Added ShaderManager (Experimental)
Former-commit-id: 327e373f2b932e31184e88c5f29bd5bd8fa3ba46
This commit is contained in:
parent
68d5f9a8e6
commit
4352083c4b
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@ -115,7 +115,9 @@ enum nzStreamOptionFlags
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{
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nzStreamOption_None = 0x0,
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nzStreamOption_Text = 0x1
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nzStreamOption_Text = 0x1,
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nzStreamOption_Max = nzStreamOption_Text*2-1
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};
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enum nzTernary
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@ -16,7 +16,6 @@ class NAZARA_API NzColorBackground : public NzAbstractBackground
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{
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public:
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NzColorBackground(const NzColor& color = NzColor::Black);
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~NzColorBackground();
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void Draw(const NzScene* scene) const;
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@ -27,7 +26,7 @@ class NAZARA_API NzColorBackground : public NzAbstractBackground
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private:
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NzColor m_color;
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NzShaderRef m_shader;
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NzShaderConstRef m_shader;
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};
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#endif // NAZARA_COLORBACKGROUND_HPP
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@ -39,7 +39,7 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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private:
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void OnResourceDestroy(const NzResource* resource, int index);
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struct MaterialComparator
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struct ModelMaterialComparator
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{
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bool operator()(const NzMaterial* mat1, const NzMaterial* mat2);
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};
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@ -55,6 +55,12 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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bool operator()(const NzSkeletalMesh* subMesh1, const NzSkeletalMesh* subMesh2);
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};
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struct StaticData
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{
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NzBoxf aabb;
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NzMatrix4f transformMatrix;
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};
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struct StaticMeshComparator
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{
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bool operator()(const NzStaticMesh* subMesh1, const NzStaticMesh* subMesh2);
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@ -78,8 +84,8 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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};
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typedef std::map<const NzSkeletalMesh*, std::vector<SkeletalData>, SkeletalMeshComparator> SkeletalMeshContainer;
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typedef std::map<const NzStaticMesh*, std::vector<NzMatrix4f>, StaticMeshComparator> StaticMeshContainer;
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typedef std::map<const NzMaterial*, std::pair<SkeletalMeshContainer, StaticMeshContainer>, MaterialComparator> MeshContainer;
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typedef std::map<const NzStaticMesh*, std::vector<StaticData>, StaticMeshComparator> StaticMeshContainer;
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typedef std::map<const NzMaterial*, std::pair<SkeletalMeshContainer, StaticMeshContainer>, ModelMaterialComparator> MeshContainer;
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MeshContainer opaqueModels;
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std::vector<std::pair<unsigned int, bool>> transparentsModels;
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@ -23,7 +23,7 @@ class NAZARA_API NzLight : public NzSceneNode
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
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void Apply(const NzShader* shader, unsigned int lightUnit) const;
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void Enable(const NzShader* shader, unsigned int lightUnit) const;
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NzColor GetAmbientColor() const;
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float GetAttenuation() const;
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@ -46,6 +46,8 @@ class NAZARA_API NzLight : public NzSceneNode
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NzLight& operator=(const NzLight& light);
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static void Disable(const NzShader* shader, unsigned int lightUnit);
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private:
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void Invalidate();
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void Register();
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@ -17,7 +17,6 @@ class NAZARA_API NzTextureBackground : public NzAbstractBackground
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public:
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NzTextureBackground();
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NzTextureBackground(NzTexture* texture);
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~NzTextureBackground();
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void Draw(const NzScene* scene) const;
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@ -27,7 +26,7 @@ class NAZARA_API NzTextureBackground : public NzAbstractBackground
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void SetTexture(NzTexture* texture);
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private:
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NzShaderRef m_shader;
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NzShaderConstRef m_shader;
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NzTextureRef m_texture;
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};
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@ -43,7 +43,7 @@
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/RenderWindow.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Renderer/ShaderBuilder.hpp>
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#include <Nazara/Renderer/ShaderManager.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/TextureSampler.hpp>
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@ -94,9 +94,11 @@ enum nzRendererCap
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enum nzRendererClearFlags
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{
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nzRendererClear_Color = 0x01,
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nzRendererClear_Depth = 0x02,
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nzRendererClear_Stencil = 0x04
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nzRendererClear_Color = 0x1,
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nzRendererClear_Depth = 0x2,
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nzRendererClear_Stencil = 0x4,
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nzRendererClear_Max = nzRendererClear_Stencil*2-1
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};
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enum nzRendererComparison
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@ -155,17 +157,11 @@ enum nzShaderFlags
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{
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nzShaderFlags_None = 0,
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nzShaderFlags_AlphaMapping = 0x001,
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nzShaderFlags_AlphaTest = 0x002,
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nzShaderFlags_Deferred = 0x004,
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nzShaderFlags_DiffuseMapping = 0x008,
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nzShaderFlags_EmissiveMapping = 0x010,
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nzShaderFlags_FlipUVs = 0x020,
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nzShaderFlags_Instancing = 0x040,
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nzShaderFlags_Lighting = 0x080,
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nzShaderFlags_NormalMapping = 0x100,
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nzShaderFlags_ParallaxMapping = 0x200,
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nzShaderFlags_SpecularMapping = 0x400
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//nzShaderFlags_Deferred = 0x1,
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nzShaderFlags_FlipUVs = 0x1,
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nzShaderFlags_Instancing = 0x2,
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nzShaderFlags_Max = nzShaderFlags_Instancing*2-1
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};
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enum nzShaderLanguage
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@ -178,11 +174,19 @@ enum nzShaderLanguage
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nzShaderLanguage_Max = nzShaderLanguage_GLSL
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};
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enum nzShaderTarget
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{
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nzShaderTarget_FullscreenQuad,
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nzShaderTarget_Model,
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nzShaderTarget_None,
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nzShaderTarget_Max = nzShaderTarget_None
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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_InvTargetSize,
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nzShaderUniform_LightCount,
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nzShaderUniform_MaterialAlphaMap,
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nzShaderUniform_MaterialAlphaThreshold,
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nzShaderUniform_MaterialAmbient,
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@ -57,7 +57,6 @@ class NAZARA_API NzMaterial : public NzResource
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NzTexture* GetAlphaMap() const;
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float GetAlphaThreshold() const;
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NzColor GetAmbientColor() const;
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const NzShader* GetCustomShader() const;
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nzRendererComparison GetDepthFunc() const;
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NzColor GetDiffuseColor() const;
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NzTexture* GetDiffuseMap() const;
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@ -70,7 +69,7 @@ class NAZARA_API NzMaterial : public NzResource
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NzTexture* GetHeightMap() const;
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NzTexture* GetNormalMap() const;
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const NzRenderStates& GetRenderStates() const;
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nzUInt32 GetShaderFlags() const;
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const NzShader* GetShader(nzShaderTarget target, nzUInt32 flags) const;
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float GetShininess() const;
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NzColor GetSpecularColor() const;
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NzTexture* GetSpecularMap() const;
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@ -78,10 +77,15 @@ class NAZARA_API NzMaterial : public NzResource
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const NzTextureSampler& GetSpecularSampler() const;
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nzBlendFunc GetSrcBlend() const;
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bool HasCustomShader() const;
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bool HasAlphaMap() const;
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bool HasDiffuseMap() const;
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bool HasEmissiveMap() const;
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bool HasHeightMap() const;
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bool HasNormalMap() const;
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bool HasSpecularMap() const;
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bool IsEnabled(nzRendererParameter renderParameter) const;
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bool IsAlphaTestEnabled() const;
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bool IsEnabled(nzRendererParameter renderParameter) const;
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bool IsLightingEnabled() const;
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bool LoadFromFile(const NzString& filePath, const NzMaterialParams& params = NzMaterialParams());
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@ -94,7 +98,6 @@ class NAZARA_API NzMaterial : public NzResource
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void SetAlphaMap(NzTexture* map);
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void SetAlphaThreshold(float alphaThreshold);
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void SetAmbientColor(const NzColor& ambient);
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void SetCustomShader(const NzShader* shader);
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void SetDepthFunc(nzRendererComparison depthFunc);
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void SetDiffuseColor(const NzColor& diffuse);
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bool SetDiffuseMap(const NzString& texturePath);
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@ -110,6 +113,7 @@ class NAZARA_API NzMaterial : public NzResource
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bool SetNormalMap(const NzString& texturePath);
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void SetNormalMap(NzTexture* map);
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void SetRenderStates(const NzRenderStates& states);
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void SetShader(nzShaderTarget target, nzUInt32 flags, const NzShader* shader);
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void SetShininess(float shininess);
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void SetSpecularColor(const NzColor& specular);
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bool SetSpecularMap(const NzString& texturePath);
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@ -123,19 +127,26 @@ class NAZARA_API NzMaterial : public NzResource
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static NzMaterial* GetDefault();
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private:
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struct ShaderUnit
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{
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NzShaderConstRef shader;
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bool custom = false;
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};
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void Copy(const NzMaterial& material);
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void GenerateShader(nzShaderTarget target, nzUInt32 flags) const;
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void InvalidateShaders(nzShaderTarget target);
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static bool Initialize();
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static void Uninitialize();
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nzUInt32 m_shaderFlags;
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NzColor m_ambientColor;
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NzColor m_diffuseColor;
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NzColor m_specularColor;
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NzRenderStates m_states;
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mutable ShaderUnit m_shaders[nzShaderTarget_Max+1][nzShaderFlags_Max+1];
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NzTextureSampler m_diffuseSampler;
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NzTextureSampler m_specularSampler;
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mutable NzShaderConstRef m_customShader;
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NzTextureRef m_alphaMap;
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NzTextureRef m_diffuseMap;
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NzTextureRef m_emissiveMap;
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@ -1,28 +0,0 @@
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SHADERBUILDER_HPP
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#define NAZARA_SHADERBUILDER_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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class NAZARA_API NzShaderBuilder
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{
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friend class NzRenderer;
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public:
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NzShaderBuilder() = delete;
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~NzShaderBuilder() = delete;
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static const NzShader* Get(nzUInt32 flags);
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private:
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static bool Initialize();
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static void Uninitialize();
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};
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#endif // NAZARA_SHADERBUILDER_HPP
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@ -0,0 +1,33 @@
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SHADERMANAGER_HPP
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#define NAZARA_SHADERMANAGER_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Renderer/ShaderManagerParams.hpp>
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class NAZARA_API NzShaderManager
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{
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friend class NzRenderer;
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public:
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NzShaderManager() = delete;
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~NzShaderManager() = delete;
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static const NzShader* Get(const NzShaderManagerParams& params);
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private:
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static NzString BuildFragmentCode(const NzShaderManagerParams& params);
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static NzString BuildVertexCode(const NzShaderManagerParams& params);
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static NzShader* GenerateShader(const NzShaderManagerParams& params);
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static bool Initialize();
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static void Uninitialize();
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};
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#endif // NAZARA_SHADERMANAGER_HPP
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@ -0,0 +1,43 @@
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_SHADERMANAGERPARAMS_HPP
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#define NAZARA_SHADERMANAGERPARAMS_HPP
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#include <Nazara/Renderer/Enums.hpp>
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struct NzShaderManagerParams
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{
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struct FullscreenQuad
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{
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bool alphaMapping;
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bool alphaTest;
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bool diffuseMapping;
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};
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struct Model
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{
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bool alphaMapping;
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bool alphaTest;
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bool diffuseMapping;
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bool emissiveMapping;
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bool lighting;
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bool normalMapping;
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bool parallaxMapping;
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bool specularMapping;
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};
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nzShaderTarget target;
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nzUInt32 flags;
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union
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{
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FullscreenQuad fullscreenQuad;
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Model model;
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};
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};
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#endif // NAZARA_SHADERMANAGERPARAMS_HPP
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@ -268,7 +268,8 @@ enum nzWindowStyleFlags
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nzWindowStyle_Resizable = 0x4,
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nzWindowStyle_Titlebar = 0x8,
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nzWindowStyle_Default = nzWindowStyle_Closable | nzWindowStyle_Resizable | nzWindowStyle_Titlebar
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nzWindowStyle_Default = nzWindowStyle_Closable | nzWindowStyle_Resizable | nzWindowStyle_Titlebar,
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nzWindowStyle_Max = nzWindowStyle_Titlebar*2-1
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};
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#endif // NAZARA_ENUMS_UTILITY_HPP
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@ -2,101 +2,23 @@
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#ifndef NAZARA_RENDERER_OPENGL
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#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
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#endif
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Graphics/ColorBackGround.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/ShaderBuilder.hpp>
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#include <Nazara/Renderer/ShaderManager.hpp>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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NzShader* BuildShader()
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{
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const char* fragmentSource110 =
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"#version 110\n"
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"uniform vec4 Color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = Color;\n"
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"}\n";
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const char* fragmentSource140 =
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"#version 140\n"
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"out vec4 RenderTarget0;\n"
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"uniform vec4 Color;\n"
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"void main()\n"
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"{\n"
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" RenderTarget0 = Color;\n"
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"}\n";
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const char* vertexSource110 =
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"#version 110\n"
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"attribute vec2 VertexPosition;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
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"}\n";
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const char* vertexSource140 =
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"#version 140\n"
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"in vec2 VertexPosition;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShader> shader(new NzShader(nzShaderLanguage_GLSL));
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shader->SetPersistent(false);
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bool useGLSL140 = (NzOpenGL::GetVersion() >= 310);
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if (!shader->Load(nzShaderType_Fragment, (useGLSL140) ? fragmentSource140 : fragmentSource110))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!shader->Load(nzShaderType_Vertex, (useGLSL140) ? vertexSource140 : vertexSource110))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!shader->Compile())
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{
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NazaraError("Failed to compile shader");
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return nullptr;
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}
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return shader.release();
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}
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static NzShader* s_shader = nullptr;
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static unsigned int s_colorLocation;
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}
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NzColorBackground::NzColorBackground(const NzColor& color) :
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m_color(color)
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{
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if (!s_shader)
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{
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s_shader = BuildShader();
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s_colorLocation = s_shader->GetUniformLocation("Color");
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}
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NzShaderManagerParams params;
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params.target = nzShaderTarget_FullscreenQuad;
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params.flags = 0;
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params.fullscreenQuad.alphaMapping = false;
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params.fullscreenQuad.alphaTest = false;
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params.fullscreenQuad.diffuseMapping = false;
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m_shader = s_shader;
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}
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NzColorBackground::~NzColorBackground()
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{
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||||
if (m_shader.Reset())
|
||||
s_shader = nullptr;
|
||||
m_shader = NzShaderManager::Get(params);
|
||||
}
|
||||
|
||||
void NzColorBackground::Draw(const NzScene* scene) const
|
||||
|
|
@ -105,7 +27,7 @@ void NzColorBackground::Draw(const NzScene* scene) const
|
|||
|
||||
static NzRenderStates states;
|
||||
|
||||
m_shader->SendColor(s_colorLocation, m_color);
|
||||
m_shader->SendColor(m_shader->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
|
||||
|
||||
NzRenderer::SetRenderStates(states);
|
||||
NzRenderer::SetShader(m_shader);
|
||||
|
|
|
|||
|
|
@ -142,7 +142,14 @@ void NzForwardRenderQueue::AddModel(const NzModel* model)
|
|||
if (pair2.second)
|
||||
staticMesh->AddResourceListener(this, ResourceType_StaticMesh);
|
||||
|
||||
pair2.first->second.push_back(transformMatrix);
|
||||
std::vector<StaticData>& staticDataContainer = pair2.first->second;
|
||||
|
||||
staticDataContainer.resize(staticDataContainer.size()+1);
|
||||
StaticData& data = staticDataContainer.back();
|
||||
|
||||
data.aabb = staticMesh->GetAABB();
|
||||
data.aabb.Transform(transformMatrix);
|
||||
data.transformMatrix = transformMatrix;
|
||||
}
|
||||
|
||||
break;
|
||||
|
|
@ -257,31 +264,22 @@ bool NzForwardRenderQueue::StaticMeshComparator::operator()(const NzStaticMesh*
|
|||
return buffer1 < buffer2;
|
||||
}
|
||||
|
||||
bool NzForwardRenderQueue::MaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
|
||||
bool NzForwardRenderQueue::ModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
|
||||
{
|
||||
const NzShader* shader1 = mat1->GetCustomShader();
|
||||
const NzShader* shader2 = mat2->GetCustomShader();
|
||||
|
||||
if (shader1)
|
||||
///TODO: Comparaison des shaders
|
||||
for (unsigned int i = 0; i <= nzShaderFlags_Max; ++i)
|
||||
{
|
||||
if (shader2)
|
||||
{
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
}
|
||||
else
|
||||
return true;
|
||||
}
|
||||
else if (shader2)
|
||||
return false;
|
||||
else
|
||||
{
|
||||
nzUInt32 shaderFlags1 = mat1->GetShaderFlags();
|
||||
nzUInt32 shaderFlags2 = mat2->GetShaderFlags();
|
||||
const NzShader* shader1 = mat1->GetShader(nzShaderTarget_Model, i);
|
||||
const NzShader* shader2 = mat2->GetShader(nzShaderTarget_Model, i);
|
||||
|
||||
if (shaderFlags1 != shaderFlags2)
|
||||
return shaderFlags1 < shaderFlags2;
|
||||
if (shader1 != shader2)
|
||||
return shader1 < shader2;
|
||||
}
|
||||
|
||||
const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
|
||||
const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
|
||||
if (diffuseMap1 != diffuseMap2)
|
||||
return diffuseMap1 < diffuseMap2;
|
||||
|
||||
return mat1 < mat2;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,20 +10,107 @@
|
|||
#include <Nazara/Renderer/Config.hpp>
|
||||
#include <Nazara/Renderer/Material.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Renderer/ShaderBuilder.hpp>
|
||||
#include <Nazara/Utility/BufferMapper.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/Utility/VertexStruct.hpp>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace
|
||||
{
|
||||
struct LightComparator
|
||||
class LightManager
|
||||
{
|
||||
bool operator()(const NzLight* light1, const NzLight* light2)
|
||||
{
|
||||
return light1->GetPosition().SquaredDistance(pos) < light2->GetPosition().SquaredDistance(pos);
|
||||
}
|
||||
public:
|
||||
LightManager() = default;
|
||||
~LightManager() = default;
|
||||
|
||||
NzVector3f pos;
|
||||
unsigned int FindClosestLights(const NzLight** lights, unsigned int lightCount, const NzSpheref& object)
|
||||
{
|
||||
for (Light& light : m_lights)
|
||||
{
|
||||
light.light = nullptr;
|
||||
light.score = std::numeric_limits<unsigned int>::max(); // Nous jouons au Golf
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < lightCount; ++i)
|
||||
{
|
||||
const NzLight* light = *lights;
|
||||
|
||||
unsigned int score = std::numeric_limits<unsigned int>::max();
|
||||
switch (light->GetLightType())
|
||||
{
|
||||
case nzLightType_Directional:
|
||||
score = 0; // Lumière choisie d'office
|
||||
break;
|
||||
|
||||
case nzLightType_Point:
|
||||
{
|
||||
NzSpheref lightSphere(light->GetPosition(), light->GetRadius());
|
||||
|
||||
if (lightSphere.Intersect(object))
|
||||
score = static_cast<unsigned int>(light->GetPosition().SquaredDistance(object.GetPosition())*1000.f);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case nzLightType_Spot:
|
||||
{
|
||||
NzSpheref lightSphere(light->GetPosition(), light->GetRadius());
|
||||
|
||||
///TODO: Attribuer bonus/malus selon l'angle du spot ?
|
||||
if (lightSphere.Intersect(object))
|
||||
score = static_cast<unsigned int>(light->GetPosition().SquaredDistance(object.GetPosition())*1000.f);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (score < m_lights[0].score)
|
||||
{
|
||||
unsigned int j;
|
||||
for (j = 1; j < 3; ++j) ///TODO: Constante
|
||||
{
|
||||
if (score > m_lights[j].score)
|
||||
break;
|
||||
}
|
||||
|
||||
j--; // Position de la nouvelle lumière
|
||||
|
||||
// Décalage
|
||||
std::memcpy(&m_lights[0], &m_lights[1], j*sizeof(Light));
|
||||
|
||||
m_lights[j].light = light;
|
||||
m_lights[j].score = score;
|
||||
}
|
||||
|
||||
lights++;
|
||||
}
|
||||
|
||||
unsigned int i;
|
||||
for (i = 0; i < 3; ++i) ///TODO: Constante
|
||||
{
|
||||
if (m_lights[i].light)
|
||||
break;
|
||||
}
|
||||
|
||||
return 3-i; ///TODO: Constante
|
||||
}
|
||||
|
||||
const NzLight* GetLight(unsigned int i) const
|
||||
{
|
||||
///TODO: Constante
|
||||
return m_lights[3-i-1].light; // Les lumières sont stockées dans l'ordre inverse (De la plus éloignée à la plus proche)
|
||||
}
|
||||
|
||||
private:
|
||||
struct Light
|
||||
{
|
||||
const NzLight* light;
|
||||
unsigned int score;
|
||||
};
|
||||
|
||||
Light m_lights[3]; ///TODO: Constante
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -46,15 +133,11 @@ void NzForwardRenderTechnique::Clear(const NzScene* scene)
|
|||
void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
||||
{
|
||||
///TODO: Regrouper les activations par méthode
|
||||
LightComparator lightComparator;
|
||||
LightManager lightManager;
|
||||
|
||||
const NzCamera* camera = scene->GetActiveCamera();
|
||||
const NzShader* lastShader = nullptr;
|
||||
|
||||
// Externes à la boucle pour conserver leur valeurs si le shader ne change pas
|
||||
unsigned int lightCount = 0;
|
||||
int lightCountLocation = -1;
|
||||
|
||||
// Rendu des modèles opaques
|
||||
for (auto& matIt : m_renderQueue.opaqueModels)
|
||||
{
|
||||
|
|
@ -66,18 +149,13 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
const NzMaterial* material = matIt.first;
|
||||
|
||||
// On commence par récupérer le shader du matériau
|
||||
const NzShader* shader;
|
||||
if (material->HasCustomShader())
|
||||
shader = material->GetCustomShader();
|
||||
else
|
||||
shader = NzShaderBuilder::Get(material->GetShaderFlags());
|
||||
const NzShader* shader = material->GetShader(nzShaderTarget_Model, 0);
|
||||
|
||||
unsigned int lightCount = 0;
|
||||
|
||||
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
|
||||
if (shader != lastShader)
|
||||
{
|
||||
// On récupère l'information sur l'éclairage en même temps que la position de l'uniforme "LightCount"
|
||||
lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
|
||||
|
||||
NzRenderer::SetShader(shader);
|
||||
|
||||
// Couleur ambiante de la scène
|
||||
|
|
@ -85,18 +163,11 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
// Position de la caméra
|
||||
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
|
||||
|
||||
lightCount = 0;
|
||||
|
||||
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
|
||||
if (lightCountLocation != -1)
|
||||
{
|
||||
for (const NzLight* light : m_renderQueue.directionnalLights)
|
||||
{
|
||||
light->Apply(shader, lightCount++);
|
||||
if (lightCount > NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT)
|
||||
break; // Prévenons les bêtises des utilisateurs
|
||||
}
|
||||
}
|
||||
lightCount = m_renderQueue.directionnalLights.size();
|
||||
for (unsigned int i = 0; i < lightCount; ++i)
|
||||
m_renderQueue.directionnalLights[i]->Enable(shader, i);
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
|
|
@ -116,8 +187,9 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
for (auto& subMeshIt : staticContainer)
|
||||
{
|
||||
const NzStaticMesh* mesh = subMeshIt.first;
|
||||
std::vector<NzMatrix4f>& matrices = subMeshIt.second;
|
||||
if (!matrices.empty())
|
||||
std::vector<NzForwardRenderQueue::StaticData>& staticData = subMeshIt.second;
|
||||
|
||||
if (!staticData.empty())
|
||||
{
|
||||
const NzIndexBuffer* indexBuffer = mesh->GetIndexBuffer();
|
||||
const NzVertexBuffer* vertexBuffer = mesh->GetVertexBuffer();
|
||||
|
|
@ -140,28 +212,25 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
NzRenderer::SetIndexBuffer(indexBuffer);
|
||||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
for (const NzMatrix4f& matrix : matrices)
|
||||
for (const NzForwardRenderQueue::StaticData& data : staticData)
|
||||
{
|
||||
// Calcul des lumières les plus proches
|
||||
///TODO: LightManager ?
|
||||
if (lightCountLocation != -1)
|
||||
if (lightCount < m_maxLightsPerObject && !m_renderQueue.lights.empty())
|
||||
{
|
||||
std::vector<const NzLight*>& lights = m_renderQueue.lights;
|
||||
unsigned int count = lightManager.FindClosestLights(&m_renderQueue.lights[0], m_renderQueue.lights.size(), data.aabb.GetBoundingSphere());
|
||||
count -= lightCount;
|
||||
|
||||
lightComparator.pos = matrix.GetTranslation();
|
||||
std::sort(lights.begin(), lights.end(), lightComparator);
|
||||
|
||||
unsigned int max = std::min(std::min(NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT - lightCount, m_maxLightsPerObject), static_cast<unsigned int>(lights.size()));
|
||||
for (unsigned int i = 0; i < max; ++i)
|
||||
lights[i]->Apply(shader, lightCount++);
|
||||
|
||||
shader->SendInteger(lightCountLocation, lightCount);
|
||||
for (unsigned int i = 0; i < count; ++i)
|
||||
lightManager.GetLight(i)->Enable(shader, lightCount++);
|
||||
}
|
||||
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
for (unsigned int i = lightCount; i < 3; ++i) ///TODO: Constante sur le nombre maximum de lumières
|
||||
NzLight::Disable(shader, i);
|
||||
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, data.transformMatrix);
|
||||
drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
|
||||
}
|
||||
matrices.clear();
|
||||
staticData.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -175,18 +244,13 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
m_renderQueue.transparentSkeletalModels[pair.first].material;
|
||||
|
||||
// On commence par récupérer le shader du matériau
|
||||
const NzShader* shader;
|
||||
if (material->HasCustomShader())
|
||||
shader = material->GetCustomShader();
|
||||
else
|
||||
shader = NzShaderBuilder::Get(material->GetShaderFlags());
|
||||
const NzShader* shader = material->GetShader(nzShaderTarget_Model, 0);
|
||||
|
||||
unsigned int lightCount = 0;
|
||||
|
||||
// Les uniformes sont conservées au sein du shader, inutile de les renvoyer tant que le shader reste le même
|
||||
if (shader != lastShader)
|
||||
{
|
||||
// On récupère l'information sur l'éclairage en même temps que la position de l'uniforme "LightCount"
|
||||
lightCountLocation = shader->GetUniformLocation(nzShaderUniform_LightCount);
|
||||
|
||||
NzRenderer::SetShader(shader);
|
||||
|
||||
// Couleur ambiante de la scène
|
||||
|
|
@ -194,18 +258,11 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
// Position de la caméra
|
||||
shader->SendVector(shader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
|
||||
|
||||
lightCount = 0;
|
||||
|
||||
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
|
||||
if (lightCountLocation != -1)
|
||||
{
|
||||
for (const NzLight* light : m_renderQueue.directionnalLights)
|
||||
{
|
||||
light->Apply(shader, lightCount++);
|
||||
if (lightCount > NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT)
|
||||
break; // Prévenons les bêtises des utilisateurs
|
||||
}
|
||||
}
|
||||
lightCount = m_renderQueue.directionnalLights.size();
|
||||
for (unsigned int i = 0; i < lightCount; ++i)
|
||||
m_renderQueue.directionnalLights[i]->Enable(shader, i);
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
|
|
@ -241,21 +298,18 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
NzRenderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
// Calcul des lumières les plus proches
|
||||
///TODO: LightManager ?
|
||||
if (lightCountLocation != -1)
|
||||
if (lightCount < m_maxLightsPerObject && !m_renderQueue.lights.empty())
|
||||
{
|
||||
std::vector<const NzLight*>& lights = m_renderQueue.lights;
|
||||
unsigned int count = lightManager.FindClosestLights(&m_renderQueue.lights[0], m_renderQueue.lights.size(), staticModel.aabb.GetBoundingSphere());
|
||||
count -= lightCount;
|
||||
|
||||
lightComparator.pos = matrix.GetTranslation();
|
||||
std::sort(lights.begin(), lights.end(), lightComparator);
|
||||
|
||||
unsigned int max = std::min(std::min(NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT - lightCount, m_maxLightsPerObject), static_cast<unsigned int>(lights.size()));
|
||||
for (unsigned int i = 0; i < max; ++i)
|
||||
lights[i]->Apply(shader, lightCount++);
|
||||
|
||||
shader->SendInteger(lightCountLocation, lightCount);
|
||||
for (unsigned int i = 0; i < count; ++i)
|
||||
lightManager.GetLight(i)->Enable(shader, lightCount++);
|
||||
}
|
||||
|
||||
for (unsigned int i = lightCount; i < 3; ++i) ///TODO: Constante sur le nombre maximum de lumières
|
||||
NzLight::Disable(shader, i);
|
||||
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, matrix);
|
||||
drawFunc(mesh->GetPrimitiveMode(), 0, indexCount);
|
||||
}
|
||||
|
|
@ -265,6 +319,51 @@ void NzForwardRenderTechnique::Draw(const NzScene* scene)
|
|||
}
|
||||
}
|
||||
|
||||
// Les billboards
|
||||
/*if (!m_renderQueue.billboards.empty())
|
||||
{
|
||||
//NzRenderer::SetIndexBuffer(m_billboardIndexBuffer);
|
||||
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Identity());
|
||||
NzRenderer::SetShader(m_billboardShader);
|
||||
NzRenderer::SetVertexBuffer(m_billboardVertexBuffer);
|
||||
|
||||
m_billboardShader->SendVector(s_cameraForwardLocation, camera->GetForward());
|
||||
m_billboardShader->SendVector(s_cameraUpLocation, camera->GetUp());
|
||||
m_billboardShader->SendVector(s_worldUpLocation, NzVector3f::Up());
|
||||
|
||||
// Couleur ambiante de la scène
|
||||
m_billboardShader->SendColor(m_billboardShader->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
|
||||
// Position de la caméra
|
||||
m_billboardShader->SendVector(m_billboardShader->GetUniformLocation(nzShaderUniform_CameraPosition), camera->GetPosition());
|
||||
|
||||
lightCount = 0;
|
||||
|
||||
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
|
||||
m_renderQueue.lights[0]->Apply(m_billboardShader, 0);
|
||||
|
||||
for (auto& matIt : m_renderQueue.billboards)
|
||||
{
|
||||
const NzMaterial* material = matIt.first;
|
||||
auto& billboards = matIt.second;
|
||||
|
||||
material->Apply(m_billboardShader);
|
||||
|
||||
unsigned int billboardCount = billboards.size();
|
||||
const NzForwardRenderQueue::BillboardData* data = &billboards[0];
|
||||
while (billboardCount > 0)
|
||||
{
|
||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboards);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
|
||||
m_billboardVertexBuffer->FillVertices(data, 0, renderedBillboardCount, true);
|
||||
data += renderedBillboardCount;
|
||||
|
||||
NzRenderer::DrawPrimitives(nzPrimitiveMode_PointList, 0, renderedBillboardCount);
|
||||
}
|
||||
billboards.clear();
|
||||
}
|
||||
}*/
|
||||
|
||||
// Les autres drawables (Exemple: Terrain)
|
||||
for (const NzDrawable* drawable : m_renderQueue.otherDrawables)
|
||||
drawable->Draw();
|
||||
|
|
@ -282,5 +381,5 @@ NzAbstractRenderQueue* NzForwardRenderTechnique::GetRenderQueue()
|
|||
|
||||
void NzForwardRenderTechnique::SetMaxLightsPerObject(unsigned int lightCount)
|
||||
{
|
||||
m_maxLightsPerObject = lightCount;
|
||||
m_maxLightsPerObject = lightCount; ///TODO: Vérifier par rapport à la constante
|
||||
}
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@ void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
|
|||
renderQueue->AddLight(this);
|
||||
}
|
||||
|
||||
void NzLight::Apply(const NzShader* shader, unsigned int lightUnit) const
|
||||
void NzLight::Enable(const NzShader* shader, unsigned int lightUnit) const
|
||||
{
|
||||
/*
|
||||
struct Light
|
||||
|
|
@ -66,6 +66,7 @@ void NzLight::Apply(const NzShader* shader, unsigned int lightUnit) const
|
|||
-P3: float cosInnerAngle + float cosOuterAngle
|
||||
*/
|
||||
|
||||
///TODO: Optimiser
|
||||
int typeLocation = shader->GetUniformLocation("Lights[0].type");
|
||||
int ambientLocation = shader->GetUniformLocation("Lights[0].ambient");
|
||||
int diffuseLocation = shader->GetUniformLocation("Lights[0].diffuse");
|
||||
|
|
@ -217,6 +218,12 @@ NzLight& NzLight::operator=(const NzLight& light)
|
|||
return *this;
|
||||
}
|
||||
|
||||
void NzLight::Disable(const NzShader* shader, unsigned int lightUnit)
|
||||
{
|
||||
///TODO: Optimiser
|
||||
shader->SendInteger(shader->GetUniformLocation("Lights[" + NzString::Number(lightUnit) + "].type"), -1);
|
||||
}
|
||||
|
||||
void NzLight::Invalidate()
|
||||
{
|
||||
NzSceneNode::Invalidate();
|
||||
|
|
|
|||
|
|
@ -2,99 +2,22 @@
|
|||
// 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/Renderer/OpenGL.hpp>
|
||||
#include <Nazara/Graphics/TextureBackground.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Renderer/ShaderBuilder.hpp>
|
||||
#include <Nazara/Renderer/ShaderManager.hpp>
|
||||
#include <memory>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace
|
||||
{
|
||||
static NzShader* s_shader = nullptr;
|
||||
static int s_textureLocation;
|
||||
|
||||
NzShader* BuildShader()
|
||||
{
|
||||
const char* fragmentSource110 =
|
||||
"#version 110\n"
|
||||
"varying vec2 vTexCoord;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = texture(Texture, vTexCoord);\n"
|
||||
"}\n";
|
||||
|
||||
const char* fragmentSource140 =
|
||||
"#version 140\n"
|
||||
"in vec2 vTexCoord;\n"
|
||||
"out vec4 RenderTarget0;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" RenderTarget0 = texture(Texture, vTexCoord);\n"
|
||||
"}\n";
|
||||
|
||||
const char* vertexSource110 =
|
||||
"#version 110\n"
|
||||
"attribute vec2 VertexPosition;\n"
|
||||
"varying vec2 vTexCoord;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
|
||||
" vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);\n"
|
||||
"}\n";
|
||||
|
||||
const char* vertexSource140 =
|
||||
"#version 140\n"
|
||||
"in vec2 VertexPosition;\n"
|
||||
"out vec2 vTexCoord;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
|
||||
" vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);\n"
|
||||
"}\n";
|
||||
|
||||
///TODO: Remplacer ça par des ShaderNode
|
||||
std::unique_ptr<NzShader> shader(new NzShader(nzShaderLanguage_GLSL));
|
||||
shader->SetPersistent(false);
|
||||
|
||||
bool useGLSL140 = (NzOpenGL::GetVersion() >= 310);
|
||||
|
||||
if (!shader->Load(nzShaderType_Fragment, (useGLSL140) ? fragmentSource140 : fragmentSource110))
|
||||
{
|
||||
NazaraError("Failed to load fragment shader");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!shader->Load(nzShaderType_Vertex, (useGLSL140) ? vertexSource140 : vertexSource110))
|
||||
{
|
||||
NazaraError("Failed to load vertex shader");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!shader->Compile())
|
||||
{
|
||||
NazaraError("Failed to compile shader");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
s_textureLocation = shader->GetUniformLocation("Texture");
|
||||
|
||||
return shader.release();
|
||||
}
|
||||
}
|
||||
|
||||
NzTextureBackground::NzTextureBackground()
|
||||
{
|
||||
if (!s_shader)
|
||||
s_shader = BuildShader();
|
||||
NzShaderManagerParams params;
|
||||
params.target = nzShaderTarget_FullscreenQuad;
|
||||
params.flags = 0;
|
||||
params.fullscreenQuad.alphaMapping = false;
|
||||
params.fullscreenQuad.alphaTest = false;
|
||||
params.fullscreenQuad.diffuseMapping = true;
|
||||
|
||||
m_shader = s_shader;
|
||||
m_shader = NzShaderManager::Get(params);
|
||||
}
|
||||
|
||||
NzTextureBackground::NzTextureBackground(NzTexture* texture) :
|
||||
|
|
@ -103,19 +26,14 @@ NzTextureBackground()
|
|||
m_texture = texture;
|
||||
}
|
||||
|
||||
NzTextureBackground::~NzTextureBackground()
|
||||
{
|
||||
if (m_shader.Reset())
|
||||
s_shader = nullptr;
|
||||
}
|
||||
|
||||
void NzTextureBackground::Draw(const NzScene* scene) const
|
||||
{
|
||||
NazaraUnused(scene);
|
||||
|
||||
static NzRenderStates states;
|
||||
|
||||
m_shader->SendInteger(s_textureLocation, 0);
|
||||
m_shader->SendColor(m_shader->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
|
||||
m_shader->SendInteger(m_shader->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
|
||||
|
||||
NzRenderer::SetRenderStates(states);
|
||||
NzRenderer::SetShader(m_shader);
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Renderer/RenderStates.hpp>
|
||||
#include <Nazara/Renderer/Shader.hpp>
|
||||
#include <Nazara/Renderer/ShaderBuilder.hpp>
|
||||
#include <Nazara/Renderer/ShaderManager.hpp>
|
||||
#include <Nazara/Utility/BufferMapper.hpp>
|
||||
#include <Nazara/Utility/Mesh.hpp>
|
||||
#include <Nazara/Utility/Skeleton.hpp>
|
||||
|
|
@ -529,7 +529,19 @@ bool NzDebugDrawer::Initialize()
|
|||
{
|
||||
// Shader
|
||||
{
|
||||
shader = NzShaderBuilder::Get(nzShaderFlags_None);
|
||||
NzShaderManagerParams params;
|
||||
params.target = nzShaderTarget_Model;
|
||||
params.flags = 0;
|
||||
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;
|
||||
|
||||
shader = NzShaderManager::Get(params);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraError("Failed to build debug shader");
|
||||
|
|
|
|||
|
|
@ -66,7 +66,6 @@ bool NzGLSLShader::Compile()
|
|||
|
||||
CacheUniform(CameraPosition);
|
||||
CacheUniform(InvTargetSize);
|
||||
CacheUniform(LightCount);
|
||||
CacheUniform(MaterialAlphaMap);
|
||||
CacheUniform(MaterialAlphaThreshold);
|
||||
CacheUniform(MaterialAmbient);
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@
|
|||
#include <Nazara/Renderer/Material.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Renderer/Shader.hpp>
|
||||
#include <Nazara/Renderer/ShaderBuilder.hpp>
|
||||
#include <Nazara/Renderer/ShaderManager.hpp>
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
#include <Nazara/Renderer/Debug.hpp>
|
||||
|
|
@ -31,13 +31,16 @@ NzMaterial::NzMaterial(NzMaterial&& material)
|
|||
Copy(material);
|
||||
|
||||
// Nous "volons" la référence du matériau
|
||||
material.m_alphaMap = nullptr;
|
||||
material.m_customShader = nullptr;
|
||||
material.m_diffuseMap = nullptr;
|
||||
material.m_emissiveMap = nullptr;
|
||||
material.m_heightMap = nullptr;
|
||||
material.m_normalMap = nullptr;
|
||||
material.m_specularMap = nullptr;
|
||||
material.m_alphaMap.Reset();
|
||||
material.m_diffuseMap.Reset();
|
||||
material.m_emissiveMap.Reset();
|
||||
material.m_heightMap.Reset();
|
||||
material.m_normalMap.Reset();
|
||||
material.m_specularMap.Reset();
|
||||
|
||||
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
|
||||
for (ShaderUnit& unit : material.m_shaders[i])
|
||||
unit.shader.Reset();
|
||||
}
|
||||
|
||||
void NzMaterial::Apply(const NzShader* shader) const
|
||||
|
|
@ -160,19 +163,11 @@ void NzMaterial::Enable(nzRendererParameter renderParameter, bool enable)
|
|||
void NzMaterial::EnableAlphaTest(bool alphaTest)
|
||||
{
|
||||
m_alphaTestEnabled = alphaTest;
|
||||
if (m_alphaTestEnabled)
|
||||
m_shaderFlags |= nzShaderFlags_AlphaTest;
|
||||
else
|
||||
m_shaderFlags &= ~nzShaderFlags_AlphaTest;
|
||||
}
|
||||
|
||||
void NzMaterial::EnableLighting(bool lighting)
|
||||
{
|
||||
m_lightingEnabled = lighting;
|
||||
if (m_lightingEnabled)
|
||||
m_shaderFlags |= nzShaderFlags_Lighting;
|
||||
else
|
||||
m_shaderFlags &= ~nzShaderFlags_Lighting;
|
||||
}
|
||||
|
||||
NzTexture* NzMaterial::GetAlphaMap() const
|
||||
|
|
@ -190,11 +185,6 @@ NzColor NzMaterial::GetAmbientColor() const
|
|||
return m_ambientColor;
|
||||
}
|
||||
|
||||
const NzShader* NzMaterial::GetCustomShader() const
|
||||
{
|
||||
return m_customShader;
|
||||
}
|
||||
|
||||
nzRendererComparison NzMaterial::GetDepthFunc() const
|
||||
{
|
||||
return m_states.depthFunc;
|
||||
|
|
@ -255,9 +245,13 @@ const NzRenderStates& NzMaterial::GetRenderStates() const
|
|||
return m_states;
|
||||
}
|
||||
|
||||
nzUInt32 NzMaterial::GetShaderFlags() const
|
||||
const NzShader* NzMaterial::GetShader(nzShaderTarget target, nzUInt32 flags) const
|
||||
{
|
||||
return m_shaderFlags;
|
||||
const ShaderUnit& unit = m_shaders[target][flags];
|
||||
if (!unit.shader.IsValid())
|
||||
GenerateShader(target, flags);
|
||||
|
||||
return unit.shader;
|
||||
}
|
||||
|
||||
float NzMaterial::GetShininess() const
|
||||
|
|
@ -290,9 +284,39 @@ nzBlendFunc NzMaterial::GetSrcBlend() const
|
|||
return m_states.srcBlend;
|
||||
}
|
||||
|
||||
bool NzMaterial::HasCustomShader() const
|
||||
bool NzMaterial::HasAlphaMap() const
|
||||
{
|
||||
return m_customShader != nullptr;
|
||||
return m_alphaMap.IsValid();
|
||||
}
|
||||
|
||||
bool NzMaterial::HasDiffuseMap() const
|
||||
{
|
||||
return m_diffuseMap.IsValid();
|
||||
}
|
||||
|
||||
bool NzMaterial::HasEmissiveMap() const
|
||||
{
|
||||
return m_emissiveMap.IsValid();
|
||||
}
|
||||
|
||||
bool NzMaterial::HasHeightMap() const
|
||||
{
|
||||
return m_heightMap.IsValid();
|
||||
}
|
||||
|
||||
bool NzMaterial::HasNormalMap() const
|
||||
{
|
||||
return m_normalMap.IsValid();
|
||||
}
|
||||
|
||||
bool NzMaterial::HasSpecularMap() const
|
||||
{
|
||||
return m_specularMap.IsValid();
|
||||
}
|
||||
|
||||
bool NzMaterial::IsAlphaTestEnabled() const
|
||||
{
|
||||
return m_alphaTestEnabled;
|
||||
}
|
||||
|
||||
bool NzMaterial::IsEnabled(nzRendererParameter parameter) const
|
||||
|
|
@ -308,11 +332,6 @@ bool NzMaterial::IsEnabled(nzRendererParameter parameter) const
|
|||
return m_states.parameters[parameter];
|
||||
}
|
||||
|
||||
bool NzMaterial::IsAlphaTestEnabled() const
|
||||
{
|
||||
return m_alphaTestEnabled;
|
||||
}
|
||||
|
||||
bool NzMaterial::IsLightingEnabled() const
|
||||
{
|
||||
return m_lightingEnabled;
|
||||
|
|
@ -336,20 +355,27 @@ bool NzMaterial::LoadFromStream(NzInputStream& stream, const NzMaterialParams& p
|
|||
void NzMaterial::Reset()
|
||||
{
|
||||
m_alphaMap.Reset();
|
||||
m_customShader.Reset();
|
||||
m_diffuseMap.Reset();
|
||||
m_emissiveMap.Reset();
|
||||
m_heightMap.Reset();
|
||||
m_normalMap.Reset();
|
||||
m_specularMap.Reset();
|
||||
|
||||
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
|
||||
{
|
||||
for (ShaderUnit& unit : m_shaders[i])
|
||||
{
|
||||
unit.custom = false;
|
||||
unit.shader.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
m_alphaThreshold = 0.2f;
|
||||
m_alphaTestEnabled = false;
|
||||
m_ambientColor = NzColor(128, 128, 128);
|
||||
m_diffuseColor = NzColor::White;
|
||||
m_diffuseSampler = NzTextureSampler();
|
||||
m_lightingEnabled = true;
|
||||
m_shaderFlags = nzShaderFlags_Lighting;
|
||||
m_shininess = 50.f;
|
||||
m_specularColor = NzColor::White;
|
||||
m_specularSampler = NzTextureSampler();
|
||||
|
|
@ -378,10 +404,8 @@ bool NzMaterial::SetAlphaMap(const NzString& texturePath)
|
|||
void NzMaterial::SetAlphaMap(NzTexture* map)
|
||||
{
|
||||
m_alphaMap = map;
|
||||
if (m_alphaMap)
|
||||
m_shaderFlags |= nzShaderFlags_AlphaMapping;
|
||||
else
|
||||
m_shaderFlags &= ~nzShaderFlags_AlphaMapping;
|
||||
|
||||
InvalidateShaders(nzShaderTarget_Model);
|
||||
}
|
||||
|
||||
void NzMaterial::SetAlphaThreshold(float alphaThreshold)
|
||||
|
|
@ -394,11 +418,6 @@ void NzMaterial::SetAmbientColor(const NzColor& ambient)
|
|||
m_ambientColor = ambient;
|
||||
}
|
||||
|
||||
void NzMaterial::SetCustomShader(const NzShader* shader)
|
||||
{
|
||||
m_customShader = shader;
|
||||
}
|
||||
|
||||
void NzMaterial::SetDepthFunc(nzRendererComparison depthFunc)
|
||||
{
|
||||
m_states.depthFunc = depthFunc;
|
||||
|
|
@ -429,10 +448,8 @@ bool NzMaterial::SetDiffuseMap(const NzString& texturePath)
|
|||
void NzMaterial::SetDiffuseMap(NzTexture* map)
|
||||
{
|
||||
m_diffuseMap = map;
|
||||
if (m_diffuseMap)
|
||||
m_shaderFlags |= nzShaderFlags_DiffuseMapping;
|
||||
else
|
||||
m_shaderFlags &= ~nzShaderFlags_DiffuseMapping;
|
||||
|
||||
InvalidateShaders(nzShaderTarget_Model);
|
||||
}
|
||||
|
||||
void NzMaterial::SetDiffuseSampler(const NzTextureSampler& sampler)
|
||||
|
|
@ -465,10 +482,8 @@ bool NzMaterial::SetEmissiveMap(const NzString& texturePath)
|
|||
void NzMaterial::SetEmissiveMap(NzTexture* map)
|
||||
{
|
||||
m_emissiveMap = map;
|
||||
if (m_emissiveMap)
|
||||
m_shaderFlags |= nzShaderFlags_EmissiveMapping;
|
||||
else
|
||||
m_shaderFlags &= ~nzShaderFlags_EmissiveMapping;
|
||||
|
||||
InvalidateShaders(nzShaderTarget_Model);
|
||||
}
|
||||
|
||||
void NzMaterial::SetFaceCulling(nzFaceCulling culling)
|
||||
|
|
@ -501,6 +516,8 @@ bool NzMaterial::SetHeightMap(const NzString& texturePath)
|
|||
void NzMaterial::SetHeightMap(NzTexture* map)
|
||||
{
|
||||
m_heightMap = map;
|
||||
|
||||
InvalidateShaders(nzShaderTarget_Model);
|
||||
}
|
||||
|
||||
bool NzMaterial::SetNormalMap(const NzString& texturePath)
|
||||
|
|
@ -523,10 +540,8 @@ bool NzMaterial::SetNormalMap(const NzString& texturePath)
|
|||
void NzMaterial::SetNormalMap(NzTexture* map)
|
||||
{
|
||||
m_normalMap = map;
|
||||
if (m_normalMap)
|
||||
m_shaderFlags |= nzShaderFlags_NormalMapping;
|
||||
else
|
||||
m_shaderFlags &= ~nzShaderFlags_NormalMapping;
|
||||
|
||||
InvalidateShaders(nzShaderTarget_Model);
|
||||
}
|
||||
|
||||
void NzMaterial::SetRenderStates(const NzRenderStates& states)
|
||||
|
|
@ -534,6 +549,14 @@ void NzMaterial::SetRenderStates(const NzRenderStates& states)
|
|||
m_states = states;
|
||||
}
|
||||
|
||||
void NzMaterial::SetShader(nzShaderTarget target, nzUInt32 flags, const NzShader* shader)
|
||||
{
|
||||
ShaderUnit& unit = m_shaders[target][flags];
|
||||
|
||||
unit.custom = (shader != nullptr);
|
||||
unit.shader = shader;
|
||||
}
|
||||
|
||||
void NzMaterial::SetShininess(float shininess)
|
||||
{
|
||||
m_shininess = shininess;
|
||||
|
|
@ -564,10 +587,8 @@ bool NzMaterial::SetSpecularMap(const NzString& texturePath)
|
|||
void NzMaterial::SetSpecularMap(NzTexture* map)
|
||||
{
|
||||
m_specularMap = map;
|
||||
if (m_specularMap)
|
||||
m_shaderFlags |= nzShaderFlags_SpecularMapping;
|
||||
else
|
||||
m_shaderFlags &= ~nzShaderFlags_SpecularMapping;
|
||||
|
||||
InvalidateShaders(nzShaderTarget_Model);
|
||||
}
|
||||
|
||||
void NzMaterial::SetSpecularSampler(const NzTextureSampler& sampler)
|
||||
|
|
@ -592,13 +613,16 @@ NzMaterial& NzMaterial::operator=(NzMaterial&& material)
|
|||
Copy(material);
|
||||
|
||||
// Comme ça nous volons la référence du matériau
|
||||
material.m_alphaMap = nullptr;
|
||||
material.m_customShader = nullptr;
|
||||
material.m_diffuseMap = nullptr;
|
||||
material.m_emissiveMap = nullptr;
|
||||
material.m_heightMap = nullptr;
|
||||
material.m_normalMap = nullptr;
|
||||
material.m_specularMap = nullptr;
|
||||
material.m_alphaMap.Reset();
|
||||
material.m_diffuseMap.Reset();
|
||||
material.m_emissiveMap.Reset();
|
||||
material.m_heightMap.Reset();
|
||||
material.m_normalMap.Reset();
|
||||
material.m_specularMap.Reset();
|
||||
|
||||
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
|
||||
for (ShaderUnit& unit : material.m_shaders[i])
|
||||
unit.shader.Reset();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
|
@ -611,18 +635,20 @@ NzMaterial* NzMaterial::GetDefault()
|
|||
void NzMaterial::Copy(const NzMaterial& material)
|
||||
{
|
||||
m_alphaMap.Reset();
|
||||
m_customShader.Reset();
|
||||
m_diffuseMap.Reset();
|
||||
m_emissiveMap.Reset();
|
||||
m_heightMap.Reset();
|
||||
m_normalMap.Reset();
|
||||
m_specularMap.Reset();
|
||||
|
||||
for (unsigned int i = 0; i <= nzShaderTarget_Max; ++i)
|
||||
for (ShaderUnit& unit : m_shaders[i])
|
||||
unit.shader.Reset();
|
||||
|
||||
std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
|
||||
|
||||
// Ensuite une petite astuce pour récupérer correctement les références
|
||||
m_alphaMap.Release();
|
||||
m_customShader.Release();
|
||||
m_diffuseMap.Release();
|
||||
m_emissiveMap.Release();
|
||||
m_heightMap.Release();
|
||||
|
|
@ -630,11 +656,63 @@ void NzMaterial::Copy(const NzMaterial& material)
|
|||
m_specularMap.Release();
|
||||
|
||||
m_alphaMap = material.m_alphaMap;
|
||||
m_customShader = material.m_customShader;
|
||||
m_diffuseMap = material.m_diffuseMap;
|
||||
m_emissiveMap = material.m_emissiveMap;
|
||||
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)
|
||||
{
|
||||
NzShaderConstRef& shader = m_shaders[i][j].shader;
|
||||
|
||||
shader.Release();
|
||||
shader = material.m_shaders[i][j].shader;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NzMaterial::GenerateShader(nzShaderTarget target, nzUInt32 flags) const
|
||||
{
|
||||
NzShaderManagerParams params;
|
||||
params.target = target;
|
||||
params.flags = flags;
|
||||
|
||||
switch (target)
|
||||
{
|
||||
case nzShaderTarget_FullscreenQuad:
|
||||
params.fullscreenQuad.alphaMapping = m_alphaMap.IsValid();
|
||||
params.fullscreenQuad.alphaTest = m_alphaTestEnabled;
|
||||
params.fullscreenQuad.diffuseMapping = m_diffuseMap.IsValid();
|
||||
break;
|
||||
|
||||
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;
|
||||
|
||||
case nzShaderTarget_None:
|
||||
break;
|
||||
}
|
||||
|
||||
m_shaders[target][flags].shader = NzShaderManager::Get(params);
|
||||
}
|
||||
|
||||
void NzMaterial::InvalidateShaders(nzShaderTarget target)
|
||||
{
|
||||
for (ShaderUnit& unit : m_shaders[target])
|
||||
{
|
||||
if (!unit.custom)
|
||||
unit.shader.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
bool NzMaterial::Initialize()
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@
|
|||
#include <Nazara/Renderer/Material.hpp>
|
||||
#include <Nazara/Renderer/RenderTarget.hpp>
|
||||
#include <Nazara/Renderer/Shader.hpp>
|
||||
#include <Nazara/Renderer/ShaderBuilder.hpp>
|
||||
#include <Nazara/Renderer/ShaderManager.hpp>
|
||||
#include <Nazara/Renderer/Loaders/Texture.hpp>
|
||||
#include <Nazara/Utility/AbstractBuffer.hpp>
|
||||
#include <Nazara/Utility/IndexBuffer.hpp>
|
||||
|
|
@ -37,10 +37,10 @@ namespace
|
|||
{
|
||||
Update_None = 0,
|
||||
|
||||
Update_Matrices = 0x01,
|
||||
Update_Shader = 0x02,
|
||||
Update_Textures = 0x04,
|
||||
Update_VAO = 0x08,
|
||||
Update_Matrices = 0x1,
|
||||
Update_Shader = 0x2,
|
||||
Update_Textures = 0x4,
|
||||
Update_VAO = 0x8
|
||||
};
|
||||
|
||||
struct MatrixUnit
|
||||
|
|
@ -500,6 +500,8 @@ bool NzRenderer::Initialize()
|
|||
if (!NzOpenGL::Initialize())
|
||||
{
|
||||
NazaraError("Failed to initialize OpenGL");
|
||||
Uninitialize();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
@ -616,9 +618,9 @@ bool NzRenderer::Initialize()
|
|||
return false;
|
||||
}
|
||||
|
||||
if (!NzShaderBuilder::Initialize())
|
||||
if (!NzShaderManager::Initialize())
|
||||
{
|
||||
NazaraError("Failed to initialize shader builder");
|
||||
NazaraError("Failed to initialize shader manager");
|
||||
Uninitialize();
|
||||
|
||||
return false;
|
||||
|
|
@ -1180,7 +1182,7 @@ void NzRenderer::Uninitialize()
|
|||
NzLoaders_Texture_Unregister();
|
||||
|
||||
NzTextureSampler::Uninitialize();
|
||||
NzShaderBuilder::Uninitialize();
|
||||
NzShaderManager::Uninitialize();
|
||||
NzMaterial::Uninitialize();
|
||||
NzDebugDrawer::Uninitialize();
|
||||
|
||||
|
|
|
|||
|
|
@ -1,536 +0,0 @@
|
|||
// Copyright (C) 2013 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Renderer module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Renderer/OpenGL.hpp>
|
||||
#include <Nazara/Renderer/ShaderBuilder.hpp>
|
||||
#include <Nazara/Core/Log.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Renderer/Shader.hpp>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <Nazara/Renderer/Debug.hpp>
|
||||
|
||||
///TODO: Remplacer par les ShaderNode
|
||||
|
||||
namespace
|
||||
{
|
||||
std::unordered_map<nzUInt32, NzResourceRef<NzShader>> s_shaders;
|
||||
|
||||
NzString BuildFragmentShaderSource(nzUInt32 flags)
|
||||
{
|
||||
bool glsl140 = (NzOpenGL::GetVersion() >= 310);
|
||||
//bool useMRT = (glsl140 && NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets));
|
||||
bool uvMapping = (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping || flags & nzShaderFlags_SpecularMapping);
|
||||
|
||||
NzString inKW = (glsl140) ? "in" : "varying";
|
||||
NzString fragmentColorKW = (glsl140) ? "RenderTarget0" : "gl_FragColor";
|
||||
NzString textureLookupKW = (glsl140) ? "texture" : "texture2D";
|
||||
|
||||
NzString sourceCode;
|
||||
sourceCode.Reserve(1024); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
|
||||
|
||||
/********************Préprocesseur********************/
|
||||
sourceCode = "#version ";
|
||||
if (glsl140)
|
||||
sourceCode += "140\n";
|
||||
else
|
||||
sourceCode += "110\n";
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
sourceCode += "#define LIGHT_DIRECTIONAL 0\n"
|
||||
"#define LIGHT_POINT 1\n"
|
||||
"#define LIGHT_SPOT 2\n"
|
||||
"\n";
|
||||
}
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Uniformes********************/
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
sourceCode += "struct Light\n"
|
||||
"{\n"
|
||||
"int type;\n"
|
||||
"vec4 ambient;\n"
|
||||
"vec4 diffuse;\n"
|
||||
"vec4 specular;\n"
|
||||
"\n"
|
||||
"vec4 parameters1;\n"
|
||||
"vec4 parameters2;\n"
|
||||
"vec2 parameters3;\n"
|
||||
"};\n"
|
||||
"\n";
|
||||
}
|
||||
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
sourceCode += "uniform vec3 CameraPosition;\n"
|
||||
"uniform int LightCount;\n"
|
||||
"uniform Light Lights[" NazaraStringifyMacro(NAZARA_RENDERER_SHADER_MAX_LIGHTCOUNT) "];\n"
|
||||
"uniform vec4 MaterialAmbient;\n";
|
||||
}
|
||||
|
||||
if (flags & nzShaderFlags_AlphaMapping)
|
||||
sourceCode += "uniform sampler2D MaterialAlphaMap;\n";
|
||||
|
||||
if (flags & nzShaderFlags_AlphaTest)
|
||||
sourceCode += "uniform float MaterialAlphaThreshold;\n";
|
||||
|
||||
sourceCode += "uniform vec4 MaterialDiffuse;\n";
|
||||
|
||||
if (flags & nzShaderFlags_DiffuseMapping)
|
||||
sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
|
||||
|
||||
if (flags & nzShaderFlags_EmissiveMapping)
|
||||
sourceCode += "uniform sampler2D MaterialEmissiveMap;\n";
|
||||
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
if (flags & nzShaderFlags_NormalMapping)
|
||||
sourceCode += "uniform sampler2D MaterialNormalMap;\n";
|
||||
|
||||
sourceCode += "uniform float MaterialShininess;\n"
|
||||
"uniform vec4 MaterialSpecular;\n";
|
||||
|
||||
if (flags & nzShaderFlags_SpecularMapping)
|
||||
sourceCode += "uniform sampler2D MaterialSpecularMap;\n";
|
||||
|
||||
sourceCode += "uniform vec4 SceneAmbient;\n";
|
||||
}
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Entrant********************/
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
if (flags & nzShaderFlags_NormalMapping)
|
||||
sourceCode += inKW + " mat3 vLightToWorld;\n";
|
||||
else
|
||||
sourceCode += inKW + " vec3 vNormal;\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
sourceCode += inKW + " vec2 vTexCoord;\n";
|
||||
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
sourceCode += inKW + " vec3 vWorldPos;\n";
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Sortant********************/
|
||||
if (glsl140)
|
||||
sourceCode += "out vec4 RenderTarget0;\n";
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Fonctions********************/
|
||||
sourceCode += "void main()\n"
|
||||
"{\n";
|
||||
|
||||
sourceCode += "float alpha = MaterialDiffuse.a";
|
||||
if (flags & nzShaderFlags_AlphaMapping)
|
||||
sourceCode += '*' + textureLookupKW + "(MaterialAlphaMap, vTexCoord).r";
|
||||
|
||||
sourceCode += ";\n";
|
||||
|
||||
if (flags & nzShaderFlags_AlphaTest)
|
||||
{
|
||||
sourceCode += "if (alpha < MaterialAlphaThreshold)\n"
|
||||
"discard;\n";
|
||||
}
|
||||
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
sourceCode += "vec3 light = vec3(0.0, 0.0, 0.0);\n";
|
||||
|
||||
if (flags & nzShaderFlags_SpecularMapping)
|
||||
sourceCode += "vec3 si = vec3(0.0, 0.0, 0.0);\n";
|
||||
|
||||
if (flags & nzShaderFlags_NormalMapping)
|
||||
sourceCode += "vec3 normal = normalize(vLightToWorld * (2.0 * vec3(" + textureLookupKW + "(MaterialNormalMap, vTexCoord)) - 1.0));\n";
|
||||
else
|
||||
sourceCode += "vec3 normal = normalize(vNormal);\n";
|
||||
|
||||
sourceCode += "\n"
|
||||
"for (int i = 0; i < LightCount; ++i)\n"
|
||||
"{\n";
|
||||
|
||||
if (glsl140)
|
||||
{
|
||||
sourceCode += "switch (Lights[i].type)\n"
|
||||
"{\n"
|
||||
"case LIGHT_DIRECTIONAL:\n";
|
||||
}
|
||||
else // Le GLSL 110 n'a pas d'instruction switch
|
||||
sourceCode += "if (Lights[i].type == LIGHT_DIRECTIONAL)\n";
|
||||
|
||||
// Directional Light
|
||||
sourceCode += "{\n"
|
||||
"vec3 lightDir = normalize(-Lights[i].parameters1.xyz);\n"
|
||||
"light += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
|
||||
"\n"
|
||||
"float lambert = max(dot(normal, lightDir), 0.0);\n"
|
||||
"light += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
|
||||
"\n"
|
||||
"if (MaterialShininess > 0.0)\n"
|
||||
"{\n"
|
||||
"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
|
||||
"vec3 reflection = reflect(-lightDir, normal);\n"
|
||||
"\n"
|
||||
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
|
||||
|
||||
if (flags & nzShaderFlags_SpecularMapping)
|
||||
sourceCode += "si";
|
||||
else
|
||||
sourceCode += "light";
|
||||
|
||||
sourceCode += " += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
|
||||
"}\n";
|
||||
|
||||
if (glsl140)
|
||||
{
|
||||
sourceCode += "break;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"case LIGHT_POINT:\n";
|
||||
}
|
||||
else
|
||||
sourceCode += "}\n"
|
||||
"else if (Lights[i].type == LIGHT_POINT)\n";
|
||||
|
||||
// Point Light
|
||||
sourceCode += "{\n"
|
||||
"vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;\n"
|
||||
"\n"
|
||||
"float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);\n"
|
||||
"light += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
|
||||
"\n"
|
||||
"lightDir = normalize(lightDir);\n"
|
||||
"float lambert = max(dot(normal, lightDir), 0.0);\n"
|
||||
"light += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
|
||||
"\n"
|
||||
"if (MaterialShininess > 0.0)\n"
|
||||
"{\n"
|
||||
"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
|
||||
"vec3 reflection = reflect(-lightDir, normal);\n"
|
||||
"\n"
|
||||
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
|
||||
|
||||
if (flags & nzShaderFlags_SpecularMapping)
|
||||
sourceCode += "si";
|
||||
else
|
||||
sourceCode += "light";
|
||||
|
||||
sourceCode += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
|
||||
"}\n";
|
||||
|
||||
if (glsl140)
|
||||
{
|
||||
sourceCode += "break;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"case LIGHT_SPOT:\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
sourceCode += "}\n"
|
||||
"else if (Lights[i].type == LIGHT_SPOT)\n";
|
||||
}
|
||||
|
||||
// Spot Light
|
||||
sourceCode += "{\n"
|
||||
"vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;\n"
|
||||
"\n"
|
||||
"float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);\n"
|
||||
"light += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
|
||||
"\n"
|
||||
"lightDir = normalize(lightDir);\n"
|
||||
"\n"
|
||||
"float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);\n"
|
||||
"float outerAngle = Lights[i].parameters3.y;\n"
|
||||
"float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;\n"
|
||||
"float lambert = max(dot(normal, lightDir), 0.0);\n"
|
||||
"att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);\n"
|
||||
"light += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
|
||||
"\n"
|
||||
"if (MaterialShininess > 0.0)\n"
|
||||
"{\n"
|
||||
"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
|
||||
"vec3 reflection = reflect(-lightDir, normal);\n"
|
||||
"\n"
|
||||
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
|
||||
|
||||
if (flags & nzShaderFlags_SpecularMapping)
|
||||
sourceCode += "si";
|
||||
else
|
||||
sourceCode += "light";
|
||||
|
||||
sourceCode += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
|
||||
"}\n";
|
||||
|
||||
if (glsl140)
|
||||
{
|
||||
sourceCode += "break;\n"
|
||||
"}\n"
|
||||
"default:\n"
|
||||
"break;\n"
|
||||
"}\n";
|
||||
}
|
||||
else
|
||||
sourceCode += "}\n";
|
||||
|
||||
sourceCode += "}\n"
|
||||
"\n";
|
||||
|
||||
sourceCode += "vec3 lighting = light";
|
||||
|
||||
if (flags & nzShaderFlags_DiffuseMapping)
|
||||
sourceCode += "*vec3(" + textureLookupKW + "(MaterialDiffuseMap, vTexCoord))";
|
||||
|
||||
if (flags & nzShaderFlags_SpecularMapping)
|
||||
sourceCode += " + si*vec3(" + textureLookupKW + "(MaterialSpecularMap, vTexCoord))"; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
|
||||
sourceCode += ";\n";
|
||||
|
||||
if (flags & nzShaderFlags_EmissiveMapping)
|
||||
{
|
||||
sourceCode += "float intensity = light.r*0.3 + light.g*0.59 + light.b*0.11;\n"
|
||||
"vec3 emission = vec3(" + textureLookupKW + "(MaterialEmissiveMap, vTexCoord));\n"
|
||||
+ fragmentColorKW + " = vec4(mix(lighting, emission, clamp(1.0 - 3.0*intensity, 0.0, 1.0)), alpha);\n";
|
||||
}
|
||||
else
|
||||
sourceCode += fragmentColorKW + " = vec4(lighting, alpha);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
sourceCode += fragmentColorKW + " = MaterialDiffuse";
|
||||
|
||||
if (flags & nzShaderFlags_DiffuseMapping)
|
||||
sourceCode += "*vec4(" + textureLookupKW + "(MaterialDiffuseMap, vTexCoord).rgb, alpha);\n";
|
||||
|
||||
sourceCode += ";\n";
|
||||
}
|
||||
|
||||
sourceCode += "}\n";
|
||||
|
||||
return sourceCode;
|
||||
}
|
||||
|
||||
NzString BuildVertexShaderSource(nzUInt32 flags)
|
||||
{
|
||||
bool glsl140 = (NzOpenGL::GetVersion() >= 310);
|
||||
bool uvMapping = (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping || flags & nzShaderFlags_SpecularMapping);
|
||||
|
||||
NzString inKW = (glsl140) ? "in" : "attribute";
|
||||
NzString outKW = (glsl140) ? "out" : "varying";
|
||||
|
||||
NzString sourceCode;
|
||||
sourceCode.Reserve(512); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
|
||||
|
||||
/********************Version de GLSL********************/
|
||||
sourceCode = "#version ";
|
||||
if (glsl140)
|
||||
sourceCode += "140\n";
|
||||
else
|
||||
sourceCode += "110\n";
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Uniformes********************/
|
||||
if (flags & nzShaderFlags_Instancing)
|
||||
sourceCode += "uniform mat4 ViewProjMatrix;\n";
|
||||
else
|
||||
{
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
sourceCode += "uniform mat4 WorldMatrix;\n";
|
||||
|
||||
sourceCode += "uniform mat4 WorldViewProjMatrix;\n";
|
||||
}
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Entrant********************/
|
||||
if (flags & nzShaderFlags_Instancing)
|
||||
sourceCode += inKW + " mat4 InstanceMatrix;\n";
|
||||
|
||||
sourceCode += inKW + " vec3 VertexPosition;\n";
|
||||
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
sourceCode += inKW + " vec3 VertexNormal;\n";
|
||||
sourceCode += inKW + " vec3 VertexTangent;\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
sourceCode += inKW + " vec2 VertexTexCoord;\n";
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Sortant********************/
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
{
|
||||
if (flags & nzShaderFlags_NormalMapping)
|
||||
sourceCode += outKW + " mat3 vLightToWorld;\n";
|
||||
else
|
||||
sourceCode += outKW + " vec3 vNormal;\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
sourceCode += outKW + " vec2 vTexCoord;\n";
|
||||
|
||||
if (flags & nzShaderFlags_Lighting)
|
||||
sourceCode += outKW + " vec3 vWorldPos;\n";
|
||||
|
||||
sourceCode += '\n';
|
||||
|
||||
/********************Code********************/
|
||||
sourceCode += "void main()\n"
|
||||
"{\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 & nzShaderFlags_Lighting)
|
||||
{
|
||||
if (flags & nzShaderFlags_Instancing)
|
||||
{
|
||||
if (glsl140)
|
||||
sourceCode += "mat3 rotationMatrix = mat3(InstanceMatrix);\n";
|
||||
else
|
||||
sourceCode += "mat3 rotationMatrix = mat3(InstanceMatrix[0].xyz, InstanceMatrix[1].xyz, InstanceMatrix[2].xyz);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (glsl140)
|
||||
sourceCode += "mat3 rotationMatrix = mat3(WorldMatrix);\n";
|
||||
else
|
||||
sourceCode += "mat3 rotationMatrix = mat3(WorldMatrix[0].xyz, WorldMatrix[1].xyz, WorldMatrix[2].xyz);\n";
|
||||
}
|
||||
|
||||
if (flags & nzShaderFlags_NormalMapping)
|
||||
{
|
||||
sourceCode += "\n"
|
||||
"vec3 binormal = cross(VertexNormal, VertexTangent);\n"
|
||||
"vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);\n"
|
||||
"vLightToWorld[1] = normalize(rotationMatrix * binormal);\n"
|
||||
"vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);\n"
|
||||
"\n";
|
||||
}
|
||||
else
|
||||
sourceCode += "vNormal = normalize(rotationMatrix * VertexNormal);\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
{
|
||||
if (flags & nzShaderFlags_FlipUVs)
|
||||
sourceCode += "vTexCoord = vec2(VertexTexCoord.x, 1.0 - VertexTexCoord.y);\n";
|
||||
else
|
||||
sourceCode += "vTexCoord = VertexTexCoord;\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";
|
||||
}
|
||||
|
||||
sourceCode += "}\n";
|
||||
|
||||
return sourceCode;
|
||||
}
|
||||
|
||||
NzShader* BuildShader(nzUInt32 flags)
|
||||
{
|
||||
std::unique_ptr<NzShader> shader(new NzShader);
|
||||
if (!shader->Create(nzShaderLanguage_GLSL))
|
||||
{
|
||||
NazaraError("Failed to create shader");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
NzString fragmentSource = BuildFragmentShaderSource(flags);
|
||||
if (!shader->Load(nzShaderType_Fragment, fragmentSource))
|
||||
{
|
||||
NazaraError("Failed to load fragment shader: " + shader->GetLog());
|
||||
NazaraNotice("Fragment shader source: ");
|
||||
NazaraNotice(fragmentSource);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
NzString vertexSource = BuildVertexShaderSource(flags);
|
||||
if (!shader->Load(nzShaderType_Vertex, vertexSource))
|
||||
{
|
||||
NazaraError("Failed to load vertex shader: " + shader->GetLog());
|
||||
NazaraNotice("Vertex shader source: ");
|
||||
NazaraNotice(vertexSource);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
#ifdef NAZARA_DEBUG
|
||||
NazaraNotice("Fragment shader source: ");
|
||||
NazaraNotice(fragmentSource);
|
||||
NazaraNotice("Vertex shader source: ");
|
||||
NazaraNotice(vertexSource);
|
||||
#endif
|
||||
|
||||
if (!shader->Compile())
|
||||
{
|
||||
NazaraError("Failed to compile shader: " + shader->GetLog());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
shader->SetFlags(flags);
|
||||
shader->SetPersistent(false);
|
||||
|
||||
return shader.release();
|
||||
}
|
||||
}
|
||||
|
||||
const NzShader* NzShaderBuilder::Get(nzUInt32 flags)
|
||||
{
|
||||
auto it = s_shaders.find(flags);
|
||||
if (it == s_shaders.end())
|
||||
{
|
||||
// Alors nous créons le shader
|
||||
NzShader* shader = BuildShader(flags);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraWarning("Failed to build shader (flags: 0x" + NzString::Number(flags, 16) + "), using default one...");
|
||||
|
||||
shader = s_shaders[0]; // Shader par défaut
|
||||
}
|
||||
|
||||
s_shaders[flags] = shader;
|
||||
|
||||
return shader;
|
||||
}
|
||||
else
|
||||
return it->second;
|
||||
}
|
||||
|
||||
bool NzShaderBuilder::Initialize()
|
||||
{
|
||||
NzShader* shader = BuildShader(0);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraInternalError("Failed to build default shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
s_shaders[0] = shader;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void NzShaderBuilder::Uninitialize()
|
||||
{
|
||||
s_shaders.clear();
|
||||
}
|
||||
|
|
@ -0,0 +1,841 @@
|
|||
// Copyright (C) 2013 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Renderer module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Renderer/OpenGL.hpp>
|
||||
#include <Nazara/Core/Log.hpp>
|
||||
#include <Nazara/Renderer/ShaderManager.hpp>
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace
|
||||
{
|
||||
struct ParamsHash
|
||||
{
|
||||
std::size_t operator()(const NzShaderManagerParams& params) const
|
||||
{
|
||||
static_assert(nzShaderTarget_Max < 0x4, "Maximum shader target takes more than 2 bits");
|
||||
|
||||
std::size_t h = (params.target << 0) | // 2 bits
|
||||
(params.flags << 2); // 8 bits
|
||||
|
||||
switch (params.target)
|
||||
{
|
||||
case nzShaderTarget_FullscreenQuad:
|
||||
h |= (params.fullscreenQuad.alphaMapping << 10) | // 1 bit
|
||||
(params.fullscreenQuad.alphaTest << 11) | // 1 bit
|
||||
(params.fullscreenQuad.diffuseMapping << 12); // 1 bit
|
||||
break;
|
||||
|
||||
case nzShaderTarget_Model:
|
||||
h |= (params.model.alphaMapping << 10) | // 1 bit
|
||||
(params.model.alphaTest << 11) | // 1 bit
|
||||
(params.model.diffuseMapping << 12) | // 1 bit
|
||||
(params.model.emissiveMapping << 13) | // 1 bit
|
||||
(params.model.lighting << 14) | // 1 bit
|
||||
(params.model.normalMapping << 15) | // 1 bit
|
||||
(params.model.parallaxMapping << 16) | // 1 bit
|
||||
(params.model.specularMapping << 17); // 1 bit
|
||||
break;
|
||||
|
||||
case nzShaderTarget_None:
|
||||
break;
|
||||
}
|
||||
|
||||
return h;
|
||||
}
|
||||
};
|
||||
|
||||
struct ParamsEquality
|
||||
{
|
||||
bool operator()(const NzShaderManagerParams& first, const NzShaderManagerParams& second) const
|
||||
{
|
||||
if (first.target != second.target || first.flags != second.flags)
|
||||
return false;
|
||||
|
||||
switch (first.target)
|
||||
{
|
||||
case nzShaderTarget_FullscreenQuad:
|
||||
return std::memcmp(&first.fullscreenQuad, &second.fullscreenQuad, sizeof(NzShaderManagerParams::FullscreenQuad)) == 0;
|
||||
|
||||
case nzShaderTarget_Model:
|
||||
return std::memcmp(&first.model, &second.model, sizeof(NzShaderManagerParams::Model)) == 0;
|
||||
|
||||
case nzShaderTarget_None:
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
std::unordered_map<NzShaderManagerParams, NzShaderRef, ParamsHash, ParamsEquality> s_shaders;
|
||||
NzString s_inKW;
|
||||
NzString s_outKW;
|
||||
NzString s_fragmentColorKW;
|
||||
NzString s_textureLookupKW;
|
||||
bool s_earlyFragmentTest;
|
||||
bool s_glsl140;
|
||||
unsigned int s_glslVersion;
|
||||
}
|
||||
|
||||
const NzShader* NzShaderManager::Get(const NzShaderManagerParams& params)
|
||||
{
|
||||
auto it = s_shaders.find(params);
|
||||
if (it == s_shaders.end())
|
||||
{
|
||||
// Alors nous gébérons le shader
|
||||
NzShader* shader = GenerateShader(params);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraWarning("Failed to build shader, using default one...");
|
||||
|
||||
NzShaderManagerParams defaultParams;
|
||||
defaultParams.flags = params.flags;
|
||||
defaultParams.target = nzShaderTarget_None;
|
||||
|
||||
shader = s_shaders[defaultParams]; // Shader par défaut
|
||||
}
|
||||
|
||||
s_shaders[params] = shader;
|
||||
|
||||
return shader;
|
||||
}
|
||||
else
|
||||
return it->second;
|
||||
}
|
||||
|
||||
NzString NzShaderManager::BuildFragmentCode(const NzShaderManagerParams& params)
|
||||
{
|
||||
#ifdef NAZARA_DEBUG
|
||||
if (params.target > nzShaderTarget_Max)
|
||||
{
|
||||
NazaraError("Shader target out of enum");
|
||||
return NzString();
|
||||
}
|
||||
#endif
|
||||
|
||||
NzString source;
|
||||
source.Reserve(2048); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
|
||||
|
||||
/********************Header********************/
|
||||
source += "#version ";
|
||||
source += NzString::Number(s_glslVersion);
|
||||
source += "\n\n";
|
||||
|
||||
if (s_earlyFragmentTest)
|
||||
source += "layout(early_fragment_tests) in;" "\n\n";
|
||||
|
||||
switch (params.target)
|
||||
{
|
||||
case nzShaderTarget_FullscreenQuad:
|
||||
{
|
||||
/********************Entrant********************/
|
||||
if (params.fullscreenQuad.alphaMapping || params.fullscreenQuad.diffuseMapping)
|
||||
source += s_inKW + " vec2 vTexCoord;" "\n\n";
|
||||
|
||||
/********************Sortant********************/
|
||||
if (s_glsl140)
|
||||
source += "out vec4 RenderTarget0;" "\n\n";
|
||||
|
||||
/********************Uniformes********************/
|
||||
if (params.fullscreenQuad.alphaMapping)
|
||||
source += "uniform sampler2D MaterialAlphaMap;" "\n";
|
||||
|
||||
if (params.fullscreenQuad.alphaTest)
|
||||
source += "uniform float MaterialAlphaThreshold;" "\n";
|
||||
|
||||
source += "uniform vec4 MaterialDiffuse;" "\n";
|
||||
|
||||
if (params.fullscreenQuad.diffuseMapping)
|
||||
source += "uniform sampler2D MaterialDiffuseMap;" "\n";
|
||||
|
||||
source += '\n';
|
||||
|
||||
/********************Fonctions********************/
|
||||
source += "void main()" "\n"
|
||||
"{" "\n";
|
||||
|
||||
source += "\t" "vec4 fragmentColor = MaterialDiffuse";
|
||||
if (params.fullscreenQuad.diffuseMapping)
|
||||
source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord)";
|
||||
|
||||
source += ";" "\n"
|
||||
"\t" "float fragmentAlpha = ";
|
||||
|
||||
if (params.fullscreenQuad.diffuseMapping)
|
||||
source += "fragmentColor.a";
|
||||
else
|
||||
source += "MaterialDiffuse.a";
|
||||
|
||||
if (params.fullscreenQuad.alphaMapping)
|
||||
source += '*' + s_textureLookupKW + "(MaterialAlphaMap, vTexCoord).r";
|
||||
|
||||
source += ";" "\n";
|
||||
|
||||
if (params.fullscreenQuad.alphaMapping)
|
||||
{
|
||||
source += "if (fragmentAlpha < MaterialAlphaThreshold)" "\n"
|
||||
"\t" "discard;" "\n";
|
||||
}
|
||||
|
||||
source += "\t" "RenderTarget0 = fragmentColor;" "\n"
|
||||
"}" "\n";
|
||||
break;
|
||||
}
|
||||
|
||||
case nzShaderTarget_Model:
|
||||
{
|
||||
//bool parallaxMapping = (params.model.lighting && params.model.parallaxMapping);
|
||||
bool uvMapping = (params.model.alphaMapping || params.model.diffuseMapping || params.model.normalMapping || params.model.specularMapping);
|
||||
|
||||
if (params.model.lighting)
|
||||
{
|
||||
source += "#define LIGHT_DIRECTIONAL 0" "\n"
|
||||
"#define LIGHT_POINT 1" "\n"
|
||||
"#define LIGHT_SPOT 2" "\n\n";
|
||||
}
|
||||
|
||||
/********************Entrant********************/
|
||||
if (params.model.lighting)
|
||||
{
|
||||
if (params.model.normalMapping)
|
||||
source += s_inKW + " mat3 vLightToWorld;" "\n";
|
||||
else
|
||||
source += s_inKW + " vec3 vNormal;" "\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
source += s_inKW + " vec2 vTexCoord;" "\n";
|
||||
|
||||
if (params.model.lighting)
|
||||
source += s_inKW + " vec3 vWorldPos;" "\n";
|
||||
|
||||
if (params.model.lighting || uvMapping)
|
||||
source += '\n';
|
||||
|
||||
/********************Sortant********************/
|
||||
if (s_glsl140)
|
||||
source += "out vec4 RenderTarget0;" "\n\n";
|
||||
|
||||
/********************Uniformes********************/
|
||||
if (params.model.lighting)
|
||||
{
|
||||
source += "struct Light" "\n"
|
||||
"{" "\n"
|
||||
"\t" "int type;" "\n"
|
||||
"\t" "vec4 ambient;" "\n"
|
||||
"\t" "vec4 diffuse;" "\n"
|
||||
"\t" "vec4 specular;" "\n\n"
|
||||
|
||||
"\t" "vec4 parameters1;" "\n"
|
||||
"\t" "vec4 parameters2;" "\n"
|
||||
"\t" "vec2 parameters3;" "\n"
|
||||
"};" "\n\n"
|
||||
|
||||
"uniform vec3 CameraPosition;" "\n"
|
||||
"uniform Light Lights[3];" "\n"
|
||||
"uniform vec4 MaterialAmbient;" "\n";
|
||||
}
|
||||
|
||||
if (params.model.alphaMapping)
|
||||
source += "uniform sampler2D MaterialAlphaMap;" "\n";
|
||||
|
||||
if (params.model.alphaTest)
|
||||
source += "uniform float MaterialAlphaThreshold;" "\n";
|
||||
|
||||
source += "uniform vec4 MaterialDiffuse;" "\n";
|
||||
|
||||
if (params.model.diffuseMapping)
|
||||
source += "uniform sampler2D MaterialDiffuseMap;" "\n";
|
||||
|
||||
if (params.model.emissiveMapping)
|
||||
source += "uniform sampler2D MaterialEmissiveMap;" "\n";
|
||||
|
||||
if (params.model.lighting)
|
||||
{
|
||||
if (params.model.normalMapping)
|
||||
source += "uniform sampler2D MaterialNormalMap;" "\n";
|
||||
|
||||
source += "uniform float MaterialShininess;" "\n"
|
||||
"uniform vec4 MaterialSpecular;" "\n";
|
||||
|
||||
if (params.model.specularMapping)
|
||||
source += "uniform sampler2D MaterialSpecularMap;" "\n";
|
||||
|
||||
source += "uniform vec4 SceneAmbient;" "\n";
|
||||
}
|
||||
|
||||
source += '\n';
|
||||
|
||||
/********************Fonctions********************/
|
||||
source += "void main()" "\n"
|
||||
"{" "\n";
|
||||
|
||||
/*if (!parallaxMapping)
|
||||
{*/
|
||||
source += "\t" "vec4 fragmentColor = MaterialDiffuse";
|
||||
if (params.model.diffuseMapping)
|
||||
source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord)";
|
||||
|
||||
source += ";" "\n";
|
||||
//}
|
||||
|
||||
if (params.model.alphaMapping)
|
||||
{
|
||||
source += "\t" "fragmentColor.a *= ";
|
||||
|
||||
if (params.model.alphaMapping)
|
||||
source += s_textureLookupKW + "(MaterialAlphaMap, vTexCoord).r";
|
||||
|
||||
/*if (parallaxMapping && params.model.diffuseMapping)
|
||||
source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord).a";*/
|
||||
|
||||
source += ";" "\n";
|
||||
}
|
||||
|
||||
if (params.model.alphaTest)
|
||||
{
|
||||
source += "if (diffuseColor.a < MaterialAlphaThreshold)" "\n"
|
||||
"\t" "discard;" "\n";
|
||||
}
|
||||
|
||||
if (params.model.lighting)
|
||||
{
|
||||
source += "\t" "vec3 lightColor = vec3(0.0);" "\n";
|
||||
|
||||
if (params.model.specularMapping)
|
||||
source += "\t" "vec3 specularColor = vec3(0.0);" "\n";
|
||||
|
||||
if (params.model.normalMapping)
|
||||
source += "\t" "vec3 normal = normalize(vLightToWorld * (2.0 * vec3(" + s_textureLookupKW + "(MaterialNormalMap, vTexCoord)) - 1.0));" "\n";
|
||||
else
|
||||
source += "\t" "vec3 normal = normalize(vNormal);" "\n";
|
||||
|
||||
source += '\n';
|
||||
|
||||
source += "\t" "if (MaterialShininess > 0.0)" "\n"
|
||||
"\t" "{" "\n"
|
||||
"\t\t" "vec3 eyeVec = normalize(CameraPosition - vWorldPos);" "\n\n"
|
||||
|
||||
"\t\t" "for (int i = 0; i < 3; ++i)" "\n"
|
||||
"\t\t" "{" "\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t" "switch (Lights[i].type)" "\n"
|
||||
"\t\t\t" "{" "\n"
|
||||
"\t\t\t\t" "case LIGHT_DIRECTIONAL:" "\n";
|
||||
}
|
||||
else // Le GLSL 110 n'a pas d'instruction switch
|
||||
source += "\t\t\t" "if (Lights[i].type == LIGHT_DIRECTIONAL)" "\n";
|
||||
|
||||
// Directional Light
|
||||
source += "\t\t\t\t" "{" "\n"
|
||||
"\t\t\t\t\t" "vec3 lightDir = normalize(-Lights[i].parameters1.xyz);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n"
|
||||
"\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n";
|
||||
|
||||
if (params.model.specularMapping)
|
||||
source += "\t\t\t\t\t" "specularColor";
|
||||
else
|
||||
source += "\t\t\t\t\t" "lightColor";
|
||||
|
||||
source += " += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;" "\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t\t" "}" "\n\n"
|
||||
|
||||
"\t\t\t\t" "case LIGHT_POINT:" "\n";
|
||||
}
|
||||
else
|
||||
source += "\t\t\t" "}" "\n"
|
||||
"\t\t\t" "else if (Lights[i].type == LIGHT_POINT)" "\n";
|
||||
|
||||
// Point Light
|
||||
source += "\t\t\t\t" "{" "\n"
|
||||
"\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n"
|
||||
|
||||
"\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n"
|
||||
"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n"
|
||||
"\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n";
|
||||
|
||||
if (params.model.specularMapping)
|
||||
source += "\t\t\t\t\t" "specularColor";
|
||||
else
|
||||
source += "\t\t\t\t\t" "lightColor";
|
||||
|
||||
source += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;" "\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t\t" "}" "\n\n"
|
||||
|
||||
"\t\t\t\t" "case LIGHT_SPOT:" "\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
source += "\t\t\t" "}" "\n"
|
||||
"\t\t\t" "else if (Lights[i].type == LIGHT_SPOT)" "\n";
|
||||
}
|
||||
|
||||
// Spot Light
|
||||
source += "\t\t\t\t" "{" "\n"
|
||||
"\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);" "\n"
|
||||
"\t\t\t\t\t" "float outerAngle = Lights[i].parameters3.y;" "\n"
|
||||
"\t\t\t\t\t" "float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;" "\n"
|
||||
"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n"
|
||||
"\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n";
|
||||
|
||||
if (params.model.specularMapping)
|
||||
source += "\t\t\t\t\t" "specularColor";
|
||||
else
|
||||
source += "\t\t\t\t\t" "lightColor";
|
||||
|
||||
source += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t\t" "}" "\n\n"
|
||||
"\t\t\t\t" "default:" "\n"
|
||||
"\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t" "}" "\n";
|
||||
}
|
||||
else
|
||||
source += "\t\t\t" "}" "\n";
|
||||
|
||||
source += "\t\t" "}" "\n"
|
||||
"\t" "}" "\n"
|
||||
"\t" "else" "\n"
|
||||
"\t" "{" "\n";
|
||||
|
||||
source += "\t\t" "for (int i = 0; i < 3; ++i)" "\n"
|
||||
"\t\t" "{" "\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t" "switch (Lights[i].type)" "\n"
|
||||
"\t\t\t" "{" "\n"
|
||||
"\t\t\t\t" "case LIGHT_DIRECTIONAL:" "\n";
|
||||
}
|
||||
else // Le GLSL 110 n'a pas d'instruction switch
|
||||
source += "\t\t\t" "if (Lights[i].type == LIGHT_DIRECTIONAL)" "\n";
|
||||
|
||||
// Directional Light
|
||||
source += "\t\t\t\t" "{" "\n"
|
||||
"\t\t\t\t\t" "vec3 lightDir = normalize(-Lights[i].parameters1.xyz);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t\t" "}" "\n\n"
|
||||
|
||||
"\t\t\t\t" "case LIGHT_POINT:" "\n";
|
||||
}
|
||||
else
|
||||
source += "\t\t\t" "}" "\n"
|
||||
"\t\t\t" "else if (Lights[i].type == LIGHT_POINT)" "\n";
|
||||
|
||||
// Point Light
|
||||
source += "\t\t\t\t" "{" "\n"
|
||||
"\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n"
|
||||
|
||||
"\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n"
|
||||
"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t\t" "}" "\n\n"
|
||||
|
||||
"\t\t\t\t" "case LIGHT_SPOT:" "\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
source += "\t\t\t" "}" "\n"
|
||||
"\t\t\t" "else if (Lights[i].type == LIGHT_SPOT)" "\n";
|
||||
}
|
||||
|
||||
// Spot Light
|
||||
source += "\t\t\t\t" "{" "\n"
|
||||
"\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n\n"
|
||||
|
||||
"\t\t\t\t\t" "float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);" "\n"
|
||||
"\t\t\t\t\t" "float outerAngle = Lights[i].parameters3.y;" "\n"
|
||||
"\t\t\t\t\t" "float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;" "\n"
|
||||
"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
|
||||
"\t\t\t\t\t" "att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);" "\n"
|
||||
"\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n";
|
||||
|
||||
if (s_glsl140)
|
||||
{
|
||||
source += "\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t\t" "}" "\n\n"
|
||||
"\t\t\t\t" "default:" "\n"
|
||||
"\t\t\t\t\t" "break;" "\n"
|
||||
"\t\t\t" "}" "\n";
|
||||
}
|
||||
else
|
||||
source += "\t\t\t" "}" "\n";
|
||||
|
||||
source += "\t\t" "}" "\n"
|
||||
"\t" "}" "\n\n"
|
||||
|
||||
"\t" "fragmentColor *= vec4(lightColor";
|
||||
|
||||
if (params.model.specularMapping)
|
||||
source += "+ specularColor*" + s_textureLookupKW + "(MaterialSpecularMap, vTexCoord).rgb"; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
|
||||
source += ", 1.0);" "\n";
|
||||
|
||||
if (params.model.emissiveMapping)
|
||||
{
|
||||
if (params.model.specularMapping)
|
||||
source += "\t" "float lightIntensity = dot(lightColor + specularColor, vec3(0.3, 0.59, 0.11));" "\n";
|
||||
else
|
||||
source += "\t" "float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));" "\n";
|
||||
|
||||
source += "\t" "vec3 emissionColor = MaterialDiffuse.rgb*" + s_textureLookupKW + "(MaterialEmissiveMap, vTexCoord).rgb;" "\n"
|
||||
"\t" + s_fragmentColorKW + " = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);" "\n";
|
||||
}
|
||||
else
|
||||
source += '\t' + s_fragmentColorKW + " = fragmentColor;" "\n";
|
||||
}
|
||||
else
|
||||
source += '\t' + s_fragmentColorKW + " = fragmentColor;" "\n";
|
||||
|
||||
source += "}" "\n";
|
||||
break;
|
||||
}
|
||||
|
||||
case nzShaderTarget_None:
|
||||
{
|
||||
/********************Sortant********************/
|
||||
if (s_glsl140)
|
||||
source += "out vec4 RenderTarget0;" "\n\n";
|
||||
|
||||
/********************Uniformes********************/
|
||||
source += "uniform vec4 MaterialDiffuse;" "\n\n";
|
||||
|
||||
/********************Fonctions********************/
|
||||
source += "void main()" "\n"
|
||||
"{" "\n";
|
||||
source += '\t' + s_fragmentColorKW + " = MaterialDiffuse;" "\n";
|
||||
source += "}" "\n";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return source;
|
||||
}
|
||||
|
||||
NzString NzShaderManager::BuildVertexCode(const NzShaderManagerParams& params)
|
||||
{
|
||||
#ifdef NAZARA_DEBUG
|
||||
if (params.target > nzShaderTarget_Max)
|
||||
{
|
||||
NazaraError("Shader target out of enum");
|
||||
return NzString();
|
||||
}
|
||||
#endif
|
||||
|
||||
NzString source;
|
||||
source.Reserve(2048); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
|
||||
|
||||
/********************Header********************/
|
||||
source += "#version ";
|
||||
source += NzString::Number(s_glslVersion);
|
||||
source += "\n\n";
|
||||
|
||||
switch (params.target)
|
||||
{
|
||||
case nzShaderTarget_FullscreenQuad:
|
||||
{
|
||||
bool uvMapping = (params.fullscreenQuad.alphaMapping || params.fullscreenQuad.diffuseMapping);
|
||||
|
||||
/********************Entrant********************/
|
||||
source += s_inKW + " vec2 VertexPosition;" "\n\n";
|
||||
|
||||
/********************Sortant********************/
|
||||
if (uvMapping)
|
||||
source += s_outKW + " vec2 vTexCoord;" "\n\n";
|
||||
|
||||
/********************Code********************/
|
||||
source += "void main()" "\n"
|
||||
"{" "\n"
|
||||
"\t" "gl_Position = vec4(VertexPosition, 0.0, 1.0);" "\n";
|
||||
|
||||
if (uvMapping)
|
||||
{
|
||||
if (params.flags & nzShaderFlags_FlipUVs)
|
||||
source += "\t" "vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, 0.5 - VertexPosition.y*0.5;" "\n";
|
||||
else
|
||||
source += "\t" "vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);" "\n";
|
||||
}
|
||||
|
||||
source += "}" "\n";
|
||||
break;
|
||||
}
|
||||
|
||||
case nzShaderTarget_Model:
|
||||
{
|
||||
bool uvMapping = (params.model.diffuseMapping || params.model.normalMapping || params.model.specularMapping);
|
||||
|
||||
/********************Entrant********************/
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
source += s_inKW + " mat4 InstanceData0;" "\n";
|
||||
|
||||
source += s_inKW + " vec3 VertexPosition;" "\n";
|
||||
|
||||
if (params.model.lighting)
|
||||
{
|
||||
source += s_inKW + " vec3 VertexNormal;" "\n";
|
||||
source += s_inKW + " vec3 VertexTangent;" "\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
source += s_inKW + " vec2 VertexTexCoord;" "\n";
|
||||
|
||||
source += '\n';
|
||||
|
||||
/********************Sortant********************/
|
||||
if (params.model.lighting)
|
||||
{
|
||||
if (params.model.normalMapping)
|
||||
source += s_outKW + " mat3 vLightToWorld;" "\n";
|
||||
else
|
||||
source += s_outKW + " vec3 vNormal;" "\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
source += s_outKW + " vec2 vTexCoord;" "\n";
|
||||
|
||||
if (params.model.lighting)
|
||||
source += s_outKW + " vec3 vWorldPos;" "\n";
|
||||
|
||||
if (params.model.lighting || uvMapping)
|
||||
source += '\n';
|
||||
|
||||
/********************Uniformes********************/
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
source += "uniform mat4 ViewProjMatrix;" "\n";
|
||||
else
|
||||
{
|
||||
if (params.model.lighting)
|
||||
source += "uniform mat4 WorldMatrix;" "\n";
|
||||
|
||||
source += "uniform mat4 WorldViewProjMatrix;" "\n";
|
||||
}
|
||||
|
||||
source += '\n';
|
||||
|
||||
/********************Code********************/
|
||||
source += "void main()" "\n"
|
||||
"{" "\n";
|
||||
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
source += "\t" "gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);" "\n";
|
||||
else
|
||||
source += "\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n";
|
||||
|
||||
if (params.model.lighting)
|
||||
{
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
{
|
||||
if (s_glsl140)
|
||||
source += "\t" "mat3 rotationMatrix = mat3(InstanceData0);" "\n";
|
||||
else
|
||||
source += "\t" "mat3 rotationMatrix = mat3(InstanceData0[0].xyz, InstanceData0[1].xyz, InstanceData0[2].xyz);" "\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (s_glsl140)
|
||||
source += "\t" "mat3 rotationMatrix = mat3(WorldMatrix);" "\n";
|
||||
else
|
||||
source += "\t" "mat3 rotationMatrix = mat3(WorldMatrix[0].xyz, WorldMatrix[1].xyz, WorldMatrix[2].xyz);" "\n";
|
||||
}
|
||||
|
||||
if (params.model.normalMapping)
|
||||
{
|
||||
source += "\n"
|
||||
"\t" "vec3 binormal = cross(VertexNormal, VertexTangent);" "\n"
|
||||
"\t" "vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);" "\n"
|
||||
"\t" "vLightToWorld[1] = normalize(rotationMatrix * binormal);" "\n"
|
||||
"\t" "vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);" "\n\n";
|
||||
}
|
||||
else
|
||||
source += "\t" "vNormal = normalize(rotationMatrix * VertexNormal);" "\n";
|
||||
}
|
||||
|
||||
if (uvMapping)
|
||||
{
|
||||
if (params.flags & nzShaderFlags_FlipUVs)
|
||||
source += "\t" "vTexCoord = vec2(VertexTexCoord.x, 1.0 - VertexTexCoord.y);" "\n";
|
||||
else
|
||||
source += "\t" "vTexCoord = VertexTexCoord;" "\n";
|
||||
}
|
||||
|
||||
if (params.model.lighting)
|
||||
{
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
source += "\t" "vWorldPos = vec3(InstanceData0 * vec4(VertexPosition, 1.0));" "\n";
|
||||
else
|
||||
source += "\t" "vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));" "\n";
|
||||
}
|
||||
|
||||
source += "}" "\n";
|
||||
break;
|
||||
}
|
||||
|
||||
case nzShaderTarget_None:
|
||||
{
|
||||
/********************Entrant********************/
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
source += s_inKW + " mat4 InstanceData0;" "\n";
|
||||
|
||||
source += s_inKW + " vec3 VertexPosition;" "\n\n";
|
||||
|
||||
/********************Uniformes********************/
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
source += "uniform mat4 ViewProjMatrix;" "\n\n";
|
||||
else
|
||||
source += "uniform mat4 WorldViewProjMatrix;" "\n\n";
|
||||
|
||||
/********************Code********************/
|
||||
source += "void main()" "\n"
|
||||
"{" "\n";
|
||||
|
||||
if (params.flags & nzShaderFlags_Instancing)
|
||||
source += "\t" "gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);" "\n";
|
||||
else
|
||||
source += "\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n";
|
||||
|
||||
source += "}" "\n";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return source;
|
||||
}
|
||||
|
||||
NzShader* NzShaderManager::GenerateShader(const NzShaderManagerParams& params)
|
||||
{
|
||||
std::unique_ptr<NzShader> shader(new NzShader);
|
||||
shader->SetPersistent(false);
|
||||
|
||||
if (!shader->Create(nzShaderLanguage_GLSL))
|
||||
{
|
||||
NazaraError("Failed to create shader");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
NzString fragmentSource = BuildFragmentCode(params);
|
||||
if (!shader->Load(nzShaderType_Fragment, fragmentSource))
|
||||
{
|
||||
NazaraError("Failed to load fragment shader: " + shader->GetLog());
|
||||
NazaraNotice("Source:\n" + fragmentSource);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
NzString vertexSource = BuildVertexCode(params);
|
||||
if (!shader->Load(nzShaderType_Vertex, vertexSource))
|
||||
{
|
||||
NazaraError("Failed to load vertex shader: " + shader->GetLog());
|
||||
NazaraNotice("Source:\n" + vertexSource);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
#ifdef NAZARA_DEBUG
|
||||
NazaraNotice("Fragment shader source:\n" + fragmentSource);
|
||||
NazaraNotice("Vertex shader source:\n" + vertexSource);
|
||||
#endif
|
||||
|
||||
if (!shader->Compile())
|
||||
{
|
||||
NazaraError("Failed to compile shader: " + shader->GetLog());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader.release();
|
||||
}
|
||||
|
||||
bool NzShaderManager::Initialize()
|
||||
{
|
||||
s_glslVersion = NzOpenGL::GetGLSLVersion();
|
||||
s_earlyFragmentTest = (s_glslVersion >= 420 || NzOpenGL::IsSupported(nzOpenGLExtension_Shader_ImageLoadStore));
|
||||
s_glsl140 = (s_glslVersion >= 140);
|
||||
|
||||
s_fragmentColorKW = (s_glsl140) ? "RenderTarget0" : "gl_FragColor";
|
||||
s_inKW = (s_glsl140) ? "in" : "varying";
|
||||
s_outKW = (s_glsl140) ? "out" : "varying";
|
||||
s_textureLookupKW = (s_glsl140) ? "texture" : "texture2D";
|
||||
|
||||
NzShaderManagerParams params;
|
||||
params.target = nzShaderTarget_None;
|
||||
for (unsigned int i = 0; i <= nzShaderFlags_Max; ++i)
|
||||
{
|
||||
params.flags = i;
|
||||
|
||||
NzShader* shader = GenerateShader(params);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraError("Failed to generate default shader (flags: 0x" + NzString::Number(i, 16) + ')');
|
||||
Uninitialize();
|
||||
return false;
|
||||
}
|
||||
|
||||
s_shaders[params] = shader;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void NzShaderManager::Uninitialize()
|
||||
{
|
||||
s_shaders.clear();
|
||||
s_fragmentColorKW.Clear(false);
|
||||
s_inKW.Clear(false);
|
||||
s_outKW.Clear(false);
|
||||
s_textureLookupKW.Clear(false);
|
||||
}
|
||||
Loading…
Reference in New Issue