The fruits of my labor
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@ -73,6 +73,8 @@ void RenderPipeline::renderScene(Scene *scene) {
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}
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void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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std::vector<struct ShaderPassItem>::iterator itPassItem;
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assertNotNull(scene);
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assertNotNull(camera);
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@ -80,8 +82,12 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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// not sending parameters to shaders more than we need.
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this->renderId--;
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// Get the render target.
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auto renderTarget = camera->getRenderTarget();
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assertNotNull(renderTarget);
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// Get the list of things to render first.
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std::vector<struct RenderPipelineItem> pipelineItems;
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std::vector<struct ShaderPassItem> shaderPassItems;
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// Meshes
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auto meshes = scene->findComponents<MeshRenderer>();
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@ -89,6 +95,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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while(itMesh != meshes.end()) {
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// Get Mesh
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auto mesh = *itMesh;
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assertNotNull(mesh);
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assertNotNull(mesh->mesh);
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// Make sure this mesh has a material
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@ -98,62 +105,76 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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auto shader = mat->getShader();
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assertNotNull(shader);
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// Now do each pass.
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auto passes = shader->getItemPasses(mesh, mat);
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auto itPass = passes.begin();
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while(itPass != passes.end()) {
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struct RenderPipelineItem item;
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item.mesh = mesh;
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item.pass = *itPass;
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// Now get and validate the pass items for this material/shader
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auto materialPassItems = shader->getPassItems(mesh->mesh, mat, camera);
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itPassItem = materialPassItems.begin();
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while(itPassItem != materialPassItems.end()) {
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auto item = *itPassItem;
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// Validate the pass
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assertNotNull(item.pass.shaderProgram);
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// Do we need to get the W Vector?
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if(item.pass.needsW) {
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assertUnreachable();// TODO: Add distance from camera for W vector.
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} else {
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item.w = 0;
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}
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assertNotNull(item.mesh);
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assertTrue(item.start >= 0);
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assertTrue(item.count > 0 || item.count == -1);
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assertNotNull(item.shaderProgram);
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// Queue
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pipelineItems.push_back(item);
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++itPass;
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shaderPassItems.push_back(item);
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++itPassItem;
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}
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// Now, for optimization, we bind the global parameters here, once for each
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// shader.
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if(shader->renderId != this->renderId) {
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shader->setGlobalParameters(
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camera->projection,
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camera->transform->getWorldTransform()
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);
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shader->renderId = this->renderId;
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}
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++itMesh;
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}
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// UI Elements
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auto canvases = scene->findComponents<UICanvas>();
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auto itCanvas = canvases.begin();
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while(itCanvas != canvases.end()) {
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auto canvas = *itCanvas;
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glm::mat4 model;
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glm::mat4 projection;
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glm::mat4 view;
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// TODO: Get UI stuff here.
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switch(canvas->drawType) {
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case UI_DRAW_TYPE_WORLD_ABSOLUTE:
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projection = camera->projection;
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view = camera->transform->getWorldTransform();
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model = canvas->transform->getWorldTransform();
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break;
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case UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE:
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projection = glm::ortho(0.0f, renderTarget->getWidth(), renderTarget->getHeight(), 0.0f);
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view = glm::mat4(1.0f);
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model = canvas->transform->getWorldTransform();
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break;
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default:
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assertUnreachable();
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}
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auto itChild = canvas->children.begin();
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while(itChild != canvas->children.end()) {
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vectorAppend(&shaderPassItems, (*itChild)->getPassItems(
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projection, view, model
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));
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++itChild;
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}
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++itCanvas;
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}
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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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pipelineItems.begin(),
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pipelineItems.end(),
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[](struct RenderPipelineItem &a, struct RenderPipelineItem &b){
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if(a.pass.orderShader == b.pass.orderShader) {
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shaderPassItems.begin(),
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shaderPassItems.end(),
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[](struct ShaderPassItem &a, struct ShaderPassItem &b){
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if(a.priority == b.priority) {
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return a.w < b.w;
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}
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return a.pass.orderShader < b.pass.orderShader;
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return a.priority < b.priority;
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}
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);
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// Now we've sorted everything! Let's actually start rendering.
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ShaderProgram *boundProgram = nullptr;
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std::map<textureslot_t, Texture*> boundTextures;
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auto renderTarget = camera->getRenderTarget();
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assertNotNull(renderTarget);
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// TODO: This will be editable!
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renderTarget->bind();
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@ -161,24 +182,20 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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RENDER_TARGET_CLEAR_FLAG_DEPTH |
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RENDER_TARGET_CLEAR_FLAG_COLOR
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);
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this->renderManager->setRenderFlags(
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RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST |
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RENDER_MANAGER_RENDER_FLAG_BLEND
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);
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auto itItems = pipelineItems.begin();
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while(itItems != pipelineItems.end()) {
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auto item = *itItems;
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itPassItem = shaderPassItems.begin();
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while(itPassItem != shaderPassItems.end()) {
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auto item = *itPassItem;
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// Bind the program.
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if(boundProgram != item.pass.shaderProgram) {
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boundProgram = item.pass.shaderProgram;
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if(boundProgram != item.shaderProgram) {
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boundProgram = item.shaderProgram;
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boundProgram->bind();
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}
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// Bind the textures to the slots
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auto itTextureSlot = item.pass.textureSlots.begin();
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while(itTextureSlot != item.pass.textureSlots.end()) {
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auto itTextureSlot = item.textureSlots.begin();
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while(itTextureSlot != item.textureSlots.end()) {
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// Assert texture isn't null, just don't include it.
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assertNotNull(itTextureSlot->second);
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@ -190,45 +207,52 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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}
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// Now set each of the parameters. Nothing exciting here.
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auto itColors = item.pass.colorValues.begin();
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while(itColors != item.pass.colorValues.end()) {
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item.pass.shaderProgram->setColor(itColors->first, itColors->second);
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auto itColors = item.colorValues.begin();
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while(itColors != item.colorValues.end()) {
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item.shaderProgram->setColor(itColors->first, itColors->second);
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++itColors;
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}
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auto itBool = item.pass.boolValues.begin();
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while(itBool != item.pass.boolValues.end()) {
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item.pass.shaderProgram->setBoolean(itBool->first, itBool->second);
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auto itBool = item.boolValues.begin();
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while(itBool != item.boolValues.end()) {
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item.shaderProgram->setBoolean(itBool->first, itBool->second);
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++itBool;
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}
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auto itMat = item.pass.matrixValues.begin();
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while(itMat != item.pass.matrixValues.end()) {
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item.pass.shaderProgram->setMatrix(itMat->first, itMat->second);
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auto itMat = item.matrixValues.begin();
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while(itMat != item.matrixValues.end()) {
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item.shaderProgram->setMatrix(itMat->first, itMat->second);
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++itMat;
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}
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auto itVec3 = item.pass.vec3Values.begin();
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while(itVec3 != item.pass.vec3Values.end()) {
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item.pass.shaderProgram->setVector3(itVec3->first, itVec3->second);
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auto itVec3 = item.vec3Values.begin();
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while(itVec3 != item.vec3Values.end()) {
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item.shaderProgram->setVector3(itVec3->first, itVec3->second);
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++itVec3;
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}
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auto itText = item.pass.textureValues.begin();
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while(itText != item.pass.textureValues.end()) {
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item.pass.shaderProgram->setTexture(itText->first, itText->second);
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auto itText = item.textureValues.begin();
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while(itText != item.textureValues.end()) {
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item.shaderProgram->setTexture(itText->first, itText->second);
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++itText;
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}
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auto itFloat = item.pass.floatValues.begin();
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while(itFloat != item.pass.floatValues.end()) {
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item.pass.shaderProgram->setFloat(itFloat->first, itFloat->second);
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auto itFloat = item.floatValues.begin();
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while(itFloat != item.floatValues.end()) {
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item.shaderProgram->setFloat(itFloat->first, itFloat->second);
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++itFloat;
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}
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// Set Render flags
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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->mesh->draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
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++itItems;
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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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++itPassItem;
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}
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}
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@ -10,16 +10,11 @@
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#include "scene/components/display/Material.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 "ui/UIComponent.hpp"
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namespace Dawn {
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class RenderManager;
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struct RenderPipelineItem {
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MeshRenderer *mesh;
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struct ShaderPass pass;
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float_t w;
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};
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class RenderPipeline {
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private:
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int_fast16_t renderId = -1;
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@ -5,13 +5,10 @@
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#pragma once
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#include "RenderTarget.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/shader/UIShader.hpp"
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#include "util/flag.hpp"
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#define RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST FLAG_DEFINE(0)
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#define RENDER_MANAGER_RENDER_FLAG_BLEND FLAG_DEFINE(1)
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typedef flag_t renderflag_t;
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namespace Dawn {
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@ -51,13 +48,6 @@ namespace Dawn {
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* @return Reference to the currently active main scene render pipeline.
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*/
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virtual RenderPipeline * getRenderPipeline() = 0;
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/**
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* Returns the UI Shader used by the game's UI engine.
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*
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* @return Pointer to the UI Shader.
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*/
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virtual UIShader * getUIShader() = 0;
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/**
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* Sets the render flags for the render manager to use.
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@ -6,14 +6,21 @@
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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 ShaderPass {
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struct ShaderPassItem {
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ShaderProgram *shaderProgram = nullptr;
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int32_t orderShader = 0;
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bool_t needsW = false;
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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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@ -39,27 +46,17 @@ namespace Dawn {
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virtual void compile() = 0;
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/**
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* Returns the list of passes to render for the given scene item.
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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 ShaderPass> getItemPasses(
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MeshRenderer *mesh,
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Material *material
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) = 0;
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/**
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* Called once per frame, set the global shader parameters that is used by
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* every item in the scene.
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*
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* @param cameraProjection Projection matrix of the camera.
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* @param cameraView View matrix of the camera.
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*/
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virtual void setGlobalParameters(
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glm::mat4 cameraProjection,
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glm::mat4 cameraView
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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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