Cleanup
This commit is contained in:
@@ -19,17 +19,9 @@ function material_data_create(raw: material_data_t, file: string = ""): material
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let b: shader_data_t = data_get_shader(object_file, data_ref);
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raw._.shader = b;
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// Contexts have to be in the same order as in raw data for now
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raw._.contexts = [];
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while (raw._.contexts.length < raw.contexts.length) {
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array_push(raw._.contexts, null);
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}
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for (let i: i32 = 0; i < raw.contexts.length; ++i) {
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let c: material_context_t = raw.contexts[i];
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let self: material_context_t = material_context_create(c);
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raw._.contexts[i] = self;
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material_context_load(c);
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}
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return raw;
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}
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@@ -57,8 +49,8 @@ function material_data_get_raw_by_name(datas: material_data_t[], name: string):
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}
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function material_data_get_context(raw: material_data_t, name: string): material_context_t {
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for (let i: i32 = 0; i < raw._.contexts.length; ++i) {
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let c: material_context_t = raw._.contexts[i];
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for (let i: i32 = 0; i < raw.contexts.length; ++i) {
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let c: material_context_t = raw.contexts[i];
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if (c.name == name) {
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return c;
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}
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@@ -66,7 +58,7 @@ function material_data_get_context(raw: material_data_t, name: string): material
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return null;
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}
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function material_context_create(raw: material_context_t): material_context_t {
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function material_context_load(raw: material_context_t) {
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raw._ = {};
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if (raw.bind_textures != null && raw.bind_textures.length > 0) {
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raw._.textures = [];
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@@ -79,6 +71,4 @@ function material_context_create(raw: material_context_t): material_context_t {
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array_push(raw._.textures, image);
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}
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}
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return raw;
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}
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@@ -88,14 +88,12 @@ function mesh_data_build(raw: mesh_data_t) {
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mesh_data_build_vertices(vertices, raw.vertex_arrays);
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gpu_vertex_buffer_unlock(raw._.vertex_buffer);
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let id: u32_array_t = raw.index_array;
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let index_buffer: gpu_buffer_t = gpu_create_index_buffer(id.length);
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let indices_array: u32_array_t = gpu_lock_index_buffer(index_buffer);
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for (let i: i32 = 0; i < indices_array.length; ++i) {
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indices_array[i] = id[i];
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raw._.index_buffer = gpu_create_index_buffer(raw.index_array.length);
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let ia: u32_array_t = gpu_lock_index_buffer(raw._.index_buffer);
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for (let i: i32 = 0; i < ia.length; ++i) {
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ia[i] = raw.index_array[i];
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}
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gpu_index_buffer_unlock(index_buffer);
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raw._.index_buffer = index_buffer;
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gpu_index_buffer_unlock(raw._.index_buffer);
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}
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function mesh_data_calculate_aabb(raw: mesh_data_t): vec4_t {
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@@ -4,19 +4,15 @@ type mesh_object_t = {
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data?: mesh_data_t;
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materials?: material_data_t[];
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camera_dist?: f32;
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screen_size?: f32;
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frustum_culling?: bool;
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skip_context?: string; // Do not draw this context
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force_context?: string; // Draw only this context
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};
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let _mesh_object_last_pipeline: gpu_pipeline_t = null;
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let _mesh_object_material_contexts: material_context_t[] = [];
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let _mesh_object_shader_contexts: shader_context_t[] = [];
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function mesh_object_create(data: mesh_data_t, materials: material_data_t[]): mesh_object_t {
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let raw: mesh_object_t = {};
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raw.screen_size = 0.0;
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raw.frustum_culling = true;
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raw.base = object_create(false);
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raw.base.ext = raw;
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@@ -47,66 +43,35 @@ function mesh_object_setup_animation(raw: mesh_object_t, oactions: scene_t[] = n
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///end
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}
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function mesh_object_set_culled(raw: mesh_object_t, b: bool): bool {
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raw.base.culled = b;
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return b;
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}
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function mesh_object_cull_material(raw: mesh_object_t, context: string): bool {
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// Skip render if material does not contain current context
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if (!mesh_object_valid_context(raw, raw.materials, context)) {
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raw.base.culled = true;
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return true;
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}
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if (!raw.base.visible) {
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return mesh_object_set_culled(raw, true);
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}
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if (raw.skip_context == context) {
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return mesh_object_set_culled(raw, true);
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raw.base.culled = true;
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return true;
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}
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if (raw.force_context != null && raw.force_context != context) {
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return mesh_object_set_culled(raw, true);
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raw.base.culled = true;
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return true;
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}
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return mesh_object_set_culled(raw, false);
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raw.base.culled = false;
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return false;
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}
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function mesh_object_cull_mesh(raw: mesh_object_t, context: string, camera: camera_object_t): bool {
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if (camera == null) {
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return false;
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}
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if (camera.data.frustum_culling && raw.frustum_culling) {
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let radius_scale: f32 = 1.0;
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let frustum_planes: frustum_plane_t[] = camera.frustum_planes;
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if (!camera_object_sphere_in_frustum(frustum_planes, raw.base.transform, radius_scale)) {
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return mesh_object_set_culled(raw, true);
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raw.base.culled = true;
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return true;
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}
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}
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raw.base.culled = false;
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return raw.base.culled;
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}
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function mesh_object_get_contexts(raw: mesh_object_t, context: string, materials: material_data_t[], material_contexts: material_context_t[], shader_contexts: shader_context_t[]) {
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for (let i: i32 = 0; i < materials.length; ++i) {
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let mat: material_data_t = materials[i];
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let found: bool = false;
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for (let j: i32 = 0; j < mat.contexts.length; ++j) {
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if (substring(mat.contexts[j].name, 0, context.length) == context) {
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array_push(material_contexts, mat._.contexts[j]);
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array_push(shader_contexts, shader_data_get_context(mat._.shader, context));
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found = true;
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break;
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}
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}
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if (!found) {
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array_push(material_contexts, null);
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array_push(shader_contexts, null);
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}
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}
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return false;
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}
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function mesh_object_render(raw: mesh_object_t, context: string, bind_params: string[]) {
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@@ -120,29 +85,30 @@ function mesh_object_render(raw: mesh_object_t, context: string, bind_params: st
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return;
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}
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// Get context
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let material_contexts: material_context_t[] = _mesh_object_material_contexts;
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let shader_contexts: shader_context_t[] = _mesh_object_shader_contexts;
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material_contexts.length = 0;
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shader_contexts.length = 0;
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mesh_object_get_contexts(raw, context, raw.materials, material_contexts, shader_contexts);
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uniforms_pos_unpack = raw.data.scale_pos;
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uniforms_tex_unpack = raw.data.scale_tex;
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transform_update(raw.base.transform);
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// Render mesh
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let scontext: shader_context_t = shader_contexts[0];
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let scontext: shader_context_t = null;
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let mcontext: material_context_t = null;
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for (let i: i32 = 0; i < raw.materials.length; ++i) {
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let mat: material_data_t = raw.materials[i];
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for (let j: i32 = 0; j < mat.contexts.length; ++j) {
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if (mat.contexts[j].name == context) {
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scontext = shader_data_get_context(mat._.shader, context);
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mcontext = mat.contexts[j];
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break;
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}
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}
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}
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// Uniforms
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if (scontext._.pipe_state != _mesh_object_last_pipeline) {
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gpu_set_pipeline(scontext._.pipe_state);
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_mesh_object_last_pipeline = scontext._.pipe_state;
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if (scontext._.pipe != _mesh_object_last_pipeline) {
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gpu_set_pipeline(scontext._.pipe);
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_mesh_object_last_pipeline = scontext._.pipe;
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}
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uniforms_set_context_consts(scontext, bind_params);
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uniforms_set_obj_consts(scontext, raw.base);
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uniforms_set_material_consts(scontext, material_contexts[0]);
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uniforms_set_material_consts(scontext, mcontext);
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gpu_set_vertex_buffer(raw.data._.vertex_buffer);
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gpu_set_index_buffer(raw.data._.index_buffer);
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gpu_draw();
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@@ -162,13 +128,3 @@ function mesh_object_compute_camera_dist(raw: mesh_object_t, cam_x: f32, cam_y:
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// Render path mesh sorting
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raw.camera_dist = vec4_fdist(cam_x, cam_y, cam_z, transform_world_x(raw.base.transform), transform_world_y(raw.base.transform), transform_world_z(raw.base.transform));
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}
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function mesh_object_compute_screen_size(raw: mesh_object_t, camera: camera_object_t) {
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// Approx..
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// let rp = camera_render_path;
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// let screen_volume = rp.current_w * rp.current_h;
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let tr: transform_t = raw.base.transform;
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let volume: f32 = tr.dim.x * tr.dim.y * tr.dim.z;
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raw.screen_size = volume * (1.0 / raw.camera_dist);
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raw.screen_size = raw.screen_size > 1.0 ? 1.0 : raw.screen_size;
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}
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@@ -164,7 +164,7 @@ function render_path_draw_skydome(handle: string) {
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if (cc.context == null) {
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return; // World data not specified
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}
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gpu_set_pipeline(cc.context._.pipe_state);
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gpu_set_pipeline(cc.context._.pipe);
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uniforms_set_context_consts(cc.context, _render_path_bind_params);
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uniforms_set_obj_consts(cc.context, null); // External hosek
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gpu_set_vertex_buffer(const_data_skydome_vb);
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@@ -190,7 +190,7 @@ function render_path_draw_shader(handle: string) {
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if (const_data_screen_aligned_vb == null) {
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const_data_create_screen_aligned_data();
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}
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gpu_set_pipeline(cc.context._.pipe_state);
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gpu_set_pipeline(cc.context._.pipe);
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uniforms_set_context_consts(cc.context, _render_path_bind_params);
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uniforms_set_obj_consts(cc.context, null);
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gpu_set_vertex_buffer(const_data_screen_aligned_vb);
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@@ -456,7 +456,6 @@ type material_data_t = {
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type material_data_runtime_t = {
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uid?: f32;
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shader?: shader_data_t;
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contexts?: material_context_t[];
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};
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type material_context_t = {
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@@ -483,11 +482,6 @@ type bind_tex_t = {
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type shader_data_t = {
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name?: string;
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contexts?: shader_context_t[];
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_?: shader_data_runtime_t;
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};
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type shader_data_runtime_t = {
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contexts?: shader_context_t[];
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};
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type shader_context_t = {
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@@ -515,7 +509,7 @@ type shader_context_t = {
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};
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type shader_context_runtime_t = {
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pipe_state?: gpu_pipeline_t;
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pipe?: gpu_pipeline_t;
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constants?: i32[];
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tex_units?: i32[];
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structure?: gpu_vertex_structure_t;
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@@ -1,11 +1,8 @@
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function shader_data_create(raw: shader_data_t): shader_data_t {
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raw._ = {};
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raw._.contexts = [];
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for (let i: i32 = 0; i < raw.contexts.length; ++i) {
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let c: shader_context_t = raw.contexts[i];
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let con: shader_context_t = shader_context_create(c);
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array_push(raw._.contexts, con);
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shader_context_load(c);
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}
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return raw;
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}
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@@ -43,15 +40,15 @@ function shader_data_get_raw_by_name(datas: shader_data_t[], name: string): shad
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}
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function shader_data_delete(raw: shader_data_t) {
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for (let i: i32 = 0; i < raw._.contexts.length; ++i) {
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let c: shader_context_t = raw._.contexts[i];
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for (let i: i32 = 0; i < raw.contexts.length; ++i) {
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let c: shader_context_t = raw.contexts[i];
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shader_context_delete(c);
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}
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}
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function shader_data_get_context(raw: shader_data_t, name: string): shader_context_t {
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for (let i: i32 = 0; i < raw._.contexts.length; ++i) {
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let c: shader_context_t = raw._.contexts[i];
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for (let i: i32 = 0; i < raw.contexts.length; ++i) {
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let c: shader_context_t = raw.contexts[i];
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if (c.name == name) {
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return c;
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}
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@@ -59,106 +56,90 @@ function shader_data_get_context(raw: shader_data_t, name: string): shader_conte
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return null;
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}
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function shader_context_create(raw: shader_context_t): shader_context_t {
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function shader_context_load(raw: shader_context_t) {
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if (raw._ == null) {
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raw._ = {};
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}
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shader_context_parse_vertex_struct(raw);
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return shader_context_compile(raw);
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shader_context_compile(raw);
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}
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function shader_context_compile(raw: shader_context_t): shader_context_t {
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if (raw._.pipe_state != null) {
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gpu_delete_pipeline(raw._.pipe_state);
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function shader_context_compile(raw: shader_context_t) {
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if (raw._.pipe != null) {
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gpu_delete_pipeline(raw._.pipe);
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}
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raw._.pipe_state = gpu_create_pipeline();
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raw._.pipe = gpu_create_pipeline();
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raw._.constants = [];
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raw._.tex_units = [];
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raw._.pipe_state.input_layout = raw._.structure;
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// Depth
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raw._.pipe_state.depth_write = raw.depth_write;
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raw._.pipe_state.depth_mode = shader_context_get_compare_mode(raw.compare_mode);
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// Cull
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raw._.pipe_state.cull_mode = shader_context_get_cull_mode(raw.cull_mode);
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// Blending
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raw._.pipe.input_layout = raw._.structure;
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raw._.pipe.depth_write = raw.depth_write;
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raw._.pipe.depth_mode = shader_context_get_compare_mode(raw.compare_mode);
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raw._.pipe.cull_mode = shader_context_get_cull_mode(raw.cull_mode);
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if (raw.blend_source != null) {
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raw._.pipe_state.blend_source = shader_context_get_blend_fac(raw.blend_source);
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raw._.pipe.blend_source = shader_context_get_blend_fac(raw.blend_source);
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}
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if (raw.blend_destination != null) {
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raw._.pipe_state.blend_destination = shader_context_get_blend_fac(raw.blend_destination);
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raw._.pipe.blend_destination = shader_context_get_blend_fac(raw.blend_destination);
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}
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if (raw.alpha_blend_source != null) {
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raw._.pipe_state.alpha_blend_source = shader_context_get_blend_fac(raw.alpha_blend_source);
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raw._.pipe.alpha_blend_source = shader_context_get_blend_fac(raw.alpha_blend_source);
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}
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if (raw.alpha_blend_destination != null) {
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raw._.pipe_state.alpha_blend_destination = shader_context_get_blend_fac(raw.alpha_blend_destination);
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raw._.pipe.alpha_blend_destination = shader_context_get_blend_fac(raw.alpha_blend_destination);
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}
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// Per-target color write mask
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if (raw.color_writes_red != null) {
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for (let i: i32 = 0; i < raw.color_writes_red.length; ++i) {
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ARRAY_ACCESS(raw._.pipe_state.color_write_mask_red, i) = raw.color_writes_red[i];
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ARRAY_ACCESS(raw._.pipe.color_write_mask_red, i) = raw.color_writes_red[i];
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}
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}
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if (raw.color_writes_green != null) {
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for (let i: i32 = 0; i < raw.color_writes_green.length; ++i) {
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ARRAY_ACCESS(raw._.pipe_state.color_write_mask_green, i) = raw.color_writes_green[i];
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ARRAY_ACCESS(raw._.pipe.color_write_mask_green, i) = raw.color_writes_green[i];
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}
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}
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if (raw.color_writes_blue != null) {
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for (let i: i32 = 0; i < raw.color_writes_blue.length; ++i) {
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ARRAY_ACCESS(raw._.pipe_state.color_write_mask_blue, i) = raw.color_writes_blue[i];
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ARRAY_ACCESS(raw._.pipe.color_write_mask_blue, i) = raw.color_writes_blue[i];
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}
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}
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if (raw.color_writes_alpha != null) {
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for (let i: i32 = 0; i < raw.color_writes_alpha.length; ++i) {
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ARRAY_ACCESS(raw._.pipe_state.color_write_mask_alpha, i) = raw.color_writes_alpha[i];
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ARRAY_ACCESS(raw._.pipe.color_write_mask_alpha, i) = raw.color_writes_alpha[i];
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}
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}
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// Color attachment format
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if (raw.color_attachments != null) {
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raw._.pipe_state.color_attachment_count = raw.color_attachments.length;
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raw._.pipe.color_attachment_count = raw.color_attachments.length;
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for (let i: i32 = 0; i < raw.color_attachments.length; ++i) {
|
||||
ARRAY_ACCESS(raw._.pipe_state.color_attachment, i) = shader_context_get_tex_format(raw.color_attachments[i]);
|
||||
ARRAY_ACCESS(raw._.pipe.color_attachment, i) = shader_context_get_tex_format(raw.color_attachments[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// Depth attachment format
|
||||
if (raw.depth_attachment != null) {
|
||||
raw._.pipe_state.depth_attachment_bits = raw.depth_attachment == "NONE" ? 0 : 32;
|
||||
raw._.pipe.depth_attachment_bits = raw.depth_attachment == "NONE" ? 0 : 32;
|
||||
}
|
||||
|
||||
// Shaders
|
||||
if (raw.shader_from_source) {
|
||||
raw._.pipe_state.vertex_shader = gpu_create_shader_from_source(raw.vertex_shader, raw._.vertex_shader_size, shader_type_t.VERTEX);
|
||||
raw._.pipe_state.fragment_shader = gpu_create_shader_from_source(raw.fragment_shader, raw._.fragment_shader_size, shader_type_t.FRAGMENT);
|
||||
|
||||
// Shader compile error
|
||||
if (raw._.pipe_state.vertex_shader == null || raw._.pipe_state.fragment_shader == null) {
|
||||
return null;
|
||||
raw._.pipe.vertex_shader = gpu_create_shader_from_source(raw.vertex_shader, raw._.vertex_shader_size, shader_type_t.VERTEX);
|
||||
raw._.pipe.fragment_shader = gpu_create_shader_from_source(raw.fragment_shader, raw._.fragment_shader_size, shader_type_t.FRAGMENT);
|
||||
if (raw._.pipe.vertex_shader == null || raw._.pipe.fragment_shader == null) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
else {
|
||||
///if arm_embed
|
||||
|
||||
raw._.pipe_state.fragment_shader = sys_get_shader(raw.fragment_shader);
|
||||
raw._.pipe_state.vertex_shader = sys_get_shader(raw.vertex_shader);
|
||||
raw._.pipe.fragment_shader = sys_get_shader(raw.fragment_shader);
|
||||
raw._.pipe.vertex_shader = sys_get_shader(raw.vertex_shader);
|
||||
|
||||
///else // Load shaders manually
|
||||
|
||||
let vs_buffer: buffer_t = data_get_blob(raw.vertex_shader + shader_data_ext());
|
||||
raw._.pipe_state.vertex_shader = gpu_create_shader(vs_buffer, shader_type_t.VERTEX);
|
||||
raw._.pipe.vertex_shader = gpu_create_shader(vs_buffer, shader_type_t.VERTEX);
|
||||
let fs_buffer: buffer_t = data_get_blob(raw.fragment_shader + shader_data_ext());
|
||||
raw._.pipe_state.fragment_shader = gpu_create_shader(fs_buffer, shader_type_t.FRAGMENT);
|
||||
raw._.pipe.fragment_shader = gpu_create_shader(fs_buffer, shader_type_t.FRAGMENT);
|
||||
///end
|
||||
}
|
||||
|
||||
return shader_context_finish_compile(raw);
|
||||
shader_context_finish_compile(raw);
|
||||
}
|
||||
|
||||
///if arm_direct3d12
|
||||
@@ -217,28 +198,24 @@ function shader_context_type_pad(offset: i32, size: i32): i32 {
|
||||
|
||||
///end
|
||||
|
||||
function shader_context_finish_compile(raw: shader_context_t): shader_context_t {
|
||||
gpu_pipeline_compile(raw._.pipe_state);
|
||||
|
||||
function shader_context_finish_compile(raw: shader_context_t) {
|
||||
gpu_pipeline_compile(raw._.pipe);
|
||||
if (raw.constants != null) {
|
||||
let offset: i32 = 0;
|
||||
for (let i: i32 = 0; i < raw.constants.length; ++i) {
|
||||
let c: shader_const_t = raw.constants[i];
|
||||
let size: i32 = shader_context_type_size(c.type);
|
||||
offset += shader_context_type_pad(offset, size);
|
||||
shader_context_add_const(raw, c, offset);
|
||||
shader_context_add_const(raw, offset);
|
||||
offset += size;
|
||||
}
|
||||
}
|
||||
|
||||
if (raw.texture_units != null) {
|
||||
for (let i: i32 = 0; i < raw.texture_units.length; ++i) {
|
||||
let tu: tex_unit_t = raw.texture_units[i];
|
||||
shader_context_add_tex(raw, tu, i);
|
||||
shader_context_add_tex(raw, i);
|
||||
}
|
||||
}
|
||||
|
||||
return raw;
|
||||
}
|
||||
|
||||
function shader_context_parse_data(data: string): vertex_data_t {
|
||||
@@ -274,13 +251,13 @@ function shader_context_parse_vertex_struct(raw: shader_context_t) {
|
||||
}
|
||||
|
||||
function shader_context_delete(raw: shader_context_t) {
|
||||
if (raw._.pipe_state.fragment_shader != null) {
|
||||
gpu_shader_destroy(raw._.pipe_state.fragment_shader);
|
||||
if (raw._.pipe.fragment_shader != null) {
|
||||
gpu_shader_destroy(raw._.pipe.fragment_shader);
|
||||
}
|
||||
if (raw._.pipe_state.vertex_shader != null) {
|
||||
gpu_shader_destroy(raw._.pipe_state.vertex_shader);
|
||||
if (raw._.pipe.vertex_shader != null) {
|
||||
gpu_shader_destroy(raw._.pipe.vertex_shader);
|
||||
}
|
||||
gpu_delete_pipeline(raw._.pipe_state);
|
||||
gpu_delete_pipeline(raw._.pipe);
|
||||
}
|
||||
|
||||
function shader_context_get_compare_mode(s: string): compare_mode_t {
|
||||
@@ -350,10 +327,10 @@ function shader_context_get_tex_format(s: string): tex_format_t {
|
||||
return tex_format_t.RGBA32;
|
||||
}
|
||||
|
||||
function shader_context_add_const(raw: shader_context_t, c: shader_const_t, offset: i32) {
|
||||
function shader_context_add_const(raw: shader_context_t, offset: i32) {
|
||||
array_push(raw._.constants, offset);
|
||||
}
|
||||
|
||||
function shader_context_add_tex(raw: shader_context_t, tu: tex_unit_t, i: i32) {
|
||||
function shader_context_add_tex(raw: shader_context_t, i: i32) {
|
||||
array_push(raw._.tex_units, i);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user