Update cubemap probes automatically.
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parent
924fa2413a
commit
40276c443b
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@ -192,7 +192,24 @@ proc draw_all*(self: RenderManager) =
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continue
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scene.update_all_matrices()
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scene.update_lights()
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# TODO: render probes required by cameras of enabled screens
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# TODO: move this
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var update_probe_ubo = false
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for probe in scene.cubemap_probes:
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let upd = case probe.update_strategy:
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of UpdateNever: false
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of UpdateOnFirstUse:
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# TODO: detect when relevant objects are fully loaded
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# and also when anything that affects it is visible and
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# nearby
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not probe.used
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of UpdateAlways: true
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if upd:
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probe.render_cubemap(true)
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probe.used = true
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update_probe_ubo = true
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if update_probe_ubo:
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scene.cubemap_UBO.update()
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# TODO: render shadows required by cameras of enabled screens
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for screen in self.engine.screens:
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if not screen.enabled:
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@ -584,13 +584,18 @@ method loadScene*(self: BlendLoader, name: string="", scene: Scene=nil, callback
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if scn["id"]["name"].cstr == idname.cstring:
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let node = scn
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var scene = scene
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let was_first_scene = self.engine.scenes.len == 0
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if scene == nil:
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scene = self.engine.new_scene(name=name)
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self.loadSceneImpl(node, scene)
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callback(scene)
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# TODO: when loading is async, move this stuff after loading has
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# finished
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if was_first_scene and not scene.enabled:
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echo "Warning: Your scene is not enabled, use 'scene.enable_render()' or 'scene.enable_all()'"
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scene.render_all_cubemaps(true)
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return
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assert false, &"Scene {name} not found"
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proc debug_dump*(self: BlendLoader) =
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self.blend_file.debug_dump
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self.blend_file.debug_dump
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@ -96,6 +96,7 @@ proc newCubemapProbe*(engine: MyouEngine, name: string="camera", scene: Scene =
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parallax_distance
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else:
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influence_distance
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self.update_strategy = UpdateOnFirstUse
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return self
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@ -351,6 +351,17 @@ proc destroy*(self: Scene) =
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self.engine.scenes.del(self.name)
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return
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proc enable_render*(self: Scene) =
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self.enabled = true
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proc enable_physics*(self: Scene) =
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if self.world != nil:
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self.world.enabled = true
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proc enable_all*(self: Scene) =
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self.enable_render()
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self.enable_physics()
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proc new_gameobject*(self: Scene, name: string): GameObject =
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return self.engine.new_gameobject(name=name, scene=self)
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@ -528,10 +539,6 @@ proc get_lighting_code*(self: Scene): string =
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code.add staticOrDebugRead "shadows/simple_shadow.glsl"
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return code.join "\n"
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# template as_float_array(x: untyped): untyped =
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# cast[array[sizeof(typeof(x)) div 4, float]](x)
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proc update_lights*(self: Scene) =
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if self.lighting_UBOs.len == 0:
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return
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@ -694,6 +694,11 @@ type
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# cubemap_probe.nim
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ProbeUpdateStrategy* = enum
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UpdateNever
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UpdateOnFirstUse
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UpdateAlways
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ProbeInfluenceType* = enum
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SphereInfluence
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BoxInfluence
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@ -715,6 +720,8 @@ type
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intensity*: float32
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clipping_start*: float32
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clipping_end*: float32
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update_strategy*: ProbeUpdateStrategy
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used*: bool
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# NOTE: layout must match struct CubemapInfo in scene.nim
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CubemapProbeUniform* = object
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@ -761,6 +768,8 @@ type
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parent_object*: GameObject
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World* = ref object of RootObj
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enabled*: bool
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DebugDraw* = ref object of RootObj
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Body* = ref object
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@ -824,12 +833,15 @@ type BlendLoader* = ref object of Loader
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cached_materials*: Table[(FNode, string, bool),
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(string, seq[Varying], OrderedTable[string, string], OrderedTable[string, TexturePixels])] ## private
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resource*: LoadableResource
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template enqueue*(self: RenderManager, fun: proc()) =
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if self.initialized:
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template enqueue*(renderer: RenderManager, fun: proc()) =
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## Run a proc after the renderer has been initialized.
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##
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## If it was already initialized, it runs it immediately.
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if renderer.initialized:
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fun()
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else:
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self.queue.add fun
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renderer.queue.add fun
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when not defined(release):
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from sugar import dump
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