mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Render 2D with depth, reverse depth of camera projection
dirty fix in Renderer...
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@@ -392,6 +392,9 @@ namespace GlitchyEngine.Renderer
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_lights.Clear();
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// TODO: I don't understand why we need to clear depth here. It should happen in SceneRenderer, but doesn't work for some reason...
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RenderCommand.Clear(_sceneConstants.CompositionTarget, .Depth);
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// Copy EntityIDs to compositionTarget
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_gBuffer.Target.CopyTo(_sceneConstants.CompositionTarget, 1, int2.Zero, int2((int32)_sceneConstants.CameraTarget.Width, (int32)_sceneConstants.CameraTarget.Height), int2.Zero, 6);
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@@ -758,10 +758,14 @@ namespace GlitchyEngine.Renderer
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return;
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SortInstances();
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RenderCommand.SetDepthStencilState(Renderer.[Friend]_meshDepthStencilState);
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DrawDeferredQuads();
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DrawDeferredCircles();
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DrawDeferredLines();
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RenderCommand.SetDepthStencilState(Renderer.[Friend]_fullscreenDepthState);
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}
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private static void DrawDeferredQuads()
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@@ -274,15 +274,16 @@ namespace GlitchyEngine.World
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float halfWidth = halfHeight * _aspectRatio;
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_projection = Matrix.OrthographicProjectionOffCenter(-halfWidth, halfWidth, halfHeight, -halfHeight,
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_orthographicNearPlane, _orthographicFarPlane);
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// Swap far and near plane, because we use reversed depth!
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_orthographicFarPlane, _orthographicNearPlane);
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}
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else if (_projectionType case .Perspective)
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{
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_projection = Matrix.PerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane, _perspectiveFarPlane);
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_projection = Matrix.ReversedPerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane, _perspectiveFarPlane);
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}
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else if (_projectionType case .InfinitePerspective)
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{
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_projection = Matrix.InfinitePerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane);
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_projection = Matrix.ReversedInfinitePerspectiveProjection(_perspectiveFovY, _aspectRatio, _perspectiveNearPlane);
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}
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}
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}
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@@ -308,7 +308,7 @@ namespace GlitchyEngine.World
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private void UpdateProjection() mut
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{
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//_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspectRatio, _nearPlane);
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_projection = Matrix.PerspectiveProjection(_fovY, _aspectRatio, _nearPlane, 10000);
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_projection = Matrix.ReversedPerspectiveProjection(_fovY, _aspectRatio, _nearPlane, 10000);
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}
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public void OnViewportResize(uint32 sizeX, uint32 sizeY) mut
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@@ -1,6 +1,7 @@
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Content;
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using GlitchyEngine.Math;
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using System;
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namespace GlitchyEngine.World;
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@@ -26,20 +27,23 @@ class SceneRenderer
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{
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RenderTargetGroupDescription desc = .(100, 100,
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TargetDescription[](
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RenderTargetFormat.R16G16B16A16_Float,
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.(RenderTargetFormat.R32_UInt) {ClearColor = .UInt(uint32.MaxValue)}),
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RenderTargetFormat.D24_UNorm_S8_UInt);
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.(.R16G16B16A16_Float, ownDebugName: new String("Color")),
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.(.R32_UInt) {ClearColor = .UInt(uint32.MaxValue), DebugName = new String("EntityId")}
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),
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TargetDescription(.D24_UNorm_S8_UInt, clearColor: ClearColor.DepthStencil(0.0f, 0)));
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_compositeTarget = new RenderTargetGroup(desc);
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_compositeTarget.[Friend]Identifier = "Composite Target";
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_cameraTarget = new RenderTargetGroup(.(){
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Width = 100,
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Height = 100,
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ColorTargetDescriptions = TargetDescription[](
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.(.R16G16B16A16_Float),
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.(.R32_UInt)
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.(.R16G16B16A16_Float, ownDebugName: new String("Color")),
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.(.R32_UInt) {ClearColor = .UInt(uint32.MaxValue), DebugName = new String("EntityId")}
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),
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DepthTargetDescription = .(.D24_UNorm_S8_UInt)
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DepthTargetDescription = .(.D24_UNorm_S8_UInt, clearColor: ClearColor.DepthStencil(0.0f, 0))
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});
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_cameraTarget.[Friend]Identifier = "Camera Target";
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_gammaCorrectEffect = Content.LoadAsset("Resources/Shaders/GammaCorrect.hlsl");
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}
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@@ -83,6 +87,8 @@ class SceneRenderer
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finalTarget.AddRef();
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renderTarget = _cameraTarget..AddRef();
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RenderCommand.Clear(_compositeTarget, .ColorDepth);
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// 3D render
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Renderer.BeginScene(*primaryCamera, primaryCameraTransform, renderTarget, _compositeTarget);
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