mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-11-04 21:01:48 +00:00
Interact with Materials from scripts
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@@ -98,6 +98,7 @@ namespace GlitchyEngine.Renderer
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static GBuffer _gBuffer;
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static AssetHandle<Effect> TestFullscreenEffect;
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static Material TestDeferredMaterial ~ _?.ReleaseRef();
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static AssetHandle<Effect> s_tonemappingEffect;
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static BlendState _gBufferBlend;
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@@ -179,6 +180,9 @@ namespace GlitchyEngine.Renderer
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static void InitDeferredRenderer()
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{
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TestFullscreenEffect = Content.LoadAsset("Resources/Shaders/simpleLight.fx", null, true);
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TestDeferredMaterial = new Material(TestFullscreenEffect);
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s_tonemappingEffect = Content.LoadAsset("Resources/Shaders/SimpleTonemapping.fx", null, true);
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_gBuffer = new GBuffer();
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@@ -362,32 +366,56 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileRendererScope!("Draw Light");
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Effect fsEffect = TestFullscreenEffect.Get();
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//Effect fsEffect = TestFullscreenEffect.Get();
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if (fsEffect == null)
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if (TestDeferredMaterial == null)
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continue;
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float3 lightDir = -light.Transform.Forward;
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fsEffect.SetTexture("GBuffer_Albedo", _gBuffer.Target, 0);
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fsEffect.SetTexture("GBuffer_Normal", _gBuffer.Target, 1);
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fsEffect.SetTexture("GBuffer_Tangent", _gBuffer.Target, 2);
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fsEffect.SetTexture("GBuffer_Position", _gBuffer.Target, 3);
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fsEffect.SetTexture("GBuffer_Emissive", _gBuffer.Target, 4);
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fsEffect.SetTexture("GBuffer_Material", _gBuffer.Target, 5);
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/*TestDeferredMaterial.SetTexture("GBuffer_Albedo", _gBuffer.Target, 0);
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TestDeferredMaterial.SetTexture("GBuffer_Normal", _gBuffer.Target, 1);
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TestDeferredMaterial.SetTexture("GBuffer_Tangent", _gBuffer.Target, 2);
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TestDeferredMaterial.SetTexture("GBuffer_Position", _gBuffer.Target, 3);
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TestDeferredMaterial.SetTexture("GBuffer_Emissive", _gBuffer.Target, 4);
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TestDeferredMaterial.SetTexture("GBuffer_Material", _gBuffer.Target, 5);*/
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fsEffect.Variables["LightColor"].SetData(light.Light.Color);
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fsEffect.Variables["Illuminance"].SetData(light.Light.Illuminance);
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fsEffect.Variables["LightDir"].SetData(lightDir);
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TestDeferredMaterial.SetVariable("LightColor", light.Light.Color);
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TestDeferredMaterial.SetVariable("Illuminance", light.Light.Illuminance);
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TestDeferredMaterial.SetVariable("LightDir", lightDir);
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fsEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
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TestDeferredMaterial.SetVariable("CameraPos", _sceneConstants.CameraPosition);
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fsEffect.Variables["Scaling"].SetData(scaling);
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TestDeferredMaterial.SetVariable("Scaling", scaling);
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fsEffect.ApplyChanges();
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fsEffect.Bind();
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//RenderCommand.BindEffect(TestFullscreenEffect);
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TestDeferredMaterial.Bind();
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// TODO: Don't do that please...
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using (let vb = _gBuffer.Target.GetViewBinding(0))
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{
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RenderCommand.BindTexture(vb, 0, .Pixel);
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}
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using (let vb = _gBuffer.Target.GetViewBinding(1))
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{
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RenderCommand.BindTexture(vb, 1, .Pixel);
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}
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using (let vb = _gBuffer.Target.GetViewBinding(2))
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{
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RenderCommand.BindTexture(vb, 2, .Pixel);
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}
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using (let vb = _gBuffer.Target.GetViewBinding(3))
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{
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RenderCommand.BindTexture(vb, 3, .Pixel);
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}
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using (let vb = _gBuffer.Target.GetViewBinding(4))
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{
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RenderCommand.BindTexture(vb, 4, .Pixel);
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}
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using (let vb = _gBuffer.Target.GetViewBinding(5))
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{
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RenderCommand.BindTexture(vb, 5, .Pixel);
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}
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FullscreenQuad.Draw();
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}
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