mirror of
https://github.com/enduro2d/enduro2d.git
synced 2025-12-14 16:09:06 +07:00
raw pointers for draw command
This commit is contained in:
@@ -665,14 +665,8 @@ namespace e2d
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u8 _pad[4] = {0};
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};
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class material;
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using material_ptr = std::shared_ptr<material>;
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class material final {
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public:
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static material_ptr create();
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static material_ptr create(const material& mat);
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material& add_pass(const pass_state& pass) noexcept;
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std::size_t pass_count() const noexcept;
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@@ -690,14 +684,8 @@ namespace e2d
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property_block properties_;
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};
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class geometry;
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using geometry_ptr = std::shared_ptr<geometry>;
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class geometry final {
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public:
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static geometry_ptr create();
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static geometry_ptr create(const geometry& geo);
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geometry& add_vertices(const vertex_buffer_ptr& vb) noexcept;
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std::size_t vertices_count() const noexcept;
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@@ -734,24 +722,21 @@ namespace e2d
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class draw_command final {
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public:
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draw_command() = default;
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draw_command(const material_ptr& mat, const geometry_ptr& geo) noexcept;
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draw_command() = delete;
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draw_command(const material& mat, const geometry& geo) noexcept;
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draw_command(const material& mat, const geometry& geo, const property_block& props) noexcept;
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draw_command& material(const material_ptr& value) noexcept;
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draw_command& geometry(const geometry_ptr& value) noexcept;
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draw_command& properties(const property_block& value);
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draw_command& material_ref(const material& value) noexcept;
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draw_command& geometry_ref(const geometry& value) noexcept;
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draw_command& properties_ref(const property_block& value);
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material_ptr& material() noexcept;
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geometry_ptr& geometry() noexcept;
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property_block& properties() noexcept;
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const material_ptr& material() const noexcept;
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const geometry_ptr& geometry() const noexcept;
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const property_block& properties() const noexcept;
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const material& material_ref() const noexcept;
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const geometry& geometry_ref() const noexcept;
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const property_block& properties_ref() const noexcept;
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private:
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material_ptr material_;
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geometry_ptr geometry_;
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property_block properties_;
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const material* material_ = nullptr;
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const geometry* geometry_ = nullptr;
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const property_block* properties_ = nullptr;
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};
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class clear_command final {
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@@ -144,7 +144,7 @@ int e2d_main() {
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return 1;
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}
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auto material = render::material::create(render::material()
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auto material = render::material()
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.add_pass(render::pass_state()
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.states(render::state_block()
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.capabilities(render::capabilities_state()
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@@ -161,12 +161,12 @@ int e2d_main() {
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.sampler("u_texture2", render::sampler_state()
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.texture(texture2)
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear)))));
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.mag_filter(render::sampler_mag_filter::linear))));
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auto geometry = render::geometry::create(render::geometry()
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auto geometry = render::geometry()
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.indices(index_buffer)
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.add_vertices(vertex_buffer1)
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.add_vertices(vertex_buffer2));
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.add_vertices(vertex_buffer2);
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const auto begin_game_time = time::now_ms();
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const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
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@@ -176,16 +176,16 @@ int e2d_main() {
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while ( !the<window>().should_close() && !k.is_key_just_released(keyboard_key::escape) ) {
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const auto game_time = (time::now_ms() - begin_game_time).cast_to<f32>().value;
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material->properties()
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material.properties()
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.property("u_time", game_time)
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.property("u_MVP", projection);
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the<render>().execute(render::command_block<64>()
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.add_command(render::clear_command()
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.color_value({1.f, 0.4f, 0.f, 1.f}))
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.add_command(render::draw_command(material, geometry)));
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.add_command(render::draw_command(material, geometry))
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.add_command(render::swap_command(true)));
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the<window>().swap_buffers(true);
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the<input>().frame_tick();
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window::poll_events();
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}
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@@ -202,7 +202,7 @@ int e2d_main() {
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return 1;
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}
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auto material = render::material::create(render::material()
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auto material = render::material()
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.add_pass(render::pass_state()
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.states(render::state_block()
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.capabilities(render::capabilities_state()
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@@ -216,12 +216,12 @@ int e2d_main() {
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.sampler("u_texture", render::sampler_state()
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.texture(texture)
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear)))));
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.mag_filter(render::sampler_mag_filter::linear))));
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auto geometry = render::geometry::create(render::geometry()
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auto geometry = render::geometry()
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.indices(index_buffer)
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.add_vertices(vertex_buffer1)
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.add_vertices(vertex_buffer2));
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.add_vertices(vertex_buffer2);
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const auto begin_game_time = time::now_ms();
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const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
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@@ -243,16 +243,16 @@ int e2d_main() {
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math::make_loot_at_lh_matrix4({0.f,0.f,-3.f}, v3f::zero(), v3f::unit_y()) *
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projection;
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material->properties()
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material.properties()
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.property("u_time", game_time)
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.property("u_MVP", MVP);
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the<render>().execute(render::command_block<64>()
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.add_command(render::clear_command()
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.color_value({1.f, 0.4f, 0.f, 1.f}))
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.add_command(render::draw_command(material, geometry)));
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.add_command(render::draw_command(material, geometry))
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.add_command(render::swap_command(true)));
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the<window>().swap_buffers(true);
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the<input>().frame_tick();
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window::poll_events();
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}
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@@ -151,7 +151,7 @@ int e2d_main() {
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return 1;
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}
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auto material = render::material::create(render::material()
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auto material = render::material()
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.add_pass(render::pass_state()
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.states(render::state_block()
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.capabilities(render::capabilities_state()
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@@ -169,11 +169,11 @@ int e2d_main() {
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.sampler("u_texture", render::sampler_state()
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.texture(texture)
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear))));
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.mag_filter(render::sampler_mag_filter::linear)));
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auto geometry = render::geometry::create(render::geometry()
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auto geometry = render::geometry()
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.indices(index_buffer)
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.add_vertices(vertex_buffer));
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.add_vertices(vertex_buffer);
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const auto begin_game_time = time::now_ms();
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const auto framebuffer_size = the<window>().real_size().cast_to<f32>();
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@@ -189,6 +189,18 @@ int e2d_main() {
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pixel_declaration::pixel_type::depth16,
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render_target::external_texture::color_and_depth);
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auto rt_props = render::property_block()
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.sampler("u_texture", render::sampler_state()
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.texture(rt->color())
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear));
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auto texture_props = render::property_block()
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.sampler("u_texture", render::sampler_state()
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.texture(texture)
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear));
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const keyboard& k = the<input>().keyboard();
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while ( !the<window>().should_close() && !k.is_key_just_released(keyboard_key::escape) ) {
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const auto game_time = (time::now_ms() - begin_game_time).cast_to<f32>().value;
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@@ -201,7 +213,7 @@ int e2d_main() {
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math::make_loot_at_lh_matrix4({0.f,0.f,-2.f}, v3f::zero(), v3f::unit_y()) *
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projection;
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material->properties()
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material.properties()
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.property("u_time", game_time)
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.property("u_MVP", MVP);
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@@ -210,26 +222,19 @@ int e2d_main() {
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.add_command(render::viewport_command(rt->size()))
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.add_command(render::clear_command()
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.color_value({0.f, 0.4f, 0.f, 1.f}))
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.add_command(render::draw_command(material, geometry)
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.properties(render::property_block()
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.sampler("u_texture", render::sampler_state()
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.texture(texture)
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear))))
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.add_command(render::draw_command(material, geometry, texture_props)));
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the<render>().execute(render::command_block<64>()
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.add_command(render::render_target_command(nullptr))
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.add_command(render::viewport_command(the<window>().real_size()))
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.add_command(render::clear_command()
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.color_value({1.f, 0.4f, 0.f, 1.f}))
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.add_command(render::draw_command(material, geometry)
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.properties(render::property_block()
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.sampler("u_texture", render::sampler_state()
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.texture(rt->color())
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.min_filter(render::sampler_min_filter::linear)
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.mag_filter(render::sampler_mag_filter::linear))))
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.add_command(render::swap_command(true)));
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.color_value({1.f, 0.4f, 0.f, 1.f})));
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std::this_thread::sleep_for(
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time::to_chrono(make_milliseconds(10)));
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for ( std::size_t i = 0; i < 5000; ++i ) {
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the<render>().execute(render::draw_command(material, geometry, rt_props));
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}
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the<render>().execute(render::swap_command(true));
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the<input>().frame_tick();
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window::poll_events();
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@@ -768,14 +768,6 @@ namespace e2d
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// material
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//
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render::material_ptr render::material::create() {
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return std::make_shared<material>();
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}
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render::material_ptr render::material::create(const material& mat) {
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return std::make_shared<material>(mat);
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}
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render::material& render::material::add_pass(const pass_state& pass) noexcept {
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E2D_ASSERT(pass_count_ < max_pass_count);
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passes_[pass_count_] = pass;
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@@ -812,14 +804,6 @@ namespace e2d
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// geometry
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//
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render::geometry_ptr render::geometry::create() {
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return std::make_shared<geometry>();
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}
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render::geometry_ptr render::geometry::create(const geometry& geo) {
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return std::make_shared<geometry>(geo);
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}
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render::geometry& render::geometry::add_vertices(const vertex_buffer_ptr& vb) noexcept {
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E2D_ASSERT(vertices_count_ < max_vertices_count);
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vertices_[vertices_count_] = vb;
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@@ -897,47 +881,43 @@ namespace e2d
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// draw_command
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//
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render::draw_command::draw_command(const material_ptr& mat, const geometry_ptr& geo) noexcept
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: material_(mat)
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, geometry_(geo) {}
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render::draw_command::draw_command(const material& mat, const geometry& geo) noexcept
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: material_(&mat)
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, geometry_(&geo) {}
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render::draw_command& render::draw_command::material(const material_ptr& value) noexcept {
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material_ = value;
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render::draw_command::draw_command(const material& mat, const geometry& geo, const property_block& props) noexcept
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: material_(&mat)
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, geometry_(&geo)
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, properties_(&props) {}
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render::draw_command& render::draw_command::material_ref(const material& value) noexcept {
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material_ = &value;
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return *this;
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}
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render::draw_command& render::draw_command::geometry(const geometry_ptr& value) noexcept {
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geometry_ = value;
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render::draw_command& render::draw_command::geometry_ref(const geometry& value) noexcept {
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geometry_ = &value;
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return *this;
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}
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render::draw_command& render::draw_command::properties(const property_block& value) {
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properties_ = value;
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render::draw_command& render::draw_command::properties_ref(const property_block& value) {
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properties_ = &value;
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return *this;
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}
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render::material_ptr& render::draw_command::material() noexcept {
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return material_;
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const render::material& render::draw_command::material_ref() const noexcept {
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E2D_ASSERT_MSG(material_, "draw command with empty material");
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return *material_;
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}
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render::geometry_ptr& render::draw_command::geometry() noexcept {
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return geometry_;
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const render::geometry& render::draw_command::geometry_ref() const noexcept {
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E2D_ASSERT_MSG(material_, "draw command with empty geometry");
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return *geometry_;
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}
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render::property_block& render::draw_command::properties() noexcept {
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return properties_;
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}
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const render::material_ptr& render::draw_command::material() const noexcept {
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return material_;
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}
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const render::geometry_ptr& render::draw_command::geometry() const noexcept {
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return geometry_;
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}
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const render::property_block& render::draw_command::properties() const noexcept {
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return properties_;
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const render::property_block& render::draw_command::properties_ref() const noexcept {
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static property_block empty_property_block;
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return properties_ ? *properties_ : empty_property_block;
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}
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//
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@@ -744,17 +744,14 @@ namespace e2d
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render& render::execute(const draw_command& command) {
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E2D_ASSERT(main_thread() == std::this_thread::get_id());
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E2D_ASSERT_MSG(command.material(), "draw command with empty material");
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E2D_ASSERT_MSG(command.geometry(), "draw command with empty geometry");
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const material& mat = *command.material();
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const geometry& geo = *command.geometry();
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const property_block& props = command.properties();
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const material& mat = command.material_ref();
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const geometry& geo = command.geometry_ref();
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const property_block& props = command.properties_ref();
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for ( std::size_t i = 0, e = mat.pass_count(); i < e; ++i ) {
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const pass_state& pass = mat.pass(i);
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const property_block& main_props = main_property_cache()
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.clear()
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.merge(mat.properties())
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.merge(pass.properties())
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.merge(props);
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@@ -765,6 +762,7 @@ namespace e2d
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draw_indexed_primitive(state_->dbg(), geo.topo(), geo.indices());
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});
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});
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main_property_cache().clear();
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}
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return *this;
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}
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