Added ShaderUniform (Faster GetUniformLocation)
Former-commit-id: c8a01eccde07fc3b2aac46c5b974f8406ad949f0
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991d841d57
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@ -170,6 +170,30 @@ enum nzShaderLanguage
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nzShaderLanguage_Max = nzShaderLanguage_GLSL
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};
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enum nzShaderUniform
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{
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nzShaderUniform_CameraPosition,
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nzShaderUniform_LightCount,
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nzShaderUniform_MaterialAmbient,
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nzShaderUniform_MaterialDiffuse,
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nzShaderUniform_MaterialDiffuseMap,
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nzShaderUniform_MaterialEmissiveMap,
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nzShaderUniform_MaterialHeightMap,
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nzShaderUniform_MaterialNormalMap,
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nzShaderUniform_MaterialShininess,
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nzShaderUniform_MaterialSpecular,
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nzShaderUniform_MaterialSpecularMap,
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nzShaderUniform_ProjMatrix,
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nzShaderUniform_SceneAmbient,
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nzShaderUniform_ViewMatrix,
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nzShaderUniform_ViewProjMatrix,
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nzShaderUniform_WorldMatrix,
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nzShaderUniform_WorldViewMatrix,
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nzShaderUniform_WorldViewProjMatrix,
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nzShaderUniform_Max = nzShaderUniform_WorldViewProjMatrix
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};
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enum nzShaderType
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{
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nzShaderType_Fragment,
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@ -32,7 +32,7 @@ class NAZARA_API NzShader : public NzResource, NzNonCopyable
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friend class NzRenderer;
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public:
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NzShader() = default;
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NzShader();
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NzShader(nzShaderLanguage language);
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NzShader(NzShader&& shader);
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~NzShader();
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@ -47,6 +47,7 @@ class NAZARA_API NzShader : public NzResource, NzNonCopyable
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nzShaderLanguage GetLanguage() const;
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NzString GetSourceCode(nzShaderType type) const;
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int GetUniformLocation(const NzString& name) const;
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int GetUniformLocation(nzShaderUniform uniform) const;
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bool HasUniform(const NzString& name) const;
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@ -80,9 +81,9 @@ class NAZARA_API NzShader : public NzResource, NzNonCopyable
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static bool IsTypeSupported(nzShaderType type);
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private:
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nzUInt32 m_flags = nzShaderFlags_None;
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NzShaderImpl* m_impl = nullptr;
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bool m_compiled = false;
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nzUInt32 m_flags;
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NzShaderImpl* m_impl;
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bool m_compiled;
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};
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#endif // NAZARA_SHADER_HPP
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@ -125,17 +125,17 @@ void NzScene::Draw()
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matIt.first->Apply(shader);
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// Position de la caméra
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int camPosLocation = shader->GetUniformLocation("CameraPosition");
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int camPosLocation = shader->GetUniformLocation(nzShaderUniform_CameraPosition);
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if (camPosLocation != -1)
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shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
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// Couleur ambiante de la scène
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int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
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int sceneAmbientLocation = shader->GetUniformLocation(nzShaderUniform_SceneAmbient);
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if (sceneAmbientLocation != -1)
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shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
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// Gestion des lumières (D'abord directionnelles)
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int lightCountLocation = shader->GetUniformLocation("LightCount");
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int lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
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unsigned int lightIndex = 0;
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if (lightCountLocation != -1)
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@ -216,17 +216,17 @@ void NzScene::Draw()
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bool instancing = shader->GetFlags() & nzShaderFlags_Instancing;
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// Position de la caméra
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int camPosLocation = shader->GetUniformLocation("CameraPosition");
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int camPosLocation = shader->GetUniformLocation(nzShaderUniform_CameraPosition);
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if (camPosLocation != -1)
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shader->SendVector(camPosLocation, m_impl->activeCamera->GetPosition());
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// Couleur ambiante de la scène
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int sceneAmbientLocation = shader->GetUniformLocation("SceneAmbient");
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int sceneAmbientLocation = shader->GetUniformLocation(nzShaderUniform_SceneAmbient);
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if (sceneAmbientLocation != -1)
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shader->SendColor(sceneAmbientLocation, m_impl->ambientColor);
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// Gestion des lumières (D'abord directionnelles)
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int lightCountLocation = shader->GetUniformLocation("LightCount");
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int lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
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unsigned int lightIndex = 0;
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if (lightCountLocation != -1)
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@ -574,7 +574,7 @@ bool NzDebugDrawer::Initialize()
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return false;
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}
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colorLocation = shader->GetUniformLocation("MaterialDiffuse");
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colorLocation = shader->GetUniformLocation(nzShaderUniform_MaterialDiffuse);
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}
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// VertexDeclaration
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@ -61,6 +61,25 @@ bool NzGLSLShader::Compile()
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static NzString successStr("Linkage successful");
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m_log = successStr;
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m_uniformLocations[nzShaderUniform_CameraPosition] = GetUniformLocation("CameraPosition");
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m_uniformLocations[nzShaderUniform_LightCount] = GetUniformLocation("LightCount");
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m_uniformLocations[nzShaderUniform_MaterialAmbient] = GetUniformLocation("MaterialAmbient");
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m_uniformLocations[nzShaderUniform_MaterialDiffuse] = GetUniformLocation("MaterialDiffuse");
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m_uniformLocations[nzShaderUniform_MaterialDiffuseMap] = GetUniformLocation("MaterialDiffuseMap");
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m_uniformLocations[nzShaderUniform_MaterialEmissiveMap] = GetUniformLocation("MaterialEmissiveMap");
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m_uniformLocations[nzShaderUniform_MaterialHeightMap] = GetUniformLocation("MaterialHeightMap");
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m_uniformLocations[nzShaderUniform_MaterialNormalMap] = GetUniformLocation("MaterialNormalMap");
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m_uniformLocations[nzShaderUniform_MaterialShininess] = GetUniformLocation("MaterialShininess");
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m_uniformLocations[nzShaderUniform_MaterialSpecular] = GetUniformLocation("MaterialSpecular");
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m_uniformLocations[nzShaderUniform_MaterialSpecularMap] = GetUniformLocation("MaterialSpecularMap");
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m_uniformLocations[nzShaderUniform_ProjMatrix] = GetUniformLocation("ProjMatrix");
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m_uniformLocations[nzShaderUniform_SceneAmbient] = GetUniformLocation("SceneAmbient");
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m_uniformLocations[nzShaderUniform_ViewMatrix] = GetUniformLocation("ViewMatrix");
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m_uniformLocations[nzShaderUniform_ViewProjMatrix] = GetUniformLocation("ViewProjMatrix");
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m_uniformLocations[nzShaderUniform_WorldMatrix] = GetUniformLocation("WorldMatrix");
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m_uniformLocations[nzShaderUniform_WorldViewMatrix] = GetUniformLocation("WorldViewMatrix");
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m_uniformLocations[nzShaderUniform_WorldViewProjMatrix] = GetUniformLocation("WorldViewProjMatrix");
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return true;
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}
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else
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@ -193,6 +212,11 @@ int NzGLSLShader::GetUniformLocation(const NzString& name) const
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return id;
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}
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int NzGLSLShader::GetUniformLocation(nzShaderUniform uniform) const
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{
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return m_uniformLocations[uniform];
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}
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bool NzGLSLShader::IsLoaded(nzShaderType type) const
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{
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return m_shaders[type] != 0;
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@ -34,6 +34,7 @@ class NzGLSLShader : public NzShaderImpl, NzResourceListener
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nzShaderLanguage GetLanguage() const;
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NzString GetSourceCode(nzShaderType type) const;
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int GetUniformLocation(const NzString& name) const;
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int GetUniformLocation(nzShaderUniform uniform) const;
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bool IsLoaded(nzShaderType type) const;
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@ -73,6 +74,7 @@ class NzGLSLShader : public NzShaderImpl, NzResourceListener
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GLuint m_shaders[nzShaderType_Max+1];
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NzShader* m_parent;
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NzString m_log;
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int m_uniformLocations[nzShaderUniform_Max+1];
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};
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#endif // NAZARA_GLSLSHADER_HPPs
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@ -41,10 +41,10 @@ NzMaterial::NzMaterial(NzMaterial&& material)
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void NzMaterial::Apply(const NzShader* shader) const
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{
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int ambientColorLocation = shader->GetUniformLocation("MaterialAmbient");
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int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuse");
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int shininessLocation = shader->GetUniformLocation("MaterialShininess");
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int specularColorLocation = shader->GetUniformLocation("MaterialSpecular");
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int ambientColorLocation = shader->GetUniformLocation(nzShaderUniform_MaterialAmbient);
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int diffuseColorLocation = shader->GetUniformLocation(nzShaderUniform_MaterialDiffuse);
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int shininessLocation = shader->GetUniformLocation(nzShaderUniform_MaterialShininess);
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int specularColorLocation = shader->GetUniformLocation(nzShaderUniform_MaterialSpecular);
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if (ambientColorLocation != -1)
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shader->SendColor(ambientColorLocation, m_ambientColor);
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@ -54,7 +54,7 @@ void NzMaterial::Apply(const NzShader* shader) const
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if (m_diffuseMap)
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{
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int diffuseMapLocation = shader->GetUniformLocation("MaterialDiffuseMap");
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int diffuseMapLocation = shader->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap);
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if (diffuseMapLocation != -1)
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{
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nzUInt8 textureUnit;
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@ -67,7 +67,7 @@ void NzMaterial::Apply(const NzShader* shader) const
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if (m_emissiveMap)
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{
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int emissiveMapLocation = shader->GetUniformLocation("MaterialEmissiveMap");
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int emissiveMapLocation = shader->GetUniformLocation(nzShaderUniform_MaterialEmissiveMap);
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if (emissiveMapLocation != -1)
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{
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nzUInt8 textureUnit;
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@ -80,7 +80,7 @@ void NzMaterial::Apply(const NzShader* shader) const
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if (m_heightMap)
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{
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int heightMapLocation = shader->GetUniformLocation("MaterialHeightMap");
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int heightMapLocation = shader->GetUniformLocation(nzShaderUniform_MaterialHeightMap);
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if (heightMapLocation != -1)
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{
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nzUInt8 textureUnit;
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@ -93,7 +93,7 @@ void NzMaterial::Apply(const NzShader* shader) const
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if (m_normalMap)
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{
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int normalMapLocation = shader->GetUniformLocation("MaterialNormalMap");
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int normalMapLocation = shader->GetUniformLocation(nzShaderUniform_MaterialNormalMap);
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if (normalMapLocation != -1)
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{
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nzUInt8 textureUnit;
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@ -112,7 +112,7 @@ void NzMaterial::Apply(const NzShader* shader) const
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if (m_specularMap)
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{
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int specularMapLocation = shader->GetUniformLocation("MaterialSpecularMap");
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int specularMapLocation = shader->GetUniformLocation(nzShaderUniform_MaterialSpecularMap);
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if (specularMapLocation != -1)
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{
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nzUInt8 textureUnit;
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@ -1451,13 +1451,13 @@ bool NzRenderer::EnsureStateUpdate()
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shaderImpl->BindTextures();
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// Récupération des indices des variables uniformes (-1 si la variable n'existe pas)
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s_matrixLocation[nzMatrixType_Projection] = shaderImpl->GetUniformLocation("ProjMatrix");
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s_matrixLocation[nzMatrixType_View] = shaderImpl->GetUniformLocation("ViewMatrix");
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s_matrixLocation[nzMatrixType_World] = shaderImpl->GetUniformLocation("WorldMatrix");
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s_matrixLocation[nzMatrixType_Projection] = shaderImpl->GetUniformLocation(nzShaderUniform_ProjMatrix);
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s_matrixLocation[nzMatrixType_View] = shaderImpl->GetUniformLocation(nzShaderUniform_ViewMatrix);
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s_matrixLocation[nzMatrixType_World] = shaderImpl->GetUniformLocation(nzShaderUniform_WorldMatrix);
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s_matrixLocation[nzMatrixCombination_ViewProj] = shaderImpl->GetUniformLocation("ViewProjMatrix");
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s_matrixLocation[nzMatrixCombination_WorldView] = shaderImpl->GetUniformLocation("WorldViewMatrix");
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s_matrixLocation[nzMatrixCombination_WorldViewProj] = shaderImpl->GetUniformLocation("WorldViewProjMatrix");
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s_matrixLocation[nzMatrixCombination_ViewProj] = shaderImpl->GetUniformLocation(nzShaderUniform_ViewProjMatrix);
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s_matrixLocation[nzMatrixCombination_WorldView] = shaderImpl->GetUniformLocation(nzShaderUniform_WorldViewMatrix);
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s_matrixLocation[nzMatrixCombination_WorldViewProj] = shaderImpl->GetUniformLocation(nzShaderUniform_WorldViewProjMatrix);
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s_updateFlags |= Update_Matrices;
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for (unsigned int i = 0; i < totalMatrixCount; ++i)
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@ -14,13 +14,25 @@
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#include <stdexcept>
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#include <Nazara/Renderer/Debug.hpp>
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NzShader::NzShader(nzShaderLanguage language)
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NzShader::NzShader() :
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m_flags(nzShaderFlags_None),
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m_impl(nullptr),
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m_compiled(false)
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{
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}
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NzShader::NzShader(nzShaderLanguage language) :
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m_flags(nzShaderFlags_None),
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m_impl(nullptr),
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m_compiled(false)
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{
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Create(language);
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}
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NzShader::NzShader(NzShader&& shader) :
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m_impl(shader.m_impl)
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m_flags(shader.m_flags),
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m_impl(shader.m_impl),
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m_compiled(shader.m_compiled)
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{
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shader.m_impl = nullptr;
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}
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@ -75,6 +87,7 @@ bool NzShader::Compile()
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if (m_impl->Compile())
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{
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m_compiled = true;
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return true;
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}
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else
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@ -172,6 +185,19 @@ int NzShader::GetUniformLocation(const NzString& name) const
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return m_impl->GetUniformLocation(name);
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}
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int NzShader::GetUniformLocation(nzShaderUniform uniform) const
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{
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#ifdef NAZARA_DEBUG
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if (uniform > nzShaderUniform_Max)
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{
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NazaraError("Shader uniform out of enum");
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return -1;
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}
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#endif
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return m_impl->GetUniformLocation(uniform);
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}
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bool NzShader::HasUniform(const NzString& name) const
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{
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#if NAZARA_RENDERER_SAFE
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@ -29,6 +29,7 @@ class NzShaderImpl
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virtual nzShaderLanguage GetLanguage() const = 0;
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virtual NzString GetSourceCode(nzShaderType type) const = 0;
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virtual int GetUniformLocation(const NzString& name) const = 0;
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virtual int GetUniformLocation(nzShaderUniform uniform) const = 0;
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virtual bool IsLoaded(nzShaderType type) const = 0;
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