textures
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@@ -16,6 +16,7 @@ struct PerMeshData_t
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{
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mat4 m_matTranslation;
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mat4 m_matRotation;
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uint32_t m_uAlbedo;
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};
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class CFunnyMeshInstance;
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@@ -43,6 +44,8 @@ void CFunnyMesh::ConfigureShader( IShader *pShader )
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pShader->AddAttribute(0, 2, VERTEX_FORMAT_XYZ32_SFLOAT, 20);
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// albedo
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pShader->AddOutputImage(0, IMAGE_FORMAT_RGBA8_UNORM);
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pShader->AddOutputImage(1, IMAGE_FORMAT_RGBA16_SFLOAT);
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pShader->AddOutputImage(2, IMAGE_FORMAT_RGBA32_SFLOAT);
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pShader->SetMultisampling(MULTISAMPLE_TYPE_1_SAMPLES);
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@@ -117,6 +120,7 @@ void CFunnyMeshInstance::Frame()
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v[2] = m_vScale.z;
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glm_scale_make(m, v);
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glm_mat4_mul(m_data.m_matTranslation, m, m_data.m_matTranslation);
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m_data.m_uAlbedo = 1;
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}
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@@ -137,10 +141,14 @@ 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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IImage *m_pNormalImage = NULL;
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IImage *m_pWorldSpaceImage = 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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ITextureArray *m_pTextures;
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vec3 m_vPos;
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versor m_vRot;
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};
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@@ -156,6 +164,18 @@ void CFunnyWorldRenderer::Init()
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IMAGE_FORMAT_RGBA8_UNORM,
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MULTISAMPLE_TYPE_NONE
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);
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m_pNormalImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_RGBA16_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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);
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m_pWorldSpaceImage = g_pRenderContext->CreateRenderTarget(
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100,
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100,
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IMAGE_FORMAT_RGBA32_SFLOAT,
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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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@@ -168,6 +188,7 @@ void CFunnyWorldRenderer::Init()
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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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m_pTextures = g_pRenderContext->CreateTextureArray();
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}
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void CFunnyWorldRenderer::Tick( float fDelta )
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@@ -197,12 +218,28 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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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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g_pRenderContext->DestroyImage(m_pNormalImage);
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g_pRenderContext->DestroyImage(m_pWorldSpaceImage);
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g_pRenderContext->DestroyImage(m_pDepthImage);
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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_pNormalImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_RGBA16_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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);
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m_pWorldSpaceImage = g_pRenderContext->CreateRenderTarget(
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g_pMainWindow->GetRenderWidth(),
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g_pMainWindow->GetRenderHeight(),
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IMAGE_FORMAT_RGBA32_SFLOAT,
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MULTISAMPLE_TYPE_NONE
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);
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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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@@ -213,6 +250,8 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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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->SetRenderTarget(1, m_pNormalImage);
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m_pRasterCommandList->SetRenderTarget(2, m_pWorldSpaceImage);
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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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@@ -240,6 +279,7 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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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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mesh->m_pMaterial->PSSetTextureArray(1, m_pTextures);
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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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