if (errors)
{
g_log_error.log("lua") << getPath().c_str() << ": " << lua_tostring(m_lua_state, -1);
onFailure();
}
else
{
parseFramebuffers(m_lua_state);
registerCFunctions();
decrementDepCount();
}
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}
else
{
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onFailure();
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}
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fs.close(file);
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}
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lua_State* m_lua_state;
IAllocator& m_allocator;
Array<FrameBuffer::Declaration> m_framebuffers;
};
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struct PipelineInstanceImpl : public PipelineInstance
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{
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PipelineInstanceImpl(Pipeline& pipeline, IAllocator& allocator)
: m_source(static_cast<PipelineImpl&>(pipeline))
, m_custom_commands_handlers(allocator)
, m_allocator(allocator)
, m_tmp_terrains(allocator)
, m_tmp_grasses(allocator)
, m_tmp_meshes(allocator)
, m_framebuffers(allocator)
, m_uniforms(allocator)
, m_global_textures(allocator)
, m_frame_allocator(allocator, 10 * 1024 * 1024)
, m_renderer(static_cast<PipelineImpl&>(pipeline).getRenderer())
, m_screen_space_material(nullptr)
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, m_default_framebuffer(nullptr)
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, m_debug_line_material(nullptr)
, m_debug_flags(BGFX_DEBUG_TEXT)
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{
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m_terrain_scale_uniform = bgfx::createUniform("u_terrainScale", bgfx::UniformType::Vec4);
m_rel_camera_pos_uniform = bgfx::createUniform("u_relCamPos", bgfx::UniformType::Vec4);
m_map_size_uniform = bgfx::createUniform("u_mapSize", bgfx::UniformType::Vec4);
m_fog_color_density_uniform = bgfx::createUniform("u_fogColorDensity", bgfx::UniformType::Vec4);
m_light_pos_radius_uniform = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
m_light_color_uniform = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
m_light_dir_fov_uniform = bgfx::createUniform("u_lightDirFov", bgfx::UniformType::Vec4);
m_light_specular_uniform = bgfx::createUniform("u_lightSpecular", bgfx::UniformType::Mat4, 64);
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m_ambient_color_uniform = bgfx::createUniform("u_ambientColor", bgfx::UniformType::Vec4);
m_shadowmap_matrices_uniform = bgfx::createUniform("u_shadowmapMatrices", bgfx::UniformType::Mat4, 4);
m_shadowmap_splits_uniform = bgfx::createUniform("u_shadowmapSplits", bgfx::UniformType::Vec4);
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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ResourceManagerBase* material_manager = pipeline.getResourceManager().get(ResourceManager::MATERIAL);
m_screen_space_material = static_cast<Material*>(material_manager->load(Lumix::Path("models/editor/screen_space.mat")));
m_debug_line_material = static_cast<Material*>(material_manager->load(Lumix::Path("models/editor/debug_line.mat")));
m_scene = NULL;
m_width = m_height = -1;
m_framebuffer_width = m_framebuffer_height = -1;
pipeline.onLoaded<PipelineInstanceImpl, &PipelineInstanceImpl::sourceLoaded>(this);
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}
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~PipelineInstanceImpl()
{
ResourceManagerBase* material_manager = m_source.getResourceManager().get(ResourceManager::MATERIAL);
material_manager->unload(*m_screen_space_material);
material_manager->unload(*m_debug_line_material);
bgfx::destroyUniform(m_terrain_matrix_uniform);
bgfx::destroyUniform(m_specular_shininess_uniform);
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bgfx::destroyUniform(m_bone_matrices_uniform);
bgfx::destroyUniform(m_terrain_scale_uniform);
bgfx::destroyUniform(m_rel_camera_pos_uniform);
bgfx::destroyUniform(m_map_size_uniform);
bgfx::destroyUniform(m_fog_color_density_uniform);
bgfx::destroyUniform(m_light_pos_radius_uniform);
bgfx::destroyUniform(m_light_color_uniform);
bgfx::destroyUniform(m_light_dir_fov_uniform);
bgfx::destroyUniform(m_ambient_color_uniform);
bgfx::destroyUniform(m_shadowmap_matrices_uniform);
bgfx::destroyUniform(m_shadowmap_splits_uniform);
bgfx::destroyUniform(m_light_specular_uniform);
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for (int i = 0; i < m_uniforms.size(); ++i)
{
bgfx::destroyUniform(m_uniforms[i]);
}
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m_source.getObserverCb().unbind<PipelineInstanceImpl, &PipelineInstanceImpl::sourceLoaded>(this);
m_source.getResourceManager().get(ResourceManager::PIPELINE)->unload(m_source);
for (int i = 0; i < m_framebuffers.size(); ++i)
{
m_allocator.deleteObject(m_framebuffers[i]);
}
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m_allocator.deleteObject(m_default_framebuffer);
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}
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void finishInstances(int idx)
{
if (m_instances_data[idx].m_buffer)
{
const RenderableMesh& info = m_instances_data[idx].m_mesh;
const Mesh& mesh = *info.m_mesh;
const Model& model = *info.m_model;
const Geometry& geometry = model.getGeometry();
const Material* material = mesh.getMaterial();
setMaterial(material);
bgfx::setProgram(info.m_mesh->getMaterial()->getShaderInstance().m_program_handles[m_pass_idx]);
bgfx::setVertexBuffer(geometry.getAttributesArrayID(), mesh.getAttributeArrayOffset() / mesh.getVertexDefinition().getStride(), mesh.getAttributeArraySize() / mesh.getVertexDefinition().getStride());
bgfx::setIndexBuffer(geometry.getIndicesArrayID(), mesh.getIndicesOffset(), mesh.getIndexCount());
bgfx::setState(m_render_state | material->getRenderStates());
bgfx::setInstanceDataBuffer(m_instances_data[idx].m_buffer, m_instances_data[idx].m_instance_count);
bgfx::submit(m_view_idx);
m_instances_data[idx].m_buffer = nullptr;
m_instances_data[idx].m_instance_count = 0;
m_instances_data[idx].m_mesh.m_mesh->setInstanceIdx(-1);
}
}
void finishInstances()
{
for (int i = 0; i < lengthOf(m_instances_data); ++i)
{
finishInstances(i);
}
m_instance_data_idx = 0;
}
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void setPass(const char* name)
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{
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m_pass_idx = m_renderer.getPassIdx(name);
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for (int i = 0; i < lengthOf(m_view2pass_map); ++i)
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{
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if (m_view2pass_map[i] == m_pass_idx)
{
m_view_idx = i;
break;
}
else if (m_view2pass_map[i] == 0xff)
{
m_view2pass_map[i] = m_pass_idx;
m_view_idx = i;
break;
}
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}
if (m_current_framebuffer)
{
bgfx::setViewFrameBuffer(m_view_idx, m_current_framebuffer->getHandle());
}
else
{
bgfx::setViewFrameBuffer(m_view_idx, BGFX_INVALID_HANDLE);
}
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}
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CustomCommandHandler& addCustomCommandHandler(const char* name) override
{
return m_custom_commands_handlers[crc32(name)];
}
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FrameBuffer* getFramebuffer(const char* framebuffer_name)
{
for (int i = 0, c = m_framebuffers.size(); i < c; ++i)
{
if (strcmp(m_framebuffers[i]->getName(), framebuffer_name) == 0)
{
return m_framebuffers[i];
}
}
return nullptr;
}
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void setCurrentFramebuffer(const char* framebuffer_name)
{
if (strcmp(framebuffer_name, "default") == 0)
{
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m_current_framebuffer = m_default_framebuffer;
if (m_current_framebuffer)
{
bgfx::setViewFrameBuffer(m_view_idx, m_current_framebuffer->getHandle());
}
else
{
bgfx::setViewFrameBuffer(m_view_idx, BGFX_INVALID_HANDLE);
}
return;
}
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m_current_framebuffer = getFramebuffer(framebuffer_name);
if (m_current_framebuffer)
{
bgfx::setViewFrameBuffer(m_view_idx, m_current_framebuffer->getHandle());
}
else
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{
g_log_warning.log("renderer") << "Framebuffer " << framebuffer_name << " not found";
}
}
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void bindFramebufferTexture(const char* framebuffer_name, int renderbuffer_idx, int uniform_idx)
{
FrameBuffer* fb = getFramebuffer(framebuffer_name);
if (fb)
{
GlobalTexture& t = m_global_textures.pushEmpty();
t.m_texture = fb->getRenderbufferHandle(renderbuffer_idx);
t.m_uniform = m_uniforms[uniform_idx];
}
}
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virtual int getWidth() override
{
return m_width;
}
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virtual int getHeight() override
{
return m_height;
}
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void sourceLoaded(Resource::State old_state, Resource::State new_state)
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{
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if (old_state != Resource::State::READY && new_state == Resource::State::READY)
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{
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for (int i = 0; i < m_framebuffers.size(); ++i)
{
m_allocator.deleteObject(m_framebuffers[i]);
}
m_framebuffers.clear();
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m_framebuffers.reserve(m_source.m_framebuffers.size());
for (int i = 0; i < m_source.m_framebuffers.size(); ++i)
{
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FrameBuffer::Declaration& decl = m_source.m_framebuffers[i];
m_framebuffers.push(m_allocator.newObject<FrameBuffer>(decl));
}
if (lua_getglobal(m_source.m_lua_state, "init") == LUA_TFUNCTION)
{
lua_pushlightuserdata(m_source.m_lua_state, this);
if (lua_pcall(m_source.m_lua_state, 1, 0, 0) != LUA_OK)
{
g_log_error.log("lua") << lua_tostring(m_source.m_lua_state, -1);
}
}
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}
}
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void executeCustomCommand(uint32_t name)
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{
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CustomCommandHandler handler;
if (m_custom_commands_handlers.find(name, handler))
{
handler.invoke();
}
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}
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void renderShadowmap(Component camera, int64_t layer_mask)
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{
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Component light_cmp = m_scene->getActiveGlobalLight();
if (!light_cmp.isValid() || !camera.isValid())
{
return;
}
Matrix light_mtx = light_cmp.entity.getMatrix();
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float shadowmap_height = (float)m_current_framebuffer->getHeight();
float shadowmap_width = (float)m_current_framebuffer->getWidth();
float viewports[] =
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{ 0, 0
, 0.5f, 0
, 0, 0.5f
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, 0.5f, 0.5f };
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float camera_fov = m_scene->getCameraFOV(camera);
float camera_ratio = m_scene->getCameraWidth(camera) / m_scene->getCameraHeight(camera);
for (int split_index = 0; split_index < 4; ++split_index)
{
if (split_index > 0)
{
++m_view_idx;
m_view2pass_map[m_view_idx] = m_pass_idx;
}
bgfx::setViewFrameBuffer(m_view_idx, m_current_framebuffer->getHandle());
bgfx::setViewClear(m_view_idx, BGFX_CLEAR_DEPTH, 0, 1.0f, 0);
bgfx::submit(m_view_idx);
float* viewport = viewports + split_index * 2;
bgfx::setViewRect(m_view_idx
, (uint16_t)(1 + shadowmap_width * viewport[0])
, (uint16_t)(1 + shadowmap_height * viewport[1])
, (uint16_t)(0.5f * shadowmap_width - 2), (uint16_t)(0.5f * shadowmap_height - 2));
Frustum frustum;
Matrix camera_matrix = camera.entity.getMatrix();
frustum.computePerspective(camera_matrix.getTranslation()
, camera_matrix.getZVector()
, camera_matrix.getYVector()
, camera_fov
, camera_ratio
, split_distances[split_index]
, split_distances[split_index + 1]
);
(&m_shadowmap_splits.x)[split_index] = split_distances[split_index + 1];
Vec3 shadow_cam_pos = frustum.getCenter();
float bb_size = frustum.getRadius();
Matrix projection_matrix;
projection_matrix.setOrtho(-bb_size, bb_size, -bb_size, bb_size, SHADOW_CAM_NEAR, SHADOW_CAM_FAR);
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_modelviewprojection[split_index] = biasMatrix * (projection_matrix * view_matrix);
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);
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renderAll(shadow_camera_frustum, layer_mask, true);
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}
}
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void renderDebugLines()
{
const Array<DebugLine>& lines = m_scene->getDebugLines();
if (lines.empty() || !m_debug_line_material->isReady())
{
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return;
}
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bgfx::TransientVertexBuffer tvb;
bgfx::TransientIndexBuffer tib;
if (bgfx::allocTransientBuffers(&tvb, BaseVertex::s_vertex_decl, lines.size() * 2, &tib, lines.size() * 2))
{
BaseVertex* vertex = (BaseVertex*)tvb.data;
uint16_t* indices = (uint16_t*)tib.data;
for (int i = 0; i < lines.size(); ++i)
{
const DebugLine& line = lines[i];
vertex[0].m_rgba = line.m_color;
vertex[0].m_x = line.m_from.x;
vertex[0].m_y = line.m_from.y;
vertex[0].m_z = line.m_from.z;
vertex[0].m_u = vertex[0].m_v = 0;
vertex[1].m_rgba = line.m_color;
vertex[1].m_x = line.m_to.x;
vertex[1].m_y = line.m_to.y;
vertex[1].m_z = line.m_to.z;
vertex[1].m_u = vertex[0].m_v = 0;
indices[0] = i * 2;
indices[1] = i * 2 + 1;
vertex += 2;
indices += 2;
}
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bgfx::setProgram(m_debug_line_material->getShaderInstance().m_program_handles[m_pass_idx]);
bgfx::setVertexBuffer(&tvb);
bgfx::setIndexBuffer(&tib);
bgfx::setState(m_render_state
| m_debug_line_material->getRenderStates()
| BGFX_STATE_PT_LINES
);
bgfx::submit(m_view_idx);
}
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}
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void setPointLightUniforms(const Component& light_cmp) const
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{
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Vec4 light_pos_radius(light_cmp.entity.getPosition(), m_scene->getLightRange(light_cmp));
bgfx::setUniform(m_light_pos_radius_uniform, &light_pos_radius);
float innerRadius = 0;
Vec4 light_color(m_scene->getPointLightColor(light_cmp) * m_scene->getPointLightIntensity(light_cmp), innerRadius);
bgfx::setUniform(m_light_color_uniform, &light_color);
Vec4 light_dir_fov(light_cmp.entity.getRotation() * Vec3(0, 0, 1), m_scene->getLightFOV(light_cmp));
bgfx::setUniform(m_light_dir_fov_uniform, &light_dir_fov);
Vec4 light_specular(m_scene->getPointLightSpecularColor(light_cmp), 1.0);
bgfx::setUniform(m_light_specular_uniform, &light_specular);
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}
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void setDirectionalLightUniforms(const Component& light_cmp) const
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{
Vec4 diffuse_light_color(m_scene->getGlobalLightColor(light_cmp) * m_scene->getGlobalLightIntensity(light_cmp), 1);
bgfx::setUniform(m_light_color_uniform, &diffuse_light_color);
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Vec4 ambient_light_color(m_scene->getLightAmbientColor(light_cmp) * m_scene->getLightAmbientIntensity(light_cmp), 1);
bgfx::setUniform(m_ambient_color_uniform, &ambient_light_color);
Vec4 light_dir_fov(light_cmp.entity.getRotation() * Vec3(0, 0, 1), 0);
bgfx::setUniform(m_light_dir_fov_uniform, &light_dir_fov);
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bgfx::setUniform(m_shadowmap_matrices_uniform, &m_shadow_modelviewprojection, 4);
bgfx::setUniform(m_shadowmap_splits_uniform, &m_shadowmap_splits);
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Vec4 fog_color_density(m_scene->getFogColor(light_cmp), m_scene->getFogDensity(light_cmp));
bgfx::setUniform(m_fog_color_density_uniform, &fog_color_density);
}
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void setLightUniforms(const Component& light_cmp) const
{
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if (light_cmp.isValid())
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{
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if (light_cmp.type == POINT_LIGHT_HASH)
{
setPointLightUniforms(light_cmp);
}
else
{
setDirectionalLightUniforms(light_cmp);
}
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}
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bgfx::submit(m_view_idx);
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}
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void enableBlending()
{
m_render_state |= BGFX_STATE_BLEND_ADD;
}
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void disableBlending()
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{
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m_render_state &= ~BGFX_STATE_BLEND_MASK;
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}
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void renderPointLightInfluencedGeometry(const Frustum& frustum, int64_t layer_mask)
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{
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PROFILE_FUNCTION();
Array<Component> lights(m_allocator);
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();
Component light = lights[i];
m_scene->getPointLightInfluencedGeometry(light, frustum, m_tmp_meshes, layer_mask);
m_scene->getTerrainInfos(m_tmp_terrains, layer_mask, m_scene->getAppliedCamera().entity.getPosition(), m_frame_allocator);
m_scene->getGrassInfos(frustum, m_tmp_grasses, layer_mask);
setLightUniforms(light);
renderMeshes(m_tmp_meshes);
renderTerrains(m_tmp_terrains);
renderGrasses(m_tmp_grasses);
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}
}
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void drawQuad(float x, float y, float w, float h)
{
if (m_screen_space_material->isReady() && bgfx::checkAvailTransientVertexBuffer(3, BaseVertex::s_vertex_decl))
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{
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Matrix projection_mtx;
projection_mtx.setOrtho(-1, 1, -1, 1, 0, 30);
bgfx::setViewTransform(m_view_idx, &Matrix::IDENTITY.m11, &projection_mtx.m11);
bgfx::setViewRect(m_view_idx, 0, 0, (uint16_t)m_width, (uint16_t)m_height);
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 6, BaseVertex::s_vertex_decl);
BaseVertex* vertex = (BaseVertex*)vb.data;
float x2 = x + w;
float y2 = y + h;
vertex[0].m_x = x;
vertex[0].m_y = y;
vertex[0].m_z = 0;
vertex[0].m_rgba = 0xffffffff;
vertex[0].m_u = 0;
vertex[0].m_v = 0;
vertex[1].m_x = x2;
vertex[1].m_y = y;
vertex[1].m_z = 0;
vertex[1].m_rgba = 0xffffffff;
vertex[1].m_u = 1;
vertex[1].m_v = 0;
vertex[2].m_x = x2;
vertex[2].m_y = y2;
vertex[2].m_z = 0;
vertex[2].m_rgba = 0xffffffff;
vertex[2].m_u = 1;
vertex[2].m_v = 1;
vertex[3].m_x = x;
vertex[3].m_y = y;
vertex[3].m_z = 0;
vertex[3].m_rgba = 0xffffffff;
vertex[3].m_u = 0;
vertex[3].m_v = 0;
vertex[4].m_x = x2;
vertex[4].m_y = y2;
vertex[4].m_z = 0;
vertex[4].m_rgba = 0xffffffff;
vertex[4].m_u = 1;
vertex[4].m_v = 1;
vertex[5].m_x = x;
vertex[5].m_y = y2;
vertex[5].m_z = 0;
vertex[5].m_rgba = 0xffffffff;
vertex[5].m_u = 0;
vertex[5].m_v = 1;
for (int i = 0; i < m_global_textures.size(); ++i)
{
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const GlobalTexture& t = m_global_textures[i];
bgfx::setTexture(i, t.m_uniform, t.m_texture);
}
bgfx::setProgram(m_screen_space_material->getShaderInstance().m_program_handles[m_pass_idx]);
bgfx::setVertexBuffer(&vb);
bgfx::submit(m_view_idx);
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}
}
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void renderAll(const Frustum& frustum, int64_t layer_mask, bool is_shadowmap)
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{
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PROFILE_FUNCTION();
if (m_scene->getAppliedCamera().isValid())
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{
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m_tmp_grasses.clear();
m_tmp_meshes.clear();
m_tmp_terrains.clear();
m_scene->getRenderableInfos(frustum, m_tmp_meshes, layer_mask);
m_scene->getTerrainInfos(m_tmp_terrains, layer_mask, m_scene->getAppliedCamera().entity.getPosition(), m_frame_allocator);
setLightUniforms(m_scene->getActiveGlobalLight());
renderMeshes(m_tmp_meshes);
renderTerrains(m_tmp_terrains);
if (!is_shadowmap)
{
m_scene->getGrassInfos(frustum, m_tmp_grasses, layer_mask);
renderGrasses(m_tmp_grasses);
}
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}
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}
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virtual void toggleStats() override
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{
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m_debug_flags ^= BGFX_DEBUG_STATS;
bgfx::setDebug(m_debug_flags);
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}
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virtual void setWindowHandle(void* data) override
{
m_default_framebuffer = m_allocator.newObject<FrameBuffer>("default", m_width, m_height, data);
}
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virtual void renderModel(Model& model, const Matrix& mtx) override
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{
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RenderableMesh mesh;
mesh.m_matrix = &mtx;
mesh.m_model = &model;
mesh.m_pose = nullptr;
for (int i = 0; i < model.getMeshCount(); ++i)
{
mesh.m_mesh = &model.getMesh(i);
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renderRigidMesh(mesh);
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}
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}
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void setPoseUniform(const RenderableMesh& renderable_mesh) const
{
Matrix bone_mtx[64];
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const Pose& pose = *renderable_mesh.m_pose;
const Model& model = *renderable_mesh.m_model;
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; ++bone_index)
{
rots[bone_index].toMatrix(bone_mtx[bone_index]);
bone_mtx[bone_index].translate(poss[bone_index]);
bone_mtx[bone_index] = bone_mtx[bone_index] * model.getBone(bone_index).inv_bind_matrix;
}
bgfx::setUniform(m_bone_matrices_uniform, bone_mtx, pose.getCount());
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}
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void renderSkinnedMesh(const RenderableMesh& info)
{
if (!info.m_model->isReady())
{
return;
}
const Mesh& mesh = *info.m_mesh;
const Geometry& geometry = info.m_model->getGeometry();
const Material* material = mesh.getMaterial();
setPoseUniform(info);
setMaterial(material);
bgfx::setTransform(info.m_matrix);
bgfx::setProgram(info.m_mesh->getMaterial()->getShaderInstance().m_program_handles[m_pass_idx]);
bgfx::setVertexBuffer(geometry.getAttributesArrayID(), mesh.getAttributeArrayOffset() / mesh.getVertexDefinition().getStride(), mesh.getAttributeArraySize() / mesh.getVertexDefinition().getStride());
bgfx::setIndexBuffer(geometry.getIndicesArrayID(), mesh.getIndicesOffset(), mesh.getIndexCount());
bgfx::setState(m_render_state | material->getRenderStates());
bgfx::submit(m_view_idx);
}
void renderRigidMesh(const RenderableMesh& info)
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{
if (!info.m_model->isReady())
{
return;
}
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int instance_idx = info.m_mesh->getInstanceIdx();
if (instance_idx == -1)
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{
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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].m_buffer)
{
finishInstances(instance_idx);
}
info.m_mesh->setInstanceIdx(instance_idx);
}
InstanceData& data = m_instances_data[instance_idx];
if (!data.m_buffer)
{
data.m_buffer = bgfx::allocInstanceDataBuffer(InstanceData::MAX_INSTANCE_COUNT, sizeof(Matrix));
data.m_instance_count = 0;
data.m_mesh = info;
}
Matrix* mtcs = (Matrix*)data.m_buffer->data;
mtcs[data.m_instance_count] = *info.m_matrix;
++data.m_instance_count;
if (data.m_instance_count == InstanceData::MAX_INSTANCE_COUNT)
{
const Mesh& mesh = *info.m_mesh;
const Geometry& geometry = info.m_model->getGeometry();
const Material* material = mesh.getMaterial();
setMaterial(material);
bgfx::setProgram(info.m_mesh->getMaterial()->getShaderInstance().m_program_handles[m_pass_idx]);
bgfx::setVertexBuffer(geometry.getAttributesArrayID(), mesh.getAttributeArrayOffset() / mesh.getVertexDefinition().getStride(), mesh.getAttributeArraySize() / mesh.getVertexDefinition().getStride());
bgfx::setIndexBuffer(geometry.getIndicesArrayID(), mesh.getIndicesOffset(), mesh.getIndexCount());
bgfx::setState(m_render_state | material->getRenderStates());
bgfx::setInstanceDataBuffer(data.m_buffer, data.m_instance_count);
bgfx::submit(m_view_idx);
data.m_mesh.m_mesh->setInstanceIdx(-1);
data.m_buffer = nullptr;
data.m_instance_count = 0;
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}
}
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void setMaterial(const Material* material) const
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{
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bgfx::setProgram(material->getShaderInstance().m_program_handles[m_pass_idx]);
for (int i = 0; i < material->getUniformCount(); ++i)
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{
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const Material::Uniform& uniform = material->getUniform(i);
switch (uniform.m_type)
{
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;
default:
ASSERT(false);
break;
}
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}
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for (int i = 0; i < material->getTextureCount(); ++i)
{
Texture* texture = material->getTexture(i);
if (texture)
{
bgfx::setTexture(i, material->getShader()->getTextureSlot(i).m_uniform_handle, texture->getTextureHandle());
}
}
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Vec4 specular_shininess(material->getSpecular(), material->getShininess());
bgfx::setUniform(m_specular_shininess_uniform, &specular_shininess);
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int global_texture_offset = material->getTextureCount();
for (int i = 0; i < m_global_textures.size(); ++i)
{
const GlobalTexture& t = m_global_textures[i];
bgfx::setTexture(i + global_texture_offset, t.m_uniform, t.m_texture);
}
}
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void renderTerrain(const TerrainInfo& info)
{
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if (!info.m_terrain->getMaterial()->isReady())
{
return;
}
auto& inst = m_terrain_instances[info.m_index];
if ((inst.m_count > 0 && inst.m_infos[0]->m_terrain != info.m_terrain) || inst.m_count == lengthOf(inst.m_infos))
{
finishTerrainInstances(info.m_index);
}
inst.m_infos[inst.m_count] = &info;
++inst.m_count;
}
void finishTerrainInstances(int index)
{
if (m_terrain_instances[index].m_count == 0)
{
return;
}
struct TerrainInstanceData
{
Vec4 m_quad_min_and_size;
Vec4 m_morph_const;
};
const TerrainInfo& info = *m_terrain_instances[index].m_infos[0];
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Material* material = info.m_terrain->getMaterial();
if (!material->isReady())
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{
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return;
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}
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Matrix inv_world_matrix;
inv_world_matrix = info.m_world_matrix;
inv_world_matrix.fastInverse();
Vec3 camera_pos = m_scene->getAppliedCamera().entity.getPosition();
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Vec3 rel_cam_pos = inv_world_matrix.multiplyPosition(camera_pos) / info.m_terrain->getXZScale();
const Geometry& geometry = *info.m_terrain->getGeometry();
const Mesh& mesh = *info.m_terrain->getMesh();
Vec4 map_size(info.m_terrain->getRootSize(), 0, 0, 0);
bgfx::setUniform(m_map_size_uniform, &map_size);
bgfx::setUniform(m_rel_camera_pos_uniform, &Vec4(rel_cam_pos, 0));
bgfx::setUniform(m_terrain_scale_uniform, &Vec4(info.m_terrain->getScale(), 0));
bgfx::setUniform(m_terrain_matrix_uniform, &info.m_world_matrix.m11);
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setMaterial(material);
bgfx::setProgram(material->getShaderInstance().m_program_handles[m_pass_idx]);
const bgfx::InstanceDataBuffer* instance_buffer = bgfx::allocInstanceDataBuffer(m_terrain_instances[index].m_count, sizeof(TerrainInstanceData));
TerrainInstanceData* instance_data = (TerrainInstanceData*)instance_buffer->data;
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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bgfx::setVertexBuffer(geometry.getAttributesArrayID(), mesh.getAttributeArrayOffset() / mesh.getVertexDefinition().getStride(), mesh.getAttributeArraySize() / mesh.getVertexDefinition().getStride());
int mesh_part_indices_count = mesh.getIndexCount() / 4;
bgfx::setIndexBuffer(geometry.getIndicesArrayID(), info.m_index * mesh_part_indices_count, mesh_part_indices_count);
bgfx::setState(m_render_state | mesh.getMaterial()->getRenderStates());
bgfx::setInstanceDataBuffer(instance_buffer, m_terrain_instances[index].m_count);
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bgfx::submit(m_view_idx);
m_terrain_instances[index].m_count = 0;
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}
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void renderGrass(const GrassInfo& grass)
{
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const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(grass.m_matrix_count, sizeof(Matrix));
memcpy(idb->data, &grass.m_matrices[0], grass.m_matrix_count * sizeof(Matrix));
const Mesh& mesh = grass.m_model->getMesh(0);
const Geometry& geometry = grass.m_model->getGeometry();
const Material* material = mesh.getMaterial();
setMaterial(material);
bgfx::setProgram(material->getShaderInstance().m_program_handles[m_pass_idx]);
bgfx::setVertexBuffer(geometry.getAttributesArrayID(), mesh.getAttributeArrayOffset() / mesh.getVertexDefinition().getStride(), mesh.getAttributeArraySize() / mesh.getVertexDefinition().getStride());
bgfx::setIndexBuffer(geometry.getIndicesArrayID(), mesh.getIndicesOffset(), mesh.getIndexCount());
bgfx::setState(m_render_state | material->getRenderStates());
bgfx::setInstanceDataBuffer(idb, grass.m_matrix_count);
bgfx::submit(m_view_idx);
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}
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void renderGrasses(const Array<GrassInfo>& grasses)
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{
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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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void renderTerrains(const Array<const TerrainInfo*>& terrains)
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{
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PROFILE_FUNCTION();
for (auto* info : terrains)
{
renderTerrain(*info);
}
for (int i = 0; i < lengthOf(m_terrain_instances); ++i)
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{
finishTerrainInstances(i);
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}
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}
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void renderMeshes(const Array<const RenderableMesh*>& meshes)
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{
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PROFILE_FUNCTION();
for (auto* mesh : meshes)
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{
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if (mesh->m_pose && mesh->m_pose->getCount() > 0)
{
renderSkinnedMesh(*mesh);
}
else
{
renderRigidMesh(*mesh);
}
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}
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finishInstances();
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}
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virtual void resize(int w, int h) override
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{
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if (m_default_framebuffer)
{
m_default_framebuffer->resize(w, h);
}
else
{
bgfx::reset(w, h);
}
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m_width = w;
m_height = h;
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}
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virtual void render() override
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{
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PROFILE_FUNCTION();
if (!m_source.isReady())
{
return;
}
m_render_state = BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_MSAA
;
m_view_idx = -1;
m_pass_idx = -1;
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m_current_framebuffer = m_default_framebuffer;
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m_global_textures.clear();
memset(m_view2pass_map, 0xffffFFFF, sizeof(m_view2pass_map));
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m_instance_data_idx = 0;
for (int i = 0; i < lengthOf(m_terrain_instances); ++i)
{
m_terrain_instances[i].m_count = 0;
}
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for (int i = 0; i < lengthOf(m_instances_data); ++i)
{
m_instances_data[i].m_buffer = nullptr;
m_instances_data[i].m_instance_count = 0;
}
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if (lua_getglobal(m_source.m_lua_state, "render") == LUA_TFUNCTION)
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{
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lua_pushlightuserdata(m_source.m_lua_state, this);
if (lua_pcall(m_source.m_lua_state, 1, 0, 0) != LUA_OK)
{
g_log_error.log("lua") << lua_tostring(m_source.m_lua_state, -1);
}
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}
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finishInstances();
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m_frame_allocator.clear();
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}
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virtual void setScene(RenderScene* scene) override
{
m_scene = scene;
}
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virtual RenderScene* getScene() override
{
return m_scene;
}
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virtual void setWireframe(bool wireframe) override
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{
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if (wireframe)
{
m_debug_flags = m_debug_flags | BGFX_DEBUG_WIREFRAME;
}
else
{
m_debug_flags = m_debug_flags & ~BGFX_DEBUG_WIREFRAME;
}
bgfx::setDebug(m_debug_flags);
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}
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class GlobalTexture
{
public:
bgfx::TextureHandle m_texture;
bgfx::UniformHandle m_uniform;
};
class TerrainInstance
{
public:
int m_count;
const TerrainInfo* m_infos[64];
};
TerrainInstance m_terrain_instances[4];
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uint32_t m_debug_flags;
uint8_t m_view_idx;
int m_pass_idx;
uint8_t m_view2pass_map[16];
uint64_t m_render_state;
IAllocator& m_allocator;
Renderer& m_renderer;
LIFOAllocator m_frame_allocator;
PipelineImpl& m_source;
RenderScene* m_scene;
FrameBuffer* m_current_framebuffer;
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FrameBuffer* m_default_framebuffer;
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Array<FrameBuffer*> m_framebuffers;
Array<GlobalTexture> m_global_textures;
Array<bgfx::UniformHandle> m_uniforms;
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InstanceData m_instances_data[128];
int m_instance_data_idx;
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Matrix m_shadow_modelviewprojection[4];
Vec4 m_shadowmap_splits;
int m_width;
int m_height;
int m_framebuffer_width;
int m_framebuffer_height;
AssociativeArray<uint32_t, CustomCommandHandler> m_custom_commands_handlers;
Array<const RenderableMesh*> m_tmp_meshes;
Array<const TerrainInfo*> m_tmp_terrains;
Array<GrassInfo> m_tmp_grasses;
bgfx::UniformHandle m_specular_shininess_uniform;
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bgfx::UniformHandle m_bone_matrices_uniform;
bgfx::UniformHandle m_terrain_scale_uniform;
bgfx::UniformHandle m_rel_camera_pos_uniform;
bgfx::UniformHandle m_map_size_uniform;
bgfx::UniformHandle m_fog_color_density_uniform;
bgfx::UniformHandle m_light_pos_radius_uniform;
bgfx::UniformHandle m_light_color_uniform;
bgfx::UniformHandle m_ambient_color_uniform;
bgfx::UniformHandle m_light_dir_fov_uniform;
bgfx::UniformHandle m_shadowmap_matrices_uniform;
bgfx::UniformHandle m_shadowmap_splits_uniform;
bgfx::UniformHandle m_light_specular_uniform;
bgfx::UniformHandle m_terrain_matrix_uniform;
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Material* m_screen_space_material;
Material* m_debug_line_material;
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private:
void operator=(const PipelineInstanceImpl&);
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PipelineInstanceImpl(const PipelineInstanceImpl&);
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};
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Pipeline::Pipeline(const Path& path, ResourceManager& resource_manager, IAllocator& allocator)
: Resource(path, resource_manager, allocator)
{
if (BaseVertex::s_vertex_decl.getStride() == 0)
{
BaseVertex::s_vertex_decl.begin();
BaseVertex::s_vertex_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
BaseVertex::s_vertex_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8);
BaseVertex::s_vertex_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
BaseVertex::s_vertex_decl.end();
}
}
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PipelineInstance* PipelineInstance::create(Pipeline& pipeline, IAllocator& allocator)
{
return allocator.newObject<PipelineInstanceImpl>(pipeline, allocator);
}
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void PipelineInstance::destroy(PipelineInstance* pipeline)
{
static_cast<PipelineInstanceImpl*>(pipeline)->m_allocator.deleteObject(pipeline);
}
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Resource* PipelineManager::createResource(const Path& path)
{
return m_allocator.newObject<PipelineImpl>(path, getOwner(), m_allocator);
}
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void PipelineManager::destroyResource(Resource& resource)
{
m_allocator.deleteObject(static_cast<PipelineImpl*>(&resource));
}
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namespace LuaAPI
{
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void setPass(PipelineInstanceImpl* pipeline, const char* pass)
{
pipeline->setPass(pass);
}
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void setFramebuffer(PipelineInstanceImpl* pipeline, const char* framebuffer_name)
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{
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pipeline->setCurrentFramebuffer(framebuffer_name);
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}
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void enableBlending(PipelineInstanceImpl* pipeline)
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{
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pipeline->enableBlending();
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}
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void disableBlending(PipelineInstanceImpl* pipeline)
{
pipeline->disableBlending();
}
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void applyCamera(PipelineInstanceImpl* pipeline, const char* slot)
{
Component cmp = pipeline->m_scene->getCameraInSlot(slot);
if (cmp.isValid())
{
if (pipeline->m_framebuffer_width > 0)
{
bgfx::setViewRect(pipeline->m_view_idx, 0, 0, (uint16_t)pipeline->m_framebuffer_width, (uint16_t)pipeline->m_framebuffer_height);
}
else
{
bgfx::setViewRect(pipeline->m_view_idx, 0, 0, (uint16_t)pipeline->m_width, (uint16_t)pipeline->m_height);
}
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pipeline->m_scene->setCameraSize(cmp, pipeline->m_width, pipeline->m_height);
pipeline->m_scene->applyCamera(cmp);
Matrix view_matrix, projection_matrix;
float fov = pipeline->getScene()->getCameraFOV(cmp);
float near_plane = pipeline->getScene()->getCameraNearPlane(cmp);
float far_plane = pipeline->getScene()->getCameraFarPlane(cmp);
projection_matrix.setPerspective(Math::degreesToRadians(fov), (float)pipeline->m_width, (float)pipeline->m_height, near_plane, far_plane);
Matrix mtx = cmp.entity.getMatrix();
Vec3 pos = mtx.getTranslation();
Vec3 center = pos - mtx.getZVector();
Vec3 up = mtx.getYVector();
view_matrix.lookAt(pos, center, up);
bgfx::setViewTransform(pipeline->m_view_idx, &view_matrix.m11, &projection_matrix.m11);
}
}
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void clear(PipelineInstanceImpl* pipeline, const char* buffers)
{
uint16_t flags = 0;
if (strcmp(buffers, "all") == 0)
{
flags = BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH;
}
else if (strcmp(buffers, "depth") == 0)
{
flags = BGFX_CLEAR_DEPTH;
}
bgfx::setViewClear(pipeline->m_view_idx, flags, 0x303030ff, 1.0f, 0);
bgfx::submit(pipeline->m_view_idx);
}
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void renderModels(PipelineInstanceImpl* pipeline, int64_t layer_mask, bool is_point_light_render)
{
if (is_point_light_render)
{
pipeline->renderPointLightInfluencedGeometry(pipeline->getScene()->getFrustum(), layer_mask);
}
else
{
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pipeline->renderAll(pipeline->getScene()->getFrustum(), layer_mask, false);
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}
}
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void bindFramebufferTexture(PipelineInstanceImpl* pipeline, const char* framebuffer_name, int renderbuffer_index, int uniform_idx)
{
pipeline->bindFramebufferTexture(framebuffer_name, renderbuffer_index, uniform_idx);
}
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void executeCustomCommand(PipelineInstanceImpl* pipeline, const char* command)
{
pipeline->executeCustomCommand(crc32(command));
}
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float getFPS(PipelineInstanceImpl* pipeline)
{
return pipeline->m_renderer.getEngine().getFPS();
}
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void renderDebugLines(PipelineInstanceImpl* pipeline)
{
pipeline->renderDebugLines();
}
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void renderShadowmap(PipelineInstanceImpl* pipeline, int64_t layer_mask, const char* slot)
{
pipeline->renderShadowmap(pipeline->getScene()->getCameraInSlot(slot), layer_mask);
}
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int createUniform(PipelineInstanceImpl* pipeline, const char* name)
{
bgfx::UniformHandle handle = bgfx::createUniform(name, bgfx::UniformType::Int1);
pipeline->m_uniforms.push(handle);
return pipeline->m_uniforms.size() - 1;
}
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void drawQuad(PipelineInstanceImpl* pipeline, float x, float y, float w, float h)
{
pipeline->drawQuad(x, y, w, h);
}
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void print(int x, int y, const char* text)
{
bgfx::dbgTextPrintf(x, y, 0x4f, text);
}
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} // namespace LuaAPI
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void PipelineImpl::registerCFunctions()
{
registerCFunction("drawQuad", LuaWrapper::wrap<decltype(&LuaAPI::drawQuad), LuaAPI::drawQuad>);
registerCFunction("print", LuaWrapper::wrap<decltype(&LuaAPI::print), LuaAPI::print>);
registerCFunction("createUniform", LuaWrapper::wrap<decltype(&LuaAPI::createUniform), LuaAPI::createUniform>);
registerCFunction("setFramebuffer", LuaWrapper::wrap<decltype(&LuaAPI::setFramebuffer), LuaAPI::setFramebuffer>);
registerCFunction("enableBlending", LuaWrapper::wrap<decltype(&LuaAPI::enableBlending), LuaAPI::enableBlending>);
registerCFunction("disableBlending", LuaWrapper::wrap<decltype(&LuaAPI::disableBlending), LuaAPI::disableBlending>);
registerCFunction("setPass", LuaWrapper::wrap<decltype(&LuaAPI::setPass), LuaAPI::setPass>);
registerCFunction("applyCamera", LuaWrapper::wrap<decltype(&LuaAPI::applyCamera), LuaAPI::applyCamera>);
registerCFunction("clear", LuaWrapper::wrap<decltype(&LuaAPI::clear), LuaAPI::clear>);
registerCFunction("renderModels", LuaWrapper::wrap<decltype(&LuaAPI::renderModels), LuaAPI::renderModels>);
registerCFunction("renderShadowmap", LuaWrapper::wrap<decltype(&LuaAPI::renderShadowmap), LuaAPI::renderShadowmap>);
registerCFunction("bindFramebufferTexture", LuaWrapper::wrap<decltype(&LuaAPI::bindFramebufferTexture), LuaAPI::bindFramebufferTexture>);
registerCFunction("executeCustomCommand", LuaWrapper::wrap<decltype(&LuaAPI::executeCustomCommand), LuaAPI::executeCustomCommand>);
registerCFunction("renderDebugLines", LuaWrapper::wrap<decltype(&LuaAPI::renderDebugLines), LuaAPI::renderDebugLines>);
registerCFunction("getFPS", LuaWrapper::wrap<decltype(&LuaAPI::getFPS), LuaAPI::getFPS>);
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}
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} // ~namespace Lumix