forked from LeenkxTeam/LNXSDK
Converted rendering engine to reverse-z
This commit is contained in:
@ -234,7 +234,7 @@ class Inc {
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var shadowmap = getShadowMapAtlas(atlas, false);
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path.setTargetStream(shadowmap);
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path.clearTarget(null, 1.0);
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path.clearTarget(null, 0.0);
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for (tile in atlas.activeTiles) {
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if (tile.light == null || !tile.light.visible || tile.light.culledLight
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@ -490,7 +490,7 @@ class Inc {
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for (i in 0...faces) {
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if (faces > 1) path.currentFace = i;
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path.setTarget(shadowmap);
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path.clearTarget(null, 1.0);
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path.clearTarget(null, 0.0);
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if (l.data.raw.cast_shadow) {
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path.drawMeshes("shadowmap");
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}
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@ -1091,8 +1091,8 @@ class Inc {
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var near = camera.data.raw.near_plane;
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var far = camera.data.raw.far_plane;
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var v = new iron.math.Vec2();
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v.x = far / (far - near);
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v.y = (-far * near) / (far - near);
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v.x = 0.0;
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v.y = near;
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kha.compute.Compute.setFloat2(voxel_cc3, v.x, v.y);
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@ -1166,9 +1166,8 @@ class Inc {
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var near = camera.data.raw.near_plane;
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var far = camera.data.raw.far_plane;
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var v = new iron.math.Vec2();
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v.x = far / (far - near);
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v.y = (-far * near) / (far - near);
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v.x = 0.0;
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v.y = near;
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kha.compute.Compute.setFloat2(voxel_cc3, v.x, v.y);
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@ -1244,8 +1243,8 @@ class Inc {
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var near = camera.data.raw.near_plane;
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var far = camera.data.raw.far_plane;
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var v = new iron.math.Vec2();
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v.x = far / (far - near);
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v.y = (-far * near) / (far - near);
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v.x = 0.0;
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v.y = near;
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kha.compute.Compute.setFloat2(voxel_cc4, v.x, v.y);
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@ -159,7 +159,7 @@ class RenderPathDeferred {
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#if rp_depth_texture
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{
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var t = new RenderTargetRaw();
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t.name = "depthtex";
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t.name = "gbufferD";
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t.width = 0;
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t.height = 0;
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t.displayp = Inc.getDisplayp();
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@ -451,11 +451,11 @@ class RenderPathDeferred {
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path.setTarget("gbuffer0"); // Only clear gbuffer0
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#if (rp_background == "Clear")
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{
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path.clearTarget(-1, 1.0);
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path.clearTarget(null, 0.0);
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}
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#else
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{
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path.clearTarget(null, 1.0);
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path.clearTarget(null, 0.0);
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}
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#end
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@ -1017,7 +1017,7 @@ class RenderPathDeferred {
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#if rp_overlays
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{
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path.setTarget(target);
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path.clearTarget(null, 1.0);
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path.clearTarget(null, 0.0);
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path.drawMeshes("overlay");
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}
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#end
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@ -1086,6 +1086,8 @@ class RenderPathDeferred {
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path.setTarget("depthtex");
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path.bindTarget("_main", "tex");
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path.drawShader("shader_datas/copy_pass/copy_pass");
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path.drawShader("shader_datas/deferred_light/deferred_light.frag.glsl");
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path.drawShader("shader_datas/ssr_pass/ssr_pass.frag.glsl");
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#if (!kha_opengl)
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path.setDepthFrom("gbuffer0", "tex"); // Re-bind depth
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@ -428,11 +428,11 @@ class RenderPathForward {
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#if (rp_background == "Clear")
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{
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path.clearTarget(-1, 1.0);
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path.clearTarget(null, 0.0);
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}
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#else
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{
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path.clearTarget(null, 1.0);
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path.clearTarget(null, 0.0);
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}
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#end
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@ -703,7 +703,7 @@ class RenderPathForward {
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#if rp_overlays
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{
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path.clearTarget(null, 1.0);
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path.clearTarget(null, 0.0);
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path.drawMeshes("overlay");
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}
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#end
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