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#include "eu/render/renderer.h" |
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#include <algorithm> |
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#include "eu/log/log.h" |
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#include "eu/render/camera.h" |
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#include "eu/render/fullscreen.h" |
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#include "eu/core/geom.builder.h" |
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#include "eu/core/geom.h" |
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#include "eu/render/opengl_utils.h" |
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#include "eu/render/renderer.pimpl.h" |
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#include "eu/render/state.h" |
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#include "eu/render/constants.h" |
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namespace eu::render |
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{ |
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Renderer::Renderer(State* states, Assets* default_assets, const RenderSettings& set) |
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: assets(default_assets) |
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, settings(set) |
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, pimpl(std::make_unique<RendererPimpl>(states, *assets, set, FullScreenGeom{})) |
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{ |
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} |
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Renderer::~Renderer() = default; |
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Skybox Renderer::make_skybox(std::shared_ptr<TextureCubemap> texture) const |
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{ |
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constexpr float size = 1.0f; |
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const auto layout = pimpl->shaders_resources.skybox_shader.geom_layout; |
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const auto triangle = core::geom::create_box(size, size, size, core::geom::NormalsFacing::In, colors::white).to_geom(); |
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auto geom = compile_geom(USE_DEBUG_LABEL_MANY("skybox") triangle, layout); |
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LOG_INFO("Created skybox"); |
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return {geom, std::move(texture)}; |
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} |
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struct TransparentMesh |
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{ |
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std::shared_ptr<MeshInstance> mesh; |
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float squared_distance_to_camera; |
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}; |
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std::shared_ptr<UnlitMaterial> Renderer::make_unlit_material() const |
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{ |
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return std::make_shared<UnlitMaterial>(pimpl->shaders_resources); |
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} |
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std::shared_ptr<DefaultMaterial> Renderer::make_default_material() const |
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{ |
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return std::make_shared<DefaultMaterial>(pimpl->shaders_resources); |
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} |
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core::CompiledGeomVertexAttributes Renderer::unlit_geom_layout() const |
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{ |
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return pimpl->shaders_resources.unlit_shader_container.geom_layout; |
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} |
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core::CompiledGeomVertexAttributes Renderer::default_geom_layout() const |
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{ |
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return pimpl->shaders_resources.default_shader_container.geom_layout; |
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} |
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bool Renderer::is_loaded() const |
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{ |
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return pimpl->shaders_resources.is_loaded() && pimpl->debug_drawer.is_loaded(); |
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} |
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m4 transform_from_rotation(const v3& position, const Ypr& ypr) |
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{ |
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const auto translation = m4::from_translation(position); |
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const auto rotation = m4::from(Q::from(ypr)); |
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return translation * rotation; |
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} |
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m4 transform_from_billboard(const v3& position, Billboarding billboarding, const CompiledCamera& cc) |
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{ |
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const auto calc_fixed_right = [](const n3& normal, const n3& up) |
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{ |
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const auto right = normal.cross_norm(up).value_or(kk::right); |
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const auto new_up = right.cross_norm(normal).value_or(kk::up); |
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return m4::from_basis(right, new_up, normal); |
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}; |
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const auto calc_fixed_up = [](const n3& normal, const n3& up) |
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{ |
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const auto right = normal.cross_norm(up).value_or(kk::right); |
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const auto new_normal = right.cross_norm(up).value_or(kk::up); |
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return m4::from_basis(right, up, new_normal); |
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}; |
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const auto translation = m4::from_translation(position); |
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// todo(Gustav): verify that the billboards are oriented correctly, grass in example 3 is twosided... |
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switch (billboarding) |
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{ |
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case Billboarding::screen: |
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{ |
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const auto rotation = calc_fixed_right(v3::from_to(cc.position, position).get_normalized().value_or(kk::in), kk::up); |
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return translation * rotation; |
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} |
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case Billboarding::screen_fast: |
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{ |
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// todo(Gustav): move to precalculated or remove? |
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const auto rotation = calc_fixed_right(cc.in, kk::up); |
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return translation * rotation; |
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} |
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case Billboarding::axial_y: |
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{ |
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const auto rotation = calc_fixed_up(v3::from_to(cc.position, position).get_normalized().value_or(kk::in), kk::up); |
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return translation * rotation; |
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} |
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case Billboarding::axial_y_fast: |
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{ |
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// todo(Gustav): move to precalculated or remove? |
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const auto rotation = calc_fixed_up(cc.in, kk::up); |
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return translation * rotation; |
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} |
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default: |
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{ |
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DIE("invalid billboarding"); |
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const auto rotation = calc_fixed_up(cc.in, kk::up); |
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return translation * rotation; |
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} |
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} |
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}; |
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void batch_lines(LineDrawer* drawer, const std::vector<DebugLine>& debug_lines, float gamma) |
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{ |
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for (const auto& line: debug_lines) |
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{ |
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drawer->line(line.from, line.to, linear_from_srgb(line.color, gamma)); |
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} |
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drawer->submit(); |
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} |
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void render_debug_lines(const std::vector<DebugLine>& debug_lines, State* states, LineDrawer* drawer, const CompiledCamera& compiled_camera, const Size& window_size, float gamma) |
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{ |
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if (debug_lines.empty()) |
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{ |
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return; |
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} |
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drawer->shader.use(); |
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drawer->set_camera(compiled_camera); |
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StateChanger{states}.depth_func(Compare::less_equal).depth_test(true); |
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drawer->set_line_to_solid(); |
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batch_lines(drawer, debug_lines, gamma); |
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StateChanger{states}.depth_func(Compare::greater).depth_test(true); |
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drawer->set_line_to_dash({float_from_int(window_size.width), float_from_int(window_size.height)}, 20.0f, 20.0f); |
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batch_lines(drawer, debug_lines, gamma); |
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} |
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void Renderer::render_world(const Size& window_size, const World& world, const CompiledCamera& compiled_camera, const ShadowContext& shadow_context) |
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{ |
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SCOPED_DEBUG_GROUP("render world call"sv); |
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const auto has_outlined_meshes = std::ranges::any_of(world.meshes, |
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[](const auto& mesh) { return mesh->outline.has_value(); } |
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); |
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StateChanger{pimpl->states} |
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.cull_face(true) |
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.cull_face_mode(CullFace::back) |
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.stencil_mask(0xFF) |
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.stencil_test(has_outlined_meshes) |
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.depth_test(true) |
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.depth_mask(true) |
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.stencil_op(StencilAction::keep, StencilAction::replace, StencilAction::replace) |
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.blend_mode(Blend::src_alpha, Blend::one_minus_src_alpha); |
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const auto clear_color = linear_from_srgb(world.clear_color, settings.gamma); |
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glClearColor(clear_color.r, clear_color.g, clear_color.b, 1.0f); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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auto bound_camera_buffer = BoundUniformBuffer{pimpl->camera_uniform_buffer.buffer.get()}; |
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pimpl->camera_uniform_buffer.set_props(compiled_camera); |
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std::vector<TransparentMesh> transparent_meshes; |
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// render solids |
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{ |
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if (world.meshes.empty() == false) |
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{ |
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SCOPED_DEBUG_GROUP("render basic geom"sv); |
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for (const auto& mesh: world.meshes) |
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{ |
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const auto not_transparent_context |
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= RenderContext{TransformSource::uniform, UseTransparency::no, settings.gamma, &shadow_context}; |
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if (mesh->material->is_transparent()) |
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{ |
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transparent_meshes.emplace_back( |
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TransparentMesh{ |
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.mesh = mesh, |
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.squared_distance_to_camera = v3::from_to(compiled_camera.position, mesh->transform.get_translation()).get_length_squared() |
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} |
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); |
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continue; |
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} |
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StateChanger{pimpl->states} |
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.depth_test(true) |
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.depth_mask(true) |
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.depth_func(Compare::less) |
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.blending(false) |
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.stencil_mask(0x0) |
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.stencil_func(Compare::always, 1, 0xFF); |
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if (mesh->outline) |
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{ |
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StateChanger{pimpl->states}.stencil_func(Compare::always, 1, 0xFF).stencil_mask(0xFF); |
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} |
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mesh->material->use_shader(not_transparent_context); |
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mesh->material->set_uniforms( |
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not_transparent_context, compiled_camera, mesh->transform |
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); |
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mesh->material->bind_textures(not_transparent_context, pimpl->states, assets); |
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mesh->material->apply_lights(not_transparent_context, world.lights, settings, pimpl->states, assets); |
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|
✗ |
render_geom(*mesh->geom); |
| 225 |
|
|
} |
| 226 |
|
✗ |
} |
| 227 |
|
|
|
| 228 |
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|
✗ |
if (world.instances.empty() == false) |
| 229 |
|
|
{ |
| 230 |
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|
✗ |
SCOPED_DEBUG_GROUP("render instances"sv); |
| 231 |
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|
✗ |
for (const auto& instance: world.instances) |
| 232 |
|
|
{ |
| 233 |
|
✗ |
const auto not_transparent_context = RenderContext{TransformSource::instanced_mat4, UseTransparency::no, settings.gamma, &shadow_context}; |
| 234 |
|
|
|
| 235 |
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|
✗ |
StateChanger{pimpl->states} |
| 236 |
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|
✗ |
.depth_test(true) |
| 237 |
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|
✗ |
.depth_mask(true) |
| 238 |
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|
✗ |
.depth_func(Compare::less) |
| 239 |
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|
✗ |
.blending(false) |
| 240 |
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|
✗ |
.stencil_mask(0x0) |
| 241 |
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|
✗ |
.stencil_func(Compare::always, 1, 0xFF); |
| 242 |
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|
✗ |
instance->material->use_shader(not_transparent_context); |
| 243 |
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|
✗ |
instance->material->set_uniforms( |
| 244 |
|
|
// todo(Gustav): should we really set the model matrix for instanced meshes? |
| 245 |
|
|
not_transparent_context, |
| 246 |
|
|
compiled_camera, |
| 247 |
|
✗ |
std::nullopt |
| 248 |
|
|
); |
| 249 |
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|
✗ |
instance->material->bind_textures(not_transparent_context, pimpl->states, assets); |
| 250 |
|
✗ |
instance->material->apply_lights( |
| 251 |
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|
✗ |
not_transparent_context, world.lights, settings, pimpl->states, assets |
| 252 |
|
|
); |
| 253 |
|
|
|
| 254 |
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|
✗ |
render_geom_instanced(*instance); |
| 255 |
|
|
} |
| 256 |
|
✗ |
} |
| 257 |
|
|
|
| 258 |
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|
✗ |
if (debug.lines.empty() == false) |
| 259 |
|
|
{ |
| 260 |
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|
✗ |
SCOPED_DEBUG_GROUP("render debug lines"sv); |
| 261 |
|
✗ |
render_debug_lines( |
| 262 |
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|
✗ |
debug.lines, pimpl->states, &pimpl->debug_drawer, compiled_camera, window_size, settings.gamma |
| 263 |
|
|
); |
| 264 |
|
✗ |
} |
| 265 |
|
|
} |
| 266 |
|
|
|
| 267 |
|
|
// todo(Gustav): should this be done at the start of the update so the renderer can be "const" |
| 268 |
|
✗ |
debug.lines.clear(); |
| 269 |
|
|
|
| 270 |
|
|
// render skybox |
| 271 |
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|
✗ |
if (world.skybox && world.skybox->cubemap != nullptr && world.skybox->geom != nullptr) |
| 272 |
|
|
{ |
| 273 |
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|
✗ |
SCOPED_DEBUG_GROUP("render skybox"sv); |
| 274 |
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|
✗ |
StateChanger{pimpl->states} |
| 275 |
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|
✗ |
.depth_test(true) |
| 276 |
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|
✗ |
.depth_mask(false) |
| 277 |
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|
✗ |
.depth_func(Compare::less_equal) |
| 278 |
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|
✗ |
.blending(false) |
| 279 |
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|
✗ |
.stencil_mask(0x0) |
| 280 |
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|
✗ |
.stencil_func(Compare::always, 1, 0xFF); |
| 281 |
|
|
|
| 282 |
|
✗ |
auto& shader = pimpl->shaders_resources.skybox_shader; |
| 283 |
|
|
|
| 284 |
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|
✗ |
shader.program->use(); |
| 285 |
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|
✗ |
bind_texture_cubemap(pimpl->states, shader.tex_skybox_uniform, *world.skybox->cubemap); |
| 286 |
|
|
|
| 287 |
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|
✗ |
render_geom(*world.skybox->geom); |
| 288 |
|
✗ |
} |
| 289 |
|
|
|
| 290 |
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|
✗ |
std::sort( |
| 291 |
|
|
transparent_meshes.begin(), |
| 292 |
|
|
transparent_meshes.end(), |
| 293 |
|
✗ |
[](const auto& lhs, const auto& rhs) { return lhs.squared_distance_to_camera > rhs.squared_distance_to_camera; } |
| 294 |
|
|
); |
| 295 |
|
|
|
| 296 |
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|
✗ |
if (transparent_meshes.empty() == false) |
| 297 |
|
|
{ |
| 298 |
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|
✗ |
SCOPED_DEBUG_GROUP("render transparent meshes"sv); |
| 299 |
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|
✗ |
for (auto& transparent_mesh: transparent_meshes) |
| 300 |
|
|
{ |
| 301 |
|
✗ |
const auto transparent_context = RenderContext{TransformSource::uniform, UseTransparency::yes, settings.gamma, &shadow_context}; |
| 302 |
|
|
|
| 303 |
|
✗ |
const auto& mesh = transparent_mesh.mesh; |
| 304 |
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|
✗ |
StateChanger{pimpl->states} |
| 305 |
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|
✗ |
.depth_test(true) |
| 306 |
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|
✗ |
.depth_mask(true) |
| 307 |
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|
✗ |
.depth_func(Compare::less) |
| 308 |
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|
✗ |
.blending(true) |
| 309 |
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|
✗ |
.stencil_mask(0x0) |
| 310 |
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|
✗ |
.stencil_func(Compare::always, 1, 0xFF); |
| 311 |
|
|
|
| 312 |
0/2
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|
✗ |
if (mesh->outline) |
| 313 |
|
|
{ |
| 314 |
0/6
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|
✗ |
StateChanger{pimpl->states}.stencil_func(Compare::always, 1, 0xFF).stencil_mask(0xFF); |
| 315 |
|
|
} |
| 316 |
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|
✗ |
mesh->material->use_shader(transparent_context); |
| 317 |
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|
✗ |
mesh->material->set_uniforms(transparent_context, compiled_camera, mesh->transform); |
| 318 |
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|
✗ |
mesh->material->bind_textures(transparent_context, pimpl->states, assets); |
| 319 |
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|
✗ |
mesh->material->apply_lights(transparent_context, world.lights, settings, pimpl->states, assets); |
| 320 |
|
|
|
| 321 |
0/2
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|
✗ |
render_geom(*mesh->geom); |
| 322 |
|
|
} |
| 323 |
|
✗ |
} |
| 324 |
|
|
|
| 325 |
|
|
// render outline over all other meshes |
| 326 |
0/2
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|
✗ |
if (has_outlined_meshes) |
| 327 |
|
|
{ |
| 328 |
0/2
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|
✗ |
SCOPED_DEBUG_GROUP("render outline meshes"sv); |
| 329 |
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|
✗ |
for (const auto& mesh: world.meshes) |
| 330 |
|
|
{ |
| 331 |
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|
✗ |
if (const auto& mesh_outline = mesh->outline) |
| 332 |
|
|
{ |
| 333 |
0/2
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|
✗ |
StateChanger{pimpl->states} |
| 334 |
0/2
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|
✗ |
.stencil_func(Compare::not_equal, 1, 0xFF) |
| 335 |
0/2
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|
✗ |
.stencil_mask(0x00) |
| 336 |
0/2
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|
✗ |
.depth_test(false); |
| 337 |
0/2
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|
✗ |
const m4 small_scale_mat = m4::from_scale(v3{ kk::outline_scale, kk::outline_scale, kk::outline_scale}); |
| 338 |
|
|
|
| 339 |
|
✗ |
auto& shader = pimpl->shaders_resources.single_color_shader; |
| 340 |
0/2
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|
✗ |
shader.program->use(); |
| 341 |
0/8
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|
✗ |
shader.program->set_vec4(shader.tint_color_uni, v4{vec_from_lin(linear_from_srgb(*mesh_outline, settings.gamma)), 1}); |
| 342 |
|
|
|
| 343 |
0/4
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|
✗ |
shader.program->set_mat(shader.world_from_local_uni, mesh->transform * small_scale_mat); |
| 344 |
|
|
|
| 345 |
0/2
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|
✗ |
render_geom(*mesh->geom); |
| 346 |
|
|
} |
| 347 |
|
|
} |
| 348 |
|
✗ |
} |
| 349 |
|
✗ |
} |
| 350 |
|
|
|
| 351 |
|
✗ |
void Renderer::render_shadows(const Size& window_size, const World& world, const CompiledCamera& compiled_camera) const |
| 352 |
|
|
{ |
| 353 |
|
|
// todo(Gustav): bind less colors and use depth only shaders |
| 354 |
0/2
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|
✗ |
SCOPED_DEBUG_GROUP("render shadows call"sv); |
| 355 |
0/2
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✗ Branch 5 → 117 not taken.
|
✗ |
StateChanger{pimpl->states} |
| 356 |
0/2
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|
✗ |
.cull_face(true) |
| 357 |
0/2
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|
✗ |
.cull_face_mode(CullFace::back) |
| 358 |
0/2
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|
✗ |
.depth_test(true) |
| 359 |
0/2
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|
✗ |
.depth_mask(true); |
| 360 |
|
|
|
| 361 |
0/2
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|
✗ |
glClear(GL_DEPTH_BUFFER_BIT); |
| 362 |
|
|
|
| 363 |
0/2
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|
✗ |
auto bound_camera_buffer = BoundUniformBuffer{pimpl->camera_uniform_buffer.buffer.get()}; |
| 364 |
0/2
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|
✗ |
pimpl->camera_uniform_buffer.set_props(compiled_camera); |
| 365 |
|
|
|
| 366 |
|
|
// todo(Gustav): change shader to something that doesn't write color |
| 367 |
|
|
|
| 368 |
0/2
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|
✗ |
StateChanger{pimpl->states} |
| 369 |
0/2
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|
✗ |
.depth_test(true) |
| 370 |
0/2
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|
✗ |
.depth_mask(true) |
| 371 |
0/2
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|
✗ |
.depth_func(Compare::less) |
| 372 |
0/2
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|
✗ |
.blending(false) |
| 373 |
0/2
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|
✗ |
.stencil_mask(0x0) |
| 374 |
0/2
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|
✗ |
.stencil_func(Compare::always, 1, 0xFF); |
| 375 |
|
|
|
| 376 |
|
|
// render solids |
| 377 |
|
|
{ |
| 378 |
0/2
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|
✗ |
if (world.meshes.empty() == false) |
| 379 |
|
|
{ |
| 380 |
0/2
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|
✗ |
SCOPED_DEBUG_GROUP("render basic geom"sv); |
| 381 |
0/2
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|
✗ |
for (const auto& mesh: world.meshes) |
| 382 |
|
|
{ |
| 383 |
0/4
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✗ Branch 35 → 37 not taken.
|
✗ |
if (mesh->material->is_transparent()) |
| 384 |
|
|
{ |
| 385 |
|
✗ |
continue; |
| 386 |
|
|
} |
| 387 |
|
|
|
| 388 |
|
✗ |
auto& shader = pimpl->shaders_resources.depth_transform_uniform; |
| 389 |
0/2
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|
✗ |
shader.program->use(); |
| 390 |
|
|
|
| 391 |
|
|
// todo(Gustav): the depth shader should not be a shared type between transform uniform and instanced, this should be verified at compile time with different types |
| 392 |
0/8
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|
✗ |
ASSERT(shader.world_from_local_uni.has_value()); |
| 393 |
0/2
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|
✗ |
if (shader.world_from_local_uni) |
| 394 |
|
|
{ |
| 395 |
0/2
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✗ Branch 53 → 122 not taken.
|
✗ |
shader.program->set_mat(*shader.world_from_local_uni, mesh->transform); |
| 396 |
|
|
} |
| 397 |
|
|
|
| 398 |
0/2
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✗ Branch 55 → 57 not taken.
|
✗ |
if (mesh->billboarding != Billboarding::none) |
| 399 |
|
|
{ |
| 400 |
|
✗ |
continue; |
| 401 |
|
|
} |
| 402 |
0/2
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✗ Branch 59 → 122 not taken.
|
✗ |
render_geom(*mesh->geom); |
| 403 |
|
|
} |
| 404 |
|
✗ |
} |
| 405 |
|
|
|
| 406 |
0/2
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✗ Branch 73 → 105 not taken.
|
✗ |
if (world.instances.empty() == false) |
| 407 |
|
|
{ |
| 408 |
0/2
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✗ Branch 75 → 132 not taken.
|
✗ |
SCOPED_DEBUG_GROUP("render instances"sv); |
| 409 |
0/2
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✗ Branch 102 → 103 not taken.
|
✗ |
for (const auto& instance: world.instances) |
| 410 |
|
|
{ |
| 411 |
|
✗ |
auto& shader = pimpl->shaders_resources.depth_transform_instanced_mat4; |
| 412 |
0/2
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|
✗ |
shader.program->use(); |
| 413 |
0/8
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✗ Branch 86 → 87 not taken.
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|
✗ |
ASSERT(shader.world_from_local_uni.has_value() == false); |
| 414 |
|
|
|
| 415 |
0/2
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|
✗ |
render_geom_instanced(*instance); |
| 416 |
|
|
} |
| 417 |
|
✗ |
} |
| 418 |
|
|
|
| 419 |
0/2
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✗ Branch 106 → 114 not taken.
|
✗ |
if (debug.lines.empty() == false) |
| 420 |
|
|
{ |
| 421 |
0/2
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✗ Branch 108 → 135 not taken.
|
✗ |
SCOPED_DEBUG_GROUP("render debug lines"sv); |
| 422 |
|
✗ |
render_debug_lines( |
| 423 |
0/2
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✗ Branch 111 → 133 not taken.
|
✗ |
debug.lines, pimpl->states, &pimpl->debug_drawer, compiled_camera, window_size, settings.gamma |
| 424 |
|
|
); |
| 425 |
|
✗ |
} |
| 426 |
|
|
} |
| 427 |
|
✗ |
} |
| 428 |
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| 429 |
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} // namespace eu::render |
| 430 |
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