Custom entity pipeline fixes
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@@ -730,13 +730,6 @@ init_default_pipelines :: () {
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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, "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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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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init_default_meshes :: () {
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@@ -871,6 +864,10 @@ deinit_renderer :: (renderer: *Renderer) {
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deinit_backend(engine.renderer.backend);
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}
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set_default_entity_pipeline :: (pipeline: Pipeline_State_Handle) {
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engine.renderer.default_pipelines.entity_pipeline = pipeline;
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}
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get_shader :: (handle: Shader_Handle) -> Shader {
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assert(handle - 1 < xx engine.renderer.shaders.count);
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return engine.renderer.shaders[handle-1];
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@@ -1782,146 +1779,3 @@ 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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