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(); 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_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 }