Added shader flags

Renamed ShaderBuilder enum to ShaderFlags


Former-commit-id: b3440bac5491f0a0a90cbd7f9ed8e396c16c0864
This commit is contained in:
Lynix
2013-03-01 21:54:41 +01:00
parent d0a6a75f14
commit 347b267d43
7 changed files with 84 additions and 58 deletions

View File

@@ -93,6 +93,11 @@ void NzShader::Destroy()
}
}
nzUInt32 NzShader::GetFlags() const
{
return m_flags;
}
NzString NzShader::GetLog() const
{
#if NAZARA_RENDERER_SAFE
@@ -602,6 +607,11 @@ bool NzShader::SendVector(int location, const NzVector4f& vector) const
return m_impl->SendVector(location, vector);
}
void NzShader::SetFlags(nzUInt32 flags)
{
m_flags = flags;
}
void NzShader::Unlock()
{
#if NAZARA_RENDERER_SAFE

View File

@@ -35,7 +35,7 @@ namespace
sourceCode += '\n';
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "#define LIGHT_DIRECTIONAL 0\n"
"#define LIGHT_POINT 1\n"
@@ -47,7 +47,7 @@ namespace
sourceCode += '\n';
/********************Uniformes********************/
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "struct Light\n"
"{\n"
@@ -63,7 +63,7 @@ namespace
"\n";
}
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "uniform vec3 CameraPosition;\n"
"uniform int LightCount;\n"
@@ -71,21 +71,21 @@ namespace
"uniform vec4 MaterialAmbient;\n";
}
if ((flags & nzShaderBuilder_DiffuseMapping) == 0 || flags & nzShaderBuilder_Lighting)
if ((flags & nzShaderFlags_DiffuseMapping) == 0 || flags & nzShaderFlags_Lighting)
sourceCode += "uniform vec4 MaterialDiffuse;\n";
if (flags & nzShaderBuilder_DiffuseMapping)
if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderBuilder_NormalMapping)
if (flags & nzShaderFlags_NormalMapping)
sourceCode += "uniform sampler2D MaterialNormalMap;\n";
sourceCode += "uniform float MaterialShininess;\n"
"uniform vec4 MaterialSpecular;\n";
if (flags & nzShaderBuilder_SpecularMapping)
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "uniform sampler2D MaterialSpecularMap;\n";
sourceCode += "uniform vec4 SceneAmbient;\n";
@@ -94,18 +94,18 @@ namespace
sourceCode += '\n';
/********************Entrant********************/
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderBuilder_NormalMapping)
if (flags & nzShaderFlags_NormalMapping)
sourceCode += inKW + " mat3 vLightToWorld;\n";
else
sourceCode += inKW + " vec3 vNormal;\n";
}
if (flags & nzShaderBuilder_DiffuseMapping || flags & nzShaderBuilder_NormalMapping)
if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping)
sourceCode += inKW + " vec2 vTexCoord;\n";
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
sourceCode += inKW + " vec3 vWorldPos;\n";
sourceCode += '\n';
@@ -120,14 +120,14 @@ namespace
sourceCode += "void main()\n"
"{\n";
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "vec3 light = vec3(0.0, 0.0, 0.0);\n";
if (flags & nzShaderBuilder_SpecularMapping)
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "vec3 si = vec3(0.0, 0.0, 0.0);\n";
if (flags & nzShaderBuilder_NormalMapping)
if (flags & nzShaderFlags_NormalMapping)
sourceCode += "vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture2D(MaterialNormalMap, vTexCoord)) - 1.0));\n";
else
sourceCode += "vec3 normal = normalize(vNormal);\n";
@@ -160,7 +160,7 @@ namespace
"\n"
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
if (flags & nzShaderBuilder_SpecularMapping)
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "si";
else
sourceCode += "light";
@@ -197,7 +197,7 @@ namespace
"\n"
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
if (flags & nzShaderBuilder_SpecularMapping)
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "si";
else
sourceCode += "light";
@@ -241,7 +241,7 @@ namespace
"\n"
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
if (flags & nzShaderBuilder_SpecularMapping)
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "si";
else
sourceCode += "light";
@@ -265,15 +265,15 @@ namespace
sourceCode += fragmentColorKW + " = vec4(light, MaterialDiffuse.a)";
if (flags & nzShaderBuilder_DiffuseMapping)
if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += "*texture2D(MaterialDiffuseMap, vTexCoord)";
if (flags & nzShaderBuilder_SpecularMapping)
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += " + vec4(si, MaterialDiffuse.a)*texture2D(MaterialSpecularMap, vTexCoord)"; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
sourceCode += ";\n";
}
else if (flags & nzShaderBuilder_DiffuseMapping)
else if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += fragmentColorKW + " = texture2D(MaterialDiffuseMap, vTexCoord);\n";
else
sourceCode += fragmentColorKW + " = MaterialDiffuse;\n";
@@ -303,11 +303,11 @@ namespace
sourceCode += '\n';
/********************Uniformes********************/
if (flags & nzShaderBuilder_Instancing)
if (flags & nzShaderFlags_Instancing)
sourceCode += "uniform mat4 ViewProjMatrix;\n";
else
{
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
sourceCode += "uniform mat4 WorldMatrix;\n";
sourceCode += "uniform mat4 WorldViewProjMatrix;\n";
@@ -316,35 +316,35 @@ namespace
sourceCode += '\n';
/********************Entrant********************/
if (flags & nzShaderBuilder_Instancing)
if (flags & nzShaderFlags_Instancing)
sourceCode += inKW + " mat4 InstanceMatrix;\n";
sourceCode += inKW + " vec3 VertexPosition;\n";
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
sourceCode += inKW + " vec3 VertexNormal;\n";
sourceCode += inKW + " vec3 VertexTangent;\n";
}
if (flags & nzShaderBuilder_DiffuseMapping)
if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += inKW + " vec2 VertexTexCoord0;\n";
sourceCode += '\n';
/********************Sortant********************/
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderBuilder_NormalMapping)
if (flags & nzShaderFlags_NormalMapping)
sourceCode += outKW + " mat3 vLightToWorld;\n";
else
sourceCode += outKW + " vec3 vNormal;\n";
}
if (flags & nzShaderBuilder_DiffuseMapping || flags & nzShaderBuilder_NormalMapping)
if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping)
sourceCode += outKW + " vec2 vTexCoord;\n";
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
sourceCode += outKW + " vec3 vWorldPos;\n";
sourceCode += '\n';
@@ -353,19 +353,19 @@ namespace
sourceCode += "void main()\n"
"{\n";
if (flags & nzShaderBuilder_Instancing)
sourceCode += "gl_Position = InstanceMatrix * ViewProjMatrix * vec4(VertexPosition, 1.0);\n";
if (flags & nzShaderFlags_Instancing)
sourceCode += "gl_Position = ViewProjMatrix * InstanceMatrix * vec4(VertexPosition, 1.0);\n";
else
sourceCode += "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n";
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderBuilder_Instancing)
if (flags & nzShaderFlags_Instancing)
sourceCode += "mat3 rotationMatrix = mat3(InstanceMatrix);\n";
else
sourceCode += "mat3 rotationMatrix = mat3(WorldMatrix);\n";
if (flags & nzShaderBuilder_NormalMapping)
if (flags & nzShaderFlags_NormalMapping)
{
sourceCode += "\n"
"vec3 binormal = cross(VertexNormal, VertexTangent);\n"
@@ -378,12 +378,17 @@ namespace
sourceCode += "vNormal = normalize(rotationMatrix * VertexNormal);\n";
}
if (flags & nzShaderBuilder_DiffuseMapping || flags & nzShaderBuilder_NormalMapping)
sourceCode += "vTexCoord = VertexTexCoord0;\n";
if (flags & nzShaderBuilder_Lighting)
if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping || flags & nzShaderFlags_SpecularMapping)
{
if (flags & nzShaderBuilder_Instancing)
if (flags & nzShaderFlags_FlipUVs)
sourceCode += "vTexCoord = vec2(VertexTexCoord0.x, 1.0 - VertexTexCoord0.y);\n";
else
sourceCode += "vTexCoord = VertexTexCoord0;\n";
}
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderFlags_Instancing)
sourceCode += "vWorldPos = vec3(InstanceMatrix * vec4(VertexPosition, 1.0));\n";
else
sourceCode += "vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));\n";
@@ -434,6 +439,8 @@ namespace
return nullptr;
}
shader->SetFlags(flags);
return shader.release();
}
}