Graphics/Shader: Make texture units statics
Provides better performances and prevents the sampler type bug to happen
This commit is contained in:
@@ -148,6 +148,26 @@ namespace Nz
|
||||
|
||||
ShaderFlags_Max = ShaderFlags_VertexColor * 2 - 1
|
||||
};
|
||||
|
||||
enum TextureMap
|
||||
{
|
||||
TextureMap_Alpha,
|
||||
TextureMap_Diffuse,
|
||||
TextureMap_Emissive,
|
||||
TextureMap_Height,
|
||||
TextureMap_ReflectionCube,
|
||||
TextureMap_Normal,
|
||||
TextureMap_Overlay,
|
||||
TextureMap_Shadow2D_1,
|
||||
TextureMap_Shadow2D_2,
|
||||
TextureMap_Shadow2D_3,
|
||||
TextureMap_ShadowCube_1,
|
||||
TextureMap_ShadowCube_2,
|
||||
TextureMap_ShadowCube_3,
|
||||
TextureMap_Specular,
|
||||
|
||||
TextureMap_Max = TextureMap_Specular
|
||||
};
|
||||
}
|
||||
|
||||
#endif // NAZARA_ENUMS_GRAPHICS_HPP
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace Nz
|
||||
void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
|
||||
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
|
||||
void OnShaderInvalidated(const Shader* shader) const;
|
||||
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const;
|
||||
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int lightIndex, unsigned int uniformOffset) const;
|
||||
|
||||
static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
|
||||
static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
|
||||
|
||||
@@ -6,135 +6,6 @@
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
/*!
|
||||
* \brief Sens the uniforms for light
|
||||
*
|
||||
* \param shader Shader to send uniforms to
|
||||
* \param uniforms Uniforms to send
|
||||
* \param index Index of the light
|
||||
* \param uniformOffset Offset for the uniform
|
||||
* \param availableTextureUnit Unit texture available
|
||||
*/
|
||||
|
||||
inline void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const
|
||||
{
|
||||
// If anyone got a better idea..
|
||||
int dummyCubemap = Renderer::GetMaxTextureUnits() - 1;
|
||||
int dummyTexture = Renderer::GetMaxTextureUnits() - 2;
|
||||
|
||||
if (index < m_lights.size())
|
||||
{
|
||||
const LightIndex& lightIndex = m_lights[index];
|
||||
|
||||
shader->SendInteger(uniforms.locations.type + uniformOffset, lightIndex.type); //< Sends the light type
|
||||
|
||||
switch (lightIndex.type)
|
||||
{
|
||||
case LightType_Directional:
|
||||
{
|
||||
const auto& light = m_renderQueue.directionalLights[lightIndex.index];
|
||||
|
||||
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
|
||||
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
|
||||
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.direction));
|
||||
|
||||
if (uniforms.locations.shadowMapping != -1)
|
||||
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
|
||||
|
||||
if (light.shadowMap)
|
||||
{
|
||||
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
|
||||
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
|
||||
|
||||
if (uniforms.locations.lightViewProjMatrix != -1)
|
||||
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
|
||||
|
||||
if (uniforms.locations.directionalSpotLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
|
||||
}
|
||||
else if (uniforms.locations.directionalSpotLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||
|
||||
if (uniforms.locations.directionalSpotLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||
break;
|
||||
}
|
||||
|
||||
case LightType_Point:
|
||||
{
|
||||
const auto& light = m_renderQueue.pointLights[lightIndex.index];
|
||||
|
||||
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
|
||||
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
|
||||
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
|
||||
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(0.f, 0.f, 0.f, light.invRadius));
|
||||
|
||||
if (uniforms.locations.shadowMapping != -1)
|
||||
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
|
||||
|
||||
if (light.shadowMap)
|
||||
{
|
||||
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
|
||||
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
|
||||
|
||||
if (uniforms.locations.pointLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, availableTextureUnit);
|
||||
}
|
||||
else if (uniforms.locations.pointLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||
|
||||
if (uniforms.locations.directionalSpotLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||
break;
|
||||
}
|
||||
|
||||
case LightType_Spot:
|
||||
{
|
||||
const auto& light = m_renderQueue.spotLights[lightIndex.index];
|
||||
|
||||
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
|
||||
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
|
||||
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
|
||||
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(light.direction, light.invRadius));
|
||||
shader->SendVector(uniforms.locations.parameters3 + uniformOffset, Vector2f(light.innerAngleCosine, light.outerAngleCosine));
|
||||
|
||||
if (uniforms.locations.shadowMapping != -1)
|
||||
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
|
||||
|
||||
if (light.shadowMap)
|
||||
{
|
||||
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
|
||||
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
|
||||
|
||||
if (uniforms.locations.lightViewProjMatrix != -1)
|
||||
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
|
||||
|
||||
if (uniforms.locations.directionalSpotLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
|
||||
}
|
||||
else if (uniforms.locations.directionalSpotLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||
|
||||
if (uniforms.locations.pointLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (uniforms.locations.type != -1)
|
||||
shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
|
||||
|
||||
if (uniforms.locations.directionalSpotLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||
|
||||
if (uniforms.locations.pointLightShadowMap != -1)
|
||||
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||
}
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Computes the score for directional light
|
||||
* \return 0.f
|
||||
|
||||
@@ -102,13 +102,11 @@ namespace Nz
|
||||
{
|
||||
int type;
|
||||
int color;
|
||||
int directionalSpotLightShadowMap;
|
||||
int factors;
|
||||
int lightViewProjMatrix;
|
||||
int parameters1;
|
||||
int parameters2;
|
||||
int parameters3;
|
||||
int pointLightShadowMap;
|
||||
int shadowMapping;
|
||||
};
|
||||
|
||||
|
||||
@@ -64,7 +64,7 @@ namespace Nz
|
||||
inline Material(const Material& material);
|
||||
inline ~Material();
|
||||
|
||||
void Apply(const MaterialPipeline::Instance& instance, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const;
|
||||
void Apply(const MaterialPipeline::Instance& instance) const;
|
||||
|
||||
void BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams = MaterialParams());
|
||||
|
||||
@@ -174,6 +174,7 @@ namespace Nz
|
||||
inline Material& operator=(const Material& material);
|
||||
|
||||
inline static MaterialRef GetDefault();
|
||||
inline static int GetTextureUnit(TextureMap textureMap);
|
||||
template<typename... Args> static MaterialRef New(Args&&... args);
|
||||
|
||||
// Signals:
|
||||
@@ -207,6 +208,7 @@ namespace Nz
|
||||
float m_alphaThreshold;
|
||||
float m_shininess;
|
||||
|
||||
static std::array<int, TextureMap_Max + 1> s_textureUnits;
|
||||
static MaterialLibrary::LibraryMap s_library;
|
||||
static MaterialLoader::LoaderList s_loaders;
|
||||
static MaterialManager::ManagerMap s_managerMap;
|
||||
|
||||
@@ -1356,6 +1356,11 @@ namespace Nz
|
||||
return s_defaultMaterial;
|
||||
}
|
||||
|
||||
inline int Material::GetTextureUnit(TextureMap textureMap)
|
||||
{
|
||||
return s_textureUnits[textureMap];
|
||||
}
|
||||
|
||||
inline void Material::InvalidatePipeline()
|
||||
{
|
||||
m_pipelineUpdated = false;
|
||||
|
||||
Reference in New Issue
Block a user