forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			739 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			739 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
package leenkx.renderpath;
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import iron.RenderPath;
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import iron.Scene;
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import iron.object.Clipmap;
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class RenderPathForward {
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	#if (rp_renderer == "Forward")
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	static var path: RenderPath;
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	#if (rp_voxels != "Off")
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	static var res_pre_clear = true;
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	#end
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	#if rp_bloom
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	static var bloomDownsampler: Downsampler;
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	static var bloomUpsampler: Upsampler;
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	#end
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	public static function setTargetMeshes() {
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		#if rp_render_to_texture
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		{
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			path.setTarget("lbuffer0", [
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				#if (rp_ssr || rp_ssrefr) "lbuffer1",  #end
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				#if (rp_ssrefr || lnx_voxelgi_refract) "gbuffer_refraction" #end]
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			);
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		}
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		#else
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		{
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			path.setTarget("");
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		}
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		#end
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	}
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	public static function drawMeshes() {
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		path.drawMeshes("mesh");
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		#if (rp_background == "World")
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		{
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			if (Scene.active.raw.world_ref != null) {
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				RenderPathCreator.setTargetMeshes();
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				path.drawSkydome("shader_datas/World_" + Scene.active.raw.world_ref + "/World_" + Scene.active.raw.world_ref);
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			}
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		}
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		#end
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		#if rp_blending
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		{
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			RenderPathCreator.setTargetMeshes();
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			path.drawMeshes("blend");
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		}
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		#end
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		#if (rp_translucency && !rp_ssrefr)
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		{
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			RenderPathCreator.setTargetMeshes();
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			Inc.drawTranslucency("lbuffer0");
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		}
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		#end
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	}
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	public static function applyConfig() {
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		Inc.applyConfig();
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	}
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	public static function init(_path: RenderPath) {
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		path = _path;
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		#if kha_metal
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		{
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			path.loadShader("shader_datas/clear_color_depth_pass/clear_color_depth_pass");
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			path.loadShader("shader_datas/clear_color_pass/clear_color_pass");
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			path.loadShader("shader_datas/clear_depth_pass/clear_depth_pass");
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			path.clearShader = "shader_datas/clear_color_depth_pass/clear_color_depth_pass";
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		}
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		#end
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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.width = 0;
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			t.height = 0;
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			t.displayp = Inc.getDisplayp();
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			t.format = "R32";
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			t.scale = Inc.getSuperSampling();
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			path.createRenderTarget(t);
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		}
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		#end
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		#if (rp_render_to_texture)
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		{
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			path.createDepthBuffer("main", "DEPTH24");
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			var t = new RenderTargetRaw();
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			t.name = "lbuffer0";
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			t.width = 0;
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			t.height = 0;
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			t.format = Inc.getHdrFormat();
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			t.displayp = Inc.getDisplayp();
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			t.scale = Inc.getSuperSampling();
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			t.depth_buffer = "main";
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			path.createRenderTarget(t);
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			#if (rp_ssr || rp_ssrefr)
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			{
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				var t = new RenderTargetRaw();
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				t.name = "lbuffer1";
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				t.width = 0;
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				t.height = 0;
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				t.format = Inc.getHdrFormat();
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				t.displayp = Inc.getDisplayp();
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				t.scale = Inc.getSuperSampling();
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				path.createRenderTarget(t);
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			}
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			#end
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			#if (rp_ssrefr || lnx_voxelgi_refract)
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			{
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				var t = new RenderTargetRaw();
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				t.name = "gbuffer_refraction";
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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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				t.format = "RGBA64";
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				t.scale = Inc.getSuperSampling();
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				path.createRenderTarget(t);
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			}
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			#end
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			#if rp_ssrefr
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			{
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				path.loadShader("shader_datas/ssrefr_pass/ssrefr_pass");
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				path.loadShader("shader_datas/copy_pass/copy_pass");
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				// holds background depth
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				var t = new RenderTargetRaw();
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				t.name = "gbufferD1";
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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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				t.format = "R32";
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				t.scale = Inc.getSuperSampling();
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				path.createRenderTarget(t);
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				var t = new RenderTargetRaw();
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				t.name = "refr";
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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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				t.format = "RGBA64";
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				t.scale = Inc.getSuperSampling();
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				path.createRenderTarget(t);
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			}
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			#end
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			#if rp_compositornodes
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			{
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				path.loadShader("shader_datas/compositor_pass/compositor_pass");
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			}
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			#else
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			{
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				path.loadShader("shader_datas/copy_pass/copy_pass");
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			}
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			#end
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			#if ((rp_supersampling == 4) || (rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_depth_texture))
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			{
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				var t = new RenderTargetRaw();
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				t.name = "buf";
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				t.width = 0;
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				t.height = 0;
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				t.format = "RGBA32";
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				t.displayp = Inc.getDisplayp();
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				t.scale = Inc.getSuperSampling();
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				t.depth_buffer = "main";
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				path.createRenderTarget(t);
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			}
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			#end
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			#if (rp_supersampling == 4)
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			{
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				path.loadShader("shader_datas/supersample_resolve/supersample_resolve");
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			}
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			#end
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		}
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		#end
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		#if (rp_translucency && !rp_ssrefr)
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		{
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			Inc.initTranslucency();
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		}
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		#end
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		#if (rp_voxels != "Off")
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		{
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			Inc.initGI("voxels");
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			Inc.initGI("voxelsOut");
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			Inc.initGI("voxelsOutB");
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			#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
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			Inc.initGI("voxelsSDF");
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			Inc.initGI("voxelsSDFtmp");
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			#end
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			#if (rp_voxels == "Voxel GI")
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			Inc.initGI("voxelsLight");
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			Inc.initGI("voxels_diffuse");
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			Inc.initGI("voxels_specular");
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			#else
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			Inc.initGI("voxels_ao");
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			#end
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			iron.RenderPath.clipmaps = new Array<Clipmap>();
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			for (i in 0...Main.voxelgiClipmapCount) {
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				var clipmap = new iron.object.Clipmap();
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				clipmap.voxelSize = Main.voxelgiVoxelSize * Math.pow(2.0, i);
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				clipmap.extents = new iron.math.Vec3(0.0);
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				clipmap.center = new iron.math.Vec3(0.0);
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				clipmap.offset_prev = new iron.math.Vec3(0.0);
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				iron.RenderPath.clipmaps.push(clipmap);
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			}
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		}
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		#end
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		#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_ssr && !rp_ssr_half) || (rp_water) || (rp_depth_texture))
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		{
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			var t = new RenderTargetRaw();
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			t.name = "bufa";
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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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			t.format = "RGBA32";
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			t.scale = Inc.getSuperSampling();
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			path.createRenderTarget(t);
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			var t = new RenderTargetRaw();
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			t.name = "bufb";
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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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			t.format = "RGBA32";
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			t.scale = Inc.getSuperSampling();
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			path.createRenderTarget(t);
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		}
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		#end
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		#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
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			path.loadShader("shader_datas/smaa_edge_detect/smaa_edge_detect");
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			path.loadShader("shader_datas/smaa_blend_weight/smaa_blend_weight");
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			path.loadShader("shader_datas/smaa_neighborhood_blend/smaa_neighborhood_blend");
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			#if (rp_antialiasing == "TAA")
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			{
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				path.loadShader("shader_datas/taa_pass/taa_pass");
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			}
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			#end
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		#end
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		#if rp_volumetriclight
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		{
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			path.loadShader("shader_datas/volumetric_light/volumetric_light");
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			path.loadShader("shader_datas/blur_bilat_pass/blur_bilat_pass_x");
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			path.loadShader("shader_datas/blur_bilat_blend_pass/blur_bilat_blend_pass_y");
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			var t = new RenderTargetRaw();
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			t.name = "singlea";
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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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			t.format = "R8";
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			t.scale = Inc.getSuperSampling();
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			path.createRenderTarget(t);
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			var t = new RenderTargetRaw();
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			t.name = "singleb";
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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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			t.format = "R8";
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			t.scale = Inc.getSuperSampling();
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			path.createRenderTarget(t);
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		}
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		#end
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		#if rp_water
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		{
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			path.loadShader("shader_datas/water_pass/water_pass");
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			path.loadShader("shader_datas/copy_pass/copy_pass");
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		}
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		#end
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		#if rp_depth_texture
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		{
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			path.loadShader("shader_datas/copy_pass/copy_pass");
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		}
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		#end
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		#if rp_bloom
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		{
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			bloomDownsampler = Downsampler.create(path, "shader_datas/bloom_pass/downsample_pass", "bloom");
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			bloomUpsampler = Upsampler.create(path, "shader_datas/bloom_pass/upsample_pass", bloomDownsampler.getMipmaps());
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		}
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		#end
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		#if (rp_ssr_half || rp_ssgi_half || (rp_voxels != "Off"))
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		{
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			path.loadShader("shader_datas/downsample_depth/downsample_depth");
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			var t = new RenderTargetRaw();
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			t.name = "half";
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			t.width = 0;
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			t.height = 0;
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			t.scale = Inc.getSuperSampling() * 0.5;
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			t.format = "R32"; // R16
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			path.createRenderTarget(t);
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		}
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		#end
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		#if rp_ssr
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		{
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			path.loadShader("shader_datas/ssr_pass/ssr_pass");
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			path.loadShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_x");
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			path.loadShader("shader_datas/blur_adaptive_pass/blur_adaptive_pass_y3_blend");
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			#if rp_ssr_half
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			{
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				var t = new RenderTargetRaw();
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				t.name = "ssra";
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				t.width = 0;
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				t.height = 0;
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				t.scale = Inc.getSuperSampling() * 0.5;
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				t.format = Inc.getHdrFormat();
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				path.createRenderTarget(t);
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				var t = new RenderTargetRaw();
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				t.name = "ssrb";
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				t.width = 0;
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				t.height = 0;
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				t.scale = Inc.getSuperSampling() * 0.5;
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				t.format = Inc.getHdrFormat();
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				path.createRenderTarget(t);
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			}
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			#end
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		}
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		#end
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		#if rp_chromatic_aberration
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		{
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			path.loadShader("shader_datas/chromatic_aberration_pass/chromatic_aberration_pass");
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			path.loadShader("shader_datas/copy_pass/copy_pass");
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		}
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		#end
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	}
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	public static function commands() {
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		#if rp_shadowmap
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		{
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			#if lnx_shadowmap_atlas
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			Inc.drawShadowMapAtlas();
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			#else
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			Inc.drawShadowMap();
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			#end
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		}
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		#end
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		// Voxels
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		#if (rp_voxels != 'Off')
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		if (leenkx.data.Config.raw.rp_gi != false)
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		{
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			var path = RenderPath.active;
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			Inc.computeVoxelsBegin();
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			if (iron.RenderPath.pre_clear == true)
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			{
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				#if (rp_voxels == "Voxel GI")
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				path.clearImage("voxelsLight", 0x00000000);
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				#end
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				path.clearImage("voxels", 0x00000000);
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				path.clearImage("voxelsOut", 0x00000000);
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				path.clearImage("voxelsOutB", 0x00000000);
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				#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
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				path.clearImage("voxelsSDF", 0x00000000);
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				path.clearImage("voxelsSDFtmp", 0x00000000);
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				#end
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				iron.RenderPath.pre_clear = false;
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			}
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			else
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			{
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				#if (rp_voxels == "Voxel GI")
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				path.clearImage("voxelsLight", 0x00000000);
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				#end
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				path.clearImage("voxels", 0x00000000);
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				Inc.computeVoxelsOffsetPrev();
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			}
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			path.setTarget("");
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			var res = iron.RenderPath.getVoxelRes();
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			path.setViewport(res, res);
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			path.bindTarget("voxels", "voxels");
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			path.drawMeshes("voxel");
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			#if (rp_voxels == "Voxel GI")
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			Inc.computeVoxelsLight();
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			#end
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			Inc.computeVoxelsTemporal();
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			#if (lnx_voxelgi_shadows || (rp_voxels == "Voxel GI"))
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			Inc.computeVoxelsSDF();
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			#end
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			if (iron.RenderPath.res_pre_clear == true)
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			{
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				iron.RenderPath.res_pre_clear = false;
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				#if (rp_voxels == "Voxel GI")
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				path.clearImage("voxels_diffuse", 0x00000000);
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				path.clearImage("voxels_specular", 0x00000000);
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				#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
 | 
						|
 | 
						|
			RenderPathCreator.finalTarget = path.currentTarget;
 | 
						|
 | 
						|
			var target = "";
 | 
						|
			#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA") || (!rp_render_to_texture))
 | 
						|
			{
 | 
						|
				target = framebuffer;
 | 
						|
			}
 | 
						|
			#else
 | 
						|
			{
 | 
						|
				target = "buf";
 | 
						|
			}
 | 
						|
			#end
 | 
						|
			path.setTarget(target);
 | 
						|
			
 | 
						|
			#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
 | 
						|
}
 |