Added basic debug lines
This commit is contained in:
@ -38,4 +38,11 @@ add_subdirectory(ui)
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if(DAWN_VISUAL_NOVEL)
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add_subdirectory(visualnovel)
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endif()
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endif()
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# Definitions
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target_compile_definitions(${DAWN_TARGET_NAME}
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PUBLIC
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${DAWN_SHARED_DEFINITIONS}
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DAWN_DEBUG_BUILD=${DAWN_DEBUG_BUILD}
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)
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@ -6,6 +6,10 @@
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#include "RenderPipeline.hpp"
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#include "game/DawnGame.hpp"
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#if DAWN_DEBUG_BUILD
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#include "scene/debug/SceneDebugLine.hpp"
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#endif
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using namespace Dawn;
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RenderPipeline::RenderPipeline(RenderManager *renderManager) {
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@ -159,6 +163,27 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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++itCanvas;
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}
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// Debug Lines
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#if DAWN_DEBUG_BUILD
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Mesh lineMesh;
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int32_t lineIndex = 0;
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lineMesh.createBuffers(
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scene->debugLines.size() * SCENE_DEBUG_LINE_VERTICE_COUNT,
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scene->debugLines.size() * SCENE_DEBUG_LINE_INDICE_COUNT
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);
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auto itDebugLine = scene->debugLines.begin();
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while(itDebugLine != scene->debugLines.end()) {
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auto item = itDebugLine->createShaderItem(
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&lineMesh,
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&lineIndex,
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camera,
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&this->renderManager->simpleShader
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);
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shaderPassItems.push_back(item);
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++itDebugLine;
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}
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#endif
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// Now we've queued everything, let's sort the rendering queue by the priority
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std::sort(
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shaderPassItems.begin(),
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@ -246,11 +271,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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this->renderManager->setRenderFlags(item.renderFlags);
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// Thank god that's done, now just draw the damn mesh.
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item.mesh->draw(
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MESH_DRAW_MODE_TRIANGLES,
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item.start,
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item.count
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);
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item.mesh->draw(item.drawMode, item.start, item.count);
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++itPassItem;
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}
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}
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@ -11,6 +11,7 @@
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#include "scene/components/scene/SubSceneController.hpp"
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#include "ui/UIComponent.hpp"
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namespace Dawn {
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class RenderManager;
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@ -1,62 +1,64 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/ShaderProgram.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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#include "scene/components/display/Camera.hpp"
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#include "display/_RenderManager.hpp"
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namespace Dawn {
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class Material;
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struct ShaderPassItem {
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ShaderProgram *shaderProgram = nullptr;
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int32_t priority = 0;
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Mesh *mesh;
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int32_t start = 0;
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int32_t count = -1;
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float_t w = 0;
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renderflag_t renderFlags = RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST;
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// Parameters
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std::map<shaderparameter_t, struct Color> colorValues;
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std::map<shaderparameter_t, bool_t> boolValues;
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std::map<shaderparameter_t, glm::mat4> matrixValues;
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std::map<shaderparameter_t, glm::vec3> vec3Values;
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std::map<shaderparameter_t, textureslot_t> textureValues;
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std::map<shaderparameter_t, float_t> floatValues;
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// Textures
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std::map<textureslot_t, Texture*> textureSlots;
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};
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class Shader {
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public:
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int_fast16_t renderId = 0;
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/**
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* Compile all programs for this shader. This amy not remain forever as I
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* may decide to allow shaders to share programs somehow. For now though
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* this is clean enough.
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*/
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virtual void compile() = 0;
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/**
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* Returns the list of pass items to render for the given scene item.
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*
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* @param mesh Mesh Renderer for the scene item.
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* @param material Material for the scene item.
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* @param camera Camera for the scene.
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* @return List of passes to render.
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*/
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virtual std::vector<struct ShaderPassItem> getPassItems(
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Mesh *mesh,
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Material *material,
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Camera *camera
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) = 0;
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};
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/ShaderProgram.hpp"
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#include "display/mesh/Mesh.hpp"
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#include "display/_RenderManager.hpp"
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namespace Dawn {
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class Material;
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class MeshRenderer;
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class Camera;
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struct ShaderPassItem {
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ShaderProgram *shaderProgram = nullptr;
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int32_t priority = 0;
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Mesh *mesh;
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int32_t start = 0;
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int32_t count = -1;
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float_t w = 0;
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renderflag_t renderFlags = RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST;
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enum MeshDrawMode drawMode = MESH_DRAW_MODE_TRIANGLES;
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// Parameters
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std::map<shaderparameter_t, struct Color> colorValues;
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std::map<shaderparameter_t, bool_t> boolValues;
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std::map<shaderparameter_t, glm::mat4> matrixValues;
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std::map<shaderparameter_t, glm::vec3> vec3Values;
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std::map<shaderparameter_t, textureslot_t> textureValues;
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std::map<shaderparameter_t, float_t> floatValues;
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// Textures
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std::map<textureslot_t, Texture*> textureSlots;
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};
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class Shader {
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public:
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int_fast16_t renderId = 0;
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/**
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* Compile all programs for this shader. This amy not remain forever as I
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* may decide to allow shaders to share programs somehow. For now though
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* this is clean enough.
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*/
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virtual void compile() = 0;
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/**
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* Returns the list of pass items to render for the given scene item.
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*
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* @param mesh Mesh Renderer for the scene item.
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* @param material Material for the scene item.
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* @param camera Camera for the scene.
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* @return List of passes to render.
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*/
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virtual std::vector<struct ShaderPassItem> getPassItems(
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Mesh *mesh,
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Material *material,
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Camera *camera
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) = 0;
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};
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}
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@ -31,7 +31,7 @@ namespace Dawn {
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void prefabInit(AssetManager *man) override {
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auto meshRenderer = this->addComponent<MeshRenderer>();
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meshHost = this->addComponent<MeshHost>();
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// auto spinning = this->addComponent<ExampleSpin>();
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auto spinning = this->addComponent<ExampleSpin>();
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material = this->addComponent<SimpleTexturedMaterial>();
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meshHost->mesh.createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
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@ -1,15 +1,19 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Scene.cpp
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SceneItem.cpp
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SceneItemComponent.cpp
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)
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# Subdirs
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add_subdirectory(components)
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Scene.cpp
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SceneItem.cpp
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SceneItemComponent.cpp
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)
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# Subdirs
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add_subdirectory(components)
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if(DAWN_DEBUG_BUILD)
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add_subdirectory(debug)
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endif()
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@ -6,6 +6,7 @@
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#pragma once
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#include "event/Event.hpp"
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#include "asset/Asset.hpp"
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#include "scene/debug/SceneDebugLine.hpp"
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namespace Dawn {
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class DawnGame;
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@ -23,7 +24,7 @@ namespace Dawn {
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sceneitemid_t nextId;
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std::map<sceneitemid_t, SceneItem*> items;
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std::map<sceneitemid_t, SceneItem*> itemsNotInitialized;
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public:
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DawnGame *game;
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Event<> eventSceneUpdate;
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@ -130,6 +131,13 @@ namespace Dawn {
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return components;
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}
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// Scene debugging functions
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#if DAWN_DEBUG_BUILD
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std::vector<struct SceneDebugLine> debugLines;
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void debugLine(struct SceneDebugLine line);
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void debugCube(struct SceneDebugCube cube);
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#endif
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/**
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* Destroys a previously initialized Scene.
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*/
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10
src/dawn/scene/debug/CMakeLists.txt
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10
src/dawn/scene/debug/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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SceneDebugLine.cpp
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)
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100
src/dawn/scene/debug/SceneDebugLine.cpp
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100
src/dawn/scene/debug/SceneDebugLine.cpp
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@ -0,0 +1,100 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "SceneDebugLine.hpp"
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#include "display/shader/SimpleTexturedShader.hpp"
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#include "scene/components/display/Camera.hpp"
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#include "scene/Scene.hpp"
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using namespace Dawn;
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struct ShaderPassItem SceneDebugLine::createShaderItem(
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Mesh *mesh,
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int32_t *lineIndex,
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Camera *camera,
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SimpleTexturedShader *shader
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) {
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struct ShaderPassItem item;
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item.priority = SCENE_DEBUG_LINE_PRIORITY;
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item.shaderProgram = &shader->program;
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item.colorValues[shader->program.paramColor] = this->color;
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item.matrixValues[shader->program.paramModel] = this->translation;
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item.matrixValues[shader->program.paramView] = camera->transform->getWorldTransform();
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item.matrixValues[shader->program.paramProjection] = camera->projection;
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item.boolValues[shader->program.paramHasTexture] = false;
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item.renderFlags = 0x00;
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auto i = *lineIndex;
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item.mesh = mesh;
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item.drawMode = MESH_DRAW_MODE_LINES;
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item.start = i * SCENE_DEBUG_LINE_INDICE_COUNT;
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item.count = SCENE_DEBUG_LINE_INDICE_COUNT;
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glm::vec3 positions[SCENE_DEBUG_LINE_VERTICE_COUNT] = { this->v0, this->v1 };
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mesh->bufferPositions(
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i * SCENE_DEBUG_LINE_VERTICE_COUNT,
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positions,
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SCENE_DEBUG_LINE_VERTICE_COUNT
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);
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meshindice_t indices[SCENE_DEBUG_LINE_INDICE_COUNT] = {
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i * SCENE_DEBUG_LINE_VERTICE_COUNT,
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(i*SCENE_DEBUG_LINE_VERTICE_COUNT) + 1
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};
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mesh->bufferIndices(
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i * SCENE_DEBUG_LINE_INDICE_COUNT,
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indices,
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SCENE_DEBUG_LINE_INDICE_COUNT
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);
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(*lineIndex)++;
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return item;
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}
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// Scene Implementations (done here to keep things cleaner in scene)
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void Scene::debugLine(struct SceneDebugLine line) {
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this->debugLines.push_back(line);
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}
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void Scene::debugCube(struct SceneDebugCube cube) {
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auto min = cube.min;
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auto max = cube.max;
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struct SceneDebugLine line;
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line.color = cube.color;
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line.translation = cube.translation;
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// Bottom Face
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line.v0 = glm::vec3(min.x, min.y, min.z), line.v1 = glm::vec3(max.x, min.y, min.z);
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this->debugLine(line);
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line.v0 = glm::vec3(min.x, min.y, min.z), line.v1 = glm::vec3(min.x, min.y, max.z);
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this->debugLine(line);
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line.v0 = glm::vec3(max.x, min.y, min.z), line.v1 = glm::vec3(max.x, min.y, max.z);
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this->debugLine(line);
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line.v0 = glm::vec3(min.x, min.y, max.z), line.v1 = glm::vec3(max.x, min.y, max.z);
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this->debugLine(line);
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// Top Face
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line.v0 = glm::vec3(min.x, max.y, min.z), line.v1 = glm::vec3(max.x, max.y, min.z);
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this->debugLine(line);
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line.v0 = glm::vec3(min.x, max.y, min.z), line.v1 = glm::vec3(min.x, max.y, max.z);
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this->debugLine(line);
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line.v0 = glm::vec3(max.x, max.y, min.z), line.v1 = glm::vec3(max.x, max.y, max.z);
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this->debugLine(line);
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line.v0 = glm::vec3(min.x, max.y, max.z), line.v1 = glm::vec3(max.x, max.y, max.z);
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this->debugLine(line);
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// Rails
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line.v0 = glm::vec3(min.x, min.y, min.z), line.v1 = glm::vec3(min.x, max.y, min.z);
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this->debugLine(line);
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line.v0 = glm::vec3(max.x, min.y, min.z), line.v1 = glm::vec3(max.x, max.y, min.z);
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this->debugLine(line);
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line.v0 = glm::vec3(min.x, min.y, max.z), line.v1 = glm::vec3(min.x, max.y, max.z);
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this->debugLine(line);
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line.v0 = glm::vec3(max.x, min.y, max.z), line.v1 = glm::vec3(max.x, max.y, max.z);
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this->debugLine(line);
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}
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48
src/dawn/scene/debug/SceneDebugLine.hpp
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48
src/dawn/scene/debug/SceneDebugLine.hpp
Normal file
@ -0,0 +1,48 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/Color.hpp"
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#include "display/mesh/Mesh.hpp"
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#include "display/shader/Shader.hpp"
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#define SCENE_DEBUG_LINE_VERTICE_COUNT 2
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#define SCENE_DEBUG_LINE_INDICE_COUNT 2
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#define SCENE_DEBUG_LINE_PRIORITY 100
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namespace Dawn {
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class SimpleTexturedShader;
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class Camera;
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struct SceneDebugCube {
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glm::vec3 min;
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glm::vec3 max;
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struct Color color = COLOR_RED;
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glm::mat4 translation = glm::mat4(1.0f);
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};
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struct SceneDebugLine {
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glm::vec3 v0 = glm::vec3(0, 0, 0);
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glm::vec3 v1 = glm::vec3(1, 1, 1);
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struct Color color = COLOR_RED;
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glm::mat4 translation = glm::mat4(1.0f);
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/**
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* Creates a renderable shader item for this debug line.
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*
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* @param mesh Mesh that this debug line will buffer its indices in to
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* @param lineIndex Currently iterated line index.
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* @param camera Camera for this line index to set the shader params for.
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* @param shader Shader that the params will be set for.
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* @return The queueable shader pass item.
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*/
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struct ShaderPassItem createShaderItem(
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Mesh *mesh,
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int32_t *lineIndex,
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Camera *camera,
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SimpleTexturedShader *shader
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);
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};
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}
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Reference in New Issue
Block a user