Renamed Shader to ShaderProgram
Former-commit-id: 492b12d8bb48cff46ea46c83141b6d5a1540ff8f
This commit is contained in:
838
src/Nazara/Renderer/ShaderProgramManager.cpp
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838
src/Nazara/Renderer/ShaderProgramManager.cpp
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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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#include <Nazara/Core/Log.hpp>
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/ShaderProgramManager.hpp>
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#include <cstring>
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#include <memory>
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#include <unordered_map>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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struct ParamsHash
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{
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std::size_t operator()(const NzShaderProgramManagerParams& params) const
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{
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static_assert(nzShaderTarget_Max < 0x4, "Maximum shader target takes more than 2 bits");
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std::size_t h = (params.target << 0) | // 2 bits
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(params.flags << 2); // 8 bits
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switch (params.target)
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{
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case nzShaderTarget_FullscreenQuad:
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h |= (params.fullscreenQuad.alphaMapping << 10) | // 1 bit
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(params.fullscreenQuad.alphaTest << 11) | // 1 bit
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(params.fullscreenQuad.diffuseMapping << 12); // 1 bit
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break;
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case nzShaderTarget_Model:
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h |= (params.model.alphaMapping << 10) | // 1 bit
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(params.model.alphaTest << 11) | // 1 bit
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(params.model.diffuseMapping << 12) | // 1 bit
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(params.model.emissiveMapping << 13) | // 1 bit
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(params.model.lighting << 14) | // 1 bit
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(params.model.normalMapping << 15) | // 1 bit
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(params.model.parallaxMapping << 16) | // 1 bit
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(params.model.specularMapping << 17); // 1 bit
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break;
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case nzShaderTarget_None:
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break;
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}
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return h;
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}
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};
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struct ParamsEquality
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{
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bool operator()(const NzShaderProgramManagerParams& first, const NzShaderProgramManagerParams& second) const
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{
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if (first.target != second.target || first.flags != second.flags)
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return false;
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switch (first.target)
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{
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case nzShaderTarget_FullscreenQuad:
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return std::memcmp(&first.fullscreenQuad, &second.fullscreenQuad, sizeof(NzShaderProgramManagerParams::FullscreenQuad)) == 0;
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case nzShaderTarget_Model:
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return std::memcmp(&first.model, &second.model, sizeof(NzShaderProgramManagerParams::Model)) == 0;
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case nzShaderTarget_None:
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return true;
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}
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return false;
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}
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};
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std::unordered_map<NzShaderProgramManagerParams, NzShaderProgramRef, ParamsHash, ParamsEquality> s_programs;
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NzString s_inKW;
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NzString s_outKW;
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NzString s_fragmentColorKW;
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NzString s_textureLookupKW;
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bool s_earlyFragmentTest;
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bool s_glsl140;
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unsigned int s_glslVersion;
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}
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const NzShaderProgram* NzShaderProgramManager::Get(const NzShaderProgramManagerParams& params)
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{
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auto it = s_programs.find(params);
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if (it == s_programs.end())
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{
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// Alors nous gébérons le programme
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NzShaderProgram* program = GenerateProgram(params);
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if (!program)
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{
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NazaraWarning("Failed to build program, using default one...");
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NzShaderProgramManagerParams defaultParams;
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defaultParams.flags = params.flags;
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defaultParams.target = nzShaderTarget_None;
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program = s_programs[defaultParams]; // Shader par défaut
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}
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s_programs[params] = program;
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return program;
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}
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else
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return it->second;
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}
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NzString NzShaderProgramManager::BuildFragmentCode(const NzShaderProgramManagerParams& params)
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{
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#ifdef NAZARA_DEBUG
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if (params.target > nzShaderTarget_Max)
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{
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NazaraError("Shader target out of enum");
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return NzString();
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}
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#endif
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NzString source;
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source.Reserve(2048); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
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/********************Header********************/
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source += "#version ";
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source += NzString::Number(s_glslVersion);
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source += "\n\n";
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if (s_earlyFragmentTest)
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source += "layout(early_fragment_tests) in;" "\n\n";
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switch (params.target)
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{
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case nzShaderTarget_FullscreenQuad:
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{
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/********************Entrant********************/
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if (params.fullscreenQuad.alphaMapping || params.fullscreenQuad.diffuseMapping)
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source += s_inKW + " vec2 vTexCoord;" "\n\n";
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/********************Sortant********************/
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if (s_glsl140)
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source += "out vec4 RenderTarget0;" "\n\n";
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/********************Uniformes********************/
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if (params.fullscreenQuad.alphaMapping)
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source += "uniform sampler2D MaterialAlphaMap;" "\n";
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if (params.fullscreenQuad.alphaTest)
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source += "uniform float MaterialAlphaThreshold;" "\n";
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source += "uniform vec4 MaterialDiffuse;" "\n";
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if (params.fullscreenQuad.diffuseMapping)
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source += "uniform sampler2D MaterialDiffuseMap;" "\n";
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source += '\n';
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/********************Fonctions********************/
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source += "void main()" "\n"
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"{" "\n";
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source += "\t" "vec4 fragmentColor = MaterialDiffuse";
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if (params.fullscreenQuad.diffuseMapping)
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source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord)";
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source += ";" "\n"
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"\t" "float fragmentAlpha = ";
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if (params.fullscreenQuad.diffuseMapping)
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source += "fragmentColor.a";
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else
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source += "MaterialDiffuse.a";
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if (params.fullscreenQuad.alphaMapping)
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source += '*' + s_textureLookupKW + "(MaterialAlphaMap, vTexCoord).r";
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source += ";" "\n";
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if (params.fullscreenQuad.alphaMapping)
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{
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source += "if (fragmentAlpha < MaterialAlphaThreshold)" "\n"
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"\t" "discard;" "\n";
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}
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source += "\t" "RenderTarget0 = fragmentColor;" "\n"
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"}" "\n";
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break;
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}
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case nzShaderTarget_Model:
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{
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//bool parallaxMapping = (params.model.lighting && params.model.parallaxMapping);
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bool uvMapping = (params.model.alphaMapping || params.model.diffuseMapping || params.model.normalMapping || params.model.specularMapping);
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if (params.model.lighting)
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{
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source += "#define LIGHT_DIRECTIONAL 0" "\n"
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"#define LIGHT_POINT 1" "\n"
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"#define LIGHT_SPOT 2" "\n\n";
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}
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/********************Entrant********************/
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if (params.model.lighting)
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{
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if (params.model.normalMapping)
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source += s_inKW + " mat3 vLightToWorld;" "\n";
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else
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source += s_inKW + " vec3 vNormal;" "\n";
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}
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if (uvMapping)
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source += s_inKW + " vec2 vTexCoord;" "\n";
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if (params.model.lighting)
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source += s_inKW + " vec3 vWorldPos;" "\n";
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if (params.model.lighting || uvMapping)
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source += '\n';
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/********************Sortant********************/
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if (s_glsl140)
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source += "out vec4 RenderTarget0;" "\n\n";
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/********************Uniformes********************/
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if (params.model.lighting)
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{
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source += "struct Light" "\n"
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"{" "\n"
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"\t" "int type;" "\n"
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"\t" "vec4 ambient;" "\n"
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"\t" "vec4 diffuse;" "\n"
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"\t" "vec4 specular;" "\n\n"
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"\t" "vec4 parameters1;" "\n"
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"\t" "vec4 parameters2;" "\n"
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"\t" "vec2 parameters3;" "\n"
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"};" "\n\n"
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"uniform vec3 CameraPosition;" "\n"
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"uniform Light Lights[3];" "\n"
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"uniform vec4 MaterialAmbient;" "\n";
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}
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if (params.model.alphaMapping)
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source += "uniform sampler2D MaterialAlphaMap;" "\n";
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if (params.model.alphaTest)
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source += "uniform float MaterialAlphaThreshold;" "\n";
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source += "uniform vec4 MaterialDiffuse;" "\n";
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if (params.model.diffuseMapping)
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source += "uniform sampler2D MaterialDiffuseMap;" "\n";
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if (params.model.emissiveMapping)
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source += "uniform sampler2D MaterialEmissiveMap;" "\n";
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if (params.model.lighting)
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{
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if (params.model.normalMapping)
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source += "uniform sampler2D MaterialNormalMap;" "\n";
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source += "uniform float MaterialShininess;" "\n"
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"uniform vec4 MaterialSpecular;" "\n";
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if (params.model.specularMapping)
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source += "uniform sampler2D MaterialSpecularMap;" "\n";
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source += "uniform vec4 SceneAmbient;" "\n";
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}
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source += '\n';
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/********************Fonctions********************/
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source += "void main()" "\n"
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"{" "\n";
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/*if (!parallaxMapping)
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{*/
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source += "\t" "vec4 fragmentColor = MaterialDiffuse";
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if (params.model.diffuseMapping)
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source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord)";
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source += ";" "\n";
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//}
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if (params.model.alphaMapping)
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{
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source += "\t" "fragmentColor.a *= ";
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if (params.model.alphaMapping)
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source += s_textureLookupKW + "(MaterialAlphaMap, vTexCoord).r";
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/*if (parallaxMapping && params.model.diffuseMapping)
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source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord).a";*/
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source += ";" "\n";
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}
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if (params.model.alphaTest)
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{
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source += "if (diffuseColor.a < MaterialAlphaThreshold)" "\n"
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"\t" "discard;" "\n";
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}
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if (params.model.lighting)
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{
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source += "\t" "vec3 lightColor = vec3(0.0);" "\n";
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if (params.model.specularMapping)
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source += "\t" "vec3 specularColor = vec3(0.0);" "\n";
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if (params.model.normalMapping)
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source += "\t" "vec3 normal = normalize(vLightToWorld * (2.0 * vec3(" + s_textureLookupKW + "(MaterialNormalMap, vTexCoord)) - 1.0));" "\n";
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else
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source += "\t" "vec3 normal = normalize(vNormal);" "\n";
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source += '\n';
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source += "\t" "if (MaterialShininess > 0.0)" "\n"
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"\t" "{" "\n"
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"\t\t" "vec3 eyeVec = normalize(CameraPosition - vWorldPos);" "\n\n"
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"\t\t" "for (int i = 0; i < 3; ++i)" "\n"
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"\t\t" "{" "\n";
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if (s_glsl140)
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{
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source += "\t\t\t" "switch (Lights[i].type)" "\n"
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"\t\t\t" "{" "\n"
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"\t\t\t\t" "case LIGHT_DIRECTIONAL:" "\n";
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}
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else // Le GLSL 110 n'a pas d'instruction switch
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source += "\t\t\t" "if (Lights[i].type == LIGHT_DIRECTIONAL)" "\n";
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// Directional Light
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source += "\t\t\t\t" "{" "\n"
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"\t\t\t\t\t" "vec3 lightDir = normalize(-Lights[i].parameters1.xyz);" "\n"
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"\t\t\t\t\t" "lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n"
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"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
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"\t\t\t\t\t" "lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"
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"\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n"
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"\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n";
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if (params.model.specularMapping)
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source += "\t\t\t\t\t" "specularColor";
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else
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source += "\t\t\t\t\t" "lightColor";
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source += " += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;" "\n";
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if (s_glsl140)
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{
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source += "\t\t\t\t\t" "break;" "\n"
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"\t\t\t\t" "}" "\n\n"
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"\t\t\t\t" "case LIGHT_POINT:" "\n";
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}
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else
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source += "\t\t\t" "}" "\n"
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"\t\t\t" "else if (Lights[i].type == LIGHT_POINT)" "\n";
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// Point Light
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source += "\t\t\t\t" "{" "\n"
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"\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n"
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"\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);" "\n"
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"\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n"
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"\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n"
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"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
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"\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"
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"\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n"
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"\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n";
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if (params.model.specularMapping)
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source += "\t\t\t\t\t" "specularColor";
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else
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source += "\t\t\t\t\t" "lightColor";
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source += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;" "\n";
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if (s_glsl140)
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{
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source += "\t\t\t\t\t" "break;" "\n"
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"\t\t\t\t" "}" "\n\n"
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"\t\t\t\t" "case LIGHT_SPOT:" "\n";
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}
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else
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{
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source += "\t\t\t" "}" "\n"
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"\t\t\t" "else if (Lights[i].type == LIGHT_SPOT)" "\n";
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}
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// Spot Light
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source += "\t\t\t\t" "{" "\n"
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"\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n"
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"\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);" "\n"
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"\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n"
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"\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n\n"
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"\t\t\t\t\t" "float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);" "\n"
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"\t\t\t\t\t" "float outerAngle = Lights[i].parameters3.y;" "\n"
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"\t\t\t\t\t" "float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;" "\n"
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"\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n"
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"\t\t\t\t\t" "att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);" "\n"
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"\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"
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||||
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"\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n"
|
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"\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n";
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|
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if (params.model.specularMapping)
|
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source += "\t\t\t\t\t" "specularColor";
|
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else
|
||||
source += "\t\t\t\t\t" "lightColor";
|
||||
|
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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 NzShaderProgramManager::BuildVertexCode(const NzShaderProgramManagerParams& 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;
|
||||
}
|
||||
|
||||
NzShaderProgram* NzShaderProgramManager::GenerateProgram(const NzShaderProgramManagerParams& params)
|
||||
{
|
||||
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram);
|
||||
program->SetPersistent(false);
|
||||
|
||||
if (!program->Create(nzShaderLanguage_GLSL))
|
||||
{
|
||||
NazaraError("Failed to create program");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
NzString fragmentSource = BuildFragmentCode(params);
|
||||
NazaraDebug("Fragment shader source:\n" + fragmentSource);
|
||||
if (!program->LoadShader(nzShaderType_Fragment, fragmentSource))
|
||||
{
|
||||
NazaraError("Failed to load fragment shader: " + program->GetLog());
|
||||
NazaraNotice("Source:\n" + fragmentSource);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
NzString vertexSource = BuildVertexCode(params);
|
||||
NazaraDebug("Vertex shader source:\n" + vertexSource);
|
||||
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
|
||||
{
|
||||
NazaraError("Failed to load vertex shader: " + program->GetLog());
|
||||
NazaraNotice("Source:\n" + vertexSource);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!program->Compile())
|
||||
{
|
||||
NazaraError("Failed to compile program: " + program->GetLog());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return program.release();
|
||||
}
|
||||
|
||||
bool NzShaderProgramManager::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";
|
||||
|
||||
NzShaderProgramManagerParams params;
|
||||
params.target = nzShaderTarget_None;
|
||||
for (unsigned int i = 0; i <= nzShaderFlags_Max; ++i)
|
||||
{
|
||||
params.flags = i;
|
||||
|
||||
NzShaderProgram* program = GenerateProgram(params);
|
||||
if (!program)
|
||||
{
|
||||
NazaraError("Failed to generate default program (flags: 0x" + NzString::Number(i, 16) + ')');
|
||||
Uninitialize();
|
||||
return false;
|
||||
}
|
||||
|
||||
s_programs[params] = program;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void NzShaderProgramManager::Uninitialize()
|
||||
{
|
||||
s_programs.clear();
|
||||
s_fragmentColorKW.Clear(false);
|
||||
s_inKW.Clear(false);
|
||||
s_outKW.Clear(false);
|
||||
s_textureLookupKW.Clear(false);
|
||||
}
|
||||
Reference in New Issue
Block a user