LNXSDK/leenkx/Sources/leenkx/renderpath/RenderPathForward.hx

748 lines
18 KiB
Haxe

package leenkx.renderpath;
import iron.RenderPath;
import iron.Scene;
import iron.object.Clipmap;
class RenderPathForward {
#if (rp_renderer == "Forward")
static var path: RenderPath;
#if (rp_voxels != "Off")
static var res_pre_clear = true;
#end
#if rp_bloom
static var bloomDownsampler: Downsampler;
static var bloomUpsampler: Upsampler;
#end
public static function setTargetMeshes() {
#if rp_render_to_texture
{
path.setTarget("lbuffer0", [
#if (rp_ssr || rp_ssrefr) "lbuffer1", #end
#if (rp_ssrefr || lnx_voxelgi_refract) "gbuffer_refraction" #end]
);
}
#else
{
path.setTarget("");
}
#end
}
public static function drawMeshes() {
path.drawMeshes("mesh");
#if (rp_background == "World")
{
if (Scene.active.raw.world_ref != null) {
RenderPathCreator.setTargetMeshes();
path.drawSkydome("shader_datas/World_" + Scene.active.raw.world_ref + "/World_" + Scene.active.raw.world_ref);
}
}
#end
#if rp_blending
{
RenderPathCreator.setTargetMeshes();
path.drawMeshes("blend");
}
#end
#if (rp_translucency && !rp_ssrefr)
{
RenderPathCreator.setTargetMeshes();
Inc.drawTranslucency("lbuffer0");
}
#end
}
public static function applyConfig() {
Inc.applyConfig();
}
public static function init(_path: RenderPath) {
path = _path;
#if kha_metal
{
path.loadShader("shader_datas/clear_color_depth_pass/clear_color_depth_pass");
path.loadShader("shader_datas/clear_color_pass/clear_color_pass");
path.loadShader("shader_datas/clear_depth_pass/clear_depth_pass");
path.clearShader = "shader_datas/clear_color_depth_pass/clear_color_depth_pass";
}
#end
#if rp_depth_texture
{
var t = new RenderTargetRaw();
t.name = "depthtex";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R32";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
#end
#if (rp_render_to_texture)
{
path.createDepthBuffer("main", "DEPTH24");
var t = new RenderTargetRaw();
t.name = "lbuffer0";
t.width = 0;
t.height = 0;
t.format = Inc.getHdrFormat();
t.displayp = Inc.getDisplayp();
t.scale = Inc.getSuperSampling();
t.depth_buffer = "main";
path.createRenderTarget(t);
#if (rp_ssr || rp_ssrefr)
{
var t = new RenderTargetRaw();
t.name = "lbuffer1";
t.width = 0;
t.height = 0;
t.format = Inc.getHdrFormat();
t.displayp = Inc.getDisplayp();
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
#end
#if (rp_ssrefr || lnx_voxelgi_refract)
{
var t = new RenderTargetRaw();
t.name = "gbuffer_refraction";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "RGBA64";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
#end
#if rp_ssrefr
{
path.loadShader("shader_datas/ssrefr_pass/ssrefr_pass");
path.loadShader("shader_datas/copy_pass/copy_pass");
// holds background depth
var t = new RenderTargetRaw();
t.name = "gbufferD1";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R32";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
var t = new RenderTargetRaw();
t.name = "refr";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "RGBA64";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
#end
#if rp_compositornodes
{
path.loadShader("shader_datas/compositor_pass/compositor_pass");
}
#else
{
path.loadShader("shader_datas/copy_pass/copy_pass");
}
#end
#if ((rp_supersampling == 4) || (rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_depth_texture))
{
var t = new RenderTargetRaw();
t.name = "buf";
t.width = 0;
t.height = 0;
t.format = "RGBA32";
t.displayp = Inc.getDisplayp();
t.scale = Inc.getSuperSampling();
t.depth_buffer = "main";
path.createRenderTarget(t);
}
#end
#if (rp_supersampling == 4)
{
path.loadShader("shader_datas/supersample_resolve/supersample_resolve");
}
#end
}
#end
#if (rp_translucency && !rp_ssrefr)
{
Inc.initTranslucency();
}
#end
#if (rp_voxels != "Off")
{
Inc.initGI("voxels");
Inc.initGI("voxelsOut");
Inc.initGI("voxelsOutB");
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
Inc.initGI("voxelsSDF");
Inc.initGI("voxelsSDFtmp");
#end
#if (rp_voxels == "Voxel GI")
Inc.initGI("voxelsLight");
Inc.initGI("voxels_diffuse");
Inc.initGI("voxels_specular");
#else
Inc.initGI("voxels_ao");
#end
iron.RenderPath.clipmaps = new Array<Clipmap>();
for (i in 0...Main.voxelgiClipmapCount) {
var clipmap = new iron.object.Clipmap();
clipmap.voxelSize = Main.voxelgiVoxelSize * Math.pow(2.0, i);
clipmap.extents = new iron.math.Vec3(0.0);
clipmap.center = new iron.math.Vec3(0.0);
clipmap.offset_prev = new iron.math.Vec3(0.0);
iron.RenderPath.clipmaps.push(clipmap);
}
}
#end
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_ssr && !rp_ssr_half) || (rp_water) || (rp_depth_texture))
{
var t = new RenderTargetRaw();
t.name = "bufa";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "RGBA32";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
var t = new RenderTargetRaw();
t.name = "bufb";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "RGBA32";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
#end
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
path.loadShader("shader_datas/smaa_edge_detect/smaa_edge_detect");
path.loadShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
path.loadShader("shader_datas/smaa_neighborhood_blend/smaa_neighborhood_blend");
#if (rp_antialiasing == "TAA")
{
path.loadShader("shader_datas/taa_pass/taa_pass");
}
#end
#end
#if rp_volumetriclight
{
path.loadShader("shader_datas/volumetric_light/volumetric_light");
path.loadShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
path.loadShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
var t = new RenderTargetRaw();
t.name = "singlea";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R8";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
var t = new RenderTargetRaw();
t.name = "singleb";
t.width = 0;
t.height = 0;
t.displayp = Inc.getDisplayp();
t.format = "R8";
t.scale = Inc.getSuperSampling();
path.createRenderTarget(t);
}
#end
#if rp_water
{
path.loadShader("shader_datas/water_pass/water_pass");
path.loadShader("shader_datas/copy_pass/copy_pass");
}
#end
#if rp_depth_texture
{
path.loadShader("shader_datas/copy_pass/copy_pass");
}
#end
#if rp_bloom
{
bloomDownsampler = Downsampler.create(path, "shader_datas/bloom_pass/downsample_pass", "bloom");
bloomUpsampler = Upsampler.create(path, "shader_datas/bloom_pass/upsample_pass", bloomDownsampler.getMipmaps());
}
#end
#if (rp_ssr_half || rp_ssgi_half || (rp_voxels != "Off"))
{
path.loadShader("shader_datas/downsample_depth/downsample_depth");
var t = new RenderTargetRaw();
t.name = "half";
t.width = 0;
t.height = 0;
t.scale = Inc.getSuperSampling() * 0.5;
t.format = "R32"; // R16
path.createRenderTarget(t);
}
#end
#if rp_ssr
{
path.loadShader("shader_datas/ssr_pass/ssr_pass");
path.loadShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_x");
path.loadShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_y3_blend");
#if rp_ssr_half
{
var t = new RenderTargetRaw();
t.name = "ssra";
t.width = 0;
t.height = 0;
t.scale = Inc.getSuperSampling() * 0.5;
t.format = Inc.getHdrFormat();
path.createRenderTarget(t);
var t = new RenderTargetRaw();
t.name = "ssrb";
t.width = 0;
t.height = 0;
t.scale = Inc.getSuperSampling() * 0.5;
t.format = Inc.getHdrFormat();
path.createRenderTarget(t);
}
#end
}
#end
#if rp_chromatic_aberration
{
path.loadShader("shader_datas/chromatic_aberration_pass/chromatic_aberration_pass");
path.loadShader("shader_datas/copy_pass/copy_pass");
}
#end
}
public static function commands() {
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.drawShadowMapAtlas();
#else
Inc.drawShadowMap();
#end
}
#end
// Voxels
#if (rp_voxels != 'Off')
if (leenkx.data.Config.raw.rp_gi != false)
{
var path = RenderPath.active;
Inc.computeVoxelsBegin();
if (iron.RenderPath.pre_clear == true)
{
#if (rp_voxels == "Voxel GI")
path.clearImage("voxelsLight", 0x00000000);
#end
path.clearImage("voxels", 0x00000000);
path.clearImage("voxelsOut", 0x00000000);
path.clearImage("voxelsOutB", 0x00000000);
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
path.clearImage("voxelsSDF", 0x00000000);
path.clearImage("voxelsSDFtmp", 0x00000000);
#end
iron.RenderPath.pre_clear = false;
}
else
{
#if (rp_voxels == "Voxel GI")
path.clearImage("voxelsLight", 0x00000000);
#end
path.clearImage("voxels", 0x00000000);
Inc.computeVoxelsOffsetPrev();
}
path.setTarget("");
var res = iron.RenderPath.getVoxelRes();
path.setViewport(res, res);
path.bindTarget("voxels", "voxels");
path.drawMeshes("voxel");
#if (rp_voxels == "Voxel GI")
Inc.computeVoxelsLight();
#end
Inc.computeVoxelsTemporal();
#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
Inc.computeVoxelsSDF();
#end
if (iron.RenderPath.res_pre_clear == true)
{
iron.RenderPath.res_pre_clear = false;
#if (rp_voxels == "Voxel GI")
path.clearImage("voxels_diffuse", 0x00000000);
path.clearImage("voxels_specular", 0x00000000);
#else
path.clearImage("voxels_ao", 0x00000000);
#end
}
}
#end
RenderPathCreator.setTargetMeshes();
#if (rp_background == "Clear")
{
path.clearTarget(-1, 1.0);
}
#else
{
path.clearTarget(null, 1.0);
}
#end
#if (rp_ssrefr || lnx_voxelgi_refract)
{
path.setTarget("gbuffer_refraction"); // Only clear gbuffer0
path.clearTarget(0xff000000);
}
#end
#if rp_depthprepass
{
path.drawMeshes("depth");
}
#end
#if rp_ssrefr
{
path.setTarget("gbuffer_refraction");
path.clearTarget(0xffffff00);
}
#end
RenderPathCreator.setTargetMeshes();
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
}
#end
#if (rp_voxels != "Off")
if (leenkx.data.Config.raw.rp_gi != false)
{
#if (rp_voxels == "Voxel AO")
Inc.resolveAO();
path.bindTarget("voxels_ao", "voxels_ao");
#else
Inc.resolveDiffuse();
Inc.resolveSpecular();
path.bindTarget("voxels_diffuse", "voxels_diffuse");
path.bindTarget("voxels_specular", "voxels_specular");
#end
#if lnx_voxelgi_shadows
path.bindTarget("voxelsOut", "voxels");
path.bindTarget("voxelsSDF", "voxelsSDF");
#end
}
#end
#if rp_stereo
{
path.drawStereo(drawMeshes);
}
#else
{
RenderPathCreator.drawMeshes();
}
#end
#if (rp_render_to_texture || rp_voxels != "Off")
{
#if (rp_ssr_half || rp_ssgi_half || rp_voxels != "Off")
path.setTarget("half");
path.bindTarget("_main", "texdepth");
path.drawShader("shader_datas/downsample_depth/downsample_depth");
#end
#if rp_ssrefr
{
if (leenkx.data.Config.raw.rp_ssrefr != false)
{
//save depth
path.setTarget("gbufferD1");
path.bindTarget("_main", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
//save background color
path.setTarget("refr");
path.bindTarget("lbuffer0", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("lbuffer0", ["lbuffer1", "gbuffer_refraction"]);
#if rp_shadowmap
{
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
}
#end
#if (rp_voxels != "Off")
path.bindTarget("voxelsOut", "voxels");
path.bindTarget("voxelsSDF", "voxelsSDF");
#end
path.drawMeshes("refraction");
path.setTarget("lbuffer0");
path.bindTarget("lbuffer0", "tex");
path.bindTarget("refr", "tex1");
path.bindTarget("_main", "gbufferD");
path.bindTarget("gbufferD1", "gbufferD1");
path.bindTarget("lbuffer1", "gbuffer0");
path.bindTarget("gbuffer_refraction", "gbuffer_refraction");
path.drawShader("shader_datas/ssrefr_pass/ssrefr_pass");
}
}
#end
#if rp_ssr
{
if (leenkx.data.Config.raw.rp_ssr != false) {
#if rp_ssr_half
var targeta = "ssra";
var targetb = "ssrb";
#else
var targeta = "bufa";
var targetb = "bufb";
#end
path.setTarget(targeta);
path.bindTarget("lbuffer0", "tex");
#if rp_ssr_half
path.bindTarget("half", "gbufferD");
#else
path.bindTarget("_main", "gbufferD");
#end
path.bindTarget("lbuffer1", "gbuffer0");
path.bindTarget("lbuffer0", "gbuffer1");
path.drawShader("shader_datas/ssr_pass/ssr_pass");
path.setTarget(targetb);
path.bindTarget(targeta, "tex");
path.bindTarget("lbuffer1", "gbuffer0");
path.drawShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_x");
path.setTarget("lbuffer0");
path.bindTarget(targetb, "tex");
path.bindTarget("lbuffer1", "gbuffer0");
path.drawShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_y3_blend");
}
}
#end
#if rp_bloom
{
inline Inc.drawBloom("lbuffer0", bloomDownsampler, bloomUpsampler);
}
#end
#if rp_volumetriclight
{
path.setTarget("singlea");
path.bindTarget("_main", "gbufferD");
#if lnx_shadowmap_atlas
Inc.bindShadowMapAtlas();
#else
Inc.bindShadowMap();
#end
path.drawShader("shader_datas/volumetric_light/volumetric_light");
path.setTarget("singleb");
path.bindTarget("singlea", "tex");
path.drawShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
path.setTarget("lbuffer0");
path.bindTarget("singleb", "tex");
path.drawShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
}
#end
#if rp_water
{
path.setDepthFrom("lbuffer0", "bufa"); // Unbind depth so we can read it
path.depthToRenderTarget.set("main", path.renderTargets.get("buf"));
path.setTarget("bufa");
path.bindTarget("lbuffer0", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("lbuffer0");
path.bindTarget("_main", "gbufferD");
path.bindTarget("bufa", "tex");
path.drawShader("shader_datas/water_pass/water_pass");
path.setDepthFrom("lbuffer0", "buf"); // Re-bind depth
path.depthToRenderTarget.set("main", path.renderTargets.get("lbuffer0"));
}
#end
#if rp_chromatic_aberration
{
path.setTarget("bufa");
path.bindTarget("lbuffer0", "tex");
path.drawShader("shader_datas/chromatic_aberration_pass/chromatic_aberration_pass");
path.setTarget("lbuffer0");
path.bindTarget("bufa", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
}
#end
#if (rp_supersampling == 4)
var framebuffer = "buf";
#else
var framebuffer = "";
#end
#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA"))
{
RenderPathCreator.finalTarget = path.currentTarget;
path.setTarget(framebuffer);
}
#else
{
path.setTarget("buf");
RenderPathCreator.finalTarget = path.currentTarget;
}
#end
#if rp_compositordepth
{
path.bindTarget("_main", "gbufferD");
}
#end
#if rp_compositornodes
{
path.bindTarget("lbuffer0", "tex");
path.drawShader("shader_datas/compositor_pass/compositor_pass");
}
#else
{
path.bindTarget("lbuffer0", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
}
#end
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
{
path.setTarget("bufa");
path.clearTarget(0x00000000);
path.bindTarget("buf", "colorTex");
path.drawShader("shader_datas/smaa_edge_detect/smaa_edge_detect");
path.setTarget("bufb");
path.clearTarget(0x00000000);
path.bindTarget("bufa", "edgesTex");
path.drawShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
path.setTarget(framebuffer);
path.bindTarget("buf", "colorTex");
path.bindTarget("bufb", "blendTex");
path.drawShader("shader_datas/smaa_neighborhood_blend/smaa_neighborhood_blend");
}
#end
#if (rp_supersampling == 4)
{
var finalTarget = "";
path.setTarget(finalTarget);
path.bindTarget(framebuffer, "tex");
path.drawShader("shader_datas/supersample_resolve/supersample_resolve");
}
#end
}
#end
#if rp_overlays
{
path.clearTarget(null, 1.0);
path.drawMeshes("overlay");
}
#end
}
public static function setupDepthTexture() {
// When render to texture is off, lbuffer0 does not exist, so for
// now do nothing then and pass an empty uniform to the shader
#if rp_render_to_texture
#if (!kha_opengl)
path.setDepthFrom("lbuffer0", "bufa"); // Unbind depth so we can read it
path.depthToRenderTarget.set("main", path.renderTargets.get("buf"));
#end
// Copy the depth buffer to the depth texture
path.setTarget("depthtex");
path.bindTarget("_main", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
#if (!kha_opengl)
path.setDepthFrom("lbuffer0", "buf"); // Re-bind depth
path.depthToRenderTarget.set("main", path.renderTargets.get("lbuffer0"));
#end
#end // rp_render_to_texture
setTargetMeshes();
path.bindTarget("depthtex", "depthtex");
}
#end
}