OpenGLRenderer: Fix Y flipping for FBOs
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@@ -10,6 +10,7 @@
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#include <Nazara/Shader/ShaderAstCloner.hpp>
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#include <Nazara/Shader/ShaderAstUtils.hpp>
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#include <Nazara/Shader/ShaderAstValidator.hpp>
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#include <optional>
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#include <stdexcept>
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#include <Nazara/Shader/Debug.hpp>
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@@ -17,6 +18,8 @@ namespace Nz
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{
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namespace
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{
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static const char* flipYUniformName = "_NzFlipValue";
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struct AstAdapter : ShaderAstCloner
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{
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void Visit(ShaderNodes::AssignOp& node) override
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@@ -35,8 +38,11 @@ namespace Nz
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if (builtinVar.entry != ShaderNodes::BuiltinEntry::VertexPosition)
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return ShaderAstCloner::Visit(node);
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auto fixYConstant = ShaderBuilder::Constant(Nz::Vector4f(1.f, -1.f, 1.f, 1.f));
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auto mulFix = ShaderBuilder::Multiply(CloneExpression(node.right), fixYConstant);
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auto flipVar = ShaderBuilder::Uniform(flipYUniformName, ShaderNodes::BasicType::Float1);
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auto oneConstant = ShaderBuilder::Constant(1.f);
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auto fixYValue = ShaderBuilder::Cast<ShaderNodes::BasicType::Float4>(oneConstant, ShaderBuilder::Identifier(flipVar), oneConstant, oneConstant);
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auto mulFix = ShaderBuilder::Multiply(CloneExpression(node.right), fixYValue);
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PushExpression(ShaderNodes::AssignOp::Build(node.op, CloneExpression(node.left), mulFix));
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}
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@@ -50,8 +56,21 @@ namespace Nz
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{
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}
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std::string GlslWriter::Generate(const ShaderAst& shader, const States& conditions)
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std::string GlslWriter::Generate(const ShaderAst& inputShader, const States& conditions)
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{
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const ShaderAst* selectedShader = &inputShader;
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std::optional<ShaderAst> modifiedShader;
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if (inputShader.GetStage() == ShaderStageType::Vertex && m_environment.flipYPosition)
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{
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modifiedShader.emplace(inputShader);
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modifiedShader->AddUniform(flipYUniformName, ShaderNodes::BasicType::Float1);
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selectedShader = &modifiedShader.value();
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}
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const ShaderAst& shader = *selectedShader;
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std::string error;
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if (!ValidateShader(shader, &error))
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throw std::runtime_error("Invalid shader AST: " + error);
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@@ -172,9 +191,9 @@ namespace Nz
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const char* inKeyword = (glslVersion >= 130) ? "in" : "varying";
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const char* outKeyword = (glslVersion >= 130) ? "out" : "varying";
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DeclareVariables(shader, shader.GetUniforms(), "uniform", "Uniforms");
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DeclareVariables(shader, shader.GetInputs(), inKeyword, "Inputs");
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DeclareVariables(shader, shader.GetOutputs(), outKeyword, "Outputs");
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DeclareVariables(shader, shader.GetUniforms(), "uniform", "Uniforms");
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DeclareVariables(shader, shader.GetInputs(), inKeyword, "Inputs");
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DeclareVariables(shader, shader.GetOutputs(), outKeyword, "Outputs");
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std::size_t functionCount = shader.GetFunctionCount();
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if (functionCount > 1)
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@@ -201,6 +220,11 @@ namespace Nz
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m_environment = std::move(environment);
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}
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const char* GlslWriter::GetFlipYUniformName()
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{
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return flipYUniformName;
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}
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void GlslWriter::Append(ShaderExpressionType type)
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{
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std::visit([&](auto&& arg)
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