mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Replaced IntX by intX, Basic AssetViewer (can view Textures, kind of)
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@@ -29,7 +29,7 @@ namespace GlitchyEngine.Renderer
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public uint32 Width => _width;
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public uint32 Height => _height;
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public Int2 Size => .(_width, _height);
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public uint2 Size => .(_width, _height);
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public RenderTargetGroup Target ~ _?.ReleaseRef();
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@@ -47,25 +47,28 @@ namespace GlitchyEngine.Renderer
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RenderTargetGroupDescription targetDesc = .(width, height,
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TargetDescription[](
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// RGB: Albedo A: Transparency
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.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = samplerDesc},
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.(RenderTargetFormat.R8G8B8A8_UNorm, ownDebugName: new String("RGB: Albedo A: Alpha")){SamplerDescription = samplerDesc},
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// RG: TextureNormal.XY | BA: GeoNrm.XY
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.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = samplerDesc},
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.(RenderTargetFormat.R16G16B16A16_SNorm, ownDebugName: new String("RG: TextureNormal.XY | BA: GeoNrm.XY")){SamplerDescription = samplerDesc},
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// R: GeoNrm.Z | GBA: GeoTan.XYZ
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.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = samplerDesc},
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.(RenderTargetFormat.R16G16B16A16_SNorm, ownDebugName: new String("R: GeoNrm.Z | GBA: GeoTan.XYZ")){SamplerDescription = samplerDesc},
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// RGB: world position XYZ | A: 1.0
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.(RenderTargetFormat.R32G32B32A32_Float){SamplerDescription = samplerDesc},
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.(RenderTargetFormat.R32G32B32A32_Float, ownDebugName: new String("RGB: world position XYZ | A: 1.0")){SamplerDescription = samplerDesc},
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// RGB: emissive light and color | A: unused
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.(RenderTargetFormat.R16G16B16A16_Float){SamplerDescription = samplerDesc},
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.(RenderTargetFormat.R16G16B16A16_Float, ownDebugName: new String("RGB: emissive light and color | A: unused")){SamplerDescription = samplerDesc},
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// R: Metallicity | G: Roughness | B: Ambient | A: Unused
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.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = samplerDesc},
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.(RenderTargetFormat.R8G8B8A8_UNorm, ownDebugName: new String("R: Metallicity | G: Roughness | B: Ambient | A: Unused")){SamplerDescription = samplerDesc},
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// EntityId : Needed for editor picking. Simply pass through the EntityId.
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.(RenderTargetFormat.R32_UInt){SamplerDescription = samplerDesc, ClearColor = .UInt(uint32.MaxValue)},
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.(RenderTargetFormat.R32_UInt, ownDebugName: new String("EntityId")){SamplerDescription = samplerDesc, ClearColor = .UInt(uint32.MaxValue)},
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),
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TargetDescription(.D24_UNorm_S8_UInt){
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TargetDescription(.D24_UNorm_S8_UInt, ownDebugName: new String("DepthStencil")){
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SamplerDescription = samplerDesc,
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ClearColor = .DepthStencil(1.0f, 0)
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});
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Target = new RenderTargetGroup(targetDesc);
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// TODO: there needs to be a proper way to do it
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Target.[Friend]Identifier = "GBuffer";
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Content.ManageAsset(Target, null);
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}
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_width = width;
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@@ -120,6 +123,7 @@ namespace GlitchyEngine.Renderer
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RenderCommand.Init();
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Renderer2D.Init();
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FullscreenQuad.Init();
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Quad.Init();
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InitLineRenderer();
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InitDeferredRenderer();
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@@ -135,6 +139,7 @@ namespace GlitchyEngine.Renderer
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FullscreenQuad.Deinit();
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Renderer2D.Deinit();
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Quad.Deinit();
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}
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static void InitLineRenderer()
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@@ -301,7 +306,6 @@ namespace GlitchyEngine.Renderer
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RenderCommand.SetBlendState(_gBufferBlend);
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for (SubmittedMesh entry in _queue)
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{
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Debug.Profiler.ProfileRendererScope!("Draw Mesh");
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@@ -378,7 +382,7 @@ namespace GlitchyEngine.Renderer
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_lights.Clear();
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// Copy EntityIDs to compositionTarget
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_gBuffer.Target.CopyTo(_sceneConstants.CompositionTarget, 1, Int2.Zero, Int2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height), Int2.Zero, 6);
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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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RenderCommand.SetBlendState(_gBufferBlend);
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