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@@ -28,9 +28,9 @@ namespace GlitchyEngine.Renderer
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// RGB: Albedo.rgb A: ?
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public RenderTarget2D Albedo ~ _?.ReleaseRef();
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// RGB: Normal.xyz(Worldspace) A: Ambient
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// RG: TextureNormal.xy BA: GeometryNormal.xy
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public RenderTarget2D Normal ~ _?.ReleaseRef();
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// ????
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// R: GeometryNormal.z GBA: GeometryTangent.xyz
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public RenderTarget2D Tangent ~ _?.ReleaseRef();
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// RGB: Worldspace Position A: ?
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public RenderTarget2D Position ~ _?.ReleaseRef();
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@@ -97,7 +97,7 @@ namespace GlitchyEngine.Renderer
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}
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}
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static internal GraphicsContext _context ~ _?.ReleaseRef();
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static internal GraphicsContext _context;
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//static Buffer<SceneConstants> _sceneConstants ~ _?.ReleaseRef();
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@@ -105,14 +105,19 @@ namespace GlitchyEngine.Renderer
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static SceneConstants _sceneConstants;
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static Effect LineEffect ~ _?.ReleaseRef();
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static VertexBuffer LineVertices ~ _?.ReleaseRef();
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static GeometryBinding LineGeometry ~ _?.ReleaseRef();
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static Effect LineEffect;
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static VertexBuffer LineVertices;
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static GeometryBinding LineGeometry;
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static GBuffer _gBuffer ~ delete _;
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static Effect TestFullscreenEffect ~ _?.ReleaseRef();
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static BlendState _gBufferBlend ~ _?.ReleaseRef();
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static GeometryBinding s_fullscreenQuadGeometry;
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static GBuffer _gBuffer;
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static Effect TestFullscreenEffect;
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static BlendState _gBufferBlend;
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static BlendState _lightBlend;
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static DepthStencilState _fullscreenDepthState;
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public static void Init(GraphicsContext context, EffectLibrary effectLibrary)
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{
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@@ -132,17 +137,19 @@ namespace GlitchyEngine.Renderer
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InitLineRenderer(effectLibrary);
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InitDeferredRenderer(effectLibrary);
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_gBuffer = new GBuffer();
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BlendStateDescription gBufferBlendDesc = .Default;
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_gBufferBlend = new BlendState(gBufferBlendDesc);
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}
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public static void Deinit()
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{
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Debug.Profiler.ProfileFunction!();
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DeinitDeferredRenderer();
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DeinitLineRenderer();
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Renderer2D.Deinit();
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_context.ReleaseRef();
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}
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static void InitLineRenderer(EffectLibrary effectLibrary)
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@@ -170,15 +177,20 @@ namespace GlitchyEngine.Renderer
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VertexLayout layout = new VertexLayout(vertexElements, true, LineEffect.VertexShader);
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LineGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
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}
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private static GeometryBinding s_quadGeometry ~ _?.ReleaseRef();
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static void DeinitLineRenderer()
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{
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LineVertices.ReleaseRef();
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LineGeometry.ReleaseRef();
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LineEffect.ReleaseRef();
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}
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static void InitDeferredRenderer(EffectLibrary effectLibrary)
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{
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TestFullscreenEffect = effectLibrary.Load("content\\Shaders\\simpleLight.hlsl");
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s_quadGeometry = new GeometryBinding();
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s_quadGeometry.SetPrimitiveTopology(.TriangleList);
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s_fullscreenQuadGeometry = new GeometryBinding();
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s_fullscreenQuadGeometry.SetPrimitiveTopology(.TriangleList);
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using(var quadVertices = new VertexBuffer(typeof(Vector4), 4, .Immutable))
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{
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@@ -190,7 +202,7 @@ namespace GlitchyEngine.Renderer
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);
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quadVertices.SetData(vertices);
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s_quadGeometry.SetVertexBufferSlot(quadVertices, 0);
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s_fullscreenQuadGeometry.SetVertexBufferSlot(quadVertices, 0);
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}
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using(var quadIndices = new IndexBuffer(6, .Immutable))
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@@ -201,34 +213,51 @@ namespace GlitchyEngine.Renderer
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);
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quadIndices.SetData(indices);
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s_quadGeometry.SetIndexBuffer(quadIndices);
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s_fullscreenQuadGeometry.SetIndexBuffer(quadIndices);
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}
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VertexElement[] vertexElements = new .(
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VertexElement(.R32G32_Float, "POSITION", false, 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32_Float, "TEXCOORD", false, 0, 0, (.)-1, .PerVertexData, 0)
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VertexElement(.R32G32_Float, "POSITION"),
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VertexElement(.R32G32_Float, "TEXCOORD")
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);
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using (var quadBatchLayout = new VertexLayout(vertexElements, true, TestFullscreenEffect.VertexShader))
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{
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s_quadGeometry.SetVertexLayout(quadBatchLayout);
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s_fullscreenQuadGeometry.SetVertexLayout(quadBatchLayout);
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}
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_gBuffer = new GBuffer();
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BlendStateDescription gBufferBlendDesc = .Default;
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_gBufferBlend = new BlendState(gBufferBlendDesc);
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BlendStateDescription lightBlendDesc = .Default;
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lightBlendDesc.RenderTarget[0] = .(){
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BlendEnable = true,
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SourceBlend = .One,
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DestinationBlend = .One,
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BlendOperation = .Add,
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SourceBlendAlpha = .One,
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DestinationBlendAlpha = .Zero,
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BlendOperationAlpha = .Add,
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RenderTargetWriteMask = .All
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};
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_lightBlend = new BlendState(lightBlendDesc);
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DepthStencilStateDescription dsDesc = .Default;
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dsDesc.DepthEnabled = false;
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_fullscreenDepthState = new DepthStencilState(dsDesc);
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}
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// TODO
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/*public static void BeginScene(EcsWorld world, EcsEntity cameraEntity)
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static void DeinitDeferredRenderer()
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{
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Debug.Profiler.ProfileRendererFunction!();
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_fullscreenDepthState.ReleaseRef();
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_lightBlend.ReleaseRef();
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_gBufferBlend.ReleaseRef();
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delete _gBuffer;
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s_fullscreenQuadGeometry.ReleaseRef();
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var camera = world.GetComponent<CameraComponent>(cameraEntity);
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var transform = world.GetComponent<TransformComponent>(cameraEntity);
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var trans = transform.WorldTransform;
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var view = trans.Invert();
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var proj = camera.Projection;
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_sceneConstants.ViewProjection = proj * view;
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}*/
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TestFullscreenEffect.ReleaseRef();
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}
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public static void BeginScene(OldCamera camera)
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{
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@@ -327,29 +356,64 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileRendererScope!("Draw Lights");
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RenderCommand.UnbindRenderTargets();
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RenderCommand.SetRenderTarget(_sceneConstants.CameraTarget, 0, true);
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RenderCommand.BindRenderTargets();
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_gBuffer.Albedo.SamplerState = SamplerStateManager.PointClamp;
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RenderCommand.SetBlendState(_lightBlend);
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RenderCommand.SetDepthStencilState(_fullscreenDepthState);
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for (SubmittedLight light in _lights)
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{
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Vector3 lightDir = light.Transform.Forward;
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_gBuffer.Albedo.SamplerState = SamplerStateManager.PointClamp;
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TestFullscreenEffect.SetTexture("GBuffer_Albedo", _gBuffer.Albedo);
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TestFullscreenEffect.SetTexture("GBuffer_Normal", _gBuffer.Normal);
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TestFullscreenEffect.SetTexture("GBuffer_Tangent", _gBuffer.Tangent);
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TestFullscreenEffect.SetTexture("GBuffer_Position", _gBuffer.Position);
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TestFullscreenEffect.SetTexture("GBuffer_Material", _gBuffer.Material);
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TestFullscreenEffect.Variables["LightColor"].SetData(light.Light.Color);
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TestFullscreenEffect.Variables["Illuminance"].SetData(light.Light.Illuminance);
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TestFullscreenEffect.Variables["LightDir"].SetData(-lightDir);
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TestFullscreenEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
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TestFullscreenEffect.Variables["Scaling"].SetData(Vector2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height) / Vector2(_gBuffer.Albedo.Width, _gBuffer.Albedo.Height));
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TestFullscreenEffect.Bind(_context);
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s_fullscreenQuadGeometry.Bind();
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RenderCommand.DrawIndexed(s_fullscreenQuadGeometry);
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}
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RenderCommand.SetBlendState(_gBufferBlend);
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_lights.Clear();
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/*
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_gBuffer.Albedo.SamplerState = SamplerStateManager.PointClamp;
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TestFullscreenEffect.SetTexture("GBuffer_Albedo", _gBuffer.Albedo);
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TestFullscreenEffect.SetTexture("GBuffer_Normal", _gBuffer.Normal);
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TestFullscreenEffect.SetTexture("GBuffer_Tangent", _gBuffer.Tangent);
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TestFullscreenEffect.SetTexture("GBuffer_Position", _gBuffer.Position);
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TestFullscreenEffect.SetTexture("GBuffer_Material", _gBuffer.Material);
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TestFullscreenEffect.Variables["LightColor"].SetData(Vector3(1, 1, 1));
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TestFullscreenEffect.Variables["Illuminance"].SetData(5.0f);
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TestFullscreenEffect.Variables["LightDir"].SetData(Vector3(0, 1, 0));
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TestFullscreenEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
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TestFullscreenEffect.Variables["Scaling"].SetData(Vector2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height) / Vector2(_gBuffer.Albedo.Width, _gBuffer.Albedo.Height));
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TestFullscreenEffect.Bind(_context);
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s_quadGeometry.Bind();
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RenderCommand.DrawIndexed(s_quadGeometry);
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*/
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RenderCommand.UnbindTextures();
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}
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@@ -403,7 +467,20 @@ namespace GlitchyEngine.Renderer
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}
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}
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struct SubmittedLight
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{
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public SceneLight Light;
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public Matrix Transform;
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public this(SceneLight light, Matrix transform)
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{
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Light = light;
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Transform = transform;
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}
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}
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private static List<SubmittedMesh> _queue = new .(10000) ~ DeleteContainerAndDisposeItems!(_);
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private static List<SubmittedLight> _lights = new .(100) ~ delete _;
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public static void Submit(GeometryBinding geometry, Material material, Matrix transform = .Identity)
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{
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@@ -412,6 +489,13 @@ namespace GlitchyEngine.Renderer
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_queue.Add(SubmittedMesh(geometry, material, transform));
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}
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public static void Submit(SceneLight light, Matrix transform = .Identity)
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{
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Debug.Profiler.ProfileRendererFunction!();
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_lights.Add(SubmittedLight(light, transform));
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}
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/** @brief Draws a line.
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* @param start The start point of the line.
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* @param end The end point of the line.
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