TransferTexture::TransferTexture(GraphicContext &gc, const PixelBuffer &pbuff, PixelBufferDirection direction, BufferUsage usage)
{
	GraphicContextProvider *gc_provider = gc.get_provider();
	PixelBufferProvider *provider = gc_provider->alloc_pixel_buffer();
	*this = TransferTexture(provider);

	provider->create(pbuff.get_data(), pbuff.get_size(), direction, pbuff.get_format(), usage);
}
TransferTexture::TransferTexture(GraphicContext &gc, int width, int height, PixelBufferDirection direction, TextureFormat texture_format, const void *data, BufferUsage usage)
{
	GraphicContextProvider *gc_provider = gc.get_provider();
	PixelBufferProvider *provider = gc_provider->alloc_pixel_buffer();
	*this = TransferTexture(provider);

	provider->create(data, Size(width, height), direction, texture_format, usage);
}
	TransferTexture RenderBatchBuffer::get_transfer_rgba32f(GraphicContext &gc)
	{
		current_rgba32f_transfer++;
		if (current_rgba32f_transfer == num_r8_buffers)
			current_rgba32f_transfer = 0;

		if (transfers_rgba32f[current_rgba32f_transfer].is_null())
			transfers_rgba32f[current_rgba32f_transfer] = TransferTexture(gc, rgba32f_width, rgba32f_height, data_to_gpu, tf_rgba32f);

		return transfers_rgba32f[current_rgba32f_transfer];
	}
	TransferTexture RenderBatchBuffer::get_transfer_r8(GraphicContext &gc, int &out_index)
	{
		current_r8_transfer++;
		if (current_r8_transfer == num_r8_buffers)
			current_r8_transfer = 0;

		if (transfers_r8[current_r8_transfer].is_null())
		{
			transfers_r8[current_r8_transfer] = TransferTexture(gc, r8_size, r8_size, data_to_gpu, tf_r8);
		}
		out_index = current_r8_transfer;

		return transfers_r8[current_r8_transfer];
	}
void ParticleEmitterPass::run(GraphicContext &gc, Scene_Impl *scene)
{
	setup(gc);

	Size viewport_size = viewport->get_size();
	Mat4f eye_to_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 1.e10f, handed_left, gc.get_clip_z_range());
	Mat4f eye_to_cull_projection = Mat4f::perspective(field_of_view.get(), viewport_size.width/(float)viewport_size.height, 0.1f, 150.0f, handed_left, clip_negative_positive_w);
	FrustumPlanes frustum(eye_to_cull_projection * world_to_eye.get());

	for (size_t i = 0; i < active_emitters.size(); i++)
		active_emitters[i]->visible = false;
	scene->visit_emitters(gc, world_to_eye.get(), eye_to_projection, frustum, this);

	const int vectors_per_particle = 2;

	size_t total_particle_count = 0;
	for (size_t i = 0; i < active_emitters.size(); i++)
	{
		float depth_fade_distance = 1.0f;
		ParticleUniforms uniforms;
		uniforms.eye_to_projection = eye_to_projection;
		uniforms.object_to_eye = world_to_eye.get();
		uniforms.rcp_depth_fade_distance = 1.0f / depth_fade_distance;
		uniforms.instance_vectors_offset = total_particle_count * vectors_per_particle;
		active_emitters[i]->gpu_uniforms.upload_data(gc, &uniforms, 1);

		total_particle_count += active_emitters[i]->cpu_particles.size();
	}

	if (total_particle_count == 0)
		return;

	if (instance_texture.is_null() || instance_texture.get_width() < (int)total_particle_count)
	{
		instance_texture = Texture2D(gc, total_particle_count * vectors_per_particle, 1, tf_rgba32f);
		instance_transfer = TransferTexture(gc, total_particle_count * vectors_per_particle, 1, data_to_gpu, tf_rgba32f, 0, usage_stream_draw);
	}

	instance_transfer.lock(gc, access_write_discard);
	Vec4f *vectors = instance_transfer.get_data<Vec4f>();
	size_t vector_offset = 0;
	for (size_t j = 0; j < active_emitters.size(); j++)
	{
		Vec3f eye_pos = scene->get_camera().get_position();
		std::vector<ParticleOrderIndex> sorted_particles;
		sorted_particles.reserve(active_emitters[j]->cpu_particles.size());
		for (size_t i = 0; i < active_emitters[j]->cpu_particles.size(); i++)
		{
			Vec3f delta = active_emitters[j]->cpu_particles[i].position - eye_pos;
			sorted_particles.push_back(ParticleOrderIndex(i, Vec3f::dot(delta, delta)));
		}
		std::sort(sorted_particles.begin(), sorted_particles.end());

		for (size_t k = 0; k < sorted_particles.size(); k++)
		{
			int i = sorted_particles[k].index;
			float size = mix(active_emitters[j]->cpu_particles[i].start_size, active_emitters[j]->cpu_particles[i].end_size, active_emitters[j]->cpu_particles[i].life);
			vectors[vector_offset + k * vectors_per_particle + 0] = Vec4f(active_emitters[j]->cpu_particles[i].position, size);
			vectors[vector_offset + k * vectors_per_particle + 1] = Vec4f(active_emitters[j]->cpu_particles[i].life, 0.0f, 0.0f, 0.0f);
		}

		vector_offset += active_emitters[j]->cpu_particles.size() * vectors_per_particle;
	}
	instance_transfer.unlock();
	instance_texture.set_image(gc, instance_transfer);

	gc.set_depth_range(0.0f, 0.9f);

	gc.set_frame_buffer(fb);
	gc.set_viewport(viewport_size);
	gc.set_depth_stencil_state(depth_stencil_state);
	gc.set_blend_state(blend_state);
	gc.set_rasterizer_state(rasterizer_state);
	gc.set_primitives_array(prim_array);

	gc.set_program_object(program);
	gc.set_texture(0, normal_z_gbuffer.get());
	gc.set_texture(1, instance_texture);

	for (size_t i = 0; i < active_emitters.size(); i++)
	{
		gc.set_uniform_buffer(0, active_emitters[i]->gpu_uniforms);
		gc.set_texture(2, active_emitters[i]->particle_animation.get());
		gc.set_texture(3, active_emitters[i]->life_color_gradient.get());
		gc.draw_primitives_array_instanced(type_triangles, 0, 6, active_emitters[i]->cpu_particles.size());
	}

	gc.reset_primitives_array();
	gc.reset_rasterizer_state();
	gc.reset_depth_stencil_state();
	gc.reset_program_object();
	gc.reset_primitives_elements();
	gc.reset_texture(0);
	gc.reset_texture(1);
	gc.reset_texture(2);
	gc.reset_texture(3);
	gc.reset_uniform_buffer(0);
	gc.reset_frame_buffer();

	gc.set_depth_range(0.0f, 1.0f);
}