Working on custom physics layers + added default entity rendering
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@@ -624,6 +624,7 @@ Renderer :: struct {
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default_pipelines : struct {
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message_text : Pipeline_State_Handle;
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entity_pipeline : Pipeline_State_Handle;
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}
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default_samplers : struct {
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@@ -684,6 +685,7 @@ create_renderer :: (window: *Window) -> *Renderer {
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init_freetype();
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init_default_meshes();
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init_trigger_line_rendering();
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init_default_pipelines();
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array_reserve(*engine.renderer.command_buffer.commands, 4096);
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@@ -698,35 +700,42 @@ create_renderer :: (window: *Window) -> *Renderer {
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}
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init_default_pipelines :: () {
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{
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vs := create_vertex_shader(renderer, "../modules/Coven/shaders/font.hlsl", "VS");
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ps := create_pixel_shader(renderer, "../modules/Coven/shaders/font.hlsl", "PS");
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//{
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// vs := create_vertex_shader(renderer, "../modules/Coven/shaders/font.hlsl", "VS");
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// ps := create_pixel_shader(renderer, "../modules/Coven/shaders/font.hlsl", "PS");
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layout : [3] Vertex_Data_Info;
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layout[0] = .{0,.POSITION2D, 0};
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layout[1] = .{0,.TEXCOORD0, 0};
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layout[2] = .{0,.COLOR_WITH_ALPHA, 0};
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// layout : [3] Vertex_Data_Info;
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// layout[0] = .{0,.POSITION2D, 0};
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// layout[1] = .{0,.TEXCOORD0, 0};
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// layout[2] = .{0,.COLOR_WITH_ALPHA, 0};
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params : [2] Shader_Parameter;
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params[0].shader = .PIXEL;
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params[0].type = .SAMPLER;
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params[0].name = "ss";
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params[0].slot = 0;
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params[0].mapping = .CLAMP_SAMPLER;
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// params : [2] Shader_Parameter;
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// params[0].shader = .PIXEL;
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// params[0].type = .SAMPLER;
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// params[0].name = "ss";
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// params[0].slot = 0;
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// params[0].mapping = .CLAMP_SAMPLER;
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params[1].shader = .PIXEL;
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params[1].type = .TEXTURE;
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params[1].name = "tex";
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params[1].slot = 1;
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// params[1].shader = .PIXEL;
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// params[1].type = .TEXTURE;
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// params[1].name = "tex";
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// params[1].slot = 1;
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engine.renderer.default_pipelines.message_text = create_pipeline_state(renderer, vs, ps, layout, params, blend_type=.TRANSPARENT);
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}
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// engine.renderer.default_pipelines.message_text = create_pipeline_state(renderer, vs, ps, layout, params, blend_type=.TRANSPARENT);
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//}
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//{
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// vs := create_vertex_shader_from_source(engine.renderer, "fallback", FALLBACK_SHADER, "VS", mesh_data_types = .[.POSITION]);
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// ps := create_pixel_shader_from_source(engine.renderer, "fallback", FALLBACK_SHADER, "PS");
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// projectile_pipeline = create_pipeline_state2(engine.renderer, vs, ps, blend_type=.OPAQUE);
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//}
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{
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vs := create_vertex_shader_from_source(engine.renderer, FALLBACK_SHADER, "VS", mesh_data_types = .[.POSITION]);
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ps := create_pixel_shader_from_source(engine.renderer, FALLBACK_SHADER, "PS");
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vs := create_vertex_shader_from_source(engine.renderer, "default_entity", DEFAULT_ENTITY_SHADER, "VS", mesh_data_types = .[.POSITION, .NORMAL, .TEXCOORD]);
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ps := create_pixel_shader_from_source(engine.renderer, "default_entity", DEFAULT_ENTITY_SHADER, "PS");
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projectile_pipeline = create_pipeline_state2(engine.renderer, vs, ps, blend_type=.OPAQUE);
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engine.renderer.default_pipelines.entity_pipeline = create_pipeline_state(engine.renderer, vs, ps, blend_type=.OPAQUE);
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}
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}
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@@ -1689,6 +1698,55 @@ render :: () {
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// #load "ui.jai";
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//}
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render_default_renderable_entities :: () {
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for e: engine.current_scene.entities {
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if e.flags & .RENDERABLE && e.renderable.use_default_pipeline {
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render_entity(e, engine.renderer.default_pipelines.entity_pipeline);
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}
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}
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}
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render_entity :: (e: *Entity, pipeline: Pipeline_State_Handle) {
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if e.renderable.type == {
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case .MODEL; {
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model := get_model_by_handle(e.renderable.model);
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if model == null return;
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for node, node_index: model.nodes {
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render_data := e.renderable.nodes[node_index];
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if !render_data.enabled continue;
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if node.meshes.count > 0 {
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for m, mi: node.meshes {
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push_cmd_set_pipeline_state(engine.renderer, pipeline);
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push_cmd_set_constant_buffer(engine.renderer, 1, engine.directional_light_buffer, .VERTEX);
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push_cmd_set_constant_buffer(engine.renderer, 1, engine.directional_light_buffer, .PIXEL);
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push_cmd_set_constant_buffer(engine.renderer, 2, render_data.transform_buffer, .VERTEX);
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push_cmd_set_constant_buffer(engine.renderer, 3, render_data.material_buffer, .PIXEL);
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if node.num_bones > 0 {
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push_cmd_set_constant_buffer(engine.renderer, 4, render_data.bone_buffers[mi], .VERTEX);
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}
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mesh := parray_get(*engine.renderer.meshes, m);
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vb := get_mesh_vb(mesh);
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push_cmd_set_vertex_buffer(engine.renderer, vb);
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if mesh.ib != 0 {
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push_cmd_set_index_buffer(engine.renderer, mesh.ib);
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push_cmd_draw_indexed(engine.renderer, mesh.indices.count);
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} else {
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push_cmd_draw(engine.renderer, mesh.positions.count);
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}
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}
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}
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}
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}
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}
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}
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#scope_module
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#load "dx11_renderer.jai";
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@@ -1724,3 +1782,146 @@ float4 PS(PSInput input) : SV_Target {
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return float4(1,0,1,1);
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}
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DONE
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DEFAULT_ENTITY_SHADER :: #string DONE
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cbuffer CameraData : register(b0)
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{
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float4x4 projection;
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float4x4 view;
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float4 camera_position;
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};
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cbuffer Directional_Light_Data : register(b1)
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{
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float4 color_and_intensity;
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float4 direction;
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float4x4 light_matrix;
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};
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cbuffer Transform : register(b2)
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{
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float4x4 model;
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};
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cbuffer Material : register(b3)
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{
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float4 base_color;
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};
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#ifdef SKINNING
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#define MAX_BONES 128
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cbuffer Bone_Matrices : register(b4)
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{
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float4x4 bone_matrices[MAX_BONES];
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};
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#endif
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struct VSInput {
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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#ifdef SKINNING
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float4 bone_indices : TEXCOORD1;
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float4 bone_weights : TEXCOORD2;
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#endif
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD1;
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float3 normal : NORMAL;
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float2 screen_pos : TEXCOORD0;
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float4 light_view_position : TEXCOORD3;
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};
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struct PSOutput {
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float4 color : SV_Target0;
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};
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sampler samp : register(s0);
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Texture2D shadow_map: register(t0);
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PSInput VS(VSInput input) {
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PSInput output;
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float3 position = input.position;
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#ifdef SKINNING
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float4x4 m = float4x4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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for(int i = 0; i < 4; i++) {
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m += bone_matrices[int(input.bone_indices[i])] * input.bone_weights[i];
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}
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output.position = mul(float4(position, 1.0), m);
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#else
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output.position = mul(float4(position, 1.0), model);
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#endif
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output.light_view_position = mul(output.position, light_matrix);
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output.position = mul(output.position, view);
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output.position = mul(output.position, projection);
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output.screen_pos = output.position.xy / output.position.w;
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output.screen_pos = output.screen_pos * 0.5 + 0.5;
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output.normal = normalize(mul(input.normal, model));
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output.texcoord = input.texcoord;
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return output;
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}
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float calculate_shadow(float2 shadow_coord, float bias, float current_depth) {
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if(current_depth > 1.0)
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return 0.0;
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float2 texture_size;
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shadow_map.GetDimensions(texture_size.x, texture_size.y);
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float2 texel_size = 1.0 / texture_size;
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float shadow = 0.0;
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for(int x = -1; x <= 1; ++x)
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{
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for(int y = -1; y <= 1; ++y)
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{
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float pcf_depth = shadow_map.Sample(samp, shadow_coord + float2(x, y) * texel_size).r;
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shadow += current_depth - bias > pcf_depth ? 1.0 : 0.0;
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}
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}
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shadow /= 9.0;
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return 1.0 - shadow;
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}
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PSOutput PS(PSInput input) {
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PSOutput output;
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float ao = 1.0;//ssao.Sample(samp, float2(input.screen_pos.x, 1.0 - input.screen_pos.y));
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//output.color = float4(ao, ao, ao, 1.0);
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//return output;
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float3 ambient = 0.1;
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// Diffuse
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float3 light_dir = normalize(-direction);
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float diffuse_factor = max(0, dot(input.normal, light_dir));
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float3 diffuse = 0.5 * diffuse_factor;
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// Specular
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float3 view_dir = normalize(-input.position.xyz);
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float3 reflect_dir = reflect(-light_dir, input.normal);
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float specular_factor = pow(max(dot(view_dir, reflect_dir), 0), 32.0);
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float3 specular = 0.3 * specular_factor;
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float2 shadow_coord;
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shadow_coord.x = input.light_view_position.x / input.light_view_position.w * 0.5 + 0.5;
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shadow_coord.y = -input.light_view_position.y / input.light_view_position.w * 0.5 + 0.5;
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float current_depth = input.light_view_position.z / input.light_view_position.w;
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float shadow_amount = calculate_shadow(shadow_coord, 0.01, current_depth);
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output.color = base_color * color_and_intensity.w * float4(ao*(ambient + diffuse + specular), base_color.a);
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output.color *= max(0.2, shadow_amount);
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return output;
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}
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DONE
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