117 lines
4.3 KiB
Plaintext
117 lines
4.3 KiB
Plaintext
#scope_export
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Rendering_Task_Type :: enum {
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INVALID;
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GROUND;
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SKY;
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SET_CAMERA;
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TRILE; // not implemented yet
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TRIXELS;
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SPRITE; // not implemented yet
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PARTICLES; // not implemented yet
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};
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Rendering_Task :: struct {
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type : Rendering_Task_Type = .INVALID;
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};
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Rendering_Task_World :: struct {
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#as using t : Rendering_Task;
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world : *World;
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}
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Rendering_Task_Sky :: struct {
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#as using t : Rendering_Task;
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t.type = .SKY;
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worldConfig : *World_Config;
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}
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Rendering_Task_Ground :: struct {
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#as using t : Rendering_Task;
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t.type = .GROUND;
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world : *World;
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}
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Rendering_Task_Trile :: struct {
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#as using t : Rendering_Task;
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t.type = .TRILE;
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trile : string;
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positions : []Vector4;
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worldConf : *World_Config;
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}
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Rendering_Task_Trixels :: struct {
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#as using t : Rendering_Task;
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t.type = .TRIXELS;
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trile : *Trile;
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}
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Rendering_Task_Set_Camera :: struct {
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#as using t : Rendering_Task;
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camera : Camera;
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}
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rendering_tasklist_clear :: () {
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array_reset_keeping_memory(*rendering_tasklist);
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}
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add_rendering_task :: (task: $T) {
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task_ptr := New(T,, temp);
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task_ptr.* = task;
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array_add(*rendering_tasklist, task_ptr);
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}
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rendering_tasklist : [..]*Rendering_Task;
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tasks_to_commands :: () {
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for rendering_tasklist {
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if it.type == {
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case .TRIXELS;
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trixelsTask := (cast(*Rendering_Task_Trixels)it);
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updateCommand := New(Render_Command_Update_Trixels,, temp);
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updateCommand.trile = trixelsTask.trile;
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array_add(*render_command_buckets.setup, updateCommand);
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drawCommand := New(Render_Command_Draw_Trixels,, temp);
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array_add(*render_command_buckets.main, drawCommand);
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// Currently no need to draw trixels anywhere but the editor so no
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// need for drawing them in the planar reflection pass...
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// array_add(*render_command_buckets.reflection, drawCommand);
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case .TRILE;
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trileTask := (cast(*Rendering_Task_Trile)it);
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addPositionsCmd := New(Render_Command_Add_Trile_Positions,, temp);
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addPositionsCmd.positions = trileTask.positions;
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array_add(*render_command_buckets.setup, addPositionsCmd);
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drawPositionsCmd := New(Render_Command_Draw_Trile_Positions,, temp);
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drawPositionsCmd.trile = trileTask.trile;
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drawPositionsCmd.amount = cast(s32)trileTask.positions.count;
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drawPositionsCmd.conf = trileTask.worldConf;
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array_add(*render_command_buckets.reflection, drawPositionsCmd);
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array_add(*render_command_buckets.main, drawPositionsCmd);
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array_add(*render_command_buckets.shadow, drawPositionsCmd);
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case .SKY;
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command := New(Render_Command_Sky,, temp);
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command.worldConfig = (cast(*Rendering_Task_Sky)it).worldConfig;
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array_add(*render_command_buckets.reflection, command);
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array_add(*render_command_buckets.main, command);
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case .GROUND;
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commandDrawGround := New(Render_Command_Draw_Ground,, temp);
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commandDrawGround.worldConfig = *(cast(*Rendering_Task_Ground)it).world.conf;
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commandGenGround := New(Render_Command_Generate_Ground_Texture,, temp);
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commandGenGround.world = (cast(*Rendering_Task_Ground)it).world;
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array_add(*render_command_buckets.setup, commandGenGround);
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array_add(*render_command_buckets.main, commandDrawGround);
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case .SET_CAMERA;
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command := New(Render_Command_Set_Camera,, temp);
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command.camera = (cast(*Rendering_Task_Set_Camera)it).camera;
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array_add(*render_command_buckets.main, command);
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commandReflected := New(Render_Command_Set_Camera,, temp);
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commandReflected.camera = (cast(*Rendering_Task_Set_Camera)it).camera;
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commandReflected.camera.target *= Vector3.{1, -1, 1};
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commandReflected.camera.position *= Vector3.{1, -1, 1};
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array_add(*render_command_buckets.reflection, commandReflected);
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}
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}
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rendering_tasklist_clear();
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}
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