Moved resources includes to the top of the implementations
Former-commit-id: 788a62f66aa47fe76e32ef0b76e9e962b1c5f2e6
This commit is contained in:
@@ -35,6 +35,34 @@
|
||||
|
||||
namespace
|
||||
{
|
||||
const nzUInt8 r_fragmentSource_BloomBright[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 r_fragmentSource_BloomFinal[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 r_fragmentSource_DirectionalLight[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 r_fragmentSource_FXAA[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 r_fragmentSource_GBufferClear[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GBufferClear.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 r_fragmentSource_GaussianBlur[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 r_fragmentSource_PointSpotLight[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
|
||||
};
|
||||
|
||||
unsigned int RenderPassPriority[] =
|
||||
{
|
||||
6, // nzRenderPassType_AA
|
||||
@@ -412,34 +440,6 @@ bool NzDeferredRenderTechnique::Resize(const NzVector2ui& dimensions) const
|
||||
|
||||
bool NzDeferredRenderTechnique::Initialize()
|
||||
{
|
||||
const nzUInt8 fragmentSource_BloomBright[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 fragmentSource_BloomFinal[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 fragmentSource_DirectionalLight[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 fragmentSource_FXAA[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 fragmentSource_GBufferClear[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GBufferClear.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 fragmentSource_GaussianBlur[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
|
||||
};
|
||||
|
||||
const nzUInt8 fragmentSource_PointSpotLight[] = {
|
||||
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
|
||||
};
|
||||
|
||||
const char vertexSource_Basic[] =
|
||||
"#version 140\n"
|
||||
|
||||
@@ -497,7 +497,7 @@ bool NzDeferredRenderTechnique::Initialize()
|
||||
NzShader* shader;
|
||||
|
||||
// Shaders critiques (Nécessaires pour le Deferred Shading minimal)
|
||||
shader = RegisterDeferredShader("DeferredGBufferClear", fragmentSource_GBufferClear, sizeof(fragmentSource_GBufferClear), ppVertexStage, &error);
|
||||
shader = RegisterDeferredShader("DeferredGBufferClear", r_fragmentSource_GBufferClear, sizeof(r_fragmentSource_GBufferClear), ppVertexStage, &error);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraError("Failed to register critical shader: " + error);
|
||||
@@ -505,7 +505,7 @@ bool NzDeferredRenderTechnique::Initialize()
|
||||
}
|
||||
|
||||
|
||||
shader = RegisterDeferredShader("DeferredDirectionnalLight", fragmentSource_DirectionalLight, sizeof(fragmentSource_DirectionalLight), ppVertexStage, &error);
|
||||
shader = RegisterDeferredShader("DeferredDirectionnalLight", r_fragmentSource_DirectionalLight, sizeof(r_fragmentSource_DirectionalLight), ppVertexStage, &error);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraError("Failed to register critical shader: " + error);
|
||||
@@ -517,7 +517,7 @@ bool NzDeferredRenderTechnique::Initialize()
|
||||
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
|
||||
|
||||
|
||||
shader = RegisterDeferredShader("DeferredPointSpotLight", fragmentSource_PointSpotLight, sizeof(fragmentSource_PointSpotLight), basicVertexStage, &error);
|
||||
shader = RegisterDeferredShader("DeferredPointSpotLight", r_fragmentSource_PointSpotLight, sizeof(r_fragmentSource_PointSpotLight), basicVertexStage, &error);
|
||||
if (!shader)
|
||||
{
|
||||
NazaraError("Failed to register critical shader: " + error);
|
||||
@@ -530,7 +530,7 @@ bool NzDeferredRenderTechnique::Initialize()
|
||||
|
||||
|
||||
// Shaders optionnels (S'ils ne sont pas présents, le rendu minimal sera quand même assuré)
|
||||
shader = RegisterDeferredShader("DeferredBloomBright", fragmentSource_BloomBright, sizeof(fragmentSource_BloomBright), ppVertexStage, &error);
|
||||
shader = RegisterDeferredShader("DeferredBloomBright", r_fragmentSource_BloomBright, sizeof(r_fragmentSource_BloomBright), ppVertexStage, &error);
|
||||
if (shader)
|
||||
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
|
||||
else
|
||||
@@ -539,7 +539,7 @@ bool NzDeferredRenderTechnique::Initialize()
|
||||
}
|
||||
|
||||
|
||||
shader = RegisterDeferredShader("DeferredBloomFinal", fragmentSource_BloomFinal, sizeof(fragmentSource_BloomFinal), ppVertexStage, &error);
|
||||
shader = RegisterDeferredShader("DeferredBloomFinal", r_fragmentSource_BloomFinal, sizeof(r_fragmentSource_BloomFinal), ppVertexStage, &error);
|
||||
if (shader)
|
||||
{
|
||||
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
|
||||
@@ -551,7 +551,7 @@ bool NzDeferredRenderTechnique::Initialize()
|
||||
}
|
||||
|
||||
|
||||
shader = RegisterDeferredShader("DeferredFXAA", fragmentSource_FXAA, sizeof(fragmentSource_FXAA), ppVertexStage, &error);
|
||||
shader = RegisterDeferredShader("DeferredFXAA", r_fragmentSource_FXAA, sizeof(r_fragmentSource_FXAA), ppVertexStage, &error);
|
||||
if (shader)
|
||||
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
|
||||
else
|
||||
@@ -560,7 +560,7 @@ bool NzDeferredRenderTechnique::Initialize()
|
||||
}
|
||||
|
||||
|
||||
shader = RegisterDeferredShader("DeferredGaussianBlur", fragmentSource_GaussianBlur, sizeof(fragmentSource_GaussianBlur), ppVertexStage, &error);
|
||||
shader = RegisterDeferredShader("DeferredGaussianBlur", r_fragmentSource_GaussianBlur, sizeof(r_fragmentSource_GaussianBlur), ppVertexStage, &error);
|
||||
if (shader)
|
||||
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user