lots of updates
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269
game/client/worldrender.cpp
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269
game/client/worldrender.cpp
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#include "worldrender.h"
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#include "tier1/utlstring.h"
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#include "engine.h"
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#include "cglm/cglm.h"
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#include "cglm/quat.h"
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#include "cglm/mat4.h"
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struct ViewBuffer_t
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{
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mat4 m_matCameraProjection;
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};
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struct PerMeshData_t
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{
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mat4 m_matTranslation;
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};
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class CFunnyMeshInstance;
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class CFunnyMesh: public IMesh
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{
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public:
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virtual void ConfigureShader( IShader *pShader ) override;
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virtual void SetVertices( IVertexBuffer *pBuffer ) override;
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virtual void SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat ) override;
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virtual void SetMaterial( IMaterial *pMaterial ) override;
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CUtlString m_szName;
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CUtlVector<CFunnyMeshInstance*> m_instances;
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IMaterial *m_pMaterial;
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IVertexBuffer *m_pVertexBuffer;
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};
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void CFunnyMesh::ConfigureShader( IShader *pShader )
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{
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pShader->AddLayout(0, 12);
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pShader->AddAttribute(0, 0, VERTEX_FORMAT_XYZ32_SFLOAT, 0);
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// color
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pShader->AddOutputImage(0, IMAGE_FORMAT_RGBA8_UNORM);
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pShader->SetDepthImage(IMAGE_FORMAT_D32_SFLOAT);
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}
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void CFunnyMesh::SetVertices( IVertexBuffer *pBuffer )
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{
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m_pVertexBuffer = pBuffer;
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}
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void CFunnyMesh::SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat )
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{
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}
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void CFunnyMesh::SetMaterial( IMaterial *pMaterial )
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{
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m_pMaterial = pMaterial;
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}
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class CFunnyMeshInstance: public IMeshInstance
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{
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public:
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virtual void SetPosition( Vector vPosition ) override;
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virtual void SetRotation( Quat vRotation ) override;
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virtual void SetScale( Vector vScale ) override;
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virtual void Frame();
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PerMeshData_t m_data = {};
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Quat m_vRotation = {};
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Vector m_vPosition = {};
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Vector m_vScale = {};
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};
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void CFunnyMeshInstance::SetPosition( Vector vPosition )
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{
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m_vPosition = vPosition;
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}
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void CFunnyMeshInstance::SetRotation( Quat vRotation )
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{
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m_vRotation = vRotation;
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}
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void CFunnyMeshInstance::SetScale( Vector vScale )
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{
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m_vScale = vScale;
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}
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void CFunnyMeshInstance::Frame()
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{
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glm_mat4_identity(m_data.m_matTranslation);
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}
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class CFunnyWorldRenderer: public IWorldRenderer
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{
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public:
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virtual void Init() override;
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virtual void Tick( float fDelta ) override;
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virtual void Frame( float fDelta ) override;
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virtual void Shutdown() override;
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virtual void SetCameraRotation( Quat vRotation ) override;
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virtual void SetCameraPosition( Vector vPosition ) override;
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virtual IMesh *CreateMesh( const char *szName ) override;
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virtual IMeshInstance *CreateInstance( IMesh *pMesh ) override;
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private:
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CUtlVector<CFunnyMesh*> m_pMeshes;
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IImage *m_pOutputImage = NULL;
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IImage *m_pDepthImage = NULL;
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IRenderCommandList *m_pRasterCommandList = NULL;
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IBuffer *m_pViewBuffer;
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ViewBuffer_t *m_pViewBufferData;
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vec3 m_vPos;
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versor m_vRot;
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};
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static CFunnyWorldRenderer s_renderer;
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IWorldRenderer *g_pWorldRenderer = &s_renderer;
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void CFunnyWorldRenderer::Init()
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{
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m_pOutputImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_RGBA8_UNORM,
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MULTISAMPLE_TYPE_NONE
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);
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m_pDepthImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_D32_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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);
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g_pMainWindow->SetOutputImage(m_pOutputImage);
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m_pRasterCommandList = g_pRenderContext->CreateCommandList();
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m_pViewBuffer = g_pRenderContext->CreateConstantBuffer(sizeof(ViewBuffer_t));
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}
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void CFunnyWorldRenderer::Tick( float fDelta )
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{
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}
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void CFunnyWorldRenderer::Frame( float fDelta )
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{
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uint32_t uWidth = g_pMainWindow->GetRenderWidth();
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uint32_t uHeight = g_pMainWindow->GetRenderHeight();
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mat4 matCamera;
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glm_perspective(glm_rad(60), uWidth/(float)uHeight, 0.01, 100, matCamera);
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glm_translate(matCamera, m_vPos);
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/*
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V_printf("%f %f %f %f\n", matCamera[0][0], matCamera[0][1], matCamera[0][2], matCamera[0][3]);
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V_printf("%f %f %f %f\n", matCamera[1][0], matCamera[1][1], matCamera[1][2], matCamera[1][3]);
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V_printf("%f %f %f %f\n", matCamera[2][0], matCamera[2][1], matCamera[2][2], matCamera[2][3]);
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V_printf("%f %f %f %f\n", matCamera[3][0], matCamera[3][1], matCamera[3][2], matCamera[3][3]);
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*/
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m_pViewBufferData = (ViewBuffer_t*)m_pViewBuffer->Map();
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m_pViewBuffer->Lock();
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V_memcpy(m_pViewBufferData, matCamera, sizeof(matCamera));
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m_pViewBuffer->Unlock();
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m_pViewBuffer->Unmap();
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if (g_pMainWindow->BRenderSizeUpdated())
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{
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g_pRenderContext->DestroyImage(m_pOutputImage);
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m_pOutputImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_RGBA8_UNORM,
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MULTISAMPLE_TYPE_NONE);
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g_pRenderContext->DestroyImage(m_pOutputImage);
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m_pDepthImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_D32_SFLOAT,
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MULTISAMPLE_TYPE_NONE);
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g_pMainWindow->SetOutputImage(m_pOutputImage);
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}
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m_pRasterCommandList->StartRecording();
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m_pRasterCommandList->SetRenderResolution(uWidth, uHeight);
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m_pRasterCommandList->SetRenderTarget(0, m_pOutputImage);
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m_pRasterCommandList->SetDepthTarget(m_pDepthImage);
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m_pRasterCommandList->SetViewport(0, 0, uWidth, uHeight, 0, 1);
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m_pRasterCommandList->SetScissors(0, 0, uWidth, uHeight);
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m_pRasterCommandList->SetClearColor(0, 0, 0, 0, 0);
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m_pRasterCommandList->SetClearDepth(1);
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for ( auto mesh: m_pMeshes)
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{
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if (mesh->m_instances.GetSize()==0)
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continue;
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CUtlVector<PerMeshData_t> data = {};
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data.Reserve(mesh->m_instances.GetSize());
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for ( auto instance: mesh->m_instances )
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{
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instance->Frame();
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data.AppendTail(instance->m_data);
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}
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IBuffer *pDataBuffer = g_pRenderContext->CreateStorageBuffer(data.GetSize()*sizeof(PerMeshData_t));
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pDataBuffer->Lock();
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void *pData = pDataBuffer->Map();
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for ( uint32_t i = 0; i < mesh->m_instances.GetSize(); i++ )
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{
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V_memcpy(&((PerMeshData_t*)pData)[i], &mesh->m_instances[i]->m_data, sizeof(PerMeshData_t));
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}
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pDataBuffer->Unmap();
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pDataBuffer->Unlock();
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mesh->m_pMaterial->VSSetConstantsBuffer(0, m_pViewBuffer);
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mesh->m_pMaterial->VSSetConstantsBuffer(1, pDataBuffer);
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g_pRenderContext->DestroyBuffer(pDataBuffer);
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}
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for ( auto mesh: m_pMeshes)
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{
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if (mesh->m_instances.GetSize()==0)
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continue;
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m_pRasterCommandList->SetMaterial(mesh->m_pMaterial);
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m_pRasterCommandList->SetVertexBuffer(0, mesh->m_pVertexBuffer);
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m_pRasterCommandList->DrawPrimitives(mesh->m_pVertexBuffer->GetSize()/12, 0, mesh->m_instances.GetSize(), 0);
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}
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m_pRasterCommandList->EndRecording();
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g_pRenderContext->SubmitCommandList(m_pRasterCommandList);
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}
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void CFunnyWorldRenderer::Shutdown()
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{
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}
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void CFunnyWorldRenderer::SetCameraRotation( Quat vRotation )
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{
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m_vRot[0] = vRotation.x;
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m_vRot[1] = vRotation.y;
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m_vRot[2] = vRotation.z;
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m_vRot[3] = vRotation.w;
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}
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void CFunnyWorldRenderer::SetCameraPosition( Vector vPosition )
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{
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m_vPos[0] = vPosition.x;
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m_vPos[1] = vPosition.y;
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m_vPos[2] = vPosition.z;
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}
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IMesh *CFunnyWorldRenderer::CreateMesh( const char *szName )
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{
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CFunnyMesh *pMesh = new CFunnyMesh;
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pMesh->m_szName = szName;
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m_pMeshes.AppendTail(pMesh);
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return pMesh;
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}
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IMeshInstance *CFunnyWorldRenderer::CreateInstance( IMesh *pMesh )
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{
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CFunnyMesh *pFunnyMesh = (CFunnyMesh*)pMesh;
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CFunnyMeshInstance *pInstance = new CFunnyMeshInstance;
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pFunnyMesh->m_instances.AppendTail(pInstance);
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return pInstance;
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}
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