Merge remote-tracking branch 'origin/UberShader-Update'

Former-commit-id: c4996b587140ffc36079fec54bde3e1bbb4728de
This commit is contained in:
Lynix 2014-02-28 12:21:11 +01:00
commit 23471b35af
179 changed files with 3371 additions and 4236 deletions

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@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ModuleName/ModuleName.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/Core.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
@ -11,8 +12,11 @@
bool NzModuleName::Initialize()
{
if (s_moduleReferenceCounter++ != 0)
if (s_moduleReferenceCounter > 0)
{
s_moduleReferenceCounter++;
return true; // Déjà initialisé
}
// Initialisation des dépendances
if (!NzCore::Initialize())
@ -21,10 +25,14 @@ bool NzModuleName::Initialize()
return false;
}
s_moduleReferenceCounter++;
// Initialisation du module
NzCallOnExit onExit(NzModuleName::Uninitialize);
onExit.Reset();
NazaraNotice("Initialized: ModuleName module");
return true;
}

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Audio module

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@ -5,7 +5,4 @@
#include <Nazara/Audio/Config.hpp>
#if NAZARA_AUDIO_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Core module
@ -31,6 +31,7 @@
#include <Nazara/Core/AbstractHash.hpp>
#include <Nazara/Core/ByteArray.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/ConditionVariable.hpp>
@ -56,6 +57,7 @@
#include <Nazara/Core/MemoryStream.hpp>
#include <Nazara/Core/Mutex.hpp>
#include <Nazara/Core/NonCopyable.hpp>
#include <Nazara/Core/ParameterList.hpp>
#include <Nazara/Core/PluginManager.hpp>
#include <Nazara/Core/Primitive.hpp>
#include <Nazara/Core/PrimitiveList.hpp>

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@ -0,0 +1,28 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Core module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_CALLONEXIT_HPP
#define NAZARA_CALLONEXIT_HPP
#include <Nazara/Prerequesites.hpp>
class NzCallOnExit
{
using Func = void (*)();
public:
NzCallOnExit(Func func = nullptr);
~NzCallOnExit();
void Reset(Func func = nullptr);
private:
Func m_func;
};
#include <Nazara/Core/CallOnExit.inl>
#endif // NAZARA_CALLONEXIT_HPP

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@ -0,0 +1,23 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Core module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Debug.hpp>
inline NzCallOnExit::NzCallOnExit(Func func) :
m_func(func)
{
}
inline NzCallOnExit::~NzCallOnExit()
{
if (m_func)
m_func();
}
inline void NzCallOnExit::Reset(Func func)
{
m_func = func;
}
#include <Nazara/Core/DebugOff.hpp>

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@ -5,7 +5,4 @@
#include <Nazara/Core/Config.hpp>
#if NAZARA_CORE_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -14,14 +14,14 @@
class NAZARA_API NzMemoryManager
{
public:
NzMemoryManager();
~NzMemoryManager();
static void* Allocate(std::size_t size, bool multi, const char* file = nullptr, unsigned int line = 0);
static void Free(void* pointer, bool multi);
static void NextFree(const char* file, unsigned int line);
private:
NzMemoryManager();
~NzMemoryManager();
static void Initialize();
static char* TimeInfo();
static void Uninitialize();
@ -33,3 +33,8 @@ NAZARA_API void operator delete(void* ptr, const char* file, unsigned int line)
NAZARA_API void operator delete[](void* ptr, const char* file, unsigned int line) throw();
#endif // NAZARA_DEBUG_MEMORYLEAKTRACKER_HPP
#ifndef NAZARA_DEBUG_MEMORYLEAKTRACKER_DISABLE_REDEFINITION
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -31,7 +31,7 @@ using NzDynLibFunc = int (*)(); // Type "générique" de pointeur sur fonction
class NzDynLibImpl;
class NzDynLib : NzNonCopyable
class NAZARA_API NzDynLib : NzNonCopyable
{
public:
NzDynLib();

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@ -60,6 +60,19 @@ enum nzHash
nzHash_Whirlpool
};
enum nzParameterType
{
nzParameterType_Boolean,
nzParameterType_Float,
nzParameterType_Integer,
nzParameterType_None,
nzParameterType_Pointer,
nzParameterType_String,
nzParameterType_Userdata,
nzParameterType_Max = nzParameterType_Userdata
};
enum nzPlugin
{
nzPlugin_Assimp,

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@ -0,0 +1,94 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Core module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PARAMETERLIST_HPP
#define NAZARA_PARAMETERLIST_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/String.hpp>
#include <atomic>
#include <unordered_map>
class NAZARA_API NzParameterList
{
public:
using Destructor = void (*)(void* value);
NzParameterList() = default;
NzParameterList(const NzParameterList& list);
NzParameterList(NzParameterList&& list);
~NzParameterList();
void Clear();
bool GetBooleanParameter(const NzString& name, bool* value) const;
bool GetFloatParameter(const NzString& name, float* value) const;
bool GetIntegerParameter(const NzString& name, int* value) const;
bool GetParameterType(const NzString& name, nzParameterType* type) const;
bool GetPointerParameter(const NzString& name, void** value) const;
bool GetStringParameter(const NzString& name, NzString* value) const;
bool GetUserdataParameter(const NzString& name, void** value) const;
bool HasParameter(const NzString& name) const;
void RemoveParameter(const NzString& name);
void SetParameter(const NzString& name);
void SetParameter(const NzString& name, const NzString& value);
void SetParameter(const NzString& name, const char* value);
void SetParameter(const NzString& name, void* value);
void SetParameter(const NzString& name, void* value, Destructor destructor);
void SetParameter(const NzString& name, bool value);
void SetParameter(const NzString& name, float value);
void SetParameter(const NzString& name, int value);
NzParameterList& operator=(const NzParameterList& list);
NzParameterList& operator=(NzParameterList&& list);
private:
struct Parameter
{
struct UserdataValue
{
UserdataValue(Destructor Destructor, void* value) :
counter(1),
destructor(Destructor),
ptr(value)
{
}
std::atomic_uint counter;
Destructor destructor;
void* ptr;
};
nzParameterType type;
union Value
{
// On définit un constructeur/destructeur vide, permettant de mettre des classes dans l'union
Value() {}
Value(const Value&) {} // Placeholder
~Value() {}
bool boolVal;
float floatVal;
int intVal;
void* ptrVal;
NzString stringVal;
UserdataValue* userdataVal;
};
Value value;
};
using ParameterMap = std::unordered_map<NzString, Parameter>;
void DestroyValue(Parameter& parameter);
ParameterMap m_parameters;
};
#endif // NAZARA_PARAMETERLIST_HPP

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@ -2,7 +2,4 @@
// This file is part of the "Nazara Engine"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Graphics module
@ -54,6 +54,7 @@
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/LightManager.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/RenderTechniques.hpp>
#include <Nazara/Graphics/Scene.hpp>

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@ -50,7 +50,7 @@ class NAZARA_API NzCamera : public NzAbstractViewer, public NzNode, NzRenderTarg
private:
void ApplyView() const override;
void Invalidate() override;
void InvalidateNode() override;
void OnRenderTargetReleased(const NzRenderTarget* renderTarget, void* userdata) override;
bool OnRenderTargetSizeChange(const NzRenderTarget* renderTarget, void* userdata) override;

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@ -10,7 +10,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/UberShader.hpp>
class NAZARA_API NzColorBackground : public NzAbstractBackground
{
@ -26,7 +26,10 @@ class NAZARA_API NzColorBackground : public NzAbstractBackground
private:
NzColor m_color;
NzShaderProgramConstRef m_program;
NzUberShaderConstRef m_uberShader;
const NzUberShaderInstance* m_uberShaderInstance;
int m_materialDiffuseUniform;
int m_vertexDepthUniform;
};
#endif // NAZARA_COLORBACKGROUND_HPP

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@ -38,4 +38,7 @@
// Active les tests de sécurité basés sur le code (Conseillé pour le développement)
#define NAZARA_GRAPHICS_SAFE 1
// Le nombre maximum de lumières qu'un shader standard supportera
#define NAZARA_GRAPHICS_MAX_LIGHTPERPASS 3U // Unsigned
#endif // NAZARA_CONFIG_GRAPHICS_HPP

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@ -5,7 +5,4 @@
#include <Nazara/Graphics/Config.hpp>
#if NAZARA_GRAPHICS_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -11,7 +11,7 @@
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
@ -38,16 +38,16 @@ class NAZARA_API NzDeferredBloomPass : public NzDeferredRenderPass
protected:
NzRenderStates m_bloomStates;
NzRenderTexture m_bloomRTT;
NzShaderProgramRef m_bloomBrightProgram;
NzShaderProgramRef m_bloomFinalProgram;
NzShaderProgramRef m_gaussianBlurProgram;
NzShaderRef m_bloomBrightShader;
NzShaderRef m_bloomFinalShader;
NzShaderRef m_gaussianBlurShader;
NzTextureRef m_bloomTextures[2];
NzTextureSampler m_bilinearSampler;
mutable bool m_uniformUpdated;
float m_brightLuminance;
float m_brightMiddleGrey;
float m_brightThreshold;
int m_gaussianBlurProgramFilterLocation;
int m_gaussianBlurShaderFilterLocation;
unsigned int m_blurPassCount;
};

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@ -11,7 +11,7 @@
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
@ -27,12 +27,12 @@ class NAZARA_API NzDeferredDOFPass : public NzDeferredRenderPass
protected:
NzRenderTexture m_dofRTT;
NzRenderStates m_states;
NzShaderProgramRef m_blurProgram;
NzShaderProgramRef m_dofProgram;
NzShaderConstRef m_dofShader;
NzShaderConstRef m_gaussianBlurShader;
NzTextureRef m_dofTextures[2];
NzTextureSampler m_bilinearSampler;
NzTextureSampler m_pointSampler;
int m_blurProgramFilterLocation;
int m_gaussianBlurShaderFilterLocation;
};
#endif // NAZARA_DEFERREDDOFPASS_HPP

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@ -10,7 +10,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
class NAZARA_API NzDeferredFXAAPass : public NzDeferredRenderPass
@ -23,7 +23,7 @@ class NAZARA_API NzDeferredFXAAPass : public NzDeferredRenderPass
protected:
NzRenderStates m_states;
NzShaderProgramRef m_fxaaProgram;
NzShaderRef m_fxaaShader;
NzTextureSampler m_pointSampler;
};

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@ -10,8 +10,8 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Renderer/UberShader.hpp>
class NAZARA_API NzDeferredFinalPass : public NzDeferredRenderPass
{
@ -23,8 +23,11 @@ class NAZARA_API NzDeferredFinalPass : public NzDeferredRenderPass
protected:
NzRenderStates m_states;
NzShaderProgramRef m_program;
NzTextureSampler m_pointSampler;
NzUberShaderConstRef m_uberShader;
const NzUberShaderInstance* m_uberShaderInstance;
int m_materialDiffuseUniform;
int m_materialDiffuseMapUniform;
};
#endif // NAZARA_DEFERREDFINALPASS_HPP

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@ -10,7 +10,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
class NAZARA_API NzDeferredFogPass : public NzDeferredRenderPass
@ -23,7 +23,7 @@ class NAZARA_API NzDeferredFogPass : public NzDeferredRenderPass
protected:
NzRenderStates m_states;
NzShaderProgramRef m_program;
NzShaderRef m_shader;
NzTextureSampler m_pointSampler;
};

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@ -10,7 +10,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Shader.hpp>
class NAZARA_API NzDeferredGeometryPass : public NzDeferredRenderPass
{
@ -23,7 +23,7 @@ class NAZARA_API NzDeferredGeometryPass : public NzDeferredRenderPass
protected:
NzRenderStates m_clearStates;
NzShaderProgramRef m_clearProgram;
NzShaderRef m_clearShader;
};
#endif // NAZARA_DEFERREDGEOMETRYPASS_HPP

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@ -9,7 +9,8 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Mesh.hpp>
@ -28,16 +29,17 @@ class NAZARA_API NzDeferredPhongLightingPass : public NzDeferredRenderPass
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
protected:
NzLightUniforms m_directionalLightUniforms;
NzLightUniforms m_pointSpotLightUniforms;
NzMeshRef m_cone;
NzMeshRef m_sphere;
NzShaderProgramRef m_directionalLightProgram;
NzShaderProgramRef m_pointSpotLightProgram;
NzShaderRef m_directionalLightShader;
NzShaderRef m_pointSpotLightShader;
NzTextureSampler m_pointSampler;
NzStaticMesh* m_coneMesh;
NzStaticMesh* m_sphereMesh;
bool m_lightMeshesDrawing;
int m_pointSpotLightProgramDiscardLocation;
int m_pointSpotLightProgramSpotLightLocation;
int m_pointSpotLightShaderDiscardLocation;
};
#endif // NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP

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@ -16,7 +16,6 @@
#include <Nazara/Renderer/RenderBuffer.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Mesh.hpp>
@ -50,7 +49,9 @@ class NAZARA_API NzDeferredRenderTechnique : public NzAbstractRenderTechnique, p
void SetPass(nzRenderPassType relativeTo, int position, NzDeferredRenderPass* pass);
static bool Initialize();
static bool IsSupported();
static void Uninitialize();
private:
bool Resize(const NzVector2ui& dimensions) const;

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@ -26,6 +26,23 @@ enum nzLightType
nzLightType_Max = nzLightType_Spot
};
enum nzMaterialUniform
{
nzMaterialUniform_AlphaMap,
nzMaterialUniform_AlphaThreshold,
nzMaterialUniform_Ambient,
nzMaterialUniform_Diffuse,
nzMaterialUniform_DiffuseMap,
nzMaterialUniform_EmissiveMap,
nzMaterialUniform_HeightMap,
nzMaterialUniform_NormalMap,
nzMaterialUniform_Shininess,
nzMaterialUniform_Specular,
nzMaterialUniform_SpecularMap,
nzMaterialUniform_Max = nzMaterialUniform_SpecularMap
};
enum nzRenderPassType
{
nzRenderPassType_AA,
@ -63,4 +80,15 @@ enum nzSceneNodeType
nzSceneNodeType_Max = nzSceneNodeType_User
};
// Ces paramètres sont indépendants du matériau: ils peuvent être demandés à tout moment
enum nzShaderFlags
{
nzShaderFlags_None = 0,
nzShaderFlags_Deferred = 0x1,
nzShaderFlags_Instancing = 0x2,
nzShaderFlags_Max = nzShaderFlags_Instancing*2-1
};
#endif // NAZARA_ENUMS_GRAPHICS_HPP

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@ -8,13 +8,15 @@
#define NAZARA_FORWARDRENDERTECHNIQUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ResourceListener.hpp>
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/LightManager.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique, NzResourceListener
{
public:
NzForwardRenderTechnique();
@ -30,10 +32,23 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
void SetMaxLightPassPerObject(unsigned int passCount);
private:
struct LightUniforms;
void DrawOpaqueModels(const NzScene* scene) const;
void DrawSprites(const NzScene* scene) const;
void DrawTransparentModels(const NzScene* scene) const;
const LightUniforms* GetLightUniforms(const NzShader* shader) const;
struct LightUniforms
{
NzLightUniforms uniforms;
bool exists;
int offset; // "Distance" entre Lights[0].type et Lights[1].type
/// Moins coûteux en mémoire que de stocker un NzLightUniforms par index de lumière,
/// à voir si ça fonctionne chez tout le monde
};
mutable std::unordered_map<const NzShader*, LightUniforms> m_lightUniforms;
mutable NzForwardRenderQueue m_renderQueue;
NzIndexBufferRef m_indexBuffer;
mutable NzLightManager m_directionalLights;

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@ -12,7 +12,8 @@
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/SceneNode.hpp>
class NzShaderProgram;
class NzShader;
struct NzLightUniforms;
class NAZARA_API NzLight : public NzSceneNode
{
@ -23,7 +24,7 @@ class NAZARA_API NzLight : public NzSceneNode
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
void Enable(const NzShaderProgram* program, unsigned int lightUnit) const;
void Enable(const NzShader* shader, const NzLightUniforms& uniforms, int offset = 0) const;
float GetAmbientFactor() const;
float GetAttenuation() const;
@ -49,11 +50,11 @@ class NAZARA_API NzLight : public NzSceneNode
NzLight& operator=(const NzLight& light);
static void Disable(const NzShaderProgram* program, unsigned int lightUnit);
static void Disable(const NzShader* program, const NzLightUniforms& uniforms, int offset = 0);
private:
bool FrustumCull(const NzFrustumf& frustum) override;
void Invalidate() override;
void InvalidateNode() override;
void Register() override;
void Unregister() override;
void UpdateBoundingVolume() const;
@ -70,4 +71,25 @@ class NAZARA_API NzLight : public NzSceneNode
float m_radius;
};
struct NzLightUniforms
{
struct UniformLocations
{
int type;
int color;
int factors;
int parameters1;
int parameters2;
int parameters3;
};
bool ubo;
union
{
UniformLocations locations;
int blockLocation;
};
};
#endif // NAZARA_LIGHT_HPP

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@ -1,5 +1,5 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
@ -13,11 +13,11 @@
#include <Nazara/Core/ResourceLoader.hpp>
#include <Nazara/Core/ResourceRef.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Renderer/UberShader.hpp>
struct NAZARA_API NzMaterialParams
{
@ -27,6 +27,7 @@ struct NAZARA_API NzMaterialParams
bool loadHeightMap = true;
bool loadNormalMap = true;
bool loadSpecularMap = true;
NzString shaderName = "Basic";
bool IsValid() const;
};
@ -48,11 +49,12 @@ class NAZARA_API NzMaterial : public NzResource
NzMaterial(NzMaterial&& material);
~NzMaterial();
void Apply(const NzShaderProgram* program) const;
const NzShader* Apply(nzUInt32 shaderFlags = 0, nzUInt8 textureUnit = 0, nzUInt8* lastUsedUnit = nullptr) const;
void Enable(nzRendererParameter renderParameter, bool enable);
void EnableAlphaTest(bool alphaTest);
void EnableLighting(bool lighting);
void EnableTransform(bool transform);
NzTexture* GetAlphaMap() const;
float GetAlphaThreshold() const;
@ -69,7 +71,8 @@ class NAZARA_API NzMaterial : public NzResource
NzTexture* GetHeightMap() const;
NzTexture* GetNormalMap() const;
const NzRenderStates& GetRenderStates() const;
const NzShaderProgram* GetShaderProgram(nzShaderTarget target, nzUInt32 flags) const;
const NzUberShader* GetShader() const;
const NzUberShaderInstance* GetShaderInstance(nzUInt32 flags = nzShaderFlags_None) const;
float GetShininess() const;
NzColor GetSpecularColor() const;
NzTexture* GetSpecularMap() const;
@ -78,7 +81,6 @@ class NAZARA_API NzMaterial : public NzResource
nzBlendFunc GetSrcBlend() const;
bool HasAlphaMap() const;
bool HasCustomShaderProgram(nzShaderTarget target, nzUInt32 flags) const;
bool HasDiffuseMap() const;
bool HasEmissiveMap() const;
bool HasHeightMap() const;
@ -88,6 +90,7 @@ class NAZARA_API NzMaterial : public NzResource
bool IsAlphaTestEnabled() const;
bool IsEnabled(nzRendererParameter renderParameter) const;
bool IsLightingEnabled() const;
bool IsTransformEnabled() const;
bool LoadFromFile(const NzString& filePath, const NzMaterialParams& params = NzMaterialParams());
bool LoadFromMemory(const void* data, std::size_t size, const NzMaterialParams& params = NzMaterialParams());
@ -114,7 +117,8 @@ class NAZARA_API NzMaterial : public NzResource
bool SetNormalMap(const NzString& texturePath);
void SetNormalMap(NzTexture* map);
void SetRenderStates(const NzRenderStates& states);
void SetShaderProgram(nzShaderTarget target, nzUInt32 flags, const NzShaderProgram* program);
void SetShader(const NzUberShader* uberShader);
bool SetShader(const NzString& uberShaderName);
void SetShininess(float shininess);
void SetSpecularColor(const NzColor& specular);
bool SetSpecularMap(const NzString& texturePath);
@ -125,27 +129,26 @@ class NAZARA_API NzMaterial : public NzResource
NzMaterial& operator=(const NzMaterial& material);
NzMaterial& operator=(NzMaterial&& material);
static bool Initialize();
static NzMaterial* GetDefault();
static void Uninitialize();
private:
struct ProgramUnit
struct ShaderInstance
{
NzShaderProgramConstRef program;
bool custom = false;
const NzShader* shader;
NzUberShaderInstance* uberInstance;
int uniforms[nzMaterialUniform_Max+1];
};
void Copy(const NzMaterial& material);
void GenerateProgram(nzShaderTarget target, nzUInt32 flags) const;
void InvalidatePrograms(nzShaderTarget target);
static bool Initialize();
static void Uninitialize();
void GenerateShader(nzUInt32 flags) const;
void InvalidateShaders();
NzColor m_ambientColor;
NzColor m_diffuseColor;
NzColor m_specularColor;
NzRenderStates m_states;
mutable ProgramUnit m_programs[nzShaderTarget_Max+1][nzShaderFlags_Max+1];
NzTextureSampler m_diffuseSampler;
NzTextureSampler m_specularSampler;
NzTextureRef m_alphaMap;
@ -154,8 +157,11 @@ class NAZARA_API NzMaterial : public NzResource
NzTextureRef m_heightMap;
NzTextureRef m_normalMap;
NzTextureRef m_specularMap;
NzUberShaderConstRef m_uberShader;
mutable ShaderInstance m_shaders[nzShaderFlags_Max+1];
bool m_alphaTestEnabled;
bool m_lightingEnabled;
bool m_transformEnabled;
float m_alphaThreshold;
float m_shininess;

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@ -10,8 +10,8 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ResourceLoader.hpp>
#include <Nazara/Core/Updatable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/SceneNode.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/Mesh.hpp>
@ -22,6 +22,7 @@ struct NAZARA_API NzModelParameters
NzAnimationParams animation;
NzMaterialParams material;
NzMeshParams mesh;
NzString shaderName = "PhongLighting";
bool IsValid() const;
};
@ -89,7 +90,7 @@ class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
private:
bool FrustumCull(const NzFrustumf& frustum) override;
void Invalidate() override;
void InvalidateNode() override;
void Register() override;
void Unregister() override;
void Update() override;

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@ -9,7 +9,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
@ -35,7 +35,7 @@ class NAZARA_API NzSkyboxBackground : public NzAbstractBackground
NzTextureRef m_texture;
NzTextureSampler m_sampler;
NzIndexBufferRef m_indexBuffer;
NzShaderProgramRef m_program;
NzShaderRef m_shader;
NzVertexBufferRef m_vertexBuffer;
};

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@ -8,8 +8,8 @@
#define NAZARA_SPRITE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/SceneNode.hpp>
#include <Nazara/Renderer/Material.hpp>
class NAZARA_API NzSprite : public NzSceneNode
{
@ -38,7 +38,7 @@ class NAZARA_API NzSprite : public NzSceneNode
private:
bool FrustumCull(const NzFrustumf& frustum) override;
void Invalidate() override;
void InvalidateNode() override;
void Register() override;
void Unregister() override;
void UpdateBoundingVolume() const;

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@ -9,7 +9,7 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/UberShader.hpp>
#include <Nazara/Renderer/Texture.hpp>
class NAZARA_API NzTextureBackground : public NzAbstractBackground
@ -26,8 +26,12 @@ class NAZARA_API NzTextureBackground : public NzAbstractBackground
void SetTexture(NzTexture* texture);
private:
NzShaderProgramConstRef m_program;
NzTextureRef m_texture;
NzUberShaderConstRef m_uberShader;
const NzUberShaderInstance* m_uberShaderInstance;
int m_materialDiffuseUniform;
int m_materialDiffuseMapUniform;
int m_vertexDepthUniform;
};
#endif // NAZARA_TEXTUREBACKGROUND_HPP

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@ -48,7 +48,7 @@ class NAZARA_API NzView : public NzAbstractViewer, public NzNode, NzRenderTarget
private:
void ApplyView() const override;
void Invalidate() override;
void InvalidateNode() override;
void OnRenderTargetReleased(const NzRenderTarget* renderTarget, void* userdata) override;
bool OnRenderTargetSizeChange(const NzRenderTarget* renderTarget, void* userdata) override;

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Lua scripting module

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@ -5,7 +5,4 @@
#include <Nazara/Lua/Config.hpp>
#if NAZARA_LUA_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Mathematics module

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@ -313,8 +313,6 @@ inline long long NzStringToNumber(NzString str, nzUInt8 radix, bool* ok)
total += c-symbols;
else
{
NazaraError("str is not a valid number");
if (ok)
*ok = false;

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Noise module

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@ -5,7 +5,4 @@
#include <Nazara/Noise/Config.hpp>
#if NAZARA_NOISE_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Physics module

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@ -5,7 +5,4 @@
#include <Nazara/Physics/Config.hpp>
#if NAZARA_PHYSICS_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Renderer module
@ -35,7 +35,6 @@
#include <Nazara/Renderer/DebugDrawer.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Renderer/GpuQuery.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/RenderBuffer.hpp>
#include <Nazara/Renderer/Renderer.hpp>
@ -44,10 +43,17 @@
#include <Nazara/Renderer/RenderTargetParameters.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/RenderWindow.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/ShaderProgramManager.hpp>
#include <Nazara/Renderer/ShaderProgramManagerParams.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <Nazara/Renderer/ShaderStage.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Renderer/UberShader.hpp>
#include <Nazara/Renderer/UberShaderInstance.hpp>
#include <Nazara/Renderer/UberShaderInstancePreprocessor.hpp>
#include <Nazara/Renderer/UberShaderLibrary.hpp>
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
#include <Nazara/Renderer/UberShaderPUniform.hpp>
#include <Nazara/Renderer/UberShaderPUSubroutine.hpp>
#endif // NAZARA_GLOBAL_RENDERER_HPP

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@ -41,7 +41,4 @@
// Active les tests de sécurité basés sur le code (Conseillé pour le développement)
#define NAZARA_RENDERER_SAFE 1
// Le nombre maximum de lumières qu'un forward shader supportera
#define NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT 8
#endif // NAZARA_CONFIG_MODULENAME_HPP

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@ -5,7 +5,4 @@
#include <Nazara/Renderer/Config.hpp>
#if NAZARA_RENDERER_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -185,27 +185,6 @@ enum nzSamplerWrap
nzSamplerWrap_Max = nzSamplerWrap_Repeat
};
enum nzShaderFlags
{
nzShaderFlags_None = 0,
nzShaderFlags_Deferred = 0x1,
nzShaderFlags_FlipUVs = 0x2,
nzShaderFlags_Instancing = 0x4,
nzShaderFlags_Max = nzShaderFlags_Instancing*2-1
};
enum nzShaderLanguage
{
nzShaderLanguage_Unknown = -1,
nzShaderLanguage_Cg,
nzShaderLanguage_GLSL,
nzShaderLanguage_Max = nzShaderLanguage_GLSL
};
enum nzShaderTarget
{
nzShaderTarget_FullscreenQuad,
@ -226,21 +205,9 @@ enum nzShaderUniform
nzShaderUniform_InvWorldMatrix,
nzShaderUniform_InvWorldViewMatrix,
nzShaderUniform_InvWorldViewProjMatrix,
nzShaderUniform_MaterialAlphaMap,
nzShaderUniform_MaterialAlphaThreshold,
nzShaderUniform_MaterialAmbient,
nzShaderUniform_MaterialDiffuse,
nzShaderUniform_MaterialDiffuseMap,
nzShaderUniform_MaterialEmissiveMap,
nzShaderUniform_MaterialHeightMap,
nzShaderUniform_MaterialNormalMap,
nzShaderUniform_MaterialShininess,
nzShaderUniform_MaterialSpecular,
nzShaderUniform_MaterialSpecularMap,
nzShaderUniform_ProjMatrix,
nzShaderUniform_SceneAmbient,
nzShaderUniform_TargetSize,
nzShaderUniform_VertexDepth,
nzShaderUniform_ViewMatrix,
nzShaderUniform_ViewProjMatrix,
nzShaderUniform_WorldMatrix,
@ -250,13 +217,13 @@ enum nzShaderUniform
nzShaderUniform_Max = nzShaderUniform_WorldViewProjMatrix
};
enum nzShaderType
enum nzShaderStage
{
nzShaderType_Fragment,
nzShaderType_Geometry,
nzShaderType_Vertex,
nzShaderStage_Fragment,
nzShaderStage_Geometry,
nzShaderStage_Vertex,
nzShaderType_Max = nzShaderType_Vertex
nzShaderStage_Max = nzShaderStage_Vertex
};
enum nzStencilOperation

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@ -140,15 +140,15 @@ class NAZARA_API NzOpenGL
static GLenum RendererComparison[nzRendererComparison_Max+1];
static GLenum RendererParameter[nzRendererParameter_Max+1];
static GLenum SamplerWrapMode[nzSamplerWrap_Max+1];
static GLenum ShaderType[nzShaderType_Max+1];
static GLenum ShaderStage[nzShaderStage_Max+1];
static GLenum StencilOperation[nzStencilOperation_Max+1];
static GLenum TextureTarget[nzImageType_Max+1];
static GLenum TextureTargetBinding[nzImageType_Max+1];
static GLenum TextureTargetProxy[nzImageType_Max+1];
private:
static void OnContextDestruction(const NzContext* context);
static void OnContextChange(const NzContext* newContext);
static void OnContextDestruction(const NzContext* context);
};
NAZARA_API extern PFNGLACTIVETEXTUREPROC glActiveTexture;
@ -221,6 +221,7 @@ NAZARA_API extern PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
NAZARA_API extern PFNGLGENSAMPLERSPROC glGenSamplers;
NAZARA_API extern PFNGLGENTEXTURESPROC glGenTextures;
NAZARA_API extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
NAZARA_API extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
NAZARA_API extern PFNGLGETBOOLEANVPROC glGetBooleanv;
NAZARA_API extern PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv;
NAZARA_API extern PFNGLGETDEBUGMESSAGELOGPROC glGetDebugMessageLog;

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@ -21,15 +21,13 @@
class NzColor;
class NzContext;
class NzIndexBuffer;
class NzMaterial;
class NzRenderTarget;
class NzShaderProgram;
class NzShader;
class NzTexture;
class NzVertexBuffer;
class NAZARA_API NzRenderer
{
friend NzShaderProgram;
friend NzTexture;
public:
@ -64,7 +62,7 @@ class NAZARA_API NzRenderer
static float GetPointSize();
static const NzRenderStates& GetRenderStates();
static NzRecti GetScissorRect();
static const NzShaderProgram* GetShaderProgram();
static const NzShader* GetShader();
static const NzRenderTarget* GetTarget();
static NzRecti GetViewport();
@ -89,7 +87,7 @@ class NAZARA_API NzRenderer
static void SetPointSize(float size);
static void SetRenderStates(const NzRenderStates& states);
static void SetScissorRect(const NzRecti& rect);
static void SetShaderProgram(const NzShaderProgram* shader);
static void SetShader(const NzShader* shader);
static void SetStencilCompareFunction(nzRendererComparison compareFunc, nzFaceSide faceSide = nzFaceSide_FrontAndBack);
static void SetStencilFailOperation(nzStencilOperation failOperation, nzFaceSide faceSide = nzFaceSide_FrontAndBack);
static void SetStencilMask(nzUInt32 mask, nzFaceSide faceSide = nzFaceSide_FrontAndBack);
@ -107,7 +105,7 @@ class NAZARA_API NzRenderer
private:
static void EnableInstancing(bool instancing);
static bool EnsureStateUpdate();
static void OnProgramReleased(const NzShaderProgram* program);
static void OnShaderReleased(const NzShader* shader);
static void OnTextureReleased(const NzTexture* texture);
static void UpdateMatrix(nzMatrixType type);

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@ -0,0 +1,110 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADER_HPP
#define NAZARA_SHADER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ByteArray.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/NonCopyable.hpp>
#include <Nazara/Core/Resource.hpp>
#include <Nazara/Core/ResourceRef.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
#include <Nazara/Renderer/Enums.hpp>
class NzShader;
class NzShaderStage;
using NzShaderConstRef = NzResourceRef<const NzShader>;
using NzShaderRef = NzResourceRef<NzShader>;
class NAZARA_API NzShader : public NzResource, NzNonCopyable
{
friend class NzRenderer;
public:
NzShader();
NzShader(NzShader&& shader);
~NzShader();
void AttachStage(nzShaderStage stage, const NzShaderStage& shaderStage);
bool AttachStageFromFile(nzShaderStage stage, const NzString& filePath);
bool AttachStageFromSource(nzShaderStage stage, const char* source, unsigned int length);
bool AttachStageFromSource(nzShaderStage stage, const NzString& source);
void Bind() const;
bool Create();
void Destroy();
NzByteArray GetBinary() const;
NzString GetLog() const;
NzString GetSourceCode(nzShaderStage stage) const;
int GetUniformLocation(const NzString& name) const;
int GetUniformLocation(nzShaderUniform shaderUniform) const;
bool HasStage(nzShaderStage stage) const;
bool IsBinaryRetrievable() const;
bool IsLinked() const;
bool IsValid() const;
bool Link();
bool LoadFromBinary(const void* buffer, unsigned int size);
bool LoadFromBinary(const NzByteArray& byteArray);
void SendBoolean(int location, bool value) const;
void SendColor(int location, const NzColor& color) const;
void SendDouble(int location, double value) const;
void SendDoubleArray(int location, const double* values, unsigned int count) const;
void SendFloat(int location, float value) const;
void SendFloatArray(int location, const float* values, unsigned int count) const;
void SendInteger(int location, int value) const;
void SendIntegerArray(int location, const int* values, unsigned int count) const;
void SendMatrix(int location, const NzMatrix4d& matrix) const;
void SendMatrix(int location, const NzMatrix4f& matrix) const;
void SendVector(int location, const NzVector2d& vector) const;
void SendVector(int location, const NzVector2f& vector) const;
void SendVector(int location, const NzVector2i& vector) const;
void SendVector(int location, const NzVector3d& vector) const;
void SendVector(int location, const NzVector3f& vector) const;
void SendVector(int location, const NzVector3i& vector) const;
void SendVector(int location, const NzVector4d& vector) const;
void SendVector(int location, const NzVector4f& vector) const;
void SendVector(int location, const NzVector4i& vector) const;
void SendVectorArray(int location, const NzVector2d* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector2f* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector2i* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector3d* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector3f* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector3i* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector4d* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector4f* vectors, unsigned int count) const;
void SendVectorArray(int location, const NzVector4i* vectors, unsigned int count) const;
// Fonctions OpenGL
unsigned int GetOpenGLID() const;
NzShader& operator=(NzShader&& shader);
static bool IsStageSupported(nzShaderStage stage);
private:
bool PostLinkage();
std::vector<unsigned int> m_attachedShaders[nzShaderStage_Max+1];
bool m_linked;
int m_uniformLocations[nzShaderUniform_Max+1];
unsigned int m_program;
};
#endif // NAZARA_SHADER_HPP

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@ -0,0 +1,33 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADERLIBRARY_HPP
#define NAZARA_SHADERLIBRARY_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <unordered_map>
class NAZARA_API NzShaderLibrary
{
public:
NzShaderLibrary() = delete;
~NzShaderLibrary() = delete;
static NzShader* Get(const NzString& name);
static bool Has(const NzString& name);
static bool Initialize();
static void Register(const NzString& name, NzShader* shader);
static void Uninitialize();
static void Unregister(const NzString& name);
private:
static std::unordered_map<NzString, NzShaderRef> s_library;
};
#endif // NAZARA_SHADERLIBRARY_HPP

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@ -1,109 +0,0 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADERPROGRAM_HPP
#define NAZARA_SHADERPROGRAM_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ByteArray.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/NonCopyable.hpp>
#include <Nazara/Core/Resource.hpp>
#include <Nazara/Core/ResourceRef.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
#include <Nazara/Renderer/Enums.hpp>
class NzShaderProgram;
using NzShaderProgramConstRef = NzResourceRef<const NzShaderProgram>;
using NzShaderProgramRef = NzResourceRef<NzShaderProgram>;
class NzAbstractShaderProgram;
class NzTexture;
class NAZARA_API NzShaderProgram : public NzResource, NzNonCopyable
{
friend class NzRenderer;
public:
NzShaderProgram();
NzShaderProgram(nzShaderLanguage language);
NzShaderProgram(NzShaderProgram&& shader);
~NzShaderProgram();
bool Create(nzShaderLanguage language);
bool Compile();
void Destroy();
NzByteArray GetBinary() const;
nzUInt32 GetFlags() const;
NzString GetLog() const;
nzShaderLanguage GetLanguage() const;
NzString GetSourceCode(nzShaderType type) const;
int GetUniformLocation(const NzString& name) const;
int GetUniformLocation(nzShaderUniform uniform) const;
bool HasUniform(const NzString& name) const;
bool IsBinaryRetrievable() const;
bool IsCompiled() const;
bool IsLoaded(nzShaderType type) const;
bool IsValid() const;
bool LoadFromBinary(const void* buffer, unsigned int size);
bool LoadFromBinary(const NzByteArray& byteArray);
bool LoadShader(nzShaderType type, const NzString& source);
bool LoadShaderFromFile(nzShaderType type, const NzString& filePath);
bool SendBoolean(int location, bool value) const;
bool SendColor(int location, const NzColor& color) const;
bool SendDouble(int location, double value) const;
bool SendDoubleArray(int location, const double* values, unsigned int count) const;
bool SendFloat(int location, float value) const;
bool SendFloatArray(int location, const float* values, unsigned int count) const;
bool SendInteger(int location, int value) const;
bool SendIntegerArray(int location, const int* values, unsigned int count) const;
bool SendMatrix(int location, const NzMatrix4d& matrix) const;
bool SendMatrix(int location, const NzMatrix4f& matrix) const;
bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr) const;
bool SendVector(int location, const NzVector2d& vector) const;
bool SendVector(int location, const NzVector2f& vector) const;
bool SendVector(int location, const NzVector2i& vector) const;
bool SendVector(int location, const NzVector3d& vector) const;
bool SendVector(int location, const NzVector3f& vector) const;
bool SendVector(int location, const NzVector3i& vector) const;
bool SendVector(int location, const NzVector4d& vector) const;
bool SendVector(int location, const NzVector4f& vector) const;
bool SendVector(int location, const NzVector4i& vector) const;
bool SendVectorArray(int location, const NzVector2d* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector2f* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector2i* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector3d* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector3f* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector3i* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector4d* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector4f* vectors, unsigned int count) const;
bool SendVectorArray(int location, const NzVector4i* vectors, unsigned int count) const;
void SetFlags(nzUInt32 flags);
NzShaderProgram& operator=(NzShaderProgram&& shader);
static bool IsLanguageSupported(nzShaderLanguage language);
static bool IsShaderTypeSupported(nzShaderType type);
private:
nzUInt32 m_flags;
NzAbstractShaderProgram* m_impl;
bool m_compiled;
};
#endif // NAZARA_SHADERPROGRAM_HPP

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@ -1,33 +0,0 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADERPROGRAMMANAGER_HPP
#define NAZARA_SHADERPROGRAMMANAGER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/ShaderProgramManagerParams.hpp>
class NAZARA_API NzShaderProgramManager
{
friend class NzRenderer;
public:
NzShaderProgramManager() = delete;
~NzShaderProgramManager() = delete;
static const NzShaderProgram* Get(const NzShaderProgramManagerParams& params);
private:
static NzString BuildFragmentCode(const NzShaderProgramManagerParams& params);
static NzString BuildVertexCode(const NzShaderProgramManagerParams& params);
static NzShaderProgram* GenerateProgram(const NzShaderProgramManagerParams& params);
static bool Initialize();
static void Uninitialize();
};
#endif // NAZARA_SHADERPROGRAMMANAGER_HPP

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@ -1,51 +0,0 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADERPROGRAMMANAGERPARAMS_HPP
#define NAZARA_SHADERPROGRAMMANAGERPARAMS_HPP
#include <Nazara/Renderer/Enums.hpp>
struct NzShaderProgramManagerParams
{
struct FullscreenQuad
{
bool alphaMapping;
bool alphaTest;
bool diffuseMapping;
};
struct Model
{
bool alphaMapping;
bool alphaTest;
bool diffuseMapping;
bool emissiveMapping;
bool lighting;
bool normalMapping;
bool parallaxMapping;
bool specularMapping;
};
struct Sprite
{
bool alphaMapping;
bool alphaTest;
bool diffuseMapping;
};
nzShaderTarget target;
nzUInt32 flags;
union
{
FullscreenQuad fullscreenQuad;
Model model;
Sprite sprite;
};
};
#endif // NAZARA_SHADERPROGRAMMANAGERPARAMS_HPP

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@ -0,0 +1,51 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADERSTAGE_HPP
#define NAZARA_SHADERSTAGE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/NonCopyable.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/Enums.hpp>
class NAZARA_API NzShaderStage : NzNonCopyable
{
public:
NzShaderStage();
NzShaderStage(nzShaderStage stage);
NzShaderStage(NzShaderStage&& stage);
~NzShaderStage();
bool Compile();
bool Create(nzShaderStage stage);
void Destroy();
NzString GetLog() const;
NzString GetSource() const;
bool IsCompiled() const;
bool IsValid() const;
void SetSource(const char* source, unsigned int length);
void SetSource(const NzString& source);
bool SetSourceFromFile(const NzString& filePath);
NzShaderStage& operator=(NzShaderStage&& shader);
// Fonctions OpenGL
unsigned int GetOpenGLID() const;
static bool IsSupported(nzShaderStage stage);
private:
nzShaderStage m_stage;
bool m_compiled;
unsigned int m_id;
};
#endif // NAZARA_SHADERSTAGE_HPP

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@ -0,0 +1,31 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_UBERSHADER_HPP
#define NAZARA_UBERSHADER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ParameterList.hpp>
#include <Nazara/Core/Resource.hpp>
#include <Nazara/Core/ResourceRef.hpp>
#include <Nazara/Renderer/UberShaderInstance.hpp>
#include <unordered_map>
class NzUberShader;
using NzUberShaderConstRef = NzResourceRef<const NzUberShader>;
using NzUberShaderRef = NzResourceRef<NzUberShader>;
class NAZARA_API NzUberShader : public NzResource
{
public:
NzUberShader() = default;
virtual ~NzUberShader();
virtual NzUberShaderInstance* Get(const NzParameterList& parameters) const = 0;
};
#endif // NAZARA_UBERSHADER_HPP

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@ -0,0 +1,27 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_UBERSHADERINSTANCE_HPP
#define NAZARA_UBERSHADERINSTANCE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Renderer/Shader.hpp>
class NAZARA_API NzUberShaderInstance
{
public:
NzUberShaderInstance(const NzShader* shader);
virtual ~NzUberShaderInstance();
virtual bool Activate() const = 0;
const NzShader* GetShader() const;
protected:
NzShaderConstRef m_shader;
};
#endif // NAZARA_UBERSHADERINSTANCE_HPP

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@ -0,0 +1,22 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_UBERSHADERINSTANCEPREPROCESSOR_HPP
#define NAZARA_UBERSHADERINSTANCEPREPROCESSOR_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Renderer/UberShaderInstance.hpp>
class NAZARA_API NzUberShaderInstancePreprocessor : public NzUberShaderInstance
{
public:
NzUberShaderInstancePreprocessor(const NzShader* shader);
virtual ~NzUberShaderInstancePreprocessor();
bool Activate() const;
};
#endif // NAZARA_UBERSHADERINSTANCEPREPROCESSOR_HPP

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@ -0,0 +1,33 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_UBERSHADERLIBRARY_HPP
#define NAZARA_UBERSHADERLIBRARY_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/UberShader.hpp>
#include <unordered_map>
class NAZARA_API NzUberShaderLibrary
{
public:
NzUberShaderLibrary() = delete;
~NzUberShaderLibrary() = delete;
static NzUberShader* Get(const NzString& name);
static bool Has(const NzString& name);
static bool Initialize();
static void Register(const NzString& name, NzUberShader* uberShader);
static void Uninitialize();
static void Unregister(const NzString& name);
private:
static std::unordered_map<NzString, NzUberShaderRef> s_library;
};
#endif // NAZARA_UBERSHADERLIBRARY_HPP

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@ -0,0 +1,45 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_UBERSHADERPREPROCESSOR_HPP
#define NAZARA_UBERSHADERPREPROCESSOR_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderStage.hpp>
#include <Nazara/Renderer/UberShader.hpp>
#include <Nazara/Renderer/UberShaderInstancePreprocessor.hpp>
#include <unordered_map>
class NAZARA_API NzUberShaderPreprocessor : public NzUberShader
{
public:
NzUberShaderPreprocessor() = default;
~NzUberShaderPreprocessor() = default;
NzUberShaderInstance* Get(const NzParameterList& parameters) const;
void SetShader(nzShaderStage stage, const NzString& source, const NzString& flags);
bool SetShaderFromFile(nzShaderStage stage, const NzString& filePath, const NzString& flags);
static bool IsSupported();
private:
struct Shader
{
mutable std::unordered_map<nzUInt32, NzShaderStage> cache;
std::unordered_map<NzString, nzUInt32> flags;
NzString source;
bool present = false;
};
mutable std::unordered_map<nzUInt32, NzUberShaderInstancePreprocessor> m_cache;
std::unordered_map<NzString, nzUInt32> m_flags;
Shader m_shaders[nzShaderStage_Max+1];
};
#endif // NAZARA_UBERSHADERPREPROCESSOR_HPP

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@ -1,4 +1,4 @@
// This file was automatically generated on 12 Jan 2014 at 20:08:11
// This file was automatically generated on 21 Feb 2014 at 18:17:18
/*
Nazara Engine - Window module

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@ -5,7 +5,4 @@
#include <Nazara/Utility/Config.hpp>
#if NAZARA_UTILITY_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#define delete NzMemoryManager::NextFree(__FILE__, __LINE__), delete
#define new new(__FILE__, __LINE__)
#endif

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@ -92,7 +92,7 @@ class NAZARA_API NzNode
protected:
void AddChild(NzNode* node) const;
virtual void Invalidate();
virtual void InvalidateNode();
virtual void OnParenting(const NzNode* parent);
void RemoveChild(NzNode* node) const;
void UpdateDerived() const;

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@ -7,6 +7,7 @@
#include <Nazara/Audio/Enums.hpp>
#include <Nazara/Audio/OpenAL.hpp>
#include <Nazara/Audio/Loaders/sndfile.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/Core.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
@ -84,24 +85,28 @@ float NzAudio::GetSpeedOfSound()
bool NzAudio::Initialize()
{
if (s_moduleReferenceCounter++ != 0)
if (s_moduleReferenceCounter > 0)
{
s_moduleReferenceCounter++;
return true; // Déjà initialisé
}
// Initialisation des dépendances
if (!NzCore::Initialize())
{
NazaraError("Failed to initialize core module");
Uninitialize();
return false;
}
s_moduleReferenceCounter++;
// Initialisation du module
NzCallOnExit onExit(NzAudio::Uninitialize);
// Initialisation d'OpenGL
if (!NzOpenAL::Initialize())
{
NazaraError("Failed to initialize OpenAL");
Uninitialize();
return false;
}
@ -111,8 +116,9 @@ bool NzAudio::Initialize()
// Loaders
NzLoaders_sndfile_Register();
NazaraNotice("Initialized: Audio module");
onExit.Reset();
NazaraNotice("Initialized: Audio module");
return true;
}

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@ -4,6 +4,9 @@
#include <Nazara/Audio/Config.hpp>
#if NAZARA_AUDIO_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#define NAZARA_DEBUG_MEMORYLEAKTRACKER_DISABLE_REDEFINITION
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#include <new>
@ -26,4 +29,5 @@ void operator delete[](void* pointer) noexcept
{
NzMemoryManager::Free(pointer, true);
}
#endif

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@ -12,11 +12,15 @@
bool NzCore::Initialize()
{
if (s_moduleReferenceCounter++ != 0)
if (s_moduleReferenceCounter > 0)
{
s_moduleReferenceCounter++;
return true; // Déjà initialisé
}
s_moduleReferenceCounter++;
NazaraNotice("Initialized: Core");
return true;
}

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@ -4,6 +4,9 @@
#include <Nazara/Core/Config.hpp>
#if NAZARA_CORE_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#define NAZARA_DEBUG_MEMORYLEAKTRACKER_DISABLE_REDEFINITION
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#include <new>

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@ -2,6 +2,8 @@
// This file is part of the "Nazara Engine - Core module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#define NAZARA_DEBUG_MEMORYLEAKTRACKER_DISABLE_REDEFINITION
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#include <cstdio>
#include <cstdlib>

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@ -0,0 +1,458 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Core module"
// For conditions of distribution and use, see copyright notice in Config.hpp
// Notre utilisation du placement new n'est pas (encore ?) compatible avec les définitions du MLT
#define NAZARA_DEBUG_MEMORYLEAKTRACKER_DISABLE_REDEFINITION
#include <Nazara/Core/ParameterList.hpp>
#include <Nazara/Core/Error.hpp>
#include <cstring>
#include <limits>
#include <new>
#include <Nazara/Core/Debug.hpp>
NzParameterList::NzParameterList(const NzParameterList& list)
{
operator=(list);
}
NzParameterList::NzParameterList(NzParameterList&& list) :
m_parameters(std::move(list.m_parameters))
{
}
NzParameterList::~NzParameterList()
{
Clear();
}
void NzParameterList::Clear()
{
for (auto it = m_parameters.begin(); it != m_parameters.end(); ++it)
DestroyValue(it->second);
m_parameters.clear();
}
bool NzParameterList::GetBooleanParameter(const NzString& name, bool* value) const
{
auto it = m_parameters.find(name);
if (it == m_parameters.end())
{
NazaraError("Parameter \"" + name + "\" is not present");
return false;
}
switch (it->second.type)
{
case nzParameterType_Boolean:
*value = it->second.value.boolVal;
return true;
case nzParameterType_Integer:
*value = (it->second.value.intVal != 0);
return true;
case nzParameterType_String:
{
bool converted;
if (it->second.value.stringVal.ToBool(&converted, NzString::CaseInsensitive))
{
*value = converted;
return true;
}
break;
}
case nzParameterType_Float:
case nzParameterType_None:
case nzParameterType_Pointer:
case nzParameterType_Userdata:
break;
}
NazaraError("Parameter value is not representable as a boolean");
return false;
}
bool NzParameterList::GetFloatParameter(const NzString& name, float* value) const
{
auto it = m_parameters.find(name);
if (it == m_parameters.end())
{
NazaraError("Parameter \"" + name + "\" is not present");
return false;
}
switch (it->second.type)
{
case nzParameterType_Float:
*value = it->second.value.floatVal;
return true;
case nzParameterType_Integer:
*value = it->second.value.intVal;
return true;
case nzParameterType_String:
{
double converted;
if (it->second.value.stringVal.ToDouble(&converted))
{
*value = converted;
return true;
}
break;
}
case nzParameterType_Boolean:
case nzParameterType_None:
case nzParameterType_Pointer:
case nzParameterType_Userdata:
break;
}
NazaraError("Parameter value is not representable as a float");
return false;
}
bool NzParameterList::GetIntegerParameter(const NzString& name, int* value) const
{
auto it = m_parameters.find(name);
if (it == m_parameters.end())
{
NazaraError("Parameter \"" + name + "\" is not present");
return false;
}
switch (it->second.type)
{
case nzParameterType_Boolean:
*value = (it->second.value.boolVal) ? 1 : 0;
return true;
case nzParameterType_Float:
*value = it->second.value.floatVal;
return true;
case nzParameterType_Integer:
*value = it->second.value.intVal;
return false;
case nzParameterType_String:
{
long long converted;
if (it->second.value.stringVal.ToInteger(&converted))
{
if (converted <= std::numeric_limits<int>::max() && converted >= std::numeric_limits<int>::min())
{
*value = converted;
return true;
}
}
break;
}
case nzParameterType_None:
case nzParameterType_Pointer:
case nzParameterType_Userdata:
break;
}
NazaraError("Parameter value is not representable as a integer");
return false;
}
bool NzParameterList::GetParameterType(const NzString& name, nzParameterType* type) const
{
auto it = m_parameters.find(name);
if (it == m_parameters.end())
return false;
*type = it->second.type;
return true;
}
bool NzParameterList::GetPointerParameter(const NzString& name, void** value) const
{
auto it = m_parameters.find(name);
if (it == m_parameters.end())
{
NazaraError("Parameter \"" + name + "\" is not present");
return false;
}
switch (it->second.type)
{
case nzParameterType_Pointer:
*value = it->second.value.ptrVal;
return true;
case nzParameterType_Userdata:
*value = it->second.value.userdataVal->ptr;
return true;
case nzParameterType_Boolean:
case nzParameterType_Float:
case nzParameterType_Integer:
case nzParameterType_None:
case nzParameterType_String:
break;
}
NazaraError("Parameter value is not a pointer");
return false;
}
bool NzParameterList::GetStringParameter(const NzString& name, NzString* value) const
{
auto it = m_parameters.find(name);
if (it == m_parameters.end())
{
NazaraError("Parameter \"" + name + "\" is not present");
return false;
}
switch (it->second.type)
{
case nzParameterType_Boolean:
*value = NzString::Boolean(it->second.value.boolVal);
return true;
case nzParameterType_Float:
*value = NzString::Number(it->second.value.floatVal);
return true;
case nzParameterType_Integer:
*value = NzString::Number(it->second.value.intVal);
return true;
case nzParameterType_String:
*value = it->second.value.stringVal;
return true;
case nzParameterType_Pointer:
*value = NzString::Pointer(it->second.value.ptrVal);
return true;
case nzParameterType_Userdata:
*value = NzString::Pointer(it->second.value.userdataVal->ptr);
return true;
case nzParameterType_None:
*value = NzString();
return true;
}
NazaraInternalError("Parameter value is not valid");
return false;
}
bool NzParameterList::GetUserdataParameter(const NzString& name, void** value) const
{
auto it = m_parameters.find(name);
if (it == m_parameters.end())
{
NazaraError("Parameter \"" + name + "\" is not present");
return false;
}
if (it->second.type == nzParameterType_Userdata)
{
*value = it->second.value.userdataVal->ptr;
return true;
}
else
{
NazaraError("Parameter value is not an userdata");
return nullptr;
}
}
bool NzParameterList::HasParameter(const NzString& name) const
{
return m_parameters.find(name) != m_parameters.end();
}
void NzParameterList::RemoveParameter(const NzString& name)
{
auto it = m_parameters.find(name);
if (it != m_parameters.end())
{
DestroyValue(it->second);
m_parameters.erase(it);
}
}
void NzParameterList::SetParameter(const NzString& name)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_None;
}
void NzParameterList::SetParameter(const NzString& name, const NzString& value)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_String;
new (&parameter.value.stringVal) NzString(value);
}
void NzParameterList::SetParameter(const NzString& name, const char* value)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_String;
new (&parameter.value.stringVal) NzString(value);
}
void NzParameterList::SetParameter(const NzString& name, void* value)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_Pointer;
parameter.value.ptrVal = value;
}
void NzParameterList::SetParameter(const NzString& name, void* value, Destructor destructor)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_Userdata;
parameter.value.userdataVal = new Parameter::UserdataValue(destructor, value);
}
void NzParameterList::SetParameter(const NzString& name, bool value)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_Boolean;
parameter.value.boolVal = value;
}
void NzParameterList::SetParameter(const NzString& name, float value)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_Float;
parameter.value.floatVal = value;
}
void NzParameterList::SetParameter(const NzString& name, int value)
{
std::pair<ParameterMap::iterator, bool> pair = m_parameters.insert(std::make_pair(name, Parameter()));
Parameter& parameter = pair.first->second;
if (!pair.second)
DestroyValue(parameter);
parameter.type = nzParameterType_Integer;
parameter.value.intVal = value;
}
NzParameterList& NzParameterList::operator=(const NzParameterList& list)
{
Clear();
for (auto it = list.m_parameters.begin(); it != list.m_parameters.end(); ++it)
{
Parameter& parameter = m_parameters[it->first];
switch (it->second.type)
{
case nzParameterType_Boolean:
case nzParameterType_Float:
case nzParameterType_Integer:
case nzParameterType_Pointer:
std::memcpy(&parameter, &it->second, sizeof(Parameter));
break;
case nzParameterType_String:
parameter.type = nzParameterType_String;
new (&parameter.value.stringVal) NzString(it->second.value.stringVal);
break;
case nzParameterType_Userdata:
parameter.type = nzParameterType_Userdata;
parameter.value.userdataVal = it->second.value.userdataVal;
++(parameter.value.userdataVal->counter);
break;
case nzParameterType_None:
parameter.type = nzParameterType_None;
break;
}
}
return *this;
}
NzParameterList& NzParameterList::operator=(NzParameterList&& list)
{
m_parameters = std::move(list.m_parameters);
return *this;
}
void NzParameterList::DestroyValue(Parameter& parameter)
{
switch (parameter.type)
{
case nzParameterType_String:
parameter.value.stringVal.~NzString();
break;
case nzParameterType_Userdata:
{
Parameter::UserdataValue* userdata = parameter.value.userdataVal;
if (--userdata->counter == 0)
{
userdata->destructor(userdata->ptr);
delete userdata;
}
break;
}
case nzParameterType_Boolean:
case nzParameterType_Float:
case nzParameterType_Integer:
case nzParameterType_None:
case nzParameterType_Pointer:
break;
}
}

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@ -222,9 +222,9 @@ void NzCamera::ApplyView() const
NzRenderer::SetViewport(m_viewport);
}
void NzCamera::Invalidate()
void NzCamera::InvalidateNode()
{
NzNode::Invalidate();
NzNode::InvalidateNode();
// Le frustum et la view matrix dépendent des paramètres du node, invalidons-les
m_frustumUpdated = false;

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@ -4,7 +4,7 @@
#include <Nazara/Graphics/ColorBackGround.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderProgramManager.hpp>
#include <Nazara/Renderer/UberShaderLibrary.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
@ -26,14 +26,15 @@ namespace
NzColorBackground::NzColorBackground(const NzColor& color) :
m_color(color)
{
NzShaderProgramManagerParams params;
params.target = nzShaderTarget_FullscreenQuad;
params.flags = 0;
params.fullscreenQuad.alphaMapping = false;
params.fullscreenQuad.alphaTest = false;
params.fullscreenQuad.diffuseMapping = false;
m_uberShader = NzUberShaderLibrary::Get("Basic");
m_program = NzShaderProgramManager::Get(params);
NzParameterList list;
list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
m_uberShaderInstance = m_uberShader->Get(list);
const NzShader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
}
void NzColorBackground::Draw(const NzScene* scene) const
@ -43,10 +44,12 @@ void NzColorBackground::Draw(const NzScene* scene) const
static NzRenderStates states(BuildRenderStates());
NzRenderer::SetRenderStates(states);
NzRenderer::SetShaderProgram(m_program);
m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
m_uberShaderInstance->Activate();
const NzShader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, m_color);
shader->SendFloat(m_vertexDepthUniform, 1.f);
NzRenderer::DrawFullscreenQuad();
}
@ -64,6 +67,5 @@ NzColor NzColorBackground::GetColor() const
void NzColorBackground::SetColor(const NzColor& color)
{
m_color = color;
m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
}

View File

@ -4,6 +4,9 @@
#include <Nazara/Graphics/Config.hpp>
#if NAZARA_GRAPHICS_MEMORYLEAKTRACKER || defined(NAZARA_DEBUG)
#define NAZARA_DEBUG_MEMORYLEAKTRACKER_DISABLE_REDEFINITION
#include <Nazara/Core/Debug/MemoryLeakTracker.hpp>
#include <new>
@ -26,4 +29,5 @@ void operator delete[](void* pointer) noexcept
{
NzMemoryManager::Free(pointer, true);
}
#endif

View File

@ -4,142 +4,10 @@
#include <Nazara/Graphics/DeferredBloomPass.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildBloomBrightProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
return program.release();
}
NzShaderProgram* BuildBloomFinalProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
program->SendInteger(program->GetUniformLocation("BloomTexture"), 1);
return program.release();
}
NzShaderProgram* BuildGaussianBlurProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
return program.release();
}
}
NzDeferredBloomPass::NzDeferredBloomPass() :
m_uniformUpdated(false),
m_brightLuminance(0.8),
@ -151,23 +19,17 @@ m_blurPassCount(5)
m_bilinearSampler.SetFilterMode(nzSamplerFilter_Bilinear);
m_bilinearSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_bloomBrightProgram = BuildBloomBrightProgram();
m_bloomBrightProgram->SendInteger(m_bloomBrightProgram->GetUniformLocation("ColorTexture"), 0);
m_bloomFinalProgram = BuildBloomFinalProgram();
m_bloomFinalProgram->SendInteger(m_bloomFinalProgram->GetUniformLocation("BloomTexture"), 1);
m_bloomFinalProgram->SendInteger(m_bloomFinalProgram->GetUniformLocation("ColorTexture"), 0);
m_bloomBrightShader = NzShaderLibrary::Get("DeferredBloomBright");
m_bloomFinalShader = NzShaderLibrary::Get("DeferredBloomFinal");
m_bloomStates.parameters[nzRendererParameter_DepthBuffer] = false;
m_gaussianBlurShader = NzShaderLibrary::Get("DeferredGaussianBlur");
m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");
for (unsigned int i = 0; i < 2; ++i)
{
m_bloomTextures[i] = new NzTexture;
m_bloomTextures[i]->SetPersistent(false);
}
m_gaussianBlurProgram = BuildGaussianBlurProgram();
m_gaussianBlurProgramFilterLocation = m_gaussianBlurProgram->GetUniformLocation("Filter");
}
NzDeferredBloomPass::~NzDeferredBloomPass() = default;
@ -217,12 +79,12 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShaderProgram(m_bloomBrightProgram);
NzRenderer::SetShader(m_bloomBrightShader);
if (!m_uniformUpdated)
{
m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightLuminance"), m_brightLuminance);
m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightMiddleGrey"), m_brightMiddleGrey);
m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightThreshold"), m_brightThreshold);
m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightLuminance"), m_brightLuminance);
m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightMiddleGrey"), m_brightMiddleGrey);
m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightThreshold"), m_brightThreshold);
m_uniformUpdated = true;
}
@ -233,20 +95,20 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
NzRenderer::SetTarget(&m_bloomRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x/8, m_dimensions.y/8));
NzRenderer::SetShaderProgram(m_gaussianBlurProgram);
NzRenderer::SetShader(m_gaussianBlurShader);
for (unsigned int i = 0; i < m_blurPassCount; ++i)
{
m_bloomRTT.SetColorTarget(0); // bloomTextureA
m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(1.f, 0.f));
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(1.f, 0.f));
NzRenderer::SetTexture(0, (i == 0) ? m_workTextures[firstWorkTexture] : static_cast<const NzTexture*>(m_bloomTextures[1]));
NzRenderer::DrawFullscreenQuad();
m_bloomRTT.SetColorTarget(1); // bloomTextureB
m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(0.f, 1.f));
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(0.f, 1.f));
NzRenderer::SetTexture(0, m_bloomTextures[0]);
NzRenderer::DrawFullscreenQuad();
@ -256,7 +118,7 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShaderProgram(m_bloomFinalProgram);
NzRenderer::SetShader(m_bloomFinalShader);
NzRenderer::SetTexture(0, m_bloomTextures[1]);
NzRenderer::SetTexture(1, m_workTextures[secondWorkTexture]);
NzRenderer::DrawFullscreenQuad();

View File

@ -7,13 +7,14 @@
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
// http://digitalerr0r.wordpress.com/2009/05/16/xna-shader-programming-tutorial-20-depth-of-field/
NzShaderProgram* BuildDepthOfFieldProgram()
NzShader* BuildDepthOfFieldShader()
{
const char* fragmentSource =
"#version 140\n"
@ -62,84 +63,46 @@ namespace
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
std::unique_ptr<NzShader> shader(new NzShader);
shader->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, fragmentSource))
if (!shader->Create())
{
NazaraError("Failed to load create shader");
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Fragment, fragmentSource))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
if (!shader->AttachStageFromSource(nzShaderStage_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
if (!shader->Link())
{
NazaraError("Failed to compile program");
NazaraError("Failed to link shader");
return nullptr;
}
return program.release();
}
NzShaderProgram* BuildGaussianBlurProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
return program.release();
return shader.release();
}
}
NzDeferredDOFPass::NzDeferredDOFPass()
{
m_blurProgram = BuildGaussianBlurProgram();
m_blurProgram->SendInteger(m_blurProgram->GetUniformLocation("ColorTexture"), 0);
m_dofShader = BuildDepthOfFieldShader();
m_dofShader->SendInteger(m_dofShader->GetUniformLocation("ColorTexture"), 0);
m_dofShader->SendInteger(m_dofShader->GetUniformLocation("BlurTexture"), 1);
m_dofShader->SendInteger(m_dofShader->GetUniformLocation("GBuffer1"), 2);
m_blurProgramFilterLocation = m_blurProgram->GetUniformLocation("Filer");
m_dofProgram = BuildDepthOfFieldProgram();
m_dofProgram->SendInteger(m_dofProgram->GetUniformLocation("ColorTexture"), 0);
m_dofProgram->SendInteger(m_dofProgram->GetUniformLocation("BlurTexture"), 1);
m_dofProgram->SendInteger(m_dofProgram->GetUniformLocation("GBuffer1"), 2);
m_gaussianBlurShader = NzShaderLibrary::Get("DeferredGaussianBlur");
m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");
for (unsigned int i = 0; i < 2; ++i)
{
@ -169,21 +132,21 @@ bool NzDeferredDOFPass::Process(const NzScene* scene, unsigned int firstWorkText
NzRenderer::SetTarget(&m_dofRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x/4, m_dimensions.y/4));
NzRenderer::SetShaderProgram(m_blurProgram);
NzRenderer::SetShader(m_gaussianBlurShader);
const unsigned int dofBlurPass = 2;
for (unsigned int i = 0; i < dofBlurPass; ++i)
{
m_dofRTT.SetColorTarget(0); // dofTextureA
m_blurProgram->SendVector(m_blurProgramFilterLocation, NzVector2f(1.f, 0.f));
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(1.f, 0.f));
NzRenderer::SetTexture(0, (i == 0) ? m_workTextures[secondWorkTexture] : static_cast<const NzTexture*>(m_dofTextures[1]));
NzRenderer::DrawFullscreenQuad();
m_dofRTT.SetColorTarget(1); // dofTextureB
m_blurProgram->SendVector(m_blurProgramFilterLocation, NzVector2f(0.f, 1.f));
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(0.f, 1.f));
NzRenderer::SetTexture(0, m_dofTextures[0]);
NzRenderer::DrawFullscreenQuad();
@ -193,7 +156,7 @@ bool NzDeferredDOFPass::Process(const NzScene* scene, unsigned int firstWorkText
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShaderProgram(m_dofProgram);
NzRenderer::SetShader(m_dofShader);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
NzRenderer::SetTexture(1, m_dofTextures[1]);
NzRenderer::SetTexture(2, m_GBuffer[1]);

View File

@ -5,57 +5,13 @@
#include <Nazara/Graphics/DeferredFXAAPass.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildFXAAProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
return program.release();
}
}
NzDeferredFXAAPass::NzDeferredFXAAPass()
{
m_fxaaProgram = BuildFXAAProgram();
m_fxaaProgram->SendInteger(m_fxaaProgram->GetUniformLocation("ColorTexture"), 0);
m_fxaaShader = NzShaderLibrary::Get("DeferredFXAA");
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
@ -75,7 +31,7 @@ bool NzDeferredFXAAPass::Process(const NzScene* scene, unsigned int firstWorkTex
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetShaderProgram(m_fxaaProgram);
NzRenderer::SetShader(m_fxaaShader);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
NzRenderer::SetTextureSampler(0, m_pointSampler);
NzRenderer::DrawFullscreenQuad();

View File

@ -6,64 +6,30 @@
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/UberShaderLibrary.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildBlitProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/Blit.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
return program.release();
}
}
NzDeferredFinalPass::NzDeferredFinalPass()
{
m_program = BuildBlitProgram();
m_program->SendInteger(m_program->GetUniformLocation("ColorTexture"), 0);
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_states.parameters[nzRendererParameter_DepthBuffer] = false;
m_uberShader = NzUberShaderLibrary::Get("Basic");
NzParameterList list;
list.SetParameter("AUTO_TEXCOORDS", true);
list.SetParameter("DIFFUSE_MAPPING", true);
list.SetParameter("TEXTURE_MAPPING", false);
m_uberShaderInstance = m_uberShader->Get(list);
const NzShader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_materialDiffuseMapUniform = shader->GetUniformLocation("MaterialDiffuseMap");
}
NzDeferredFinalPass::~NzDeferredFinalPass() = default;
@ -75,10 +41,15 @@ bool NzDeferredFinalPass::Process(const NzScene* scene, unsigned int firstWorkTe
scene->GetViewer()->ApplyView();
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetShaderProgram(m_program);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
NzRenderer::SetTextureSampler(0, m_pointSampler);
m_uberShaderInstance->Activate();
const NzShader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, NzColor::White);
shader->SendInteger(m_materialDiffuseMapUniform, 0);
NzRenderer::DrawFullscreenQuad();
return false;

View File

@ -12,7 +12,7 @@
namespace
{
NzShaderProgram* BuildFogProgram()
NzShader* BuildFogShader()
{
/*const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
@ -84,41 +84,48 @@ namespace
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
std::unique_ptr<NzShader> shader(new NzShader);
shader->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, fragmentSource/*NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))*/))
if (!shader->Create())
{
NazaraError("Failed to load create shader");
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Fragment, fragmentSource/*NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))*/))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
if (!shader->AttachStageFromSource(nzShaderStage_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
if (!shader->Link())
{
NazaraError("Failed to compile program");
NazaraError("Failed to link shader");
return nullptr;
}
return program.release();
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 1);
return shader.release();
}
}
NzDeferredFogPass::NzDeferredFogPass()
{
m_program = BuildFogProgram();
m_program->SendInteger(m_program->GetUniformLocation("ColorTexture"), 0);
m_program->SendInteger(m_program->GetUniformLocation("GBuffer2"), 1);
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_shader = BuildFogShader();
m_states.parameters[nzRendererParameter_DepthBuffer] = false;
}
@ -130,8 +137,8 @@ bool NzDeferredFogPass::Process(const NzScene* scene, unsigned int firstWorkText
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShaderProgram(m_program);
m_program->SendVector(m_program->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
NzRenderer::SetShader(m_shader);
m_shader->SendVector(m_shader->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);

View File

@ -6,63 +6,20 @@
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildClearProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/ClearGBuffer.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec2 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 0.0, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
return program.release();
}
}
NzDeferredGeometryPass::NzDeferredGeometryPass()
{
m_clearProgram = BuildClearProgram();
m_clearShader = NzShaderLibrary::Get("DeferredGBufferClear");
m_clearStates.parameters[nzRendererParameter_DepthBuffer] = true;
m_clearStates.parameters[nzRendererParameter_FaceCulling] = true;
m_clearStates.parameters[nzRendererParameter_StencilTest] = true;
@ -86,14 +43,14 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetRenderStates(m_clearStates);
NzRenderer::SetShaderProgram(m_clearProgram);
NzRenderer::SetShader(m_clearShader);
NzRenderer::DrawFullscreenQuad();
NzRenderer::SetMatrix(nzMatrixType_Projection, viewer->GetProjectionMatrix());
NzRenderer::SetMatrix(nzMatrixType_View, viewer->GetViewMatrix());
const NzShaderProgram* lastProgram = nullptr;
const NzShader* lastShader = nullptr;
for (auto& matIt : m_renderQueue->opaqueModels)
{
@ -118,23 +75,19 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
if (useInstancing)
flags |= nzShaderFlags_Instancing;
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, flags);
const NzShader* shader = material->Apply(flags);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (program != lastProgram)
if (shader != lastShader)
{
NzRenderer::SetShaderProgram(program);
// Couleur ambiante de la scène
program->SendColor(program->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
program->SendVector(program->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
lastProgram = program;
lastShader = shader;
}
material->Apply(program);
// Meshs squelettiques
/*if (!skeletalContainer.empty())
{

View File

@ -5,119 +5,37 @@
#include <Nazara/Graphics/DeferredPhongLightingPass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/DeferredRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderProgramManager.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <memory>
#include <Nazara/Renderer/OpenGL.hpp> // Supprimer
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildDirectionalLightProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec2 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 0.0, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
return program.release();
}
NzShaderProgram* BuildPointSpotLightProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
return program.release();
}
}
NzDeferredPhongLightingPass::NzDeferredPhongLightingPass() :
m_lightMeshesDrawing(false)
{
m_directionalLightProgram = BuildDirectionalLightProgram();
m_pointSpotLightProgram = BuildPointSpotLightProgram();
m_directionalLightShader = NzShaderLibrary::Get("DeferredDirectionnalLight");
m_pointSpotLightProgramDiscardLocation = m_pointSpotLightProgram->GetUniformLocation("Discard");
m_pointSpotLightProgramSpotLightLocation = m_pointSpotLightProgram->GetUniformLocation("SpotLight");
m_directionalLightUniforms.ubo = false;
m_directionalLightUniforms.locations.type = -1; // Type déjà connu
m_directionalLightUniforms.locations.color = m_directionalLightShader->GetUniformLocation("LightColor");
m_directionalLightUniforms.locations.factors = m_directionalLightShader->GetUniformLocation("LightFactors");
m_directionalLightUniforms.locations.parameters1 = m_directionalLightShader->GetUniformLocation("LightDirection");
m_directionalLightUniforms.locations.parameters2 = -1;
m_directionalLightUniforms.locations.parameters3 = -1;
m_pointSpotLightShader = NzShaderLibrary::Get("DeferredPointSpotLight");
m_pointSpotLightShaderDiscardLocation = m_pointSpotLightShader->GetUniformLocation("Discard");
m_pointSpotLightUniforms.ubo = false;
m_pointSpotLightUniforms.locations.type = m_pointSpotLightShader->GetUniformLocation("LightType");
m_pointSpotLightUniforms.locations.color = m_pointSpotLightShader->GetUniformLocation("LightColor");
m_pointSpotLightUniforms.locations.factors = m_pointSpotLightShader->GetUniformLocation("LightFactors");
m_pointSpotLightUniforms.locations.parameters1 = m_pointSpotLightShader->GetUniformLocation("LightParameters1");
m_pointSpotLightUniforms.locations.parameters2 = m_pointSpotLightShader->GetUniformLocation("LightParameters2");
m_pointSpotLightUniforms.locations.parameters3 = m_pointSpotLightShader->GetUniformLocation("LightParameters3");
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
@ -177,13 +95,13 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
if (!m_renderQueue->directionalLights.empty())
{
NzRenderer::SetRenderStates(lightStates);
NzRenderer::SetShaderProgram(m_directionalLightProgram);
m_directionalLightProgram->SendColor(m_directionalLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
m_directionalLightProgram->SendVector(m_directionalLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
NzRenderer::SetShader(m_directionalLightShader);
m_directionalLightShader->SendColor(m_directionalLightShader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
m_directionalLightShader->SendVector(m_directionalLightShader->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
for (const NzLight* light : m_renderQueue->directionalLights)
{
light->Enable(m_directionalLightProgram, 0);
light->Enable(m_directionalLightShader, m_directionalLightUniforms);
NzRenderer::DrawFullscreenQuad();
}
}
@ -207,23 +125,21 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::SetRenderStates(lightStates);
NzRenderer::SetShaderProgram(m_pointSpotLightProgram);
m_pointSpotLightProgram->SendColor(m_pointSpotLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
m_pointSpotLightProgram->SendVector(m_pointSpotLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
NzRenderer::SetShader(m_pointSpotLightShader);
m_pointSpotLightShader->SendColor(m_pointSpotLightShader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
m_pointSpotLightShader->SendVector(m_pointSpotLightShader->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
NzMatrix4f lightMatrix;
lightMatrix.MakeIdentity();
if (!m_renderQueue->pointLights.empty())
{
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramSpotLightLocation, false);
const NzIndexBuffer* indexBuffer = m_sphereMesh->GetIndexBuffer();
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(m_sphereMesh->GetVertexBuffer());
for (const NzLight* light : m_renderQueue->pointLights)
{
light->Enable(m_pointSpotLightProgram, 0);
light->Enable(m_pointSpotLightShader, m_pointSpotLightUniforms);
lightMatrix.SetScale(NzVector3f(light->GetRadius()*1.1f)); // Pour corriger les imperfections liées à la sphère
lightMatrix.SetTranslation(light->GetPosition());
@ -235,7 +151,7 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, true);
m_pointSpotLightShader->SendBoolean(m_pointSpotLightShaderDiscardLocation, true);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
@ -246,7 +162,7 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, false);
m_pointSpotLightShader->SendBoolean(m_pointSpotLightShaderDiscardLocation, false);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}
@ -259,20 +175,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::Enable(nzRendererParameter_StencilTest, false);
NzRenderer::SetFaceFilling(nzFaceFilling_Line);
NzShaderProgramManagerParams params;
params.flags = nzShaderFlags_None;
params.target = nzShaderTarget_Model;
params.model.alphaMapping = false;
params.model.alphaTest = false;
params.model.diffuseMapping = false;
params.model.emissiveMapping = false;
params.model.lighting = false;
params.model.normalMapping = false;
params.model.parallaxMapping = false;
params.model.specularMapping = false;
const NzShaderProgram* program = NzShaderProgramManager::Get(params);
NzRenderer::SetShaderProgram(program);
const NzShader* shader = NzShaderLibrary::Get("DebugSimple");
NzRenderer::SetShader(shader);
for (const NzLight* light : m_renderQueue->pointLights)
{
lightMatrix.SetScale(NzVector3f(light->GetRadius()*1.1f)); // Pour corriger les imperfections liées à la sphère
@ -280,7 +184,7 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
program->SendColor(program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), light->GetColor());
shader->SendColor(0, light->GetColor());
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}
@ -295,15 +199,13 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
if (!m_renderQueue->spotLights.empty())
{
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramSpotLightLocation, true);
const NzIndexBuffer* indexBuffer = m_coneMesh->GetIndexBuffer();
NzRenderer::SetIndexBuffer(indexBuffer);
NzRenderer::SetVertexBuffer(m_coneMesh->GetVertexBuffer());
for (const NzLight* light : m_renderQueue->spotLights)
{
light->Enable(m_pointSpotLightProgram, 0);
light->Enable(m_pointSpotLightShader, m_pointSpotLightUniforms);
float radius = light->GetRadius()*std::tan(NzDegreeToRadian(light->GetOuterAngle()))*1.1f;
lightMatrix.MakeTransform(light->GetPosition(), light->GetRotation(), NzVector3f(radius, radius, light->GetRadius()));
@ -315,7 +217,7 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, true);
m_pointSpotLightShader->SendBoolean(m_pointSpotLightShaderDiscardLocation, true);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
@ -327,7 +229,7 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, false);
m_pointSpotLightShader->SendBoolean(m_pointSpotLightShaderDiscardLocation, false);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}
@ -340,20 +242,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::Enable(nzRendererParameter_StencilTest, false);
NzRenderer::SetFaceFilling(nzFaceFilling_Line);
NzShaderProgramManagerParams params;
params.flags = nzShaderFlags_None;
params.target = nzShaderTarget_Model;
params.model.alphaMapping = false;
params.model.alphaTest = false;
params.model.diffuseMapping = false;
params.model.emissiveMapping = false;
params.model.lighting = false;
params.model.normalMapping = false;
params.model.parallaxMapping = false;
params.model.specularMapping = false;
const NzShaderProgram* program = NzShaderProgramManager::Get(params);
NzRenderer::SetShaderProgram(program);
const NzShader* shader = NzShaderLibrary::Get("DebugSimple");
NzRenderer::SetShader(shader);
for (const NzLight* light : m_renderQueue->spotLights)
{
float baseRadius = light->GetRadius()*std::tan(NzDegreeToRadian(light->GetOuterAngle()))*1.1f;
@ -361,7 +251,7 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::SetMatrix(nzMatrixType_World, lightMatrix);
program->SendColor(program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), light->GetColor());
shader->SendColor(0, light->GetColor());
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
}

View File

@ -6,9 +6,9 @@
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Graphics/Debug.hpp>
@ -252,19 +252,16 @@ void NzDeferredRenderQueue::OnResourceReleased(const NzResource* resource, int i
bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
nzUInt32 possibleFlags[] = {
nzShaderFlags_Deferred,
nzShaderFlags_Deferred | nzShaderFlags_Instancing
};
const NzUberShader* uberShader1 = mat1->GetShader();
const NzUberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
for (nzUInt32 flag : possibleFlags)
{
const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
if (program1 != program2)
return program1 < program2;
}
if (shader1 != shader2)
return shader1 < shader2;
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
@ -276,18 +273,16 @@ bool NzDeferredRenderQueue::BatchedModelMaterialComparator::operator()(const NzM
bool NzDeferredRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
nzUInt32 possibleFlags[] = {
nzShaderFlags_Deferred
};
const NzUberShader* uberShader1 = mat1->GetShader();
const NzUberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
for (nzUInt32 flag : possibleFlags)
{
const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
if (program1 != program2)
return program1 < program2;
}
if (shader1 != shader2)
return shader1 < shader2;
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();

View File

@ -2,6 +2,10 @@
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#ifndef NAZARA_RENDERER_OPENGL
#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
#endif
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
@ -16,12 +20,14 @@
#include <Nazara/Graphics/DeferredPhongLightingPass.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderProgramManager.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <Nazara/Renderer/ShaderStage.hpp>
#include <limits>
#include <memory>
#include <random>
@ -43,6 +49,37 @@ namespace
};
static_assert(sizeof(RenderPassPriority)/sizeof(unsigned int) == nzRenderPassType_Max+1, "Render pass priority array is incomplete");
inline NzShader* RegisterDeferredShader(const NzString& name, const nzUInt8* fragmentSource, unsigned int fragmentSourceLength, const NzShaderStage& vertexStage, NzString* err)
{
NzErrorFlags errFlags(nzErrorFlag_ThrowExceptionDisabled);
std::unique_ptr<NzShader> shader(new NzShader);
shader->SetPersistent(false);
if (!shader->Create())
{
err->Set("Failed to create shader");
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Fragment, reinterpret_cast<const char*>(fragmentSource), fragmentSourceLength))
{
err->Set("Failed to attach fragment stage");
return nullptr;
}
shader->AttachStage(nzShaderStage_Vertex, vertexStage);
if (!shader->Link())
{
err->Set("Failed to link shader");
return nullptr;
}
NzShaderLibrary::Register(name, shader.get());
return shader.release();
}
}
NzDeferredRenderTechnique::NzDeferredRenderTechnique() :
@ -67,7 +104,6 @@ m_GBufferSize(0U)
try
{
NzErrorFlags errFlags(nzErrorFlag_ThrowException);
std::unique_ptr<NzDeferredRenderPass> smartPtr; // Nous évite un leak en cas d'exception
ResetPass(nzRenderPassType_Final, 0);
ResetPass(nzRenderPassType_Geometry, 0);
@ -343,14 +379,186 @@ void NzDeferredRenderTechnique::SetPass(nzRenderPassType relativeTo, int positio
m_passes[relativeTo].erase(position);
}
bool NzDeferredRenderTechnique::Initialize()
{
const nzUInt8 fragmentSource_BloomBright[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
};
const nzUInt8 fragmentSource_BloomFinal[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
};
const nzUInt8 fragmentSource_DirectionalLight[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
};
const nzUInt8 fragmentSource_FXAA[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
};
const nzUInt8 fragmentSource_GBufferClear[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GBufferClear.frag.h>
};
const nzUInt8 fragmentSource_GaussianBlur[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
};
const nzUInt8 fragmentSource_PointSpotLight[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
};
const char vertexSource_Basic[] =
"#version 140\n"
"in vec3 VertexPosition;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
"gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
"}\n";
const char vertexSource_PostProcess[] =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(VertexPosition, 1.0);"
"}\n";
NzShaderStage basicVertexStage(nzShaderStage_Vertex);
if (!basicVertexStage.IsValid())
{
NazaraError("Failed to create basic vertex shader");
return false;
}
basicVertexStage.SetSource(vertexSource_Basic, sizeof(vertexSource_Basic));
if (!basicVertexStage.Compile())
{
NazaraError("Failed to compile basic vertex shader");
return false;
}
NzShaderStage ppVertexStage(nzShaderStage_Vertex);
if (!ppVertexStage.IsValid())
{
NazaraError("Failed to create vertex shader");
return false;
}
ppVertexStage.SetSource(vertexSource_PostProcess, sizeof(vertexSource_PostProcess));
if (!ppVertexStage.Compile())
{
NazaraError("Failed to compile vertex shader");
return false;
}
NzString error;
NzShader* shader;
// Shaders critiques (Nécessaires pour le Deferred Shading minimal)
shader = RegisterDeferredShader("DeferredGBufferClear", fragmentSource_GBufferClear, sizeof(fragmentSource_GBufferClear), ppVertexStage, &error);
if (!shader)
{
NazaraError("Failed to register critical shader: " + error);
return false;
}
shader = RegisterDeferredShader("DeferredDirectionnalLight", fragmentSource_DirectionalLight, sizeof(fragmentSource_DirectionalLight), ppVertexStage, &error);
if (!shader)
{
NazaraError("Failed to register critical shader: " + error);
return false;
}
shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
shader = RegisterDeferredShader("DeferredPointSpotLight", fragmentSource_PointSpotLight, sizeof(fragmentSource_PointSpotLight), basicVertexStage, &error);
if (!shader)
{
NazaraError("Failed to register critical shader: " + error);
return false;
}
shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
// Shaders optionnels (S'ils ne sont pas présents, le rendu minimal sera quand même assuré)
shader = RegisterDeferredShader("DeferredBloomBright", fragmentSource_BloomBright, sizeof(fragmentSource_BloomBright), ppVertexStage, &error);
if (shader)
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
else
{
NazaraWarning("Failed to register bloom (bright pass) shader, certain features will not work: " + error);
}
shader = RegisterDeferredShader("DeferredBloomFinal", fragmentSource_BloomFinal, sizeof(fragmentSource_BloomFinal), ppVertexStage, &error);
if (shader)
{
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
shader->SendInteger(shader->GetUniformLocation("BloomTexture"), 1);
}
else
{
NazaraWarning("Failed to register bloom (final pass) shader, certain features will not work: " + error);
}
shader = RegisterDeferredShader("DeferredFXAA", fragmentSource_FXAA, sizeof(fragmentSource_FXAA), ppVertexStage, &error);
if (shader)
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
else
{
NazaraWarning("Failed to register FXAA shader, certain features will not work: " + error);
}
shader = RegisterDeferredShader("DeferredGaussianBlur", fragmentSource_GaussianBlur, sizeof(fragmentSource_GaussianBlur), ppVertexStage, &error);
if (shader)
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
else
{
NazaraWarning("Failed to register gaussian blur shader, certain features will not work: " + error);
}
return true;
}
bool NzDeferredRenderTechnique::IsSupported()
{
// On ne va pas s'embêter à écrire un Deferred Renderer qui ne passe pas par le MRT, ce serait lent et inutile (OpenGL 2 garanti cette fonctionnalité en plus)
return NzRenderer::HasCapability(nzRendererCap_RenderTexture) &&
return NzOpenGL::GetGLSLVersion() >= 140 && // On ne va pas s'embêter non plus avec le mode de compatibilité
NzRenderer::HasCapability(nzRendererCap_RenderTexture) &&
NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets) &&
NzRenderer::GetMaxColorAttachments() >= 4 &&
NzRenderer::GetMaxRenderTargets() >= 4 &&
NzTexture::IsFormatSupported(nzPixelFormat_RGBA32F);
NzRenderer::GetMaxRenderTargets() >= 4;
}
void NzDeferredRenderTechnique::Uninitialize()
{
NzShaderLibrary::Unregister("DeferredGBufferClear");
NzShaderLibrary::Unregister("DeferredDirectionnalLight");
NzShaderLibrary::Unregister("DeferredPointSpotLight");
NzShaderLibrary::Unregister("DeferredBloomBright");
NzShaderLibrary::Unregister("DeferredBloomFinal");
NzShaderLibrary::Unregister("DeferredFXAA");
NzShaderLibrary::Unregister("DeferredGaussianBlur");
}
bool NzDeferredRenderTechnique::Resize(const NzVector2ui& dimensions) const

View File

@ -5,9 +5,9 @@
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Graphics/Debug.hpp>
@ -186,8 +186,7 @@ void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMes
unsigned int instanceCount = staticDataContainer.size() + 1;
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
unsigned int tumasoublie = NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT;
if (instanceCount >= 10)
if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
staticDataContainer.resize(instanceCount);
@ -350,19 +349,16 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
nzUInt32 possibleFlags[] = {
nzShaderFlags_None,
nzShaderFlags_Instancing
};
const NzUberShader* uberShader1 = mat1->GetShader();
const NzUberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
for (nzUInt32 flag : possibleFlags)
{
const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
if (program1 != program2)
return program1 < program2;
}
if (shader1 != shader2)
return shader1 < shader2;
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
@ -374,18 +370,16 @@ bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMa
bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
{
nzUInt32 possibleFlags[] = {
nzShaderFlags_None
};
const NzUberShader* uberShader1 = mat1->GetShader();
const NzUberShader* uberShader2 = mat2->GetShader();
if (uberShader1 != uberShader2)
return uberShader1 < uberShader2;
for (nzUInt32 flag : possibleFlags)
{
const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
if (program1 != program2)
return program1 < program2;
}
if (shader1 != shader2)
return shader1 < shader2;
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();

View File

@ -7,9 +7,9 @@
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
@ -18,10 +18,11 @@
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Surveiller les shaders et supprimer les données uniformes en cas de changement (recompilation/destruction)
namespace
{
static NzIndexBuffer* s_indexBuffer = nullptr;
unsigned int s_maxLightPerPass = 3; ///TODO: Constante sur le nombre maximum de lumières
unsigned int s_maxSprites = 8192;
NzIndexBuffer* BuildIndexBuffer()
@ -164,7 +165,8 @@ void NzForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int passCount)
void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
{
NzAbstractViewer* viewer = scene->GetViewer();
const NzShaderProgram* lastProgram = nullptr;
const LightUniforms* lightUniforms = nullptr;
const NzShader* lastShader = nullptr;
for (auto& matIt : m_renderQueue.opaqueModels)
{
@ -184,23 +186,23 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
// (Le deferred shading n'a pas ce problème)
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || m_lights.IsEmpty()) && renderQueueInstancing;
// On commence par récupérer le programme du matériau
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, (instancing) ? nzShaderFlags_Instancing : 0);
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply((instancing) ? nzShaderFlags_Instancing : 0);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (program != lastProgram)
if (shader != lastShader)
{
NzRenderer::SetShaderProgram(program);
// Couleur ambiante de la scène
program->SendColor(program->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
program->SendVector(program->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
lastProgram = program;
// Index des uniformes d'éclairage dans le shader
lightUniforms = GetLightUniforms(shader);
lastShader = shader;
}
material->Apply(program);
// Meshs squelettiques
/*if (!skeletalContainer.empty())
@ -260,10 +262,10 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
unsigned int lightIndex = 0;
nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc();
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/s_maxLightPerPass + 1;
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHTPERPASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
unsigned int renderedLightCount = std::min(lightCount, s_maxLightPerPass);
unsigned int renderedLightCount = std::min(lightCount, NAZARA_GRAPHICS_MAX_LIGHTPERPASS);
lightCount -= renderedLightCount;
if (pass == 1)
@ -278,10 +280,10 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
}
for (unsigned int i = 0; i < renderedLightCount; ++i)
m_directionalLights.GetLight(lightIndex++)->Enable(program, i);
m_directionalLights.GetLight(lightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
for (unsigned int i = renderedLightCount; i < s_maxLightPerPass; ++i)
NzLight::Disable(program, i);
for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
const NzForwardRenderQueue::StaticData* data = &staticData[0];
unsigned int instanceCount = staticData.size();
@ -317,7 +319,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
for (const NzForwardRenderQueue::StaticData& data : staticData)
{
unsigned int directionalLightCount = m_directionalLights.GetLightCount();
unsigned int otherLightCount = m_lights.ComputeClosestLights(data.transformMatrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*s_maxLightPerPass - directionalLightCount);
unsigned int otherLightCount = m_lights.ComputeClosestLights(data.transformMatrix.GetTranslation() + boundingSphere.GetPosition(), boundingSphere.radius, m_maxLightPassPerObject*NAZARA_GRAPHICS_MAX_LIGHTPERPASS - directionalLightCount);
unsigned int lightCount = directionalLightCount + otherLightCount;
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
@ -325,10 +327,10 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
unsigned int otherLightIndex = 0;
nzRendererComparison oldDepthFunc = NzRenderer::GetDepthFunc();
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/s_maxLightPerPass + 1;
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHTPERPASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
unsigned int renderedLightCount = std::min(lightCount, s_maxLightPerPass);
unsigned int renderedLightCount = std::min(lightCount, NAZARA_GRAPHICS_MAX_LIGHTPERPASS);
lightCount -= renderedLightCount;
if (pass == 1)
@ -345,13 +347,13 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
for (unsigned int i = 0; i < renderedLightCount; ++i)
{
if (directionalLightIndex >= directionalLightCount)
m_lights.GetResult(otherLightIndex++)->Enable(program, i);
m_lights.GetResult(otherLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
else
m_directionalLights.GetLight(directionalLightIndex++)->Enable(program, i);
m_directionalLights.GetLight(directionalLightIndex++)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
}
for (unsigned int i = renderedLightCount; i < s_maxLightPerPass; ++i)
NzLight::Disable(program, i);
for (unsigned int i = renderedLightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
DrawFunc(primitiveMode, 0, indexCount);
}
@ -375,7 +377,7 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene) const
void NzForwardRenderTechnique::DrawSprites(const NzScene* scene) const
{
NzAbstractViewer* viewer = scene->GetViewer();
const NzShaderProgram* lastProgram = nullptr;
const NzShader* lastShader = nullptr;
NzRenderer::SetIndexBuffer(m_indexBuffer);
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
@ -389,24 +391,20 @@ void NzForwardRenderTechnique::DrawSprites(const NzScene* scene) const
unsigned int spriteCount = spriteVector.size();
if (spriteCount > 0)
{
// On commence par récupérer le programme du matériau
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Sprite, 0);
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply();
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
if (program != lastProgram)
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
NzRenderer::SetShaderProgram(program);
// Couleur ambiante de la scène
program->SendColor(program->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
program->SendVector(program->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
lastProgram = program;
lastShader = shader;
}
material->Apply(program);
const NzSprite** spritePtr = &spriteVector[0];
do
{
@ -455,7 +453,8 @@ void NzForwardRenderTechnique::DrawSprites(const NzScene* scene) const
void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
{
NzAbstractViewer* viewer = scene->GetViewer();
const NzShaderProgram* lastProgram = nullptr;
const LightUniforms* lightUniforms = nullptr;
const NzShader* lastShader = nullptr;
unsigned int lightCount = 0;
for (const std::pair<unsigned int, bool>& pair : m_renderQueue.transparentsModels)
@ -465,29 +464,28 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
m_renderQueue.transparentStaticModels[pair.first].material :
m_renderQueue.transparentSkeletalModels[pair.first].material;
// On commence par récupérer le shader du matériau
const NzShaderProgram* program = material->GetShaderProgram(nzShaderTarget_Model, 0);
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const NzShader* shader = material->Apply();
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
if (program != lastProgram)
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
NzRenderer::SetShaderProgram(program);
// Couleur ambiante de la scène
program->SendColor(program->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
shader->SendColor(shader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
// Position de la caméra
program->SendVector(program->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
// Index des uniformes d'éclairage dans le shader
lightUniforms = GetLightUniforms(shader);
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
lightCount = std::min(m_directionalLights.GetLightCount(), 3U);
lightCount = std::min(m_directionalLights.GetLightCount(), NAZARA_GRAPHICS_MAX_LIGHTPERPASS);
for (unsigned int i = 0; i < lightCount; ++i)
m_directionalLights.GetLight(i)->Enable(program, i);
m_directionalLights.GetLight(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
lastProgram = program;
lastShader = shader;
}
material->Apply(program);
// Mesh
if (pair.second)
{
@ -518,15 +516,15 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
NzRenderer::SetVertexBuffer(vertexBuffer);
// Calcul des lumières les plus proches
if (lightCount < s_maxLightPerPass && !m_lights.IsEmpty())
if (lightCount < NAZARA_GRAPHICS_MAX_LIGHTPERPASS && !m_lights.IsEmpty())
{
unsigned int count = std::min(s_maxLightPerPass - lightCount, m_lights.ComputeClosestLights(matrix.GetTranslation() + staticModel.boundingSphere.GetPosition(), staticModel.boundingSphere.radius, s_maxLightPerPass));
unsigned int count = std::min(NAZARA_GRAPHICS_MAX_LIGHTPERPASS - lightCount, m_lights.ComputeClosestLights(matrix.GetTranslation() + staticModel.boundingSphere.GetPosition(), staticModel.boundingSphere.radius, NAZARA_GRAPHICS_MAX_LIGHTPERPASS));
for (unsigned int i = 0; i < count; ++i)
m_lights.GetResult(i)->Enable(program, lightCount++);
m_lights.GetResult(i)->Enable(shader, lightUniforms->uniforms, lightUniforms->offset*(lightCount++));
}
for (unsigned int i = lightCount; i < s_maxLightPerPass; ++i)
NzLight::Disable(program, i);
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHTPERPASS; ++i)
NzLight::Disable(shader, lightUniforms->uniforms, lightUniforms->offset*i);
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
DrawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
@ -537,3 +535,35 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene) const
}
}
}
const NzForwardRenderTechnique::LightUniforms* NzForwardRenderTechnique::GetLightUniforms(const NzShader* shader) const
{
auto it = m_lightUniforms.find(shader);
if (it != m_lightUniforms.end())
return &(it->second);
else
{
int type0Location = shader->GetUniformLocation("Lights[0].type");
int type1Location = shader->GetUniformLocation("Lights[1].type");
LightUniforms lightUniforms;
if (type0Location > 0 && type1Location > 0)
{
lightUniforms.exists = true;
lightUniforms.offset = type1Location - type0Location;
lightUniforms.uniforms.ubo = false;
lightUniforms.uniforms.locations.type = type0Location;
lightUniforms.uniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
lightUniforms.uniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
lightUniforms.uniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
lightUniforms.uniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
lightUniforms.uniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
}
else
lightUniforms.exists = false;
auto pair = m_lightUniforms.emplace(shader, lightUniforms);
return &(pair.first->second);
}
}

View File

@ -3,47 +3,65 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderTechniques.hpp>
#include <Nazara/Graphics/Loaders/Mesh.hpp>
#include <Nazara/Graphics/Loaders/OBJ.hpp>
#include <Nazara/Graphics/Loaders/Texture.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Graphics/Debug.hpp>
bool NzGraphics::Initialize()
{
if (s_moduleReferenceCounter++ != 0)
if (s_moduleReferenceCounter > 0)
{
s_moduleReferenceCounter++;
return true; // Déjà initialisé
}
// Initialisation des dépendances
if (!NzRenderer::Initialize())
{
NazaraError("Failed to initialize Renderer module");
Uninitialize();
return false;
}
s_moduleReferenceCounter++;
// Initialisation du module
NzCallOnExit onExit(NzGraphics::Uninitialize);
if (!NzMaterial::Initialize())
{
NazaraError("Failed to create material");
return false;
}
// Loaders
NzLoaders_OBJ_Register();
// Loader générique
// Loaders génériques
NzLoaders_Mesh_Register();
NzLoaders_Texture_Register();
// RenderTechniques
NzRenderTechniques::Register(NzRenderTechniques::ToString(nzRenderTechniqueType_BasicForward), 0, []() -> NzAbstractRenderTechnique* { return new NzForwardRenderTechnique; });
if (NzDeferredRenderTechnique::IsSupported())
{
NzDeferredRenderTechnique::Initialize();
NzRenderTechniques::Register(NzRenderTechniques::ToString(nzRenderTechniqueType_DeferredShading), 20, []() -> NzAbstractRenderTechnique* { return new NzDeferredRenderTechnique; });
}
onExit.Reset();
NazaraNotice("Initialized: Graphics module");
return true;
}
@ -69,6 +87,11 @@ void NzGraphics::Uninitialize()
// Loaders
NzLoaders_Mesh_Unregister();
NzLoaders_OBJ_Unregister();
NzLoaders_Texture_Unregister();
NzMaterial::Uninitialize();
NzDeferredRenderTechnique::Uninitialize();
NazaraNotice("Uninitialized: Graphics module");

View File

@ -9,7 +9,7 @@
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Math/Sphere.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <cstring>
#include <Nazara/Graphics/Debug.hpp>
@ -41,6 +41,7 @@ m_innerAngle(light.m_innerAngle),
m_outerAngle(light.m_outerAngle),
m_radius(light.m_radius)
{
SetParent(light);
}
void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
@ -48,7 +49,7 @@ void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
renderQueue->AddLight(this);
}
void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) const
void NzLight::Enable(const NzShader* shader, const NzLightUniforms& uniforms, int offset) const
{
/*
struct Light
@ -75,31 +76,9 @@ void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) con
-P3: float cosInnerAngle + float cosOuterAngle
*/
///TODO: Optimiser
int typeLocation = program->GetUniformLocation("Lights[0].type");
int colorLocation = program->GetUniformLocation("Lights[0].color");
int factorsLocation = program->GetUniformLocation("Lights[0].factors");
int parameters1Location = program->GetUniformLocation("Lights[0].parameters1");
int parameters2Location = program->GetUniformLocation("Lights[0].parameters2");
int parameters3Location = program->GetUniformLocation("Lights[0].parameters3");
if (lightUnit > 0)
{
int type2Location = program->GetUniformLocation("Lights[1].type");
int offset = lightUnit * (type2Location - typeLocation); // type2Location - typeLocation donne la taille de la structure
// On applique cet offset
typeLocation += offset;
colorLocation += offset;
factorsLocation += offset;
parameters1Location += offset;
parameters2Location += offset;
parameters3Location += offset;
}
program->SendInteger(typeLocation, m_type);
program->SendColor(colorLocation, m_color);
program->SendVector(factorsLocation, NzVector2f(m_ambientFactor, m_diffuseFactor));
shader->SendInteger(uniforms.locations.type + offset, m_type);
shader->SendColor(uniforms.locations.color + offset, m_color);
shader->SendVector(uniforms.locations.factors + offset, NzVector2f(m_ambientFactor, m_diffuseFactor));
if (!m_derivedUpdated)
UpdateDerived();
@ -107,18 +86,18 @@ void NzLight::Enable(const NzShaderProgram* program, unsigned int lightUnit) con
switch (m_type)
{
case nzLightType_Directional:
program->SendVector(parameters1Location, NzVector4f(m_derivedRotation * NzVector3f::Forward()));
shader->SendVector(uniforms.locations.parameters1 + offset, NzVector4f(m_derivedRotation * NzVector3f::Forward()));
break;
case nzLightType_Point:
program->SendVector(parameters1Location, NzVector4f(m_derivedPosition, m_attenuation));
program->SendVector(parameters2Location, NzVector4f(0.f, 0.f, 0.f, 1.f/m_radius));
shader->SendVector(uniforms.locations.parameters1 + offset, NzVector4f(m_derivedPosition, m_attenuation));
shader->SendVector(uniforms.locations.parameters2 + offset, NzVector4f(0.f, 0.f, 0.f, 1.f/m_radius));
break;
case nzLightType_Spot:
program->SendVector(parameters1Location, NzVector4f(m_derivedPosition, m_attenuation));
program->SendVector(parameters2Location, NzVector4f(m_derivedRotation * NzVector3f::Forward(), 1.f/m_radius));
program->SendVector(parameters3Location, NzVector2f(std::cos(NzDegreeToRadian(m_innerAngle)), std::cos(NzDegreeToRadian(m_outerAngle))));
shader->SendVector(uniforms.locations.parameters1 + offset, NzVector4f(m_derivedPosition, m_attenuation));
shader->SendVector(uniforms.locations.parameters2 + offset, NzVector4f(m_derivedRotation * NzVector3f::Forward(), 1.f/m_radius));
shader->SendVector(uniforms.locations.parameters3 + offset, NzVector2f(std::cos(NzDegreeToRadian(m_innerAngle)), std::cos(NzDegreeToRadian(m_outerAngle))));
break;
}
}
@ -245,10 +224,9 @@ NzLight& NzLight::operator=(const NzLight& light)
return *this;
}
void NzLight::Disable(const NzShaderProgram* program, unsigned int lightUnit)
void NzLight::Disable(const NzShader* shader, const NzLightUniforms& uniforms, int offset)
{
///TODO: Optimiser
program->SendInteger(program->GetUniformLocation("Lights[" + NzString::Number(lightUnit) + "].type"), -1);
shader->SendInteger(uniforms.locations.type + offset, -1);
}
bool NzLight::FrustumCull(const NzFrustumf& frustum)
@ -276,9 +254,9 @@ bool NzLight::FrustumCull(const NzFrustumf& frustum)
return false;
}
void NzLight::Invalidate()
void NzLight::InvalidateNode()
{
NzSceneNode::Invalidate();
NzSceneNode::InvalidateNode();
m_boundingVolumeUpdated = false;
}

View File

@ -3,8 +3,8 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Loaders/Mesh.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
@ -63,8 +63,11 @@ namespace
{
std::unique_ptr<NzMaterial> material(new NzMaterial);
material->SetPersistent(false);
if (material->LoadFromFile(mat, parameters.material))
{
material->SetShader(parameters.shaderName);
model->SetMaterial(i, material.get());
material.release();
}

View File

@ -3,10 +3,10 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Loaders/OBJ.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/Loaders/OBJ/MTLParser.hpp>
#include <Nazara/Graphics/Loaders/OBJ/OBJParser.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/IndexMapper.hpp>
#include <Nazara/Utility/Mesh.hpp>
@ -212,6 +212,8 @@ namespace
std::unique_ptr<NzMaterial> material(new NzMaterial);
material->SetPersistent(false);
material->SetShader(parameters.shaderName);
nzUInt8 alphaValue = static_cast<nzUInt8>(mtlMat->alpha*255.f);
NzColor ambientColor(mtlMat->ambient);

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@ -1,5 +1,5 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once

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@ -1,12 +1,12 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/Loaders/Texture.hpp>
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Graphics/Loaders/Texture.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <memory>
#include <Nazara/Renderer/Debug.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace
{

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@ -1,17 +1,25 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/Material.hpp>
#ifndef NAZARA_RENDERER_OPENGL
#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
#endif
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/ShaderProgramManager.hpp>
#include <Nazara/Renderer/UberShaderLibrary.hpp>
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
#include <cstring>
#include <memory>
#include <Nazara/Renderer/Debug.hpp>
#include <Nazara/Graphics/Debug.hpp>
bool NzMaterialParams::IsValid() const
{
if (!NzUberShaderLibrary::Has(shaderName))
return false;
return true;
}
@ -37,10 +45,7 @@ NzMaterial::NzMaterial(NzMaterial&& material)
material.m_heightMap.Reset();
material.m_normalMap.Reset();
material.m_specularMap.Reset();
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
for (ProgramUnit& unit : material.m_programs[i])
unit.program.Reset();
material.m_uberShader.Reset();
}
NzMaterial::~NzMaterial()
@ -48,108 +53,83 @@ NzMaterial::~NzMaterial()
NotifyDestroy();
}
void NzMaterial::Apply(const NzShaderProgram* program) const
const NzShader* NzMaterial::Apply(nzUInt32 shaderFlags, nzUInt8 textureUnit, nzUInt8* lastUsedUnit) const
{
int alphaThresholdLocation = program->GetUniformLocation(nzShaderUniform_MaterialAlphaThreshold);
int ambientColorLocation = program->GetUniformLocation(nzShaderUniform_MaterialAmbient);
int diffuseColorLocation = program->GetUniformLocation(nzShaderUniform_MaterialDiffuse);
int shininessLocation = program->GetUniformLocation(nzShaderUniform_MaterialShininess);
int specularColorLocation = program->GetUniformLocation(nzShaderUniform_MaterialSpecular);
const ShaderInstance& instance = m_shaders[shaderFlags];
if (!instance.uberInstance)
GenerateShader(shaderFlags);
if (m_alphaMap)
instance.uberInstance->Activate();
if (instance.uniforms[nzMaterialUniform_AlphaThreshold] != -1)
instance.shader->SendFloat(instance.uniforms[nzMaterialUniform_AlphaThreshold], m_alphaThreshold);
if (instance.uniforms[nzMaterialUniform_Ambient] != -1)
instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Ambient], m_ambientColor);
if (instance.uniforms[nzMaterialUniform_Diffuse] != -1)
instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Diffuse], m_diffuseColor);
if (instance.uniforms[nzMaterialUniform_Shininess] != -1)
instance.shader->SendFloat(instance.uniforms[nzMaterialUniform_Shininess], m_shininess);
if (instance.uniforms[nzMaterialUniform_Specular] != -1)
instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Specular], m_specularColor);
if (m_alphaMap && instance.uniforms[nzMaterialUniform_AlphaMap] != -1)
{
int alphaMapLocation = program->GetUniformLocation(nzShaderUniform_MaterialAlphaMap);
if (alphaMapLocation != -1)
{
nzUInt8 textureUnit;
if (program->SendTexture(alphaMapLocation, m_alphaMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send diffuse map");
}
NzRenderer::SetTexture(textureUnit, m_alphaMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_AlphaMap], textureUnit);
textureUnit++;
}
if (alphaThresholdLocation != -1)
program->SendFloat(alphaThresholdLocation, m_alphaThreshold);
if (ambientColorLocation != -1)
program->SendColor(ambientColorLocation, m_ambientColor);
if (diffuseColorLocation != -1)
program->SendColor(diffuseColorLocation, m_diffuseColor);
if (m_diffuseMap)
if (m_diffuseMap && instance.uniforms[nzMaterialUniform_DiffuseMap] != -1)
{
int diffuseMapLocation = program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap);
if (diffuseMapLocation != -1)
{
nzUInt8 textureUnit;
if (program->SendTexture(diffuseMapLocation, m_diffuseMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send diffuse map");
}
NzRenderer::SetTexture(textureUnit, m_diffuseMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_DiffuseMap], textureUnit);
textureUnit++;
}
if (m_emissiveMap)
if (m_emissiveMap && instance.uniforms[nzMaterialUniform_EmissiveMap] != -1)
{
int emissiveMapLocation = program->GetUniformLocation(nzShaderUniform_MaterialEmissiveMap);
if (emissiveMapLocation != -1)
{
nzUInt8 textureUnit;
if (program->SendTexture(emissiveMapLocation, m_emissiveMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send emissive map");
}
NzRenderer::SetTexture(textureUnit, m_emissiveMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_EmissiveMap], textureUnit);
textureUnit++;
}
if (m_heightMap)
if (m_heightMap && instance.uniforms[nzMaterialUniform_HeightMap] != -1)
{
int heightMapLocation = program->GetUniformLocation(nzShaderUniform_MaterialHeightMap);
if (heightMapLocation != -1)
{
nzUInt8 textureUnit;
if (program->SendTexture(heightMapLocation, m_heightMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send height map");
}
NzRenderer::SetTexture(textureUnit, m_heightMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_HeightMap], textureUnit);
textureUnit++;
}
if (m_normalMap)
if (m_normalMap && instance.uniforms[nzMaterialUniform_NormalMap] != -1)
{
int normalMapLocation = program->GetUniformLocation(nzShaderUniform_MaterialNormalMap);
if (normalMapLocation != -1)
{
nzUInt8 textureUnit;
if (program->SendTexture(normalMapLocation, m_normalMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send normal map");
}
NzRenderer::SetTexture(textureUnit, m_normalMap);
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_NormalMap], textureUnit);
textureUnit++;
}
if (shininessLocation != -1)
program->SendFloat(shininessLocation, m_shininess);
if (specularColorLocation != -1)
program->SendColor(specularColorLocation, m_specularColor);
if (m_specularMap)
if (m_specularMap && instance.uniforms[nzMaterialUniform_SpecularMap] != -1)
{
int specularMapLocation = program->GetUniformLocation(nzShaderUniform_MaterialSpecularMap);
if (specularMapLocation != -1)
{
nzUInt8 textureUnit;
if (program->SendTexture(specularMapLocation, m_specularMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_specularSampler);
else
NazaraWarning("Failed to send specular map");
}
NzRenderer::SetTexture(textureUnit, m_specularMap);
NzRenderer::SetTextureSampler(textureUnit, m_specularSampler);
instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_SpecularMap], textureUnit);
textureUnit++;
}
NzRenderer::SetRenderStates(m_states);
if (lastUsedUnit)
*lastUsedUnit = textureUnit;
return instance.shader;
}
void NzMaterial::Enable(nzRendererParameter renderParameter, bool enable)
@ -169,16 +149,21 @@ void NzMaterial::EnableAlphaTest(bool alphaTest)
{
m_alphaTestEnabled = alphaTest;
InvalidatePrograms(nzShaderTarget_FullscreenQuad);
InvalidatePrograms(nzShaderTarget_Model);
InvalidatePrograms(nzShaderTarget_Sprite);
InvalidateShaders();
}
void NzMaterial::EnableLighting(bool lighting)
{
m_lightingEnabled = lighting;
InvalidatePrograms(nzShaderTarget_Model);
InvalidateShaders();
}
void NzMaterial::EnableTransform(bool transform)
{
m_transformEnabled = transform;
InvalidateShaders();
}
NzTexture* NzMaterial::GetAlphaMap() const
@ -256,13 +241,17 @@ const NzRenderStates& NzMaterial::GetRenderStates() const
return m_states;
}
const NzShaderProgram* NzMaterial::GetShaderProgram(nzShaderTarget target, nzUInt32 flags) const
const NzUberShader* NzMaterial::GetShader() const
{
const ProgramUnit& unit = m_programs[target][flags];
if (!unit.program.IsValid())
GenerateProgram(target, flags);
return m_uberShader;
}
return unit.program;
const NzUberShaderInstance* NzMaterial::GetShaderInstance(nzUInt32 flags) const
{
if (!m_shaders[flags].uberInstance)
GenerateShader(flags);
return m_shaders[flags].uberInstance;
}
float NzMaterial::GetShininess() const
@ -300,11 +289,6 @@ bool NzMaterial::HasAlphaMap() const
return m_alphaMap.IsValid();
}
bool NzMaterial::HasCustomShaderProgram(nzShaderTarget target, nzUInt32 flags) const
{
return m_programs[target][flags].custom;
}
bool NzMaterial::HasDiffuseMap() const
{
return m_diffuseMap.IsValid();
@ -353,6 +337,11 @@ bool NzMaterial::IsLightingEnabled() const
return m_lightingEnabled;
}
bool NzMaterial::IsTransformEnabled() const
{
return m_transformEnabled;
}
bool NzMaterial::LoadFromFile(const NzString& filePath, const NzMaterialParams& params)
{
return NzMaterialLoader::LoadFromFile(this, filePath, params);
@ -378,15 +367,10 @@ void NzMaterial::Reset()
m_heightMap.Reset();
m_normalMap.Reset();
m_specularMap.Reset();
m_uberShader.Reset();
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
{
for (ProgramUnit& unit : m_programs[i])
{
unit.custom = false;
unit.program.Reset();
}
}
for (ShaderInstance& instance : m_shaders)
instance.uberInstance = nullptr;
m_alphaThreshold = 0.2f;
m_alphaTestEnabled = false;
@ -400,6 +384,9 @@ void NzMaterial::Reset()
m_states = NzRenderStates();
m_states.parameters[nzRendererParameter_DepthBuffer] = true;
m_states.parameters[nzRendererParameter_FaceCulling] = true;
m_transformEnabled = true;
SetShader("Basic");
}
bool NzMaterial::SetAlphaMap(const NzString& texturePath)
@ -423,9 +410,7 @@ void NzMaterial::SetAlphaMap(NzTexture* map)
{
m_alphaMap = map;
InvalidatePrograms(nzShaderTarget_FullscreenQuad);
InvalidatePrograms(nzShaderTarget_Model);
InvalidatePrograms(nzShaderTarget_Sprite);
InvalidateShaders();
}
void NzMaterial::SetAlphaThreshold(float alphaThreshold)
@ -469,9 +454,7 @@ void NzMaterial::SetDiffuseMap(NzTexture* map)
{
m_diffuseMap = map;
InvalidatePrograms(nzShaderTarget_FullscreenQuad);
InvalidatePrograms(nzShaderTarget_Model);
InvalidatePrograms(nzShaderTarget_Sprite);
InvalidateShaders();
}
void NzMaterial::SetDiffuseSampler(const NzTextureSampler& sampler)
@ -505,7 +488,7 @@ void NzMaterial::SetEmissiveMap(NzTexture* map)
{
m_emissiveMap = map;
InvalidatePrograms(nzShaderTarget_Model);
InvalidateShaders();
}
void NzMaterial::SetFaceCulling(nzFaceSide faceSide)
@ -539,7 +522,7 @@ void NzMaterial::SetHeightMap(NzTexture* map)
{
m_heightMap = map;
InvalidatePrograms(nzShaderTarget_Model);
InvalidateShaders();
}
bool NzMaterial::SetNormalMap(const NzString& texturePath)
@ -563,7 +546,7 @@ void NzMaterial::SetNormalMap(NzTexture* map)
{
m_normalMap = map;
InvalidatePrograms(nzShaderTarget_Model);
InvalidateShaders();
}
void NzMaterial::SetRenderStates(const NzRenderStates& states)
@ -571,12 +554,20 @@ void NzMaterial::SetRenderStates(const NzRenderStates& states)
m_states = states;
}
void NzMaterial::SetShaderProgram(nzShaderTarget target, nzUInt32 flags, const NzShaderProgram* program)
void NzMaterial::SetShader(const NzUberShader* uberShader)
{
ProgramUnit& unit = m_programs[target][flags];
m_uberShader = uberShader;
InvalidateShaders();
}
unit.custom = (program != nullptr);
unit.program = program;
bool NzMaterial::SetShader(const NzString& uberShaderName)
{
NzUberShader* uberShader = NzUberShaderLibrary::Get(uberShaderName);
if (!uberShader)
return false;
SetShader(uberShader);
return true;
}
void NzMaterial::SetShininess(float shininess)
@ -610,7 +601,7 @@ void NzMaterial::SetSpecularMap(NzTexture* map)
{
m_specularMap = map;
InvalidatePrograms(nzShaderTarget_Model);
InvalidateShaders();
}
void NzMaterial::SetSpecularSampler(const NzTextureSampler& sampler)
@ -641,19 +632,115 @@ NzMaterial& NzMaterial::operator=(NzMaterial&& material)
material.m_heightMap.Reset();
material.m_normalMap.Reset();
material.m_specularMap.Reset();
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
for (ProgramUnit& unit : material.m_programs[i])
unit.program.Reset();
material.m_uberShader.Reset();
return *this;
}
bool NzMaterial::Initialize()
{
bool glsl140 = (NzOpenGL::GetGLSLVersion() >= 140);
// Basic shader
{
std::unique_ptr<NzUberShaderPreprocessor> uberShader(new NzUberShaderPreprocessor);
NzString fragmentShader;
NzString vertexShader;
if (glsl140)
{
const nzUInt8 coreFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/core.frag.h>
};
const nzUInt8 coreVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/core.vert.h>
};
fragmentShader.Set(reinterpret_cast<const char*>(coreFragmentShader), sizeof(coreFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(coreVertexShader), sizeof(coreVertexShader));
}
else
{
const nzUInt8 compatibilityFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.frag.h>
};
const nzUInt8 compatibilityVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.vert.h>
};
fragmentShader.Set(reinterpret_cast<const char*>(compatibilityFragmentShader), sizeof(compatibilityFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
}
uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING");
uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_INSTANCING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
NzUberShaderLibrary::Register("Basic", uberShader.get());
uberShader.release();
}
// PhongLighting shader
{
std::unique_ptr<NzUberShaderPreprocessor> uberShader(new NzUberShaderPreprocessor);
NzString fragmentShader;
NzString vertexShader;
if (glsl140)
{
const nzUInt8 coreFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/core.frag.h>
};
const nzUInt8 coreVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/core.vert.h>
};
fragmentShader.Set(reinterpret_cast<const char*>(coreFragmentShader), sizeof(coreFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(coreVertexShader), sizeof(coreVertexShader));
}
else
{
const nzUInt8 compatibilityFragmentShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/compatibility.frag.h>
};
const nzUInt8 compatibilityVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/compatibility.vert.h>
};
fragmentShader.Set(reinterpret_cast<const char*>(compatibilityFragmentShader), sizeof(compatibilityFragmentShader));
vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
}
uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_DEFERRED ALPHA_MAPPING ALPHA_TEST DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_DEFERRED FLAG_INSTANCING COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
NzUberShaderLibrary::Register("PhongLighting", uberShader.get());
uberShader.release();
}
s_defaultMaterial = new NzMaterial;
s_defaultMaterial->SetPersistent(true);
return true;
}
NzMaterial* NzMaterial::GetDefault()
{
return s_defaultMaterial;
}
void NzMaterial::Uninitialize()
{
NzUberShaderLibrary::Unregister("PhongLighting");
NzUberShaderLibrary::Unregister("Basic");
s_defaultMaterial->SetPersistent(false, true);
s_defaultMaterial = nullptr;
}
void NzMaterial::Copy(const NzMaterial& material)
{
m_alphaMap.Reset();
@ -662,10 +749,7 @@ void NzMaterial::Copy(const NzMaterial& material)
m_heightMap.Reset();
m_normalMap.Reset();
m_specularMap.Reset();
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
for (ProgramUnit& unit : m_programs[i])
unit.program.Reset();
m_uberShader.Reset();
std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
@ -676,6 +760,7 @@ void NzMaterial::Copy(const NzMaterial& material)
m_heightMap.Release();
m_normalMap.Release();
m_specularMap.Release();
m_uberShader.Release();
m_alphaMap = material.m_alphaMap;
m_diffuseMap = material.m_diffuseMap;
@ -683,77 +768,53 @@ void NzMaterial::Copy(const NzMaterial& material)
m_heightMap = material.m_heightMap;
m_normalMap = material.m_normalMap;
m_specularMap = material.m_specularMap;
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
{
for (unsigned int j = 0; j <= nzShaderFlags_Max; ++j)
{
NzShaderProgramConstRef& program = m_programs[i][j].program;
program.Release();
program = material.m_programs[i][j].program;
}
}
m_uberShader = material.m_uberShader;
}
void NzMaterial::GenerateProgram(nzShaderTarget target, nzUInt32 flags) const
void NzMaterial::GenerateShader(nzUInt32 flags) const
{
NzShaderProgramManagerParams params;
params.target = target;
params.flags = flags;
NzParameterList list;
list.SetParameter("ALPHA_MAPPING", m_alphaMap.IsValid());
list.SetParameter("ALPHA_TEST", m_alphaTestEnabled);
list.SetParameter("COMPUTE_TBNMATRIX", m_normalMap.IsValid() || m_heightMap.IsValid());
list.SetParameter("DIFFUSE_MAPPING", m_diffuseMap.IsValid());
list.SetParameter("EMISSIVE_MAPPING", m_emissiveMap.IsValid());
list.SetParameter("LIGHTING", m_lightingEnabled);
list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid());
list.SetParameter("TRANSFORM", m_transformEnabled);
switch (target)
{
case nzShaderTarget_FullscreenQuad:
params.fullscreenQuad.alphaMapping = m_alphaMap.IsValid();
params.fullscreenQuad.alphaTest = m_alphaTestEnabled;
params.fullscreenQuad.diffuseMapping = m_diffuseMap.IsValid();
break;
list.SetParameter("FLAG_DEFERRED", static_cast<bool>(flags & nzShaderFlags_Deferred));
list.SetParameter("FLAG_INSTANCING", static_cast<bool>(flags & nzShaderFlags_Instancing));
case nzShaderTarget_Model:
params.model.alphaMapping = m_alphaMap.IsValid();
params.model.alphaTest = m_alphaTestEnabled;
params.model.diffuseMapping = m_diffuseMap.IsValid();
params.model.emissiveMapping = m_emissiveMap.IsValid();
params.model.lighting = m_lightingEnabled;
params.model.normalMapping = m_normalMap.IsValid();
params.model.parallaxMapping = m_heightMap.IsValid();
params.model.specularMapping = m_specularMap.IsValid();
break;
ShaderInstance& instance = m_shaders[flags];
instance.uberInstance = m_uberShader->Get(list);
instance.shader = instance.uberInstance->GetShader();
case nzShaderTarget_None:
break;
#define CacheUniform(name) instance.uniforms[nzMaterialUniform_##name] = instance.shader->GetUniformLocation("Material" #name)
case nzShaderTarget_Sprite:
params.sprite.alphaMapping = m_alphaMap.IsValid();
params.sprite.alphaTest = m_alphaTestEnabled;
params.sprite.diffuseMapping = m_diffuseMap.IsValid();
break;
}
CacheUniform(AlphaMap);
CacheUniform(AlphaThreshold);
CacheUniform(Ambient);
CacheUniform(Diffuse);
CacheUniform(DiffuseMap);
CacheUniform(EmissiveMap);
CacheUniform(HeightMap);
CacheUniform(NormalMap);
CacheUniform(Shininess);
CacheUniform(Specular);
CacheUniform(SpecularMap);
m_programs[target][flags].program = NzShaderProgramManager::Get(params);
#undef CacheUniform
}
void NzMaterial::InvalidatePrograms(nzShaderTarget target)
void NzMaterial::InvalidateShaders()
{
for (ProgramUnit& unit : m_programs[target])
{
if (!unit.custom)
unit.program.Reset();
}
}
bool NzMaterial::Initialize()
{
s_defaultMaterial = new NzMaterial;
return true;
}
void NzMaterial::Uninitialize()
{
delete s_defaultMaterial;
s_defaultMaterial = nullptr;
for (ShaderInstance& instance : m_shaders)
instance.uberInstance = nullptr;
}
NzMaterial* NzMaterial::s_defaultMaterial = nullptr;

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@ -6,6 +6,7 @@
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Renderer/UberShaderLibrary.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <memory>
@ -19,6 +20,9 @@ bool NzModelParameters::IsValid() const
if (loadMaterials && !material.IsValid())
return false;
if (!NzUberShaderLibrary::Has(shaderName))
return false;
return mesh.IsValid();
}
@ -56,6 +60,8 @@ m_skinCount(model.m_skinCount)
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_skeleton = model.m_skeleton;
}
SetParent(model);
}
NzModel::~NzModel()
@ -633,9 +639,9 @@ bool NzModel::FrustumCull(const NzFrustumf& frustum)
return frustum.Contains(m_boundingVolume);
}
void NzModel::Invalidate()
void NzModel::InvalidateNode()
{
NzSceneNode::Invalidate();
NzSceneNode::InvalidateNode();
m_boundingVolumeUpdated = false;
}

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@ -1,12 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform sampler2D ColorTexture;
uniform vec2 InvTargetSize;
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
RenderTarget0 = textureLod(ColorTexture, texCoord, 0.0);
}

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@ -1 +0,0 @@
35,118,101,114,115,105,111,110,32,49,52,48,13,10,13,10,111,117,116,32,118,101,99,52,32,82,101,110,100,101,114,84,97,114,103,101,116,48,59,13,10,13,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,67,111,108,111,114,84,101,120,116,117,114,101,59,13,10,117,110,105,102,111,114,109,32,118,101,99,50,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,13,10,118,111,105,100,32,109,97,105,110,40,41,13,10,123,13,10,9,118,101,99,50,32,116,101,120,67,111,111,114,100,32,61,32,103,108,95,70,114,97,103,67,111,111,114,100,46,120,121,32,42,32,73,110,118,84,97,114,103,101,116,83,105,122,101,59,13,10,9,82,101,110,100,101,114,84,97,114,103,101,116,48,32,61,32,116,101,120,116,117,114,101,76,111,100,40,67,111,108,111,114,84,101,120,116,117,114,101,44,32,116,101,120,67,111,111,114,100,44,32,48,46,48,41,59,13,10,125,13,10,

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@ -2,20 +2,11 @@
out vec4 RenderTarget0;
struct Light
{
int type;
vec4 ambient;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[1];
uniform vec4 LightColor;
uniform vec2 LightFactors;
uniform vec4 LightDirection;
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
@ -56,15 +47,15 @@ void main()
float depth = ColorToFloat(gVec2.xyz);
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 lightDir = -Lights[0].parameters1.xyz;
vec3 lightDir = -LightDirection.xyz;
// Ambient
vec3 lightAmbient = Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
vec3 lightAmbient = LightColor.rgb * LightFactors.x * (vec3(1.0) + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = lambert * Lights[0].color.rgb * Lights[0].factors.y;
vec3 lightDiffuse = lambert * LightColor.rgb * LightFactors.y;
// Specular
vec3 lightSpecular;
@ -81,7 +72,7 @@ void main()
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = specularFactor * Lights[0].color.rgb * specularMultiplier;
lightSpecular = specularFactor * LightColor.rgb * specularMultiplier;
}
else
lightSpecular = vec3(0.0);

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@ -1,21 +1,20 @@
#version 140
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
out vec4 RenderTarget0;
struct Light
{
int type;
vec4 ambient;
vec4 color;
vec2 factors;
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
};
uniform vec3 EyePosition;
uniform Light Lights[1];
uniform int LightType;
uniform vec4 LightColor;
uniform vec2 LightFactors;
uniform vec4 LightDirection;
uniform vec4 LightParameters1;
uniform vec4 LightParameters2;
uniform vec2 LightParameters3;
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
@ -26,7 +25,6 @@ uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
uniform bool Discard = false;
uniform bool SpotLight;
float ColorToFloat(vec3 color)
{
@ -67,28 +65,28 @@ void main()
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 lightDir = Lights[0].parameters1.xyz - worldPos.xyz;
vec3 lightDir = LightParameters1.xyz - worldPos.xyz;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength;
float att = max(Lights[0].parameters1.w - Lights[0].parameters2.w*lightDirLength, 0.0);
float att = max(LightParameters1.w - LightParameters2.w*lightDirLength, 0.0);
// Ambient
vec3 lightAmbient = att * Lights[0].color.rgb * Lights[0].factors.x * (vec3(1.0) + SceneAmbient.rgb);
vec3 lightAmbient = att * LightColor.rgb * LightFactors.x * (vec3(1.0) + SceneAmbient.rgb);
if (SpotLight)
if (LightType == LIGHT_SPOT)
{
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[0].parameters2.xyz, -lightDir);
float outerAngle = Lights[0].parameters3.y;
float innerMinusOuterAngle = Lights[0].parameters3.x - outerAngle;
float curAngle = dot(LightParameters2.xyz, -lightDir);
float outerAngle = LightParameters3.y;
float innerMinusOuterAngle = LightParameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
}
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = att * lambert * Lights[0].color.rgb * Lights[0].factors.y;
vec3 lightDiffuse = att * lambert * LightColor.rgb * LightFactors.y;
// Specular
vec3 lightSpecular;
@ -99,7 +97,7 @@ void main()
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = att * specularFactor * Lights[0].color.rgb * specularMultiplier;
lightSpecular = att * specularFactor * LightColor.rgb * specularMultiplier;
}
else
lightSpecular = vec3(0.0);

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@ -1,82 +0,0 @@
#version 140
out vec4 RenderTarget0;
uniform float SSAOBias = 0.0;
uniform float SSAOIntensity = 3.0;
uniform float SSAOSampleScale = 0.1;
uniform float SSAOScale = 1.0;
uniform int NoiseTextureSize;
uniform mat4 InvViewProjMatrix;
uniform sampler2D GBuffer1;
uniform sampler2D NoiseTexture;
uniform vec2 TargetSize;
uniform vec2 InvTargetSize;
vec3 extractPosition(in float depth, in vec2 texCoord)
{
depth = depth*2.0 - 1.0;
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
return worldPos.xyz;
}
float doAmbientOcclusion(in vec2 texCoord, in vec3 original, in vec3 normal)
{
vec3 newp = extractPosition(textureLod(GBuffer1, texCoord, 0.0).w, texCoord);
vec3 diff = newp - original;
float d = length(diff);
vec3 v = diff * 1.0/d;
d *= SSAOScale;
return max(0.0, dot(normal, v) - SSAOBias) * (SSAOIntensity / (1.0 + d));
}
void main(void)
{
const vec2 Kernel[16] = vec2[](
vec2(0.53812504, 0.18565957),
vec2(0.13790712, 0.24864247),
vec2(0.33715037, 0.56794053),
vec2(-0.6999805, -0.04511441),
vec2(0.06896307, -0.15983082),
vec2(0.056099437, 0.006954967),
vec2(-0.014653638, 0.14027752),
vec2(0.010019933, -0.1924225),
vec2(-0.35775623, -0.5301969),
vec2(-0.3169221, 0.106360726),
vec2(0.010350345, -0.58698344),
vec2(-0.08972908, -0.49408212),
vec2(0.7119986, -0.0154690035),
vec2(-0.053382345, 0.059675813),
vec2(0.035267662, -0.063188605),
vec2(-0.47761092, 0.2847911));
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
if (gVec1.w == 1.0)
{
RenderTarget0 = vec4(1.0, 0.0, 0.0, 0.0);
return;
}
vec3 normal = gVec1.xyz*2.0 - 1.0;
vec3 viewPos = extractPosition(gVec1.w, texCoord);
vec2 randVec = normalize(textureLod(NoiseTexture, texCoord * (TargetSize/NoiseTextureSize), 0.0).xy * 2.0 - 1.0);
float ao = 0.0;
const int ITERATIONS = 16;
for (int i = 0; i < ITERATIONS; ++i)
{
vec2 coord = reflect(Kernel[i], randVec) * SSAOSampleScale;
ao += doAmbientOcclusion(texCoord + coord, viewPos, normal);
}
RenderTarget0 = vec4(1.0 - ao/ITERATIONS, 0.0, 0.0, 0.0);
}

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