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use rinecs::{EntitiesThreadLocal, ResourcesThreadLocal, SystemThreadLocal, Read, system_thread_local};
use super::{
    resources,
    geometry::ShadowGeometry,
    ShadowMaterialCache, ProgramCache, material::ShadowMaterialOffsets,
};
use rin_gl as gl;
use super::geometry::{AllShadowsCommandBuffer, AllShadowsCommandBufferData};
use super::shadow::{DepthRenderFn, BasicRenderer};
#[cfg(not(any(feature = "webgl", feature = "gles")))]
use super::shadow::{MultiDrawIndirectRenderer, BaseInstanceRenderer};
use super::renderer::RendererType;
use super::DeferredScene;
use std::marker::PhantomData;

struct DepthPrepass<F>{
    render_fn: PhantomData<F>,
}

#[system_thread_local(name = "depth prepass")]
#[after("super::geometry::upload_all_shadows_command_buffer")] // gl_multidraw_indirect
#[after("super::geometry::all_shadows_geometry_sort")] // non gl_multidraw_indirect
#[needs(
    "resources::AllShadowsSortedGeometry",
    "resources::AllModelMatricesBuffer",
    "resources::CameraUBO",
    "ShadowGeometry",
    "super::geometry::VertexBuffer",
    "super::geometry::IndicesBuffer",
)]
#[needs( // gl_multidraw_indirect
    "AllShadowsCommandBuffer",
    "AllShadowsCommandBufferData"
)]
#[updates("resources::DepthPrepass")]
#[gpu_stats]
impl<F: DepthRenderFn> SystemThreadLocal for DepthPrepass<F> {
    fn run(&mut self, entities: EntitiesThreadLocal, resources: ResourcesThreadLocal){
        let glin = resources.get::<gl::Renderer<'static>>().unwrap();
        let camera_ubo = resources.get::<resources::CameraUBO>().unwrap();
        let gl = glin.with_properties(&[
            gl::Property::DepthTest(true),
            gl::Property::DepthMask(true),
            gl::Property::ColorMask([false, false, false, false]),
            gl::Property::CullFace(Some(gl::BACK)),
            #[cfg(not(any(feature = "webgl", feature = "gles")))]
            gl::Property::DepthClamp(camera_ubo.clamp_depth)
        ]);
        let gl = if camera_ubo.reversed_z{
            gl.with_properties(&[gl::Property::DepthFunc(gl::GREATER)])
        }else{
            gl.with_properties(&[gl::Property::DepthFunc(gl::LESS)])
        };
        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        let gl = if camera_ubo.zero_to_one{
            gl.with_properties(&[gl::Property::ClipControl(gl::LOWER_LEFT, gl::ZERO_TO_ONE)])
        }else{
            gl
        };

        let all_geometry_sorted = resources.get::<resources::AllShadowsSortedGeometry>().unwrap();
        let render_buffer = resources.get::<resources::ScreenRenderBuffer>().unwrap();
        let shadow_material_cache = resources.get::<ShadowMaterialCache>().unwrap();
        let program_cache = resources.get::<ProgramCache>().unwrap();
        let program = super::get_depth_only_shader(&gl);
        let gl = gl.context().with_fbo(render_buffer.depth_prepass().unwrap());
        let gl = gl.with(&[super::UBOBindingPoints::Camera.to_buffer_binding(&camera_ubo.ubo)]);
        program.set_uniform(&super::UBOBindingPoints::Camera.to_uniform_block_binding())
            .unwrap();
        gl.clear_depth(1.);
        F::render_all(
            &entities,
            &resources,
            gl,
            &all_geometry_sorted,
            program,
            &shadow_material_cache,
            &program_cache,
        );
    }
}

pub fn create_depth_prepass(scene: &mut DeferredScene, renderer_ty: RendererType){
    match renderer_ty {
        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        RendererType::MultiDrawIndirect
            => scene.add_system_thread_local(DepthPrepass::<MultiDrawIndirectRenderer>{
                render_fn: PhantomData,
            }),
        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        RendererType::BaseInstance
            => scene.add_system_thread_local(DepthPrepass::<BaseInstanceRenderer>{
                render_fn: PhantomData,
            }),
        RendererType::Basic
            => scene.add_system_thread_local(DepthPrepass::<BasicRenderer>{
                render_fn: PhantomData,
            }),
    };
}