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https://github.com/aharabada/glitchy-engine-beef.git
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More profiling
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@@ -279,63 +279,76 @@ namespace GlitchyEngine.Renderer
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{
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Debug.Profiler.ProfileRendererFunction!();
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_queue.Sort(scope => SortMeshes);
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{
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Debug.Profiler.ProfileRendererScope!("Sort Meshes");
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_queue.Sort(scope => SortMeshes);
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}
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// Deferred renderer:
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// TODO: foreach light: draw shadow map
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// foreach camera:
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// {
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_gBuffer.EnsureSize(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
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_gBuffer.Clear();
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RenderCommand.UnbindRenderTargets();
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_gBuffer.Bind();
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RenderCommand.SetViewport(0, 0, _sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
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RenderCommand.SetBlendState(_gBufferBlend);
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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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// TODO: Draw into GBuffer
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for (SubmittedMesh entry in _queue)
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{
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entry.Material.SetVariable("ViewProjection", _sceneConstants.ViewProjection);
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entry.Material.SetVariable("Transform", entry.Transform);
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entry.Material.Bind(_context);
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entry.Mesh.Bind();
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RenderCommand.DrawIndexed(entry.Mesh);
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Debug.Profiler.ProfileRendererScope!("Draw GBuffer");
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_gBuffer.EnsureSize(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
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_gBuffer.Clear();
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RenderCommand.UnbindRenderTargets();
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_gBuffer.Bind();
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RenderCommand.SetViewport(0, 0, _sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height);
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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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{
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Debug.Profiler.ProfileRendererScope!("SetVariables");
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entry.Material.SetVariable("ViewProjection", _sceneConstants.ViewProjection);
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entry.Material.SetVariable("Transform", entry.Transform);
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}
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entry.Material.Bind(_context);
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entry.Mesh.Bind();
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RenderCommand.DrawIndexed(entry.Mesh);
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}
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}
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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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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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RenderCommand.UnbindTextures();
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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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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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RenderCommand.UnbindTextures();
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}
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// TODO: Draw lights to camera target
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// }
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