mirror of https://github.com/axmolengine/axmol.git
425 lines
16 KiB
C++
425 lines
16 KiB
C++
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//----------------------------------------------------------------------------------
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// Include
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//----------------------------------------------------------------------------------
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#include "EffekseerRendererGL.RenderState.h"
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#include "EffekseerRendererGL.RendererImplemented.h"
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#include "EffekseerRendererGL.GLExtension.h"
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#include "EffekseerRendererGL.IndexBuffer.h"
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#include "EffekseerRendererGL.ModelRenderer.h"
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#include "EffekseerRendererGL.Shader.h"
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#include "EffekseerRendererGL.VertexArray.h"
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#include "EffekseerRendererGL.VertexBuffer.h"
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#include <string>
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#include "ShaderHeader/ad_model_distortion_ps.h"
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#include "ShaderHeader/ad_model_distortion_vs.h"
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#include "ShaderHeader/ad_model_lit_ps.h"
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#include "ShaderHeader/ad_model_lit_vs.h"
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#include "ShaderHeader/ad_model_unlit_ps.h"
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#include "ShaderHeader/ad_model_unlit_vs.h"
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#include "ShaderHeader/model_distortion_ps.h"
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#include "ShaderHeader/model_distortion_vs.h"
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#include "ShaderHeader/model_lit_ps.h"
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#include "ShaderHeader/model_lit_vs.h"
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#include "ShaderHeader/model_unlit_ps.h"
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#include "ShaderHeader/model_unlit_vs.h"
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namespace EffekseerRendererGL
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{
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static const int InstanceCount = OpenGLInstancingCount;
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void AddModelVertexUniformLayout(Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement>& uniformLayout, bool isAd, bool isInstancing, int N)
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{
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using namespace Effekseer::Backend;
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int vsOffset = 0;
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auto storeVector = [&](const char* name, int count = 1) {
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uniformLayout.emplace_back(UniformLayoutElement{ShaderStageType::Vertex, name, UniformBufferLayoutElementType::Vector4, count, vsOffset});
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vsOffset += sizeof(float[4]) * count;
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};
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auto storeMatrix = [&](const char* name, int count = 1) {
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uniformLayout.emplace_back(UniformLayoutElement{ShaderStageType::Vertex, name, UniformBufferLayoutElementType::Matrix44, count, vsOffset});
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vsOffset += sizeof(Effekseer::Matrix44) * count;
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};
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storeMatrix("CBVS0.mCameraProj");
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if (isInstancing)
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{
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storeMatrix("CBVS0.mModel_Inst", N);
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}
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else
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{
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storeMatrix("CBVS0.mModel", N);
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}
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storeVector("CBVS0.fUV", N);
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if (isAd)
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{
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storeVector("CBVS0.fAlphaUV", N);
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storeVector("CBVS0.fUVDistortionUV", N);
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storeVector("CBVS0.fBlendUV", N);
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storeVector("CBVS0.fBlendAlphaUV", N);
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storeVector("CBVS0.fBlendUVDistortionUV", N);
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storeVector("CBVS0.flipbookParameter1");
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storeVector("CBVS0.flipbookParameter2");
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storeVector("CBVS0.fFlipbookIndexAndNextRate", N);
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storeVector("CBVS0.fModelAlphaThreshold", N);
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}
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storeVector("CBVS0.fModelColor", N);
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storeVector("CBVS0.fLightDirection");
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storeVector("CBVS0.fLightColor");
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storeVector("CBVS0.fLightAmbient");
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storeVector("CBVS0.mUVInversed");
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}
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template <int N>
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void ModelRenderer::InitRenderer()
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{
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for (size_t i = 0; i < 6; i++)
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{
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m_va[i] = nullptr;
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}
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const Effekseer::Backend::VertexLayoutElement vlElem[6] = {
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{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Pos", "POSITION", 0},
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{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Normal", "NORMAL", 1},
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{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Binormal", "NORMAL", 1},
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{Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT, "Input_Tangent", "NORMAL", 2},
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{Effekseer::Backend::VertexLayoutFormat::R32G32_FLOAT, "Input_UV", "TEXCOORD", 0},
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{Effekseer::Backend::VertexLayoutFormat::R8G8B8A8_UNORM, "Input_Color", "NORMAL", 3},
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};
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auto vl = graphicsDevice_->CreateVertexLayout(vlElem, 6).DownCast<Backend::VertexLayout>();
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shader_ad_lit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererAdvancedVertexConstantBuffer<N>));
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shader_ad_unlit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererAdvancedVertexConstantBuffer<N>));
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shader_ad_distortion_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererAdvancedVertexConstantBuffer<N>));
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shader_ad_lit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
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shader_ad_unlit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
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shader_ad_distortion_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBufferDistortion));
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shader_lit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererVertexConstantBuffer<N>));
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shader_unlit_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererVertexConstantBuffer<N>));
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shader_distortion_->SetVertexConstantBufferSize(sizeof(::EffekseerRenderer::ModelRendererVertexConstantBuffer<N>));
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shader_lit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
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shader_unlit_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBuffer));
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shader_distortion_->SetPixelConstantBufferSize(sizeof(::EffekseerRenderer::PixelConstantBufferDistortion));
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for (auto& shader : {shader_ad_lit_, shader_lit_})
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{
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shader->SetVertexLayout(vl);
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}
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for (auto& shader : {shader_ad_unlit_, shader_unlit_})
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{
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shader->SetVertexLayout(vl);
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}
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for (auto& shader : {shader_ad_distortion_, shader_distortion_})
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{
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shader->SetVertexLayout(vl);
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}
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}
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ModelRenderer::ModelRenderer(RendererImplemented* renderer,
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Shader* shader_ad_lit,
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Shader* shader_ad_unlit,
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Shader* shader_ad_distortion,
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Shader* shader_lit,
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Shader* shader_unlit,
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Shader* shader_distortion)
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: m_renderer(renderer)
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, shader_ad_lit_(shader_ad_lit)
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, shader_ad_unlit_(shader_ad_unlit)
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, shader_ad_distortion_(shader_ad_distortion)
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, shader_lit_(shader_lit)
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, shader_unlit_(shader_unlit)
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, shader_distortion_(shader_distortion)
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{
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graphicsDevice_ = renderer->GetGraphicsDevice().DownCast<Backend::GraphicsDevice>();
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if (renderer->GetDeviceType() == OpenGLDeviceType::OpenGL3 || renderer->GetDeviceType() == OpenGLDeviceType::OpenGLES3)
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{
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VertexType = EffekseerRenderer::ModelRendererVertexType::Instancing;
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InitRenderer<InstanceCount>();
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}
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else
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{
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InitRenderer<1>();
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}
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GLint currentVAO = 0;
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if (GLExt::IsSupportedVertexArray())
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{
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, ¤tVAO);
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}
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m_va[0] = VertexArray::Create(graphicsDevice_, shader_ad_lit_, nullptr, nullptr);
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m_va[1] = VertexArray::Create(graphicsDevice_, shader_ad_unlit_, nullptr, nullptr);
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m_va[2] = VertexArray::Create(graphicsDevice_, shader_ad_distortion_, nullptr, nullptr);
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m_va[3] = VertexArray::Create(graphicsDevice_, shader_lit_, nullptr, nullptr);
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m_va[4] = VertexArray::Create(graphicsDevice_, shader_unlit_, nullptr, nullptr);
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m_va[5] = VertexArray::Create(graphicsDevice_, shader_distortion_, nullptr, nullptr);
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if (GLExt::IsSupportedVertexArray())
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{
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GLExt::glBindVertexArray(currentVAO);
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}
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}
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//----------------------------------------------------------------------------------
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//
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//----------------------------------------------------------------------------------
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ModelRenderer::~ModelRenderer()
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{
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for (size_t i = 0; i < 6; i++)
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{
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ES_SAFE_DELETE(m_va[i]);
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}
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ES_SAFE_DELETE(shader_unlit_);
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ES_SAFE_DELETE(shader_lit_);
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ES_SAFE_DELETE(shader_distortion_);
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ES_SAFE_DELETE(shader_ad_unlit_);
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ES_SAFE_DELETE(shader_ad_lit_);
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ES_SAFE_DELETE(shader_ad_distortion_);
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}
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//----------------------------------------------------------------------------------
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//
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//----------------------------------------------------------------------------------
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ModelRendererRef ModelRenderer::Create(RendererImplemented* renderer)
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{
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assert(renderer != nullptr);
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auto graphicsDevice = renderer->GetGraphicsDevice();
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int instanceCount = 1;
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bool instaincing = false;
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if (renderer->GetDeviceType() == OpenGLDeviceType::OpenGL3 || renderer->GetDeviceType() == OpenGLDeviceType::OpenGLES3)
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{
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instanceCount = InstanceCount;
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instaincing = true;
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}
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else
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{
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instaincing = false;
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}
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Shader* shader_ad_lit = nullptr;
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Shader* shader_ad_unlit = nullptr;
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Shader* shader_ad_distortion = nullptr;
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Shader* shader_lit = nullptr;
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Shader* shader_unlit = nullptr;
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Shader* shader_distortion = nullptr;
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ShaderCodeView ad_lit_vs(get_ad_model_lit_vs(renderer->GetDeviceType()));
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ShaderCodeView ad_lit_ps(get_ad_model_lit_ps(renderer->GetDeviceType()));
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ShaderCodeView ad_unlit_vs(get_ad_model_unlit_vs(renderer->GetDeviceType()));
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ShaderCodeView ad_unlit_ps(get_ad_model_unlit_ps(renderer->GetDeviceType()));
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ShaderCodeView ad_dist_vs(get_ad_model_distortion_vs(renderer->GetDeviceType()));
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ShaderCodeView ad_dist_ps(get_ad_model_distortion_ps(renderer->GetDeviceType()));
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ShaderCodeView lit_vs(get_model_lit_vs(renderer->GetDeviceType()));
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ShaderCodeView lit_ps(get_model_lit_ps(renderer->GetDeviceType()));
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ShaderCodeView unlit_vs(get_model_unlit_vs(renderer->GetDeviceType()));
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ShaderCodeView unlit_ps(get_model_unlit_ps(renderer->GetDeviceType()));
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ShaderCodeView dist_vs(get_model_distortion_vs(renderer->GetDeviceType()));
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ShaderCodeView dist_ps(get_model_distortion_ps(renderer->GetDeviceType()));
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const auto texLocUnlit = GetTextureLocations(EffekseerRenderer::RendererShaderType::Unlit);
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const auto texLocLit = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedLit);
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const auto texLocDist = GetTextureLocations(EffekseerRenderer::RendererShaderType::BackDistortion);
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const auto texLocAdUnlit = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedUnlit);
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const auto texLocAdLit = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedLit);
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const auto texLocAdDist = GetTextureLocations(EffekseerRenderer::RendererShaderType::AdvancedBackDistortion);
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Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsLitUnlit;
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AddModelVertexUniformLayout(uniformLayoutElementsLitUnlit, false, instaincing, instanceCount);
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AddPixelUniformLayout(uniformLayoutElementsLitUnlit);
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Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsDist;
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AddModelVertexUniformLayout(uniformLayoutElementsDist, false, instaincing, instanceCount);
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AddDistortionPixelUniformLayout(uniformLayoutElementsDist);
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Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsLitUnlitAd;
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AddModelVertexUniformLayout(uniformLayoutElementsLitUnlitAd, true, instaincing, instanceCount);
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AddPixelUniformLayout(uniformLayoutElementsLitUnlitAd);
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Effekseer::CustomVector<Effekseer::Backend::UniformLayoutElement> uniformLayoutElementsDistAd;
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AddModelVertexUniformLayout(uniformLayoutElementsDistAd, true, instaincing, instanceCount);
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AddDistortionPixelUniformLayout(uniformLayoutElementsDistAd);
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auto uniformLayoutLitAd = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocAdLit, uniformLayoutElementsLitUnlitAd);
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auto shader_lit_ad_in = graphicsDevice->CreateShaderFromCodes({ad_lit_vs}, {ad_lit_ps}, uniformLayoutLitAd).DownCast<Backend::Shader>();
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auto uniformLayoutUnlitAd = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocAdUnlit, uniformLayoutElementsLitUnlitAd);
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auto shader_unlit_ad_in = graphicsDevice->CreateShaderFromCodes({ad_unlit_vs}, {ad_unlit_ps}, uniformLayoutUnlitAd).DownCast<Backend::Shader>();
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auto uniformLayoutDistAd = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocAdDist, uniformLayoutElementsDistAd);
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auto shader_dist_ad_in = graphicsDevice->CreateShaderFromCodes({ad_dist_vs}, {ad_dist_ps}, uniformLayoutDistAd).DownCast<Backend::Shader>();
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auto uniformLayoutLit = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocLit, uniformLayoutElementsLitUnlit);
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auto shader_lit_in = graphicsDevice->CreateShaderFromCodes({lit_vs}, {lit_ps}, uniformLayoutLit).DownCast<Backend::Shader>();
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auto uniformLayoutUnlit = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocUnlit, uniformLayoutElementsLitUnlit);
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auto shader_unlit_in = graphicsDevice->CreateShaderFromCodes({unlit_vs}, {unlit_ps}, uniformLayoutUnlit).DownCast<Backend::Shader>();
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auto uniformLayoutDist = Effekseer::MakeRefPtr<Effekseer::Backend::UniformLayout>(texLocDist, uniformLayoutElementsDist);
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auto shader_dist_in = graphicsDevice->CreateShaderFromCodes({dist_vs}, {dist_ps}, uniformLayoutDist).DownCast<Backend::Shader>();
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shader_ad_lit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_lit_ad_in, "ModelRendererLitAd");
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if (shader_ad_lit == nullptr)
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goto End;
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shader_ad_unlit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_unlit_ad_in, "ModelRendererUnlitAd");
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if (shader_ad_unlit == nullptr)
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goto End;
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shader_ad_distortion = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_dist_ad_in, "ModelRendererDistAd");
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if (shader_ad_distortion == nullptr)
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goto End;
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shader_lit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_lit_in, "ModelRendererLit");
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if (shader_lit == nullptr)
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goto End;
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shader_unlit = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_unlit_in, "ModelRendererUnlit");
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if (shader_unlit == nullptr)
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goto End;
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shader_distortion = Shader::Create(renderer->GetInternalGraphicsDevice(), shader_dist_in, "ModelRendererDit");
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if (shader_distortion == nullptr)
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goto End;
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// Transpiled shader is transposed
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if (renderer->GetDeviceType() == OpenGLDeviceType::OpenGL3 || renderer->GetDeviceType() == OpenGLDeviceType::OpenGLES3)
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{
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shader_ad_lit->SetIsTransposeEnabled(true);
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shader_ad_unlit->SetIsTransposeEnabled(true);
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shader_ad_distortion->SetIsTransposeEnabled(true);
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shader_lit->SetIsTransposeEnabled(true);
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shader_unlit->SetIsTransposeEnabled(true);
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shader_distortion->SetIsTransposeEnabled(true);
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}
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return ModelRendererRef(new ModelRenderer(renderer, shader_ad_lit, shader_ad_unlit, shader_ad_distortion, shader_lit, shader_unlit, shader_distortion));
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End:;
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ES_SAFE_DELETE(shader_ad_lit);
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ES_SAFE_DELETE(shader_ad_unlit);
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ES_SAFE_DELETE(shader_ad_distortion);
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ES_SAFE_DELETE(shader_lit);
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ES_SAFE_DELETE(shader_unlit);
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ES_SAFE_DELETE(shader_distortion);
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return nullptr;
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}
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void ModelRenderer::BeginRendering(const efkModelNodeParam& parameter, int32_t count, void* userData)
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{
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BeginRendering_(m_renderer, parameter, count, userData);
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}
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void ModelRenderer::Rendering(const efkModelNodeParam& parameter, const InstanceParameter& instanceParameter, void* userData)
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{
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Rendering_<RendererImplemented>(m_renderer, parameter, instanceParameter, userData);
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}
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void ModelRenderer::EndRendering(const efkModelNodeParam& parameter, void* userData)
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{
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if (collector_.DoRequireAdvancedRenderer())
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{
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if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::BackDistortion)
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{
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m_renderer->SetVertexArray(m_va[2]);
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}
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else if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::Lighting)
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{
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m_renderer->SetVertexArray(m_va[0]);
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}
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else
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{
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m_renderer->SetVertexArray(m_va[1]);
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}
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}
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else
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{
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if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::BackDistortion)
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|
{
|
||
|
m_renderer->SetVertexArray(m_va[5]);
|
||
|
}
|
||
|
else if (parameter.BasicParameterPtr->MaterialType == Effekseer::RendererMaterialType::Lighting)
|
||
|
{
|
||
|
m_renderer->SetVertexArray(m_va[3]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_renderer->SetVertexArray(m_va[4]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (parameter.ModelIndex < 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Effekseer::ModelRef model = nullptr;
|
||
|
|
||
|
if (parameter.IsProceduralMode)
|
||
|
{
|
||
|
model = parameter.EffectPointer->GetProceduralModel(parameter.ModelIndex);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
model = parameter.EffectPointer->GetModel(parameter.ModelIndex);
|
||
|
}
|
||
|
|
||
|
if (model == nullptr)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
model->StoreBufferToGPU(graphicsDevice_.Get());
|
||
|
if (!model->GetIsBufferStoredOnGPU())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (m_renderer->GetRenderMode() == Effekseer::RenderMode::Wireframe)
|
||
|
{
|
||
|
model->GenerateWireIndexBuffer(graphicsDevice_.Get());
|
||
|
if (!model->GetIsWireIndexBufferGenerated())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (VertexType == EffekseerRenderer::ModelRendererVertexType::Instancing)
|
||
|
{
|
||
|
EndRendering_<RendererImplemented, Shader, Effekseer::Model, true, InstanceCount>(
|
||
|
m_renderer, shader_ad_lit_, shader_ad_unlit_, shader_ad_distortion_, shader_lit_, shader_unlit_, shader_distortion_, parameter, userData);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EndRendering_<RendererImplemented, Shader, Effekseer::Model, false, 1>(
|
||
|
m_renderer, shader_ad_lit_, shader_ad_unlit_, shader_ad_distortion_, shader_lit_, shader_unlit_, shader_distortion_, parameter, userData);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------------
|
||
|
//
|
||
|
//----------------------------------------------------------------------------------
|
||
|
} // namespace EffekseerRendererGL
|
||
|
//----------------------------------------------------------------------------------
|
||
|
//
|
||
|
//----------------------------------------------------------------------------------
|