Graphics/Shaders: Add possibility to override Über-shaders at runtime

This commit is contained in:
Lynix 2016-12-18 01:16:26 +01:00
parent 682dab32b3
commit 459c5e7a09
1 changed files with 35 additions and 4 deletions

View File

@ -3,6 +3,8 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/MaterialPipeline.hpp>
#include <Nazara/Core/File.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
#include <Nazara/Graphics/Debug.hpp>
@ -26,6 +28,25 @@ namespace Nz
const UInt8 r_phongLightingVertexShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongLighting/core.vert.h>
};
void OverrideShader(const String& path, String* source)
{
File shaderFile(path, Nz::OpenMode_ReadOnly | Nz::OpenMode_Text);
if (shaderFile.IsOpen())
{
StringStream shaderSource;
while (!shaderFile.EndOfFile())
{
shaderSource << shaderFile.ReadLine();
shaderSource << '\n';
}
*source = shaderSource;
NazaraNotice(path + " will be used to override built-in shader");
}
}
}
/*!
@ -103,11 +124,11 @@ namespace Nz
#undef CacheUniform
// Send texture units (those never changes)
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_AlphaMap], Material::GetTextureUnit(TextureMap_Alpha));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_DiffuseMap], Material::GetTextureUnit(TextureMap_Diffuse));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_AlphaMap], Material::GetTextureUnit(TextureMap_Alpha));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_DiffuseMap], Material::GetTextureUnit(TextureMap_Diffuse));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_EmissiveMap], Material::GetTextureUnit(TextureMap_Emissive));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_HeightMap], Material::GetTextureUnit(TextureMap_Height));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_NormalMap], Material::GetTextureUnit(TextureMap_Normal));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_HeightMap], Material::GetTextureUnit(TextureMap_Height));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_NormalMap], Material::GetTextureUnit(TextureMap_Normal));
renderPipelineInfo.shader->SendInteger(instance.uniforms[MaterialUniform_SpecularMap], Material::GetTextureUnit(TextureMap_Specular));
renderPipelineInfo.shader->SendInteger(renderPipelineInfo.shader->GetUniformLocation("ReflectionMap"), Material::GetTextureUnit(TextureMap_ReflectionCube));
@ -131,6 +152,11 @@ namespace Nz
String fragmentShader(reinterpret_cast<const char*>(r_basicFragmentShader), sizeof(r_basicFragmentShader));
String vertexShader(reinterpret_cast<const char*>(r_basicVertexShader), sizeof(r_basicVertexShader));
#ifdef NAZARA_DEBUG
OverrideShader("Shaders/Basic/core.frag", &fragmentShader);
OverrideShader("Shaders/Basic/core.vert", &vertexShader);
#endif
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING");
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_INSTANCING FLAG_VERTEXCOLOR TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
@ -144,6 +170,11 @@ namespace Nz
String fragmentShader(reinterpret_cast<const char*>(r_phongLightingFragmentShader), sizeof(r_phongLightingFragmentShader));
String vertexShader(reinterpret_cast<const char*>(r_phongLightingVertexShader), sizeof(r_phongLightingVertexShader));
#ifdef NAZARA_DEBUG
OverrideShader("Shaders/PhongLighting/core.frag", &fragmentShader);
OverrideShader("Shaders/PhongLighting/core.vert", &vertexShader);
#endif
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING NORMAL_MAPPING PARALLAX_MAPPING SHADOW_MAPPING SPECULAR_MAPPING");
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX PARALLAX_MAPPING SHADOW_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");