Graphics: Add basic reflection mapping
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@@ -214,8 +214,15 @@ namespace Nz
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
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s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
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s_reflectionSampler.SetFilterMode(SamplerFilter_Bilinear);
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s_reflectionSampler.SetWrapMode(SamplerWrap_Clamp);
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s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear);
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s_shadowSampler.SetWrapMode(SamplerWrap_Clamp);
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std::array<UInt8, 6> whitePixels = { { 255, 255, 255, 255, 255, 255 } };
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s_dummyReflection.Create(ImageType_Cubemap, PixelFormatType_L8, 1, 1);
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s_dummyReflection.Update(whitePixels.data());
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}
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catch (const std::exception& e)
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{
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@@ -232,6 +239,7 @@ namespace Nz
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void ForwardRenderTechnique::Uninitialize()
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{
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s_dummyReflection.Destroy();
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s_quadIndexBuffer.Reset();
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s_quadVertexBuffer.Reset();
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}
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@@ -583,6 +591,10 @@ namespace Nz
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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Texture* reflectionMap = sceneData.globalReflectionTexture;
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if (!reflectionMap)
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reflectionMap = &s_dummyReflection;
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for (auto& pipelinePair : layer.opaqueModels)
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{
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const MaterialPipeline* pipeline = pipelinePair.first;
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@@ -618,6 +630,15 @@ namespace Nz
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{
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material->Apply(pipelineInstance);
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if (shaderUniforms->reflectionMap != -1)
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{
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unsigned int textureUnit = Material::GetTextureUnit(TextureMap_ReflectionCube);
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shader->SendInteger(shaderUniforms->reflectionMap, textureUnit);
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Renderer::SetTexture(textureUnit, reflectionMap);
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Renderer::SetTextureSampler(textureUnit, s_reflectionSampler);
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}
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ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
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// Meshes
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@@ -895,6 +916,7 @@ namespace Nz
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uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &ForwardRenderTechnique::OnShaderInvalidated);
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uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
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uniforms.reflectionMap = shader->GetUniformLocation("ReflectionMap");
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uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");
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uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
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@@ -1037,6 +1059,8 @@ namespace Nz
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}
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IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer;
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Texture ForwardRenderTechnique::s_dummyReflection;
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TextureSampler ForwardRenderTechnique::s_reflectionSampler;
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TextureSampler ForwardRenderTechnique::s_shadowSampler;
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VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer;
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VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration;
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@@ -77,19 +77,20 @@ namespace Nz
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NazaraAssert(m_pipelineInfo.uberShader, "Material pipeline has no uber shader");
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ParameterList list;
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list.SetParameter("ALPHA_MAPPING", m_pipelineInfo.hasAlphaMap);
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list.SetParameter("ALPHA_TEST", m_pipelineInfo.alphaTest);
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list.SetParameter("COMPUTE_TBNMATRIX", m_pipelineInfo.hasNormalMap || m_pipelineInfo.hasHeightMap);
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list.SetParameter("DIFFUSE_MAPPING", m_pipelineInfo.hasDiffuseMap);
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list.SetParameter("EMISSIVE_MAPPING", m_pipelineInfo.hasEmissiveMap);
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list.SetParameter("NORMAL_MAPPING", m_pipelineInfo.hasNormalMap);
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list.SetParameter("PARALLAX_MAPPING", m_pipelineInfo.hasHeightMap);
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list.SetParameter("SHADOW_MAPPING", m_pipelineInfo.shadowReceive);
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list.SetParameter("SPECULAR_MAPPING", m_pipelineInfo.hasSpecularMap);
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list.SetParameter("TEXTURE_MAPPING", m_pipelineInfo.hasAlphaMap || m_pipelineInfo.hasDiffuseMap || m_pipelineInfo.hasEmissiveMap ||
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m_pipelineInfo.hasNormalMap || m_pipelineInfo.hasHeightMap || m_pipelineInfo.hasSpecularMap ||
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flags & ShaderFlags_TextureOverlay);
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list.SetParameter("TRANSFORM", true);
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list.SetParameter("ALPHA_MAPPING", m_pipelineInfo.hasAlphaMap);
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list.SetParameter("ALPHA_TEST", m_pipelineInfo.alphaTest);
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list.SetParameter("COMPUTE_TBNMATRIX", m_pipelineInfo.hasNormalMap || m_pipelineInfo.hasHeightMap);
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list.SetParameter("DIFFUSE_MAPPING", m_pipelineInfo.hasDiffuseMap);
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list.SetParameter("EMISSIVE_MAPPING", m_pipelineInfo.hasEmissiveMap);
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list.SetParameter("NORMAL_MAPPING", m_pipelineInfo.hasNormalMap);
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list.SetParameter("PARALLAX_MAPPING", m_pipelineInfo.hasHeightMap);
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list.SetParameter("REFLECTION_MAPPING", m_pipelineInfo.reflectionMapping);
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list.SetParameter("SHADOW_MAPPING", m_pipelineInfo.shadowReceive);
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list.SetParameter("SPECULAR_MAPPING", m_pipelineInfo.hasSpecularMap);
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list.SetParameter("TEXTURE_MAPPING", m_pipelineInfo.hasAlphaMap || m_pipelineInfo.hasDiffuseMap || m_pipelineInfo.hasEmissiveMap ||
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m_pipelineInfo.hasNormalMap || m_pipelineInfo.hasHeightMap || m_pipelineInfo.hasSpecularMap ||
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m_pipelineInfo.reflectionMapping || flags & ShaderFlags_TextureOverlay);
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list.SetParameter("TRANSFORM", true);
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list.SetParameter("FLAG_BILLBOARD", static_cast<bool>((flags & ShaderFlags_Billboard) != 0));
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list.SetParameter("FLAG_DEFERRED", static_cast<bool>((flags & ShaderFlags_Deferred) != 0));
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@@ -175,7 +176,7 @@ namespace Nz
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OverrideShader("Shaders/PhongLighting/core.vert", &vertexShader);
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#endif
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uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING NORMAL_MAPPING PARALLAX_MAPPING SHADOW_MAPPING SPECULAR_MAPPING");
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uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING NORMAL_MAPPING PARALLAX_MAPPING REFLECTION_MAPPING SHADOW_MAPPING SPECULAR_MAPPING");
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uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX PARALLAX_MAPPING SHADOW_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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UberShaderLibrary::Register("PhongLighting", uberShader);
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