LNXSDK/leenkx/Sources/iron/RenderPath.hx
2025-01-22 16:18:30 +01:00

888 lines
25 KiB
Haxe

package iron;
import kha.Image;
import kha.Color;
import kha.Scheduler;
import kha.graphics4.Graphics;
import kha.graphics4.CubeMap;
import kha.graphics4.DepthStencilFormat;
import kha.graphics4.TextureFormat;
import iron.system.Time;
import iron.data.SceneFormat;
import iron.data.MaterialData;
import iron.data.ShaderData;
import iron.data.ConstData;
import iron.data.Data;
import iron.object.Object;
import iron.object.LightObject;
import iron.object.MeshObject;
import iron.object.Uniforms;
import iron.object.Clipmap;
class RenderPath {
public static var active: RenderPath;
public var frameScissor = false;
public var frameScissorX = 0;
public var frameScissorY = 0;
public var frameScissorW = 0;
public var frameScissorH = 0;
public var frameTime = 0.0;
public var frame = 0;
public var currentTarget: RenderTarget = null;
public var currentFace: Int;
public var light: LightObject = null;
public var sun: LightObject = null;
public var point: LightObject = null;
#if rp_probes
public var currentProbeIndex = 0;
#end
public var isProbePlanar = false;
public var isProbeCube = false;
public var isProbe = false;
public var currentG: Graphics = null;
public var frameG: Graphics;
public var drawOrder = DrawOrder.Distance;
public var paused = false;
public var ready(get, null): Bool;
function get_ready(): Bool { return loading == 0; }
public var commands: Void->Void = null;
public var setupDepthTexture: Void->Void = null;
public var renderTargets: Map<String, RenderTarget> = new Map();
public var depthToRenderTarget: Map<String, RenderTarget> = new Map();
public var currentW: Int;
public var currentH: Int;
public var currentD: Int;
var lastW = 0;
var lastH = 0;
var bindParams: Array<String>;
var meshesSorted: Bool;
var scissorSet = false;
var viewportScaled = false;
var lastFrameTime = 0.0;
var loading = 0;
var cachedShaderContexts: Map<String, CachedShaderContext> = new Map();
var depthBuffers: Array<{name: String, format: String}> = [];
var additionalTargets: Array<kha.Canvas>;
#if (rp_voxels != "Off")
public static var pre_clear = true;
public static var res_pre_clear = true;
public static var clipmapLevel = 0;
public static var clipmaps:Array<Clipmap>;
public static inline function getVoxelRes(): Int {
#if (rp_voxelgi_resolution == 512)
return 512;
#elseif (rp_voxelgi_resolution == 256)
return 256;
#elseif (rp_voxelgi_resolution == 128)
return 128;
#elseif (rp_voxelgi_resolution == 64)
return 64;
#elseif (rp_voxelgi_resolution == 32)
return 32;
#elseif (rp_voxelgi_resolution == 16)
return 16;
#else
return 0;
#end
}
public static inline function getVoxelResZ(): Float {
#if (rp_voxelgi_resolution_z == 1.0)
return 1.0;
#elseif (rp_voxelgi_resolution_z == 0.5)
return 0.5;
#elseif (rp_voxelgi_resolution_z == 0.25)
return 0.25;
#elseif (rp_voxelgi_resolution_z == 0.125)
return 0.125;
#else
return 0.0;
#end
}
#end
#if lnx_debug
public static var drawCalls = 0;
public static var batchBuckets = 0;
public static var batchCalls = 0;
public static var culled = 0;
public static var numTrisMesh = 0;
public static var numTrisShadow = 0;
#end
public static function setActive(renderPath: RenderPath) {
active = renderPath;
}
public function new() {}
public function renderFrame(g: Graphics) {
if (!ready || paused || iron.App.w() == 0 || iron.App.h() == 0) return;
if (lastW > 0 && (lastW != iron.App.w() || lastH != iron.App.h())) resize();
lastW = iron.App.w();
lastH = iron.App.h();
frameTime = Time.time() - lastFrameTime;
lastFrameTime = Time.time();
#if lnx_debug
drawCalls = 0;
batchBuckets = 0;
batchCalls = 0;
culled = 0;
numTrisMesh = 0;
numTrisShadow = 0;
#end
#if (rp_voxels != "Off")
clipmapLevel = (clipmapLevel + 1) % Main.voxelgiClipmapCount;
var clipmap = clipmaps[clipmapLevel];
clipmap.voxelSize = clipmaps[0].voxelSize * Math.pow(2.0, clipmapLevel);
var texelSize = 2.0 * clipmap.voxelSize;
var camera = iron.Scene.active.camera;
var center = new iron.math.Vec3(
Math.floor(camera.transform.worldx() / texelSize) * texelSize,
Math.floor(camera.transform.worldy() / texelSize) * texelSize,
Math.floor(camera.transform.worldz() / texelSize) * texelSize
);
clipmap.offset_prev.x = Std.int((clipmap.center.x - center.x) / texelSize);
clipmap.offset_prev.y = Std.int((clipmap.center.y - center.y) / texelSize);
clipmap.offset_prev.z = Std.int((clipmap.center.z - center.z) / texelSize);
clipmap.center = center;
var res = getVoxelRes();
var resZ = getVoxelResZ();
var extents = new iron.math.Vec3(clipmap.voxelSize * res, clipmap.voxelSize * res, clipmap.voxelSize * resZ);
if (clipmap.extents.x != extents.x || clipmap.extents.y != extents.y || clipmap.extents.z != extents.z)
{
pre_clear = true;
}
clipmap.extents = extents;
#end
// Render to screen or probe
var cam = Scene.active.camera;
isProbePlanar = cam != null && cam.renderTarget != null;
isProbeCube = cam != null && cam.renderTargetCube != null;
isProbe = isProbePlanar || isProbeCube;
if (isProbePlanar) frameG = cam.renderTarget.g4;
else if (isProbeCube) frameG = cam.renderTargetCube.g4;
else frameG = g;
currentW = iron.App.w();
currentH = iron.App.h();
currentD = 1;
currentFace = -1;
meshesSorted = false;
for (l in Scene.active.lights) {
if (l.visible) l.buildMatrix(Scene.active.camera);
if (l.data.raw.type == "sun") sun = l;
else point = l;
}
light = Scene.active.lights[0];
commands();
if (!isProbe) frame++;
}
public function setTarget(target: String, additional: Array<String> = null, viewportScale = 1.0) {
if (target == "") { // Framebuffer
currentD = 1;
currentTarget = null;
currentFace = -1;
if (isProbeCube) {
currentW = Scene.active.camera.renderTargetCube.width;
currentH = Scene.active.camera.renderTargetCube.height;
begin(frameG, Scene.active.camera.currentFace);
}
else { // Screen, planar probe
currentW = iron.App.w();
currentH = iron.App.h();
if (frameScissor) setFrameScissor();
begin(frameG);
if (!isProbe) {
setCurrentViewport(iron.App.w(), iron.App.h());
setCurrentScissor(iron.App.w(), iron.App.h());
}
}
}
else { // Render target
var rt = renderTargets.get(target);
currentTarget = rt;
var additionalImages: Array<kha.Canvas> = null;
if (additional != null) {
additionalImages = [];
for (s in additional) {
var t = renderTargets.get(s);
additionalImages.push(t.image);
}
}
var targetG = rt.isCubeMap ? rt.cubeMap.g4 : rt.image.g4;
currentW = rt.isCubeMap ? rt.cubeMap.width : rt.image.width;
currentH = rt.isCubeMap ? rt.cubeMap.height : rt.image.height;
if (rt.is3D) currentD = rt.image.depth;
begin(targetG, additionalImages, currentFace);
}
if (viewportScale != 1.0) {
viewportScaled = true;
var viewW = Std.int(currentW * viewportScale);
var viewH = Std.int(currentH * viewportScale);
currentG.viewport(0, viewH, viewW, viewH);
currentG.scissor(0, viewH, viewW, viewH);
}
else if (viewportScaled) { // Reset viewport
viewportScaled = false;
setCurrentViewport(currentW, currentH);
setCurrentScissor(currentW, currentH);
}
bindParams = null;
}
public function setDepthFrom(target: String, from: String) {
var rt = renderTargets.get(target);
rt.image.setDepthStencilFrom(renderTargets.get(from).image);
}
inline function begin(g: Graphics, additionalRenderTargets: Array<kha.Canvas> = null, face = -1) {
if (currentG != null) end();
currentG = g;
additionalTargets = additionalRenderTargets;
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
}
inline function end() {
if (scissorSet) {
currentG.disableScissor();
scissorSet = false;
}
currentG.end();
currentG = null;
bindParams = null;
}
public function setCurrentViewportWithOffset(viewW:Int, viewH:Int, offsetX: Int, offsetY: Int) {
currentG.viewport(iron.App.x() + offsetX, currentH - viewH + iron.App.y() - offsetY, viewW, viewH);
}
public function setCurrentViewport(viewW: Int, viewH: Int) {
currentG.viewport(iron.App.x(), currentH - (viewH - iron.App.y()), viewW, viewH);
}
public function setCurrentScissor(viewW: Int, viewH: Int) {
currentG.scissor(iron.App.x(), currentH - (viewH - iron.App.y()), viewW, viewH);
scissorSet = true;
}
public function setFrameScissor() {
frameG.scissor(frameScissorX, currentH - (frameScissorH - frameScissorY), frameScissorW, frameScissorH);
}
public function setViewport(viewW: Int, viewH: Int) {
setCurrentViewport(viewW, viewH);
setCurrentScissor(viewW, viewH);
}
public function clearTarget(colorFlag: Null<Int> = null, depthFlag: Null<Float> = null) {
if (colorFlag == -1) { // -1 == 0xffffffff
if (Scene.active.world != null) {
colorFlag = Scene.active.world.raw.background_color;
}
else if (Scene.active.camera != null) {
var cc = Scene.active.camera.data.raw.clear_color;
if (cc != null) colorFlag = kha.Color.fromFloats(cc[0], cc[1], cc[2]);
}
}
currentG.clear(colorFlag, depthFlag, null);
}
public function clearImage(target: String, color: Int) {
var rt = renderTargets.get(target);
rt.image.clear(0, 0, 0, rt.image.width, rt.image.height, rt.image.depth, color);
}
public function generateMipmaps(target: String) {
var rt = renderTargets.get(target);
rt.image.generateMipmaps(1000);
}
static inline function boolToInt(b: Bool): Int {
return b ? 1 : 0;
}
public static function sortMeshesDistance(meshes: Array<MeshObject>) {
meshes.sort(function(a, b): Int {
#if rp_depth_texture
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
if (depthDiff != 0) return depthDiff;
#end
return a.cameraDistance >= b.cameraDistance ? 1 : -1;
});
}
public static function sortMeshesShader(meshes: Array<MeshObject>) {
meshes.sort(function(a, b): Int {
#if rp_depth_texture
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
if (depthDiff != 0) return depthDiff;
#end
return a.materials[0].name >= b.materials[0].name ? 1 : -1;
});
}
public function drawMeshes(context: String) {
var isShadows = context == "shadowmap";
if (isShadows) {
// Disabled shadow casting for this light
if (light == null || !light.data.raw.cast_shadow || !light.visible || light.data.raw.strength == 0) return;
}
// Single face attached
if (currentFace >= 0 && light != null) light.setCubeFace(currentFace, Scene.active.camera);
var drawn = false;
#if lnx_csm
if (isShadows && light.data.raw.type == "sun") {
var step = currentH; // Atlas with tiles on x axis
for (i in 0...LightObject.cascadeCount) {
light.setCascade(Scene.active.camera, i);
currentG.viewport(i * step, 0, step, step);
submitDraw(context);
}
drawn = true;
}
#end
#if lnx_clusters
if (context == "mesh") LightObject.updateClusters(Scene.active.camera);
#end
if (!drawn) submitDraw(context);
#if lnx_debug
// Callbacks to specific context
if (contextEvents != null) {
var ar = contextEvents.get(context);
if (ar != null) for (i in 0...ar.length) ar[i](currentG, i, ar.length);
}
#end
end();
}
@:access(iron.object.MeshObject)
function submitDraw(context: String) {
var camera = Scene.active.camera;
var meshes = Scene.active.meshes;
MeshObject.lastPipeline = null;
if (!meshesSorted && camera != null) { // Order max once per frame for now
var camX = camera.transform.worldx();
var camY = camera.transform.worldy();
var camZ = camera.transform.worldz();
for (mesh in meshes) {
mesh.computeCameraDistance(camX, camY, camZ);
mesh.computeDepthRead();
}
#if lnx_batch
sortMeshesDistance(Scene.active.meshBatch.nonBatched);
#else
drawOrder == DrawOrder.Shader ? sortMeshesShader(meshes) : sortMeshesDistance(meshes);
#end
meshesSorted = true;
}
#if lnx_batch
Scene.active.meshBatch.render(currentG, context, bindParams);
#else
inline meshRenderLoop(currentG, context, bindParams, meshes);
#end
}
static inline function meshRenderLoop(g: Graphics, context: String, _bindParams: Array<String>, _meshes: Array<MeshObject>) {
var isReadingDepth = false;
for (m in _meshes) {
#if rp_depth_texture
// First mesh that reads depth
if (!isReadingDepth && m.depthRead) {
if (context == "mesh") {
// Copy the depth buffer so that we can read from it while writing
active.setupDepthTexture();
}
#if rp_depthprepass
else if (context == "depth") {
// Don't render in depth prepass
break;
}
#end
isReadingDepth = true;
}
#end
m.render(g, context, _bindParams);
}
}
#if lnx_debug
static var contextEvents: Map<String, Array<Graphics->Int->Int->Void>> = null;
public static function notifyOnContext(name: String, onContext: Graphics->Int->Int->Void) {
if (contextEvents == null) contextEvents = new Map();
var ar = contextEvents.get(name);
if (ar == null) {
ar = [];
contextEvents.set(name, ar);
}
ar.push(onContext);
}
#end
#if rp_decals
public function drawDecals(context: String) {
if (ConstData.boxVB == null) ConstData.createBoxData();
for (decal in Scene.active.decals) {
decal.render(currentG, context, bindParams);
}
end();
}
#end
public function drawSkydome(handle: String) {
if (ConstData.skydomeVB == null) ConstData.createSkydomeData();
var cc: CachedShaderContext = cachedShaderContexts.get(handle);
if (cc.context == null) return; // World data not specified
currentG.setPipeline(cc.context.pipeState);
Uniforms.setContextConstants(currentG, cc.context, bindParams);
Uniforms.setObjectConstants(currentG, cc.context, null); // External hosek
#if lnx_deinterleaved
currentG.setVertexBuffers(ConstData.skydomeVB);
#else
currentG.setVertexBuffer(ConstData.skydomeVB);
#end
currentG.setIndexBuffer(ConstData.skydomeIB);
currentG.drawIndexedVertices();
end();
}
#if rp_probes
public function drawVolume(object: Object, handle: String) {
if (ConstData.boxVB == null) ConstData.createBoxData();
var cc: CachedShaderContext = cachedShaderContexts.get(handle);
currentG.setPipeline(cc.context.pipeState);
Uniforms.setContextConstants(currentG, cc.context, bindParams);
Uniforms.setObjectConstants(currentG, cc.context, object);
currentG.setVertexBuffer(ConstData.boxVB);
currentG.setIndexBuffer(ConstData.boxIB);
currentG.drawIndexedVertices();
end();
}
#end
public function bindTarget(target: String, uniform: String) {
if (bindParams != null) {
bindParams.push(target);
bindParams.push(uniform);
}
else bindParams = [target, uniform];
}
// Full-screen triangle
public function drawShader(handle: String) {
// file/data_name/context
var cc: CachedShaderContext = cachedShaderContexts.get(handle);
if (ConstData.screenAlignedVB == null) ConstData.createScreenAlignedData();
currentG.setPipeline(cc.context.pipeState);
Uniforms.setContextConstants(currentG, cc.context, bindParams);
Uniforms.setObjectConstants(currentG, cc.context, null);
currentG.setVertexBuffer(ConstData.screenAlignedVB);
currentG.setIndexBuffer(ConstData.screenAlignedIB);
currentG.drawIndexedVertices();
end();
}
public function getComputeShader(handle: String): kha.compute.Shader {
return Reflect.field(kha.Shaders, handle + "_comp");
}
#if (kha_krom && lnx_vr)
public function drawStereo(drawMeshes: Int->Void) {
for (eye in 0...2) {
Krom.vrBeginRender(eye);
drawMeshes(eye);
Krom.vrEndRender(eye);
}
}
#end
public function loadShader(handle: String) {
loading++;
var cc: CachedShaderContext = cachedShaderContexts.get(handle);
if (cc != null) {
loading--;
return;
}
cc = new CachedShaderContext();
cachedShaderContexts.set(handle, cc);
// file/data_name/context
var shaderPath = handle.split("/");
#if lnx_json
shaderPath[0] += ".json";
#end
Data.getShader(shaderPath[0], shaderPath[1], function(res: ShaderData) {
cc.context = res.getContext(shaderPath[2]);
loading--;
});
}
public function unloadShader(handle: String) {
cachedShaderContexts.remove(handle);
// file/data_name/context
var shaderPath = handle.split("/");
// Todo: Handle context overrides (see Data.getShader())
Data.cachedShaders.remove(shaderPath[1]);
}
public function unload() {
for (rt in renderTargets) rt.unload();
}
public function resize() {
if (kha.System.windowWidth() == 0 || kha.System.windowHeight() == 0) return;
// Make sure depth buffer is attached to single target only and gets released once
for (rt in renderTargets) {
if (rt == null ||
rt.raw.width > 0 ||
rt.depthStencilFrom == "" ||
rt == depthToRenderTarget.get(rt.depthStencilFrom)) {
continue;
}
var nodepth: RenderTarget = null;
for (rt2 in renderTargets) {
if (rt2 == null ||
rt2.raw.width > 0 ||
rt2.depthStencilFrom != "" ||
depthToRenderTarget.get(rt2.raw.depth_buffer) != null ||
rt2.raw.is_image == true) {
continue;
}
nodepth = rt2;
break;
}
if (nodepth != null) {
rt.image.setDepthStencilFrom(nodepth.image);
}
}
// Resize textures
for (rt in renderTargets) {
if (rt != null && rt.raw.width == 0) {
App.notifyOnInit(rt.image.unload);
rt.image = createImage(rt.raw, rt.depthStencil);
}
}
// Attach depth buffers
for (rt in renderTargets) {
if (rt != null && rt.depthStencilFrom != "") {
rt.image.setDepthStencilFrom(depthToRenderTarget.get(rt.depthStencilFrom).image);
}
}
#if (rp_voxels != "Off")
res_pre_clear = true;
#end
}
public function createRenderTarget(t: RenderTargetRaw): RenderTarget {
var rt = createTarget(t);
renderTargets.set(t.name, rt);
return rt;
}
public function createDepthBuffer(name: String, format: String = null) {
depthBuffers.push({ name: name, format: format });
}
function createTarget(t: RenderTargetRaw): RenderTarget {
var rt = new RenderTarget(t);
// With depth buffer
if (t.depth_buffer != null) {
rt.hasDepth = true;
var depthTarget = depthToRenderTarget.get(t.depth_buffer);
if (depthTarget == null) { // Create new one
for (db in depthBuffers) {
if (db.name == t.depth_buffer) {
depthToRenderTarget.set(db.name, rt);
rt.depthStencil = getDepthStencilFormat(db.format);
rt.image = createImage(t, rt.depthStencil);
break;
}
}
}
else { // Reuse
rt.depthStencil = DepthStencilFormat.NoDepthAndStencil;
rt.depthStencilFrom = t.depth_buffer;
rt.image = createImage(t, rt.depthStencil);
rt.image.setDepthStencilFrom(depthTarget.image);
}
}
else { // No depth buffer
rt.hasDepth = false;
if (t.depth != null && t.depth > 1) rt.is3D = true;
if (t.is_cubemap) {
rt.isCubeMap = true;
rt.depthStencil = DepthStencilFormat.NoDepthAndStencil;
rt.cubeMap = createCubeMap(t, rt.depthStencil);
}
else {
rt.depthStencil = DepthStencilFormat.NoDepthAndStencil;
rt.image = createImage(t, rt.depthStencil);
}
}
return rt;
}
function createImage(t: RenderTargetRaw, depthStencil: DepthStencilFormat): Image {
var width = t.width == 0 ? iron.App.w() : t.width;
var height = t.height == 0 ? iron.App.h() : t.height;
var depth = t.depth != null ? t.depth : 0;
if (t.displayp != null) { // 1080p/..
if (width > height) {
width = Std.int(width * (t.displayp / height));
height = t.displayp;
}
else {
height = Std.int(height * (t.displayp / width));
width = t.displayp;
}
}
if (t.scale != null) {
width = Std.int(width * t.scale);
height = Std.int(height * t.scale);
depth = Std.int(depth * t.scale);
}
if (width < 1) width = 1;
if (height < 1) height = 1;
if (t.depth != null && t.depth > 1) { // 3D texture
// Image only
var img = Image.create3D(width, height, depth,
t.format != null ? getTextureFormat(t.format) : TextureFormat.RGBA32);
if (t.mipmaps)
img.generateMipmaps(1000); // Allocate mipmaps
return img;
}
else { // 2D texture
if (t.is_image != null && t.is_image) { // Image
var img = Image.create(width, height,
t.format != null ? getTextureFormat(t.format) : TextureFormat.RGBA32);
if (t.mipmaps)
img.generateMipmaps(1000); // Allocate mipmaps
return img;
}
else { // Render target
return Image.createRenderTarget(width, height,
t.format != null ? getTextureFormat(t.format) : TextureFormat.RGBA32,
depthStencil);
}
}
}
function createCubeMap(t: RenderTargetRaw, depthStencil: DepthStencilFormat): CubeMap {
return CubeMap.createRenderTarget(t.width,
t.format != null ? getTextureFormat(t.format) : TextureFormat.RGBA32,
depthStencil);
}
inline function getTextureFormat(s: String): TextureFormat {
switch (s) {
case "RGBA32": return TextureFormat.RGBA32;
case "RGBA64": return TextureFormat.RGBA64;
case "RGBA128": return TextureFormat.RGBA128;
case "DEPTH16": return TextureFormat.DEPTH16;
case "R32": return TextureFormat.A32;
case "R16": return TextureFormat.A16;
case "R8": return TextureFormat.L8;
default: return TextureFormat.RGBA32;
}
}
inline function getDepthStencilFormat(s: String): DepthStencilFormat {
if (s == null || s == "") return DepthStencilFormat.DepthOnly;
switch (s) {
case "DEPTH24": return DepthStencilFormat.DepthOnly;
case "DEPTH16": return DepthStencilFormat.Depth16;
default: return DepthStencilFormat.DepthOnly;
}
}
#if lnx_shadowmap_atlas
// Allow setting a target with manual end() calling, this is to render multiple times to the same image (atlas)
// TODO: allow manual end() calling in existing functions to prevent duplicated code
public function setTargetStream(target:String, additional:Array<String> = null, viewportScale = 1.0) {
if (target == "") { // Framebuffer
currentD = 1;
currentTarget = null;
currentFace = -1;
if (isProbeCube) {
currentW = Scene.active.camera.renderTargetCube.width;
currentH = Scene.active.camera.renderTargetCube.height;
beginStream(frameG, Scene.active.camera.currentFace);
}
else { // Screen, planar probe
currentW = iron.App.w();
currentH = iron.App.h();
if (frameScissor) {
setFrameScissor();
}
beginStream(frameG);
if (!isProbe) {
setCurrentViewport(iron.App.w(), iron.App.h());
setCurrentScissor(iron.App.w(), iron.App.h());
}
}
}
else { // Render target
var rt = renderTargets.get(target);
currentTarget = rt;
var additionalImages:Array<kha.Canvas> = null;
if (additional != null) {
additionalImages = [];
for (s in additional) {
var t = renderTargets.get(s);
additionalImages.push(t.image);
}
}
var targetG = rt.isCubeMap ? rt.cubeMap.g4 : rt.image.g4;
currentW = rt.isCubeMap ? rt.cubeMap.width : rt.image.width;
currentH = rt.isCubeMap ? rt.cubeMap.height : rt.image.height;
if (rt.is3D) {
currentD = rt.image.depth;
}
beginStream(targetG, additionalImages, currentFace);
}
if (viewportScale != 1.0) {
viewportScaled = true;
var viewW = Std.int(currentW * viewportScale);
var viewH = Std.int(currentH * viewportScale);
currentG.viewport(0, viewH, viewW, viewH);
currentG.scissor(0, viewH, viewW, viewH);
}
else if (viewportScaled) { // Reset viewport
viewportScaled = false;
setCurrentViewport(currentW, currentH);
setCurrentScissor(currentW, currentH);
}
bindParams = null;
}
inline function beginStream(g:Graphics, additionalRenderTargets:Array<kha.Canvas> = null, face = -1) {
currentG = g;
additionalTargets = additionalRenderTargets;
face >= 0 ? g.beginFace(face) : g.begin(additionalRenderTargets);
}
public function endStream() {
if (scissorSet) {
currentG.disableScissor();
scissorSet = false;
}
currentG.end();
currentG = null;
bindParams = null;
}
public function drawMeshesStream(context:String) {
// Single face attached
if (currentFace >= 0 && light != null) {
light.setCubeFace(currentFace, Scene.active.camera);
}
#if lnx_clusters
if (context == "mesh") {
LightObject.updateClusters(Scene.active.camera);
}
#end
submitDraw(context);
#if lnx_debug
// Callbacks to specific context
if (contextEvents != null) {
var ar = contextEvents.get(context);
if (ar != null) {
for (i in 0...ar.length) {
ar[i](currentG, i, ar.length);
}
}
}
#end
}
#end // lnx_shadowmap_atlas
}
class RenderTargetRaw {
public var name: String;
public var width: Int;
public var height: Int;
public var format: String = null;
public var scale: Null<Float> = null;
public var displayp: Null<Int> = null; // Set to 1080p/...
public var depth_buffer: String = null; // 2D texture
public var mipmaps: Null<Bool> = null;
public var depth: Null<Int> = null; // 3D texture
public var is_image: Null<Bool> = null; // Image
public var is_cubemap: Null<Bool> = null; // Cubemap
public function new() {}
}
class RenderTarget {
public var raw: RenderTargetRaw;
public var depthStencil: DepthStencilFormat;
public var depthStencilFrom = "";
public var image: Image = null; // RT or image
public var cubeMap: CubeMap = null;
public var hasDepth = false;
public var is3D = false; // sampler2D / sampler3D
public var isCubeMap = false;
public function new(raw: RenderTargetRaw) { this.raw = raw; }
public function unload() {
if (image != null) image.unload();
if (cubeMap != null) cubeMap.unload();
}
}
class CachedShaderContext {
public var context: ShaderContext;
public function new() {}
}
@:enum abstract DrawOrder(Int) from Int {
var Distance = 0; // Early-z
var Shader = 1; // Less state changes
// var Mix = 2; // Distance buckets sorted by shader
}