small improvements
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546067fda7
commit
c30381aa72
@ -235,7 +235,7 @@ backend_process_command_buckets :: () {
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}
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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// 2. Reflection pass
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// 3. Reflection pass
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = gPipelines.plane.attachments}));
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in_reflection_pass = true;
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for render_command_buckets.reflection {
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@ -244,17 +244,8 @@ backend_process_command_buckets :: () {
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in_reflection_pass = false;
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sg_end_pass();
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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// 3. Main pass
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments}));
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for render_command_buckets.main {
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backend_handle_command(it);
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}
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sg_end_pass();
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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// 3. G-Buffer pass
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// 4. G-Buffer pass
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in_gbuffer_pass = true;
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_gbuf_attachments}));
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for render_command_buckets.gbuffer {
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@ -263,8 +254,19 @@ backend_process_command_buckets :: () {
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sg_end_pass();
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in_gbuffer_pass = false;
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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// --- TODO: Do SSAO pass here:
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// 5. Main pass
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, attachments = g_rendertex_attachments}));
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for render_command_buckets.main {
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backend_handle_command(it);
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}
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sg_end_pass();
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current_trile_offset_index = 0; // This is not optimal, but it is nice and simple.
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// Begin main pass
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// Begin drawing to swapchain
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sg_begin_pass(*(sg_pass.{ action = state.pass_action_clear, swapchain = cast,force(sg_swapchain) sglue_swapchain() }));
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// Draw the render texture and do post processing:
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@ -281,8 +283,6 @@ backend_process_command_buckets :: () {
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sgl_ortho(0.0, sapp_widthf(), sapp_heightf(), 0.0, -1.0, +1.0);
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arb_tri_flush();
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// End the main pass
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sg_end_pass();
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sg_commit();
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@ -23,6 +23,8 @@ g_gbuf_normal : sg_image;
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g_gbuf_depth : sg_image;
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g_gbuf_attachments : sg_attachments;
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g_ssaobuf : sg_image;
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gPipelines : struct {
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// G-Buffer generation for SSAO and other effects
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gbuffer: Pipeline_Binding;
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@ -122,6 +122,7 @@ tasks_to_commands :: () {
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command := New(Render_Command_Set_Camera,, temp);
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command.camera = task.camera;
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array_add(*render_command_buckets.main, command);
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array_add(*render_command_buckets.gbuffer, command);
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commandReflected := New(Render_Command_Set_Camera,, temp);
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commandReflected.camera = task.camera;
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commandReflected.camera.target *= Vector3.{1, -1, 1};
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