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#include "eu/render/canvas.h" |
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#include "dependency_glad.h" |
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#include "eu/assert/assert.h" |
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#include "eu/base/rect.h" |
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#include "eu/base/cint.h" |
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#include "eu/base/mat4.h" |
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#include "eu/render/shader.h" |
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#include "eu/render/texture.h" |
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#include "eu/render/opengl_utils.h" |
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#include "eu/render/state.h" |
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using namespace std::literals; |
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namespace internal |
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{ |
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namespace |
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{ |
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using namespace eu; |
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using namespace eu::render; |
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void add_vertex(SpriteBatch* batch, const Vertex2& v) |
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{ |
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batch->data.push_back(v.position.x); |
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batch->data.push_back(v.position.y); |
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batch->data.push_back(v.position.z); |
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batch->data.push_back(v.color.rgb.r); |
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batch->data.push_back(v.color.rgb.g); |
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batch->data.push_back(v.color.rgb.b); |
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batch->data.push_back(v.color.alpha); |
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batch->data.push_back(v.texturecoord.x); |
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batch->data.push_back(v.texturecoord.y); |
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} |
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struct ViewportDef |
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{ |
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Rect screen_rect; |
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float virtual_width; |
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float virtual_height; |
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}; |
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ViewportDef |
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fit_with_black_bars |
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( |
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float width, |
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float height, |
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int window_width, |
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int window_height |
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) |
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{ |
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ASSERTX(width > 0, width); |
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ASSERTX(height > 0, height); |
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ASSERTX(window_width >= 0, window_width); |
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ASSERTX(window_height >= 0, window_height); |
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const float w = float_from_int(window_width) / width; |
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const float h = float_from_int(window_height) / height; |
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const float s = std::min(w, h); |
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ASSERTX(s > 0, s, w, h); |
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const float new_width = width * s; |
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const float new_height = height * s; |
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return ViewportDef |
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{ |
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.screen_rect = Rect::from_size({new_width, new_height}).with_bottom_left_at |
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({ |
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(float_from_int(window_width) - new_width) / 2.0f, |
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(float_from_int(window_height) - new_height) / 2.0f |
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}), |
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.virtual_width = width, |
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.virtual_height = height |
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}; |
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} |
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float |
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determine_extend_scale(float scale, float height, int window_height) |
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{ |
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const auto scaled_height = height * scale; |
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const auto s = static_cast<float>(window_height) / scaled_height; |
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return s; |
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} |
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ViewportDef |
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extended_viewport |
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( |
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float width, |
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float height, |
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int window_width, |
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int window_height |
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) |
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{ |
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ASSERTX(width >= 0, width); |
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ASSERTX(height >= 0, height); |
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ASSERTX(window_width >= 0, window_width); |
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ASSERTX(window_height >= 0, window_height); |
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const auto w = float_from_int(window_width) / width; |
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const auto h = float_from_int(window_height) / height; |
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const auto r = Rect::from_size({ float_from_int(window_width), float_from_int(window_height) }).with_bottom_left_at({ 0, 0 }); |
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if (w < h) |
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{ |
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const auto s = determine_extend_scale(w, height, window_height); |
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return ViewportDef{ .screen_rect = r, .virtual_width = width, .virtual_height = height * s }; |
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} |
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else |
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{ |
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const auto s = determine_extend_scale(h, width, window_width); |
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return ViewportDef{ .screen_rect = r, .virtual_width = width * s, .virtual_height = height }; |
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} |
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} |
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float lerp(float lhs, float t, float rhs) |
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{ |
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return lhs + t * (rhs - lhs); |
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} |
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Rect lerp(const Rect& lhs, float t, const Rect& rhs) |
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{ |
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#define V(x) lerp(lhs.x, t, rhs.x) |
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return Rect::from_left_right_top_bottom |
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( |
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V(left), |
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V(right), |
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V(top), |
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V(bottom) |
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); |
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#undef V |
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} |
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[[nodiscard]] |
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ViewportDef |
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lerp |
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( |
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const ViewportDef& lhs, |
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float t, |
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const ViewportDef& rhs |
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) |
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{ |
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#define V(x) lerp(lhs.x, t, rhs.x) |
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return |
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{ |
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.screen_rect = V(screen_rect), |
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.virtual_width = V(virtual_width), |
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.virtual_height = V(virtual_height) |
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}; |
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#undef V |
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} |
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Layer create_layer(const ViewportDef& vp) |
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{ |
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return { .viewport_aabb_in_worldspace = Rect::from_size({vp.virtual_width, vp.virtual_height}), .screen = vp.screen_rect }; |
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} |
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RenderLayer2 create_layer2(const RenderCommand& rc, const ViewportDef& vp) |
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{ |
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set_gl_viewport(vp.screen_rect); |
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// prepare for 2d rendering |
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StateChanger{ rc.states } |
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.depth_test(false) |
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.blend_mode(Blend::src_alpha, Blend::one_minus_src_alpha) |
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.blending(true); |
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const auto camera = m4_identity; |
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const auto projection = m4::create_ortho_lrud(0.0f, vp.virtual_width, vp.virtual_height, 0.0f, -1.0f, 1.0f); |
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rc.render->quad_shader.use(); |
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rc.render->quad_shader.set_mat(rc.render->view_projection_uniform, projection); |
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rc.render->quad_shader.set_mat(rc.render->transform_uniform, camera); |
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// todo(Gustav): transform viewport according to the camera |
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return RenderLayer2{ create_layer(vp), &rc.render->batch }; |
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} |
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RenderLayer3 create_layer3(const RenderCommand&, const ViewportDef& vp) |
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{ |
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// set_gl_viewport(vp.screen_rect); |
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// todo(Gustav): prepare states for 3d rendering |
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// StateChanger{rc.states}.depth_test(true).blending(false); |
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return RenderLayer3{ create_layer(vp) }; |
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} |
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ViewportDef create_viewport(const LayoutData& ld, const Size& size) |
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{ |
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if (ld.style == ViewportStyle::black_bars) |
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{ |
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return fit_with_black_bars(ld.requested_width, ld.requested_height, size.width, size.height); |
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} |
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else |
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{ |
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return extended_viewport(ld.requested_width, ld.requested_height, size.width, size.height); |
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} |
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} |
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ViewportDef create_viewport(const LerpData& ld, const Size& size) |
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{ |
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return lerp |
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( |
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create_viewport(ld.lhs, size), |
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ld.t, |
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create_viewport(ld.rhs, size) |
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); |
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} |
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bool |
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is_fullscreen(const LerpData& ld) |
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{ |
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if (ld.lhs.style == ld.rhs.style || (ld.t <= 0.0f || ld.t >= 1.0f)) |
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{ |
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const auto style = ld.t >= 1.0f ? ld.rhs.style : ld.lhs.style; |
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return style == ViewportStyle::extended; |
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} |
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return false; |
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} |
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} |
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} |
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namespace eu::render |
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{ |
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|
✗ |
SpriteBatch::SpriteBatch(State* the_states, ShaderProgram* quad_shader, Render2* r) |
| 246 |
|
✗ |
: states(the_states) |
| 247 |
|
✗ |
, render(r) |
| 248 |
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|
✗ |
, white_texture |
| 249 |
|
|
( |
| 250 |
|
|
load_image_from_color |
| 251 |
|
|
( |
| 252 |
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|
✗ |
SEND_DEBUG_LABEL_MANY("white_texture") |
| 253 |
|
|
core::color_from_rgba(255, 255, 255, 255), |
| 254 |
|
|
TextureEdge::clamp, |
| 255 |
|
|
TextureRenderStyle::pixel, |
| 256 |
|
|
Transparency::include, |
| 257 |
|
|
ColorData::dont_care |
| 258 |
|
|
) |
| 259 |
|
✗ |
) |
| 260 |
|
|
{ |
| 261 |
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|
✗ |
quad_shader->use(); |
| 262 |
|
|
|
| 263 |
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|
✗ |
glGenVertexArrays(1, &va); |
| 264 |
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|
✗ |
glBindVertexArray(va); |
| 265 |
|
|
|
| 266 |
|
✗ |
constexpr auto vertex_size = 9 * sizeof(float); |
| 267 |
|
✗ |
constexpr auto max_vertices = 4 * max_quads; |
| 268 |
|
✗ |
constexpr auto max_indices = 6 * max_quads; |
| 269 |
|
|
|
| 270 |
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✗ |
glGenBuffers(1, &vb); |
| 271 |
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✗ |
glBindBuffer(GL_ARRAY_BUFFER, vb); |
| 272 |
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|
✗ |
glBufferData(GL_ARRAY_BUFFER, vertex_size * max_vertices, nullptr, GL_DYNAMIC_DRAW); |
| 273 |
|
|
|
| 274 |
|
✗ |
auto relative_offset = [](unsigned int i) |
| 275 |
|
|
{ |
| 276 |
|
✗ |
return reinterpret_cast<void*>(i * sizeof(float)); |
| 277 |
|
|
}; |
| 278 |
|
|
|
| 279 |
|
✗ |
unsigned int offset = 0; |
| 280 |
|
|
|
| 281 |
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✗ |
glEnableVertexAttribArray(0); |
| 282 |
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|
✗ |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); |
| 283 |
|
✗ |
offset += 3; |
| 284 |
|
|
|
| 285 |
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✗ |
glEnableVertexAttribArray(1); |
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|
✗ |
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); |
| 287 |
|
✗ |
offset += 4; |
| 288 |
|
|
|
| 289 |
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✗ |
glEnableVertexAttribArray(2); |
| 290 |
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|
✗ |
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertex_size, relative_offset(offset)); |
| 291 |
|
✗ |
offset += 2; |
| 292 |
|
|
|
| 293 |
|
|
|
| 294 |
|
✗ |
std::vector<u32> indices; |
| 295 |
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|
✗ |
indices.reserve(max_indices); |
| 296 |
|
|
|
| 297 |
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|
✗ |
for(auto quad_index=0; quad_index<max_quads; quad_index+=1) |
| 298 |
|
|
{ |
| 299 |
|
✗ |
const auto base = quad_index * 4; |
| 300 |
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|
✗ |
indices.emplace_back(base + 0); |
| 301 |
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✗ |
indices.emplace_back(base + 1); |
| 302 |
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|
✗ |
indices.emplace_back(base + 2); |
| 303 |
|
|
|
| 304 |
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✗ |
indices.emplace_back(base + 2); |
| 305 |
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✗ |
indices.emplace_back(base + 3); |
| 306 |
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|
✗ |
indices.emplace_back(base + 0); |
| 307 |
|
|
} |
| 308 |
|
|
|
| 309 |
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|
✗ |
ASSERT(max_indices == indices.size()); |
| 310 |
|
|
|
| 311 |
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|
✗ |
glGenBuffers(1, &ib); |
| 312 |
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|
✗ |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib); |
| 313 |
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|
✗ |
glBufferData(GL_ELEMENT_ARRAY_BUFFER, max_indices * sizeof(u32), indices.data(), GL_STATIC_DRAW); |
| 314 |
|
✗ |
} |
| 315 |
|
|
|
| 316 |
|
|
|
| 317 |
|
✗ |
SpriteBatch::~SpriteBatch() |
| 318 |
|
|
{ |
| 319 |
|
✗ |
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| 320 |
|
✗ |
glDeleteBuffers(1, &ib); |
| 321 |
|
|
|
| 322 |
|
✗ |
glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 323 |
|
✗ |
glDeleteBuffers(1, &vb); |
| 324 |
|
|
|
| 325 |
|
✗ |
glBindVertexArray(0); |
| 326 |
|
✗ |
glDeleteVertexArrays(1, &va); |
| 327 |
|
✗ |
} |
| 328 |
|
|
|
| 329 |
|
|
|
| 330 |
|
✗ |
void SpriteBatch::quad(std::optional<const Texture2d*> texture_argument, const Vertex2& v0, const Vertex2& v1, const Vertex2& v2, const Vertex2& v3) |
| 331 |
|
|
{ |
| 332 |
|
✗ |
const Texture2d* texture = texture_argument.value_or(&white_texture); |
| 333 |
|
|
|
| 334 |
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|
✗ |
if(quads == max_quads) |
| 335 |
|
|
{ |
| 336 |
|
✗ |
submit(); |
| 337 |
|
|
} |
| 338 |
|
|
|
| 339 |
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|
✗ |
if(current_texture == nullptr) |
| 340 |
|
|
{ |
| 341 |
|
✗ |
current_texture = texture; |
| 342 |
|
|
} |
| 343 |
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|
✗ |
else if (current_texture != texture) |
| 344 |
|
|
{ |
| 345 |
|
✗ |
submit(); |
| 346 |
|
✗ |
current_texture = texture; |
| 347 |
|
|
} |
| 348 |
|
|
|
| 349 |
|
✗ |
quads += 1; |
| 350 |
|
|
|
| 351 |
|
✗ |
internal::add_vertex(this, v0); |
| 352 |
|
✗ |
internal::add_vertex(this, v1); |
| 353 |
|
✗ |
internal::add_vertex(this, v2); |
| 354 |
|
✗ |
internal::add_vertex(this, v3); |
| 355 |
|
✗ |
} |
| 356 |
|
|
|
| 357 |
|
✗ |
void Quad::draw(SpriteBatch* batch, const Rect& scr) |
| 358 |
|
|
{ |
| 359 |
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|
✗ |
const auto tc = texturecoord.value_or(Rect::from_size({1.0f, 1.0f})); |
| 360 |
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|
✗ |
const auto size = scr.get_size(); |
| 361 |
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|
✗ |
const auto local_offset = size * (rotation ? rotation->center : v2{0.5f, 0.5f}); |
| 362 |
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|
✗ |
const auto offset = scr.get_bottom_left() + local_offset; |
| 363 |
|
|
|
| 364 |
|
✗ |
const auto rotate = [&](const v2& p) |
| 365 |
|
|
{ |
| 366 |
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|
✗ |
if (rotation.has_value() == false) |
| 367 |
|
|
{ |
| 368 |
|
✗ |
return v3{ p.x, p.y, 0.0f }; |
| 369 |
|
|
} |
| 370 |
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|
✗ |
const auto local = p - offset; |
| 371 |
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|
✗ |
const auto trans = local.get_rotated(rotation->angle); |
| 372 |
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|
✗ |
const auto rotated = trans + offset; |
| 373 |
|
✗ |
return v3{ rotated.x, rotated.y, 0.0f }; |
| 374 |
|
✗ |
}; |
| 375 |
|
|
|
| 376 |
|
|
batch->quad |
| 377 |
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|
✗ |
( |
| 378 |
|
|
texture, |
| 379 |
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|
✗ |
{.position = rotate({scr.left, scr.bottom}), .color = tint, .texturecoord = {tc.left, tc.bottom}}, |
| 380 |
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|
✗ |
{.position = rotate({scr.right, scr.bottom}), .color = tint, .texturecoord = {tc.right, tc.bottom}}, |
| 381 |
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|
✗ |
{.position = rotate({scr.right, scr.top}), .color = tint, .texturecoord = {tc.right, tc.top}}, |
| 382 |
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|
✗ |
{.position = rotate({scr.left, scr.top}), .color = tint, .texturecoord = {tc.left, tc.top}} |
| 383 |
|
|
); |
| 384 |
|
✗ |
} |
| 385 |
|
|
|
| 386 |
|
✗ |
void SpriteBatch::submit() |
| 387 |
|
|
{ |
| 388 |
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|
✗ |
if(quads == 0) |
| 389 |
|
|
{ |
| 390 |
|
✗ |
return; |
| 391 |
|
|
} |
| 392 |
|
|
|
| 393 |
|
✗ |
bind_texture_2d(states, render->texture_uniform, *current_texture); |
| 394 |
|
✗ |
glBindVertexArray(va); |
| 395 |
|
|
|
| 396 |
|
✗ |
glBindBuffer(GL_ARRAY_BUFFER, vb); |
| 397 |
|
|
glBufferSubData |
| 398 |
|
✗ |
( |
| 399 |
|
|
GL_ARRAY_BUFFER, |
| 400 |
|
|
0, |
| 401 |
|
✗ |
static_cast<GLsizeiptr>(sizeof(float) * data.size()), |
| 402 |
|
✗ |
static_cast<const void*>(data.data()) |
| 403 |
|
|
); |
| 404 |
|
✗ |
glDrawElements(GL_TRIANGLES, 6 * quads, GL_UNSIGNED_INT, nullptr); |
| 405 |
|
|
|
| 406 |
|
✗ |
data.resize(0); |
| 407 |
|
✗ |
quads = 0; |
| 408 |
|
✗ |
current_texture = nullptr; |
| 409 |
|
|
} |
| 410 |
|
|
|
| 411 |
|
|
|
| 412 |
|
✗ |
Render2::Render2(State* states) |
| 413 |
|
|
// todo(Gustav): move quad_description and quad_layout to a separate setup |
| 414 |
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|
✗ |
: quad_description |
| 415 |
|
|
( |
| 416 |
|
|
{ |
| 417 |
|
✗ |
{.type = core::VertexType::position2xy, .name = "position"}, |
| 418 |
|
|
{.type = core::VertexType::color4, .name = "color"}, |
| 419 |
|
|
{.type = core::VertexType::texture2, .name = "uv"} |
| 420 |
|
|
} |
| 421 |
|
|
) |
| 422 |
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|
✗ |
, quad_layout |
| 423 |
|
|
( |
| 424 |
0/8
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|
✗ |
compile_shader_layout(core::compile_attribute_layouts({quad_description}), quad_description, std::nullopt, std::nullopt) |
| 425 |
|
|
) |
| 426 |
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|
✗ |
, quad_shader |
| 427 |
|
|
( |
| 428 |
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|
✗ |
SEND_DEBUG_LABEL_MANY("QUAD SHADER") |
| 429 |
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|
✗ |
R"glsl( |
| 430 |
|
|
#version 450 core |
| 431 |
|
|
in vec3 position; |
| 432 |
|
|
in vec4 color; |
| 433 |
|
|
in vec2 uv; |
| 434 |
|
|
|
| 435 |
|
|
uniform mat4 view_projection; |
| 436 |
|
|
uniform mat4 transform; |
| 437 |
|
|
|
| 438 |
|
|
out vec4 varying_color; |
| 439 |
|
|
out vec2 varying_uv; |
| 440 |
|
|
|
| 441 |
|
|
void main() |
| 442 |
|
|
{ |
| 443 |
|
|
varying_color = color; |
| 444 |
|
|
varying_uv = uv; |
| 445 |
|
|
gl_Position = view_projection * transform * vec4(position, 1.0); |
| 446 |
|
|
} |
| 447 |
|
|
)glsl", |
| 448 |
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|
✗ |
R"glsl( |
| 449 |
|
|
#version 450 core |
| 450 |
|
|
|
| 451 |
|
|
in vec4 varying_color; |
| 452 |
|
|
in vec2 varying_uv; |
| 453 |
|
|
|
| 454 |
|
|
uniform sampler2D uniform_texture; |
| 455 |
|
|
|
| 456 |
|
|
out vec4 color; |
| 457 |
|
|
|
| 458 |
|
|
void main() |
| 459 |
|
|
{ |
| 460 |
|
|
color = texture(uniform_texture, varying_uv) * varying_color; |
| 461 |
|
|
} |
| 462 |
|
|
)glsl", |
| 463 |
|
✗ |
quad_layout |
| 464 |
|
|
) |
| 465 |
0/4
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|
✗ |
, view_projection_uniform(quad_shader.get_uniform("view_projection")) |
| 466 |
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|
✗ |
, transform_uniform(quad_shader.get_uniform("transform")) |
| 467 |
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|
✗ |
, texture_uniform(quad_shader.get_uniform("uniform_texture")) |
| 468 |
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|
✗ |
, batch(states, &quad_shader, this) |
| 469 |
|
|
{ |
| 470 |
0/4
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|
✗ |
setup_textures(&quad_shader, {&texture_uniform}); |
| 471 |
|
|
|
| 472 |
|
|
// todo(Gustav): verify mesh layout with SpriteBatch |
| 473 |
0/18
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|
✗ |
} |
| 474 |
|
|
|
| 475 |
|
|
|
| 476 |
|
✗ |
RenderLayer2::~RenderLayer2() |
| 477 |
|
|
{ |
| 478 |
|
✗ |
batch->submit(); |
| 479 |
|
✗ |
} |
| 480 |
|
|
|
| 481 |
|
|
|
| 482 |
|
✗ |
RenderLayer2::RenderLayer2(const Layer& l, SpriteBatch* b) |
| 483 |
|
|
: Layer(l) |
| 484 |
|
✗ |
, batch(b) |
| 485 |
|
|
{ |
| 486 |
|
✗ |
} |
| 487 |
|
|
|
| 488 |
|
✗ |
RenderLayer3::RenderLayer3(const Layer& l) |
| 489 |
|
✗ |
: Layer(l) |
| 490 |
|
|
{ |
| 491 |
|
✗ |
} |
| 492 |
|
|
|
| 493 |
|
✗ |
v2 Layer::mouse_to_world(const v2& p) const |
| 494 |
|
|
{ |
| 495 |
|
|
// transform from mouse pixels to window 0-1 |
| 496 |
0/2
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|
✗ |
const auto n = to_01(screen, p); |
| 497 |
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|
✗ |
return from_01(viewport_aabb_in_worldspace, n); |
| 498 |
|
|
} |
| 499 |
|
|
|
| 500 |
|
|
void |
| 501 |
|
✗ |
RenderCommand::clear(const Rgb& color, const LayoutData& ld) const |
| 502 |
|
|
{ |
| 503 |
0/2
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|
✗ |
if(ld.style == ViewportStyle::extended) |
| 504 |
|
|
{ |
| 505 |
|
✗ |
glClearColor(color.r, color.g, color.b, 1.0f); |
| 506 |
|
✗ |
glClear(GL_COLOR_BUFFER_BIT); |
| 507 |
|
|
} |
| 508 |
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else |
| 509 |
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{ |
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auto l = with_layer2(*this, ld); |
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Quad{ .tint = color }.draw(l.batch, l.viewport_aabb_in_worldspace); |
| 512 |
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} |
| 513 |
|
✗ |
} |
| 514 |
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| 515 |
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| 516 |
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| 517 |
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| 518 |
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void |
| 519 |
|
✗ |
RenderCommand::clear(const Rgb& color, const LerpData& ld) const |
| 520 |
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{ |
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if(internal::is_fullscreen(ld)) |
| 522 |
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{ |
| 523 |
|
✗ |
glClearColor(color.r, color.g, color.b, 1.0f); |
| 524 |
|
✗ |
glClear(GL_COLOR_BUFFER_BIT); |
| 525 |
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} |
| 526 |
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else |
| 527 |
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{ |
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auto l = with_layer2(*this, ld); |
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Quad{ .tint = color }.draw(l.batch, l.viewport_aabb_in_worldspace); |
| 530 |
|
✗ |
} |
| 531 |
|
✗ |
} |
| 532 |
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| 533 |
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| 534 |
|
✗ |
RenderLayer2 with_layer2(const RenderCommand& rc, const LayoutData& ld) |
| 535 |
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{ |
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const auto vp = internal::create_viewport(ld, rc.size); |
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return internal::create_layer2(rc, vp); |
| 538 |
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} |
| 539 |
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|
| 540 |
|
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|
| 541 |
|
✗ |
RenderLayer3 with_layer3(const RenderCommand& rc, const LayoutData& ld) |
| 542 |
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{ |
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const auto vp = internal::create_viewport(ld, rc.size); |
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return internal::create_layer3(rc, vp); |
| 545 |
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} |
| 546 |
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| 547 |
|
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|
| 548 |
|
✗ |
Layer with_layer(const InputCommand& rc, const LayoutData& ld) |
| 549 |
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{ |
| 550 |
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const auto vp = internal::create_viewport(ld, rc.size); |
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return internal::create_layer(vp); |
| 552 |
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} |
| 553 |
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| 554 |
|
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|
| 555 |
|
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|
| 556 |
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|
| 557 |
|
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|
| 558 |
|
✗ |
RenderLayer2 with_layer2(const RenderCommand& rc, const LerpData& ld) |
| 559 |
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{ |
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const auto vp = internal::create_viewport(ld, rc.size); |
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return internal::create_layer2(rc, vp); |
| 562 |
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} |
| 563 |
|
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|
| 564 |
|
|
|
| 565 |
|
✗ |
RenderLayer3 with_layer3(const RenderCommand& rc, const LerpData& ld) |
| 566 |
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{ |
| 567 |
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const auto vp = internal::create_viewport(ld, rc.size); |
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✗ |
return internal::create_layer3(rc, vp); |
| 569 |
|
|
} |
| 570 |
|
|
|
| 571 |
|
|
|
| 572 |
|
✗ |
Layer with_layer(const InputCommand& rc, const LerpData& ld) |
| 573 |
|
|
{ |
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✗ |
const auto vp = internal::create_viewport(ld, rc.size); |
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✗ |
return internal::create_layer(vp); |
| 576 |
|
|
} |
| 577 |
|
|
|
| 578 |
|
|
} |
| 579 |
|
|
|