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Merging with nissim's pr
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commit
dc286544c5
1 changed files with 35 additions and 3 deletions
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@ -100,6 +100,7 @@
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#include "model_shadow_vert.h"
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#include "skin_model_shadow_vert.h"
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#include "skin_model_shadow_dq_vert.h"
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#include "skin_model_shadow_fade_dq_vert.h"
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#include "model_shadow_frag.h"
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#include "skin_model_shadow_frag.h"
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@ -217,6 +218,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
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auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
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auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
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auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
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auto skinModelFadeDualQuatVertex = skin_model_fade_dq_vert::getShader();
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auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader();
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auto skinModelTranslucentDualQuatVertex = skinModelFadeDualQuatVertex; // We use the same because it ouputs world position per vertex
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@ -490,7 +492,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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skinModelFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
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skinModelNormalMapFadeDualQuatVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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@ -515,6 +517,16 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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addPipeline(
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Key::Builder().withSkinned().withDepthOnly().withFade(),
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skinModelShadowFadeVertex, modelShadowFadePixel, batchSetter, itemSetter);
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// Now repeat for dual quaternion
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// Depth-only
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addPipeline(
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Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly(),
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skinModelShadowDualQuatVertex, modelShadowPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withSkinned().withDualQuatSkinned().withDepthOnly().withFade(),
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skinModelShadowFadeDualQuatVertex, modelShadowFadePixel, batchSetter, itemSetter);
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}
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void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::BatchSetter& batchSetter, const render::ShapePipeline::ItemSetter& itemSetter) {
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@ -525,6 +537,10 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
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auto skinModelNormalMapVertex = skin_model_normal_map_vert::getShader();
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auto skinModelNormalMapFadeVertex = skin_model_normal_map_fade_vert::getShader();
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auto skinModelDualQuatVertex = skin_model_dq_vert::getShader();
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auto skinModelNormalMapDualQuatVertex = skin_model_normal_map_dq_vert::getShader();
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auto skinModelNormalMapFadeDualQuatVertex = skin_model_normal_map_fade_dq_vert::getShader();
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// Pixel shaders
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auto modelPixel = forward_model_frag::getShader();
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auto modelUnlitPixel = forward_model_unlit_frag::getShader();
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@ -568,6 +584,22 @@ void initForwardPipelines(ShapePlumber& plumber, const render::ShapePipeline::Ba
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Key::Builder().withMaterial().withSkinned().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr);
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// Dual Quaternion
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned(),
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skinModelDualQuatVertex, modelPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withDualQuatSkinned(),
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skinModelNormalMapDualQuatVertex, modelNormalMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned(),
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skinModelDualQuatVertex, modelSpecularMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withSpecular().withDualQuatSkinned(),
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skinModelNormalMapDualQuatVertex, modelNormalSpecularMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTangents().withFade().withDualQuatSkinned(),
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skinModelNormalMapFadeDualQuatVertex, modelNormalMapFadePixel, batchSetter, itemSetter, nullptr, nullptr);
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}
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void addPlumberPipeline(ShapePlumber& plumber,
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@ -695,12 +727,12 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
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skinModelShadowDualQuatProgram, state);
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/*
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auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
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gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinFadePixel);
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shapePlumber.addPipeline(
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ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
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skinModelShadowFadeDualQuatProgram, state);*/
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skinModelShadowFadeDualQuatProgram, state);
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}
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#include "RenderPipelines.h"
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