Merge remote-tracking branch 'origin/master' into Resource-Update
Conflicts: include/Nazara/Audio/Music.hpp include/Nazara/Audio/SoundBuffer.hpp include/Nazara/Core/Resource.hpp include/Nazara/Core/ResourceListener.hpp include/Nazara/Graphics/Material.hpp include/Nazara/Renderer/Context.hpp include/Nazara/Renderer/RenderBuffer.hpp include/Nazara/Renderer/Shader.hpp include/Nazara/Renderer/Texture.hpp include/Nazara/Renderer/UberShader.hpp include/Nazara/Utility/Animation.hpp include/Nazara/Utility/Buffer.hpp include/Nazara/Utility/Image.hpp include/Nazara/Utility/IndexBuffer.hpp include/Nazara/Utility/Mesh.hpp include/Nazara/Utility/SkeletalMesh.hpp include/Nazara/Utility/Skeleton.hpp include/Nazara/Utility/StaticMesh.hpp include/Nazara/Utility/SubMesh.hpp include/Nazara/Utility/VertexBuffer.hpp include/Nazara/Utility/VertexDeclaration.hpp src/Nazara/Core/Resource.cpp src/Nazara/Core/ResourceListener.cpp src/Nazara/Graphics/DeferredRenderQueue.cpp src/Nazara/Graphics/ForwardRenderQueue.cpp src/Nazara/Graphics/SkinningManager.cpp src/Nazara/Renderer/RenderTexture.cpp src/Nazara/Renderer/Renderer.cpp src/Nazara/Utility/Mesh.cpp Former-commit-id: 99b5ad26a19fe9c9f8118da7b5920bffe89f60f8
This commit is contained in:
@@ -1,4 +1,4 @@
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// Copyright (C) 2014 Jérôme Leclercq
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// Copyright (C) 2015 Jérôme Leclercq
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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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@@ -15,6 +15,25 @@
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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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const nzUInt8 r_coreFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/core.frag.h>
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};
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const nzUInt8 r_coreVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/core.vert.h>
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};
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const nzUInt8 r_compatibilityFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.frag.h>
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};
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const nzUInt8 r_compatibilityVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.vert.h>
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};
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}
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bool NzMaterialParams::IsValid() const
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{
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if (!NzUberShaderLibrary::Has(shaderName))
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@@ -30,25 +49,11 @@ NzMaterial::NzMaterial()
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NzMaterial::NzMaterial(const NzMaterial& material) :
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NzRefCounted(),
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NzResource()
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NzResource(material)
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{
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Copy(material);
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}
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NzMaterial::NzMaterial(NzMaterial&& material)
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{
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Copy(material);
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// Nous "volons" la référence du matériau
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material.m_alphaMap.Reset();
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material.m_diffuseMap.Reset();
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material.m_emissiveMap.Reset();
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material.m_heightMap.Reset();
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material.m_normalMap.Reset();
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material.m_specularMap.Reset();
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material.m_uberShader.Reset();
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}
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NzMaterial::~NzMaterial()
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{
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NotifyDestroy();
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@@ -153,6 +158,11 @@ void NzMaterial::EnableAlphaTest(bool alphaTest)
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InvalidateShaders();
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}
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void NzMaterial::EnableDepthSorting(bool depthSorting)
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{
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m_depthSortingEnabled = depthSorting;
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}
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void NzMaterial::EnableLighting(bool lighting)
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{
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m_lightingEnabled = lighting;
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@@ -249,10 +259,11 @@ const NzUberShader* NzMaterial::GetShader() const
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const NzUberShaderInstance* NzMaterial::GetShaderInstance(nzUInt32 flags) const
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{
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if (!m_shaders[flags].uberInstance)
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const ShaderInstance& instance = m_shaders[flags];
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if (!instance.uberInstance)
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GenerateShader(flags);
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return m_shaders[flags].uberInstance;
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return instance.uberInstance;
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}
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float NzMaterial::GetShininess() const
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@@ -320,6 +331,11 @@ bool NzMaterial::IsAlphaTestEnabled() const
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return m_alphaTestEnabled;
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}
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bool NzMaterial::IsDepthSortingEnabled() const
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{
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return m_depthSortingEnabled;
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}
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bool NzMaterial::IsEnabled(nzRendererParameter parameter) const
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{
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#ifdef NAZARA_DEBUG
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@@ -376,6 +392,7 @@ void NzMaterial::Reset()
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m_alphaThreshold = 0.2f;
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m_alphaTestEnabled = false;
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m_ambientColor = NzColor(128, 128, 128);
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m_depthSortingEnabled = false;
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m_diffuseColor = NzColor::White;
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m_diffuseSampler = NzTextureSampler();
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m_lightingEnabled = true;
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@@ -618,27 +635,13 @@ void NzMaterial::SetSrcBlend(nzBlendFunc func)
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NzMaterial& NzMaterial::operator=(const NzMaterial& material)
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{
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NzResource::operator=(material);
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Copy(material);
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return *this;
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}
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NzMaterial& NzMaterial::operator=(NzMaterial&& material)
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{
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Copy(material);
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// Comme ça nous volons la référence du matériau
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material.m_alphaMap.Reset();
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material.m_diffuseMap.Reset();
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material.m_emissiveMap.Reset();
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material.m_heightMap.Reset();
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material.m_normalMap.Reset();
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material.m_specularMap.Reset();
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material.m_uberShader.Reset();
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return *this;
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}
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NzMaterial* NzMaterial::GetDefault()
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{
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return s_defaultMaterial;
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@@ -646,33 +649,33 @@ NzMaterial* NzMaterial::GetDefault()
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void NzMaterial::Copy(const NzMaterial& material)
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{
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// On relache les références proprement
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m_alphaMap.Reset();
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m_diffuseMap.Reset();
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m_emissiveMap.Reset();
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m_heightMap.Reset();
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m_normalMap.Reset();
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m_specularMap.Reset();
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m_uberShader.Reset();
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// Copie des états de base
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m_alphaTestEnabled = material.m_alphaTestEnabled;
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m_alphaThreshold = material.m_alphaThreshold;
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m_ambientColor = material.m_ambientColor;
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m_depthSortingEnabled = material.m_depthSortingEnabled;
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m_diffuseColor = material.m_diffuseColor;
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m_diffuseSampler = material.m_diffuseSampler;
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m_lightingEnabled = material.m_lightingEnabled;
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m_shininess = material.m_shininess;
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m_specularColor = material.m_specularColor;
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m_specularSampler = material.m_specularSampler;
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m_states = material.m_states;
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m_transformEnabled = material.m_transformEnabled;
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
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// Ensuite une petite astuce pour récupérer correctement les références
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m_alphaMap.Release();
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m_diffuseMap.Release();
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m_emissiveMap.Release();
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m_heightMap.Release();
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m_normalMap.Release();
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m_specularMap.Release();
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m_uberShader.Release();
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m_alphaMap = material.m_alphaMap;
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m_diffuseMap = material.m_diffuseMap;
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// Copie des références de texture
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m_alphaMap = material.m_alphaMap;
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m_diffuseMap = material.m_diffuseMap;
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m_emissiveMap = material.m_emissiveMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_specularMap = material.m_specularMap;
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// Copie de la référence vers l'Über-Shader
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m_uberShader = material.m_uberShader;
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// On copie les instances de shader par la même occasion
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std::memcpy(&m_shaders[0], &material.m_shaders[0], (nzShaderFlags_Max+1)*sizeof(ShaderInstance));
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}
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void NzMaterial::GenerateShader(nzUInt32 flags) const
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@@ -688,11 +691,15 @@ void NzMaterial::GenerateShader(nzUInt32 flags) const
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list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
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list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
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list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
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m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid());
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m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid() ||
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flags & nzShaderFlags_TextureOverlay);
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list.SetParameter("TRANSFORM", m_transformEnabled);
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list.SetParameter("FLAG_DEFERRED", static_cast<bool>(flags & nzShaderFlags_Deferred));
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list.SetParameter("FLAG_INSTANCING", static_cast<bool>(flags & nzShaderFlags_Instancing));
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list.SetParameter("FLAG_BILLBOARD", static_cast<bool>(flags & nzShaderFlags_Billboard));
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list.SetParameter("FLAG_DEFERRED", static_cast<bool>((flags & nzShaderFlags_Deferred) != 0));
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list.SetParameter("FLAG_INSTANCING", static_cast<bool>((flags & nzShaderFlags_Instancing) != 0));
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list.SetParameter("FLAG_TEXTUREOVERLAY", static_cast<bool>((flags & nzShaderFlags_TextureOverlay) != 0));
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list.SetParameter("FLAG_VERTEXCOLOR", static_cast<bool>((flags & nzShaderFlags_VertexColor) != 0));
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ShaderInstance& instance = m_shaders[flags];
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instance.uberInstance = m_uberShader->Get(list);
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@@ -734,33 +741,17 @@ bool NzMaterial::Initialize()
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NzString vertexShader;
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if (glsl140)
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{
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const nzUInt8 coreFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/core.frag.h>
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};
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const nzUInt8 coreVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/core.vert.h>
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};
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fragmentShader.Set(reinterpret_cast<const char*>(coreFragmentShader), sizeof(coreFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(coreVertexShader), sizeof(coreVertexShader));
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fragmentShader.Set(reinterpret_cast<const char*>(r_coreFragmentShader), sizeof(r_coreFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(r_coreVertexShader), sizeof(r_coreVertexShader));
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}
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else
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{
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const nzUInt8 compatibilityFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.frag.h>
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};
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const nzUInt8 compatibilityVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.vert.h>
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};
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fragmentShader.Set(reinterpret_cast<const char*>(compatibilityFragmentShader), sizeof(compatibilityFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
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fragmentShader.Set(reinterpret_cast<const char*>(r_compatibilityFragmentShader), sizeof(r_compatibilityFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(r_compatibilityVertexShader), sizeof(r_compatibilityVertexShader));
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}
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_INSTANCING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_INSTANCING FLAG_VERTEXCOLOR TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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NzUberShaderLibrary::Register("Basic", uberShader.get());
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uberShader.release();
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@@ -800,8 +791,8 @@ bool NzMaterial::Initialize()
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vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
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}
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_DEFERRED ALPHA_MAPPING ALPHA_TEST DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_DEFERRED FLAG_INSTANCING COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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NzUberShaderLibrary::Register("PhongLighting", uberShader.get());
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uberShader.release();
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