Merge branch 'NDK-ShadowMapping'

Former-commit-id: 0fcd92b113069d2ee1edc74cf9be471cd6d97267
This commit is contained in:
Lynix 2016-05-13 13:06:23 +02:00
commit 6c8d2ed03a
39 changed files with 2338 additions and 690 deletions

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@ -8,7 +8,9 @@
#define NDK_SYSTEMS_RENDERSYSTEM_HPP
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <NDK/EntityList.hpp>
#include <NDK/System.hpp>
#include <unordered_map>
@ -48,13 +50,19 @@ namespace Ndk
void OnEntityRemoved(Entity* entity) override;
void OnEntityValidation(Entity* entity, bool justAdded) override;
void OnUpdate(float elapsedTime) override;
void UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer);
void UpdatePointSpotShadowMaps();
std::unique_ptr<Nz::AbstractRenderTechnique> m_renderTechnique;
EntityList m_cameras;
EntityList m_drawables;
EntityList m_directionalLights;
EntityList m_lights;
EntityList m_pointSpotLights;
Nz::BackgroundRef m_background;
Nz::DepthRenderTechnique m_shadowTechnique;
Nz::Matrix4f m_coordinateSystemMatrix;
Nz::RenderTexture m_shadowRT;
bool m_coordinateSystemInvalidated;
};
}

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@ -4,6 +4,8 @@
#include <NDK/Systems/RenderSystem.hpp>
#include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <NDK/Components/CameraComponent.hpp>
#include <NDK/Components/GraphicsComponent.hpp>
#include <NDK/Components/LightComponent.hpp>
@ -48,9 +50,27 @@ namespace Ndk
m_drawables.Remove(entity);
if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
{
LightComponent& lightComponent = entity->GetComponent<LightComponent>();
if (lightComponent.GetLightType() == Nz::LightType_Directional)
{
m_directionalLights.Insert(entity);
m_pointSpotLights.Remove(entity);
}
else
{
m_directionalLights.Remove(entity);
m_pointSpotLights.Insert(entity);
}
m_lights.Insert(entity);
}
else
{
m_directionalLights.Remove(entity);
m_lights.Remove(entity);
m_pointSpotLights.Remove(entity);
}
}
void RenderSystem::OnUpdate(float elapsedTime)
@ -69,10 +89,13 @@ namespace Ndk
m_coordinateSystemInvalidated = false;
}
UpdatePointSpotShadowMaps();
for (const Ndk::EntityHandle& camera : m_cameras)
{
CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
camComponent.ApplyView();
//UpdateDirectionalShadowMaps(camComponent);
Nz::AbstractRenderQueue* renderQueue = m_renderTechnique->GetRenderQueue();
renderQueue->Clear();
@ -89,12 +112,14 @@ namespace Ndk
for (const Ndk::EntityHandle& light : m_lights)
{
LightComponent& lightComponent = light->GetComponent<LightComponent>();
NodeComponent& drawableNode = light->GetComponent<NodeComponent>();
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
///TODO: Cache somehow?
lightComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::ConcatenateAffine(m_coordinateSystemMatrix, drawableNode.GetTransformMatrix()));
lightComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::ConcatenateAffine(m_coordinateSystemMatrix, lightNode.GetTransformMatrix()));
}
camComponent.ApplyView();
Nz::SceneData sceneData;
sceneData.ambientColor = Nz::Color(25, 25, 25);
sceneData.background = m_background;
@ -105,5 +130,146 @@ namespace Ndk
}
}
void RenderSystem::UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer)
{
if (!m_shadowRT.IsValid())
m_shadowRT.Create();
Nz::SceneData dummySceneData;
dummySceneData.ambientColor = Nz::Color(0, 0, 0);
dummySceneData.background = nullptr;
dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
for (const Ndk::EntityHandle& light : m_directionalLights)
{
LightComponent& lightComponent = light->GetComponent<LightComponent>();
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
if (!lightComponent.IsShadowCastingEnabled())
continue;
Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
Nz::Renderer::SetTarget(&m_shadowRT);
Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
renderQueue->Clear();
///TODO: Culling
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}
///TODO: Cache the matrices in the light?
Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f));
Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetRotation() * Nz::Vector3f::Forward() * 100.f, lightNode.GetRotation()));
m_shadowTechnique.Clear(dummySceneData);
m_shadowTechnique.Draw(dummySceneData);
}
}
void RenderSystem::UpdatePointSpotShadowMaps()
{
if (!m_shadowRT.IsValid())
m_shadowRT.Create();
Nz::SceneData dummySceneData;
dummySceneData.ambientColor = Nz::Color(0, 0, 0);
dummySceneData.background = nullptr;
dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
for (const Ndk::EntityHandle& light : m_pointSpotLights)
{
LightComponent& lightComponent = light->GetComponent<LightComponent>();
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
if (!lightComponent.IsShadowCastingEnabled())
continue;
Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
switch (lightComponent.GetLightType())
{
case Nz::LightType_Directional:
NazaraInternalError("Directional lights included in point/spot light list");
break;
case Nz::LightType_Point:
{
static Nz::Quaternionf rotations[6] =
{
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitX()), // nzCubemapFace_PositiveX
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitX()), // nzCubemapFace_NegativeX
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitY()), // nzCubemapFace_PositiveY
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitY()), // nzCubemapFace_NegativeY
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitZ()), // nzCubemapFace_PositiveZ
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitZ()) // nzCubemapFace_NegativeZ
};
for (unsigned int face = 0; face < 6; ++face)
{
m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap(), face);
Nz::Renderer::SetTarget(&m_shadowRT);
Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
///TODO: Cache the matrices in the light?
Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(Nz::FromDegrees(90.f), 1.f, 0.1f, lightComponent.GetRadius()));
Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), rotations[face]));
Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
renderQueue->Clear();
///TODO: Culling
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}
m_shadowTechnique.Clear(dummySceneData);
m_shadowTechnique.Draw(dummySceneData);
}
break;
}
case Nz::LightType_Spot:
{
m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
Nz::Renderer::SetTarget(&m_shadowRT);
Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
///TODO: Cache the matrices in the light?
Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(lightComponent.GetOuterAngle()*2.f, 1.f, 0.1f, lightComponent.GetRadius()));
Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), lightNode.GetRotation()));
Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
renderQueue->Clear();
///TODO: Culling
for (const Ndk::EntityHandle& drawable : m_drawables)
{
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
graphicsComponent.AddToRenderQueue(renderQueue);
}
m_shadowTechnique.Clear(dummySceneData);
m_shadowTechnique.Draw(dummySceneData);
break;
}
}
}
}
SystemIndex RenderSystem::systemIndex;
}

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@ -17,8 +17,6 @@ namespace Nz
template<typename T>
class ObjectRef
{
static_assert(std::is_base_of<RefCounted, T>::value, "ObjectRef shall only be used with RefCounted-derived type");
public:
ObjectRef();
ObjectRef(T* object);

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@ -62,7 +62,9 @@ namespace Nz
struct DirectionalLight
{
Color color;
Matrix4f transformMatrix;
Vector3f direction;
Texture* shadowMap;
float ambientFactor;
float diffuseFactor;
};
@ -71,6 +73,7 @@ namespace Nz
{
Color color;
Vector3f position;
Texture* shadowMap;
float ambientFactor;
float attenuation;
float diffuseFactor;
@ -81,8 +84,10 @@ namespace Nz
struct SpotLight
{
Color color;
Matrix4f transformMatrix;
Vector3f direction;
Vector3f position;
Texture* shadowMap;
float ambientFactor;
float attenuation;
float diffuseFactor;

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@ -0,0 +1,53 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_DEPTHRENDERQUEUE_HPP
#define NAZARA_DEPTHRENDERQUEUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
#include <Nazara/Math/Box.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
#include <map>
#include <tuple>
namespace Nz
{
class NAZARA_GRAPHICS_API DepthRenderQueue : public ForwardRenderQueue
{
public:
DepthRenderQueue();
~DepthRenderQueue() = default;
void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
void AddDirectionalLight(const DirectionalLight& light) override;
void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
void AddPointLight(const PointLight& light) override;
void AddSpotLight(const SpotLight& light) override;
void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
private:
inline bool IsMaterialSuitable(const Material* material) const;
MaterialRef m_baseMaterial;
};
}
#include <Nazara/Graphics/DepthRenderQueue.inl>
#endif // NAZARA_DEPTHRENDERQUEUE_HPP

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@ -0,0 +1,17 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
bool DepthRenderQueue::IsMaterialSuitable(const Material* material) const
{
NazaraAssert(material, "Invalid material");
return material->HasDepthMaterial() || (material->IsEnabled(RendererParameter_DepthBuffer) && material->IsEnabled(RendererParameter_DepthWrite) && material->IsShadowCastingEnabled());
}
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -0,0 +1,79 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_DEPTHRENDERTECHNIQUE_HPP
#define NAZARA_DEPTHRENDERTECHNIQUE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DepthRenderQueue.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
namespace Nz
{
class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
{
public:
DepthRenderTechnique();
~DepthRenderTechnique() = default;
void Clear(const SceneData& sceneData) const override;
bool Draw(const SceneData& sceneData) const override;
AbstractRenderQueue* GetRenderQueue() override;
RenderTechniqueType GetType() const override;
static bool Initialize();
static void Uninitialize();
private:
struct ShaderUniforms;
void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
void OnShaderInvalidated(const Shader* shader) const;
struct LightIndex
{
LightType type;
float score;
unsigned int index;
};
struct ShaderUniforms
{
NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
// Autre uniformes
int eyePosition;
int sceneAmbient;
int textureOverlay;
};
mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
Buffer m_vertexBuffer;
mutable DepthRenderQueue m_renderQueue;
VertexBuffer m_billboardPointBuffer;
VertexBuffer m_spriteBuffer;
static IndexBuffer s_quadIndexBuffer;
static VertexBuffer s_quadVertexBuffer;
static VertexDeclaration s_billboardInstanceDeclaration;
static VertexDeclaration s_billboardVertexDeclaration;
};
}
#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
#endif // NAZARA_DEPTHRENDERTECHNIQUE_HPP

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@ -0,0 +1,3 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp

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@ -108,6 +108,7 @@ namespace Nz
RenderTechniqueType_AdvancedForward, // AdvancedForwardRenderTechnique
RenderTechniqueType_BasicForward, // BasicForwardRenderTechnique
RenderTechniqueType_DeferredShading, // DeferredRenderTechnique
RenderTechniqueType_Depth, // DepthRenderTechnique
RenderTechniqueType_LightPrePass, // LightPrePassRenderTechnique
RenderTechniqueType_User,

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@ -36,7 +36,7 @@ namespace Nz
static bool Initialize();
static void Uninitialize();
private:
protected:
struct ShaderUniforms;
void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
@ -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) const;
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const;
static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
@ -89,6 +89,7 @@ namespace Nz
unsigned int m_maxLightPassPerObject;
static IndexBuffer s_quadIndexBuffer;
static TextureSampler s_shadowSampler;
static VertexBuffer s_quadVertexBuffer;
static VertexDeclaration s_billboardInstanceDeclaration;
static VertexDeclaration s_billboardVertexDeclaration;

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@ -2,10 +2,16 @@
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/Renderer.hpp>
namespace Nz
{
inline void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const
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];
@ -21,6 +27,20 @@ namespace Nz
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));
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
if (light.shadowMap)
{
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
}
else
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
break;
}
@ -32,6 +52,19 @@ namespace Nz
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));
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
if (light.shadowMap)
{
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, availableTextureUnit);
}
else
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
break;
}
@ -44,12 +77,31 @@ namespace Nz
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));
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
if (light.shadowMap)
{
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
}
else
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
break;
}
}
}
else
{
shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
}
}
inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
@ -78,7 +130,7 @@ namespace Nz
NazaraUnused(object);
NazaraUnused(light);
// Directional light are always suitables
// Directional light are always suitable
return true;
}

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@ -11,6 +11,8 @@
#include <Nazara/Core/Color.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Renderable.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/Texture.hpp>
namespace Nz
{
@ -21,7 +23,8 @@ namespace Nz
{
public:
Light(LightType type = LightType_Point);
Light(const Light& light) = default;
inline Light(const Light& light);
Light(Light&& light) = default;
~Light() = default;
void AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const override;
@ -31,37 +34,56 @@ namespace Nz
bool Cull(const Frustumf& frustum, const Matrix4f& transformMatrix) const override;
float GetAmbientFactor() const;
float GetAttenuation() const;
Color GetColor() const;
float GetDiffuseFactor() const;
float GetInnerAngle() const;
float GetInnerAngleCosine() const;
float GetInvRadius() const;
LightType GetLightType() const;
float GetOuterAngle() const;
float GetOuterAngleCosine() const;
float GetOuterAngleTangent() const;
float GetRadius() const;
inline void EnableShadowCasting(bool castShadows);
void SetAmbientFactor(float factor);
void SetAttenuation(float attenuation);
void SetColor(const Color& color);
void SetDiffuseFactor(float factor);
void SetInnerAngle(float innerAngle);
void SetLightType(LightType type);
void SetOuterAngle(float outerAngle);
void SetRadius(float radius);
inline void EnsureShadowMapUpdate() const;
inline float GetAmbientFactor() const;
inline float GetAttenuation() const;
inline Color GetColor() const;
inline float GetDiffuseFactor() const;
inline float GetInnerAngle() const;
inline float GetInnerAngleCosine() const;
inline float GetInvRadius() const;
inline LightType GetLightType() const;
inline float GetOuterAngle() const;
inline float GetOuterAngleCosine() const;
inline float GetOuterAngleTangent() const;
inline float GetRadius() const;
inline TextureRef GetShadowMap() const;
inline PixelFormatType GetShadowMapFormat() const;
inline const Vector2ui& GetShadowMapSize() const;
inline bool IsShadowCastingEnabled() const;
inline void SetAmbientFactor(float factor);
inline void SetAttenuation(float attenuation);
inline void SetColor(const Color& color);
inline void SetDiffuseFactor(float factor);
inline void SetInnerAngle(float innerAngle);
inline void SetLightType(LightType type);
inline void SetOuterAngle(float outerAngle);
inline void SetRadius(float radius);
inline void SetShadowMapFormat(PixelFormatType shadowFormat);
inline void SetShadowMapSize(const Vector2ui& size);
void UpdateBoundingVolume(const Matrix4f& transformMatrix) override;
Light& operator=(const Light& light) = default;
Light& operator=(const Light& light);
Light& operator=(Light&& light) = default;
private:
void MakeBoundingVolume() const override;
inline void InvalidateShadowMap();
void UpdateShadowMap() const;
LightType m_type;
Color m_color;
LightType m_type;
PixelFormatType m_shadowMapFormat;
Vector2ui m_shadowMapSize;
mutable TextureRef m_shadowMap;
bool m_shadowCastingEnabled;
mutable bool m_shadowMapUpdated;
float m_ambientFactor;
float m_attenuation;
float m_diffuseFactor;
@ -80,10 +102,14 @@ namespace Nz
{
int type;
int color;
int directionalSpotLightShadowMap;
int factors;
int lightViewProjMatrix;
int parameters1;
int parameters2;
int parameters3;
int pointLightShadowMap;
int shadowMapping;
};
bool ubo;

View File

@ -7,6 +7,42 @@
namespace Nz
{
inline Light::Light(const Light& light) :
Renderable(light),
m_type(light.m_type),
m_shadowMapFormat(light.m_shadowMapFormat),
m_color(light.m_color),
m_shadowMapSize(light.m_shadowMapSize),
m_shadowCastingEnabled(light.m_shadowCastingEnabled),
m_shadowMapUpdated(false),
m_ambientFactor(light.m_ambientFactor),
m_attenuation(light.m_attenuation),
m_diffuseFactor(light.m_diffuseFactor),
m_innerAngle(light.m_innerAngle),
m_innerAngleCosine(light.m_innerAngleCosine),
m_invRadius(light.m_invRadius),
m_outerAngle(light.m_outerAngle),
m_outerAngleCosine(light.m_outerAngleCosine),
m_outerAngleTangent(light.m_outerAngleTangent),
m_radius(light.m_radius)
{
}
inline void Light::EnableShadowCasting(bool castShadows)
{
if (m_shadowCastingEnabled != castShadows)
{
m_shadowCastingEnabled = castShadows;
m_shadowMapUpdated = false;
}
}
inline void Light::EnsureShadowMapUpdate() const
{
if (!m_shadowMapUpdated)
UpdateShadowMap();
}
inline float Light::GetAmbientFactor() const
{
return m_ambientFactor;
@ -67,6 +103,28 @@ namespace Nz
return m_radius;
}
inline TextureRef Light::GetShadowMap() const
{
EnsureShadowMapUpdate();
return m_shadowMap;
}
inline PixelFormatType Light::GetShadowMapFormat() const
{
return m_shadowMapFormat;
}
inline const Vector2ui& Light::GetShadowMapSize() const
{
return m_shadowMapSize;
}
inline bool Light::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
inline void Light::SetAmbientFactor(float factor)
{
m_ambientFactor = factor;
@ -96,6 +154,8 @@ namespace Nz
inline void Light::SetLightType(LightType type)
{
m_type = type;
InvalidateShadowMap();
}
inline void Light::SetOuterAngle(float outerAngle)
@ -115,6 +175,53 @@ namespace Nz
InvalidateBoundingVolume();
}
inline void Light::SetShadowMapFormat(PixelFormatType shadowFormat)
{
NazaraAssert(PixelFormat::GetType(shadowFormat) == PixelFormatTypeType_Depth, "Shadow format type is not a depth format");
m_shadowMapFormat = shadowFormat;
InvalidateShadowMap();
}
inline void Light::SetShadowMapSize(const Vector2ui& size)
{
NazaraAssert(size.x > 0 && size.y > 0, "Shadow map size must have a positive size");
m_shadowMapSize = size;
InvalidateShadowMap();
}
inline Light& Light::operator=(const Light& light)
{
Renderable::operator=(light);
m_ambientFactor = light.m_ambientFactor;
m_attenuation = light.m_attenuation;
m_color = light.m_color;
m_diffuseFactor = light.m_diffuseFactor;
m_innerAngle = light.m_innerAngle;
m_innerAngleCosine = light.m_innerAngleCosine;
m_invRadius = light.m_invRadius;
m_outerAngle = light.m_outerAngle;
m_outerAngleCosine = light.m_outerAngleCosine;
m_outerAngleTangent = light.m_outerAngleTangent;
m_radius = light.m_radius;
m_shadowCastingEnabled = light.m_shadowCastingEnabled;
m_shadowMapFormat = light.m_shadowMapFormat;
m_shadowMapSize = light.m_shadowMapSize;
m_type = light.m_type;
InvalidateShadowMap();
return *this;
}
inline void Light::InvalidateShadowMap()
{
m_shadowMapUpdated = false;
}
}
#include <Nazara/Renderer/DebugOff.hpp>

View File

@ -57,92 +57,99 @@ namespace Nz
friend class Graphics;
public:
Material();
Material(const Material& material);
~Material();
inline Material();
inline Material(const Material& material);
inline ~Material();
const Shader* Apply(UInt32 shaderFlags = 0, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const;
void BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams = MaterialParams());
void Enable(RendererParameter renderParameter, bool enable);
void EnableAlphaTest(bool alphaTest);
void EnableDepthSorting(bool depthSorting);
void EnableLighting(bool lighting);
void EnableTransform(bool transform);
inline void Enable(RendererParameter renderParameter, bool enable);
inline void EnableAlphaTest(bool alphaTest);
inline void EnableDepthSorting(bool depthSorting);
inline void EnableLighting(bool lighting);
inline void EnableShadowCasting(bool castShadows);
inline void EnableShadowReceive(bool receiveShadows);
inline void EnableTransform(bool transform);
Texture* GetAlphaMap() const;
float GetAlphaThreshold() const;
Color GetAmbientColor() const;
RendererComparison GetDepthFunc() const;
Color GetDiffuseColor() const;
Texture* GetDiffuseMap() const;
TextureSampler& GetDiffuseSampler();
const TextureSampler& GetDiffuseSampler() const;
BlendFunc GetDstBlend() const;
Texture* GetEmissiveMap() const;
FaceSide GetFaceCulling() const;
FaceFilling GetFaceFilling() const;
Texture* GetHeightMap() const;
Texture* GetNormalMap() const;
const RenderStates& GetRenderStates() const;
const UberShader* GetShader() const;
const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
float GetShininess() const;
Color GetSpecularColor() const;
Texture* GetSpecularMap() const;
TextureSampler& GetSpecularSampler();
const TextureSampler& GetSpecularSampler() const;
BlendFunc GetSrcBlend() const;
inline const TextureRef& GetAlphaMap() const;
inline float GetAlphaThreshold() const;
inline Color GetAmbientColor() const;
inline RendererComparison GetDepthFunc() const;
inline const MaterialRef& GetDepthMaterial() const;
inline Color GetDiffuseColor() const;
inline const TextureRef& GetDiffuseMap() const;
inline TextureSampler& GetDiffuseSampler();
inline const TextureSampler& GetDiffuseSampler() const;
inline BlendFunc GetDstBlend() const;
inline const TextureRef& GetEmissiveMap() const;
inline FaceSide GetFaceCulling() const;
inline FaceFilling GetFaceFilling() const;
inline const TextureRef& GetHeightMap() const;
inline const TextureRef& GetNormalMap() const;
inline const RenderStates& GetRenderStates() const;
inline const UberShader* GetShader() const;
inline const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
inline float GetShininess() const;
inline Color GetSpecularColor() const;
inline const TextureRef& GetSpecularMap() const;
inline TextureSampler& GetSpecularSampler();
inline const TextureSampler& GetSpecularSampler() const;
inline BlendFunc GetSrcBlend() const;
bool HasAlphaMap() const;
bool HasDiffuseMap() const;
bool HasEmissiveMap() const;
bool HasHeightMap() const;
bool HasNormalMap() const;
bool HasSpecularMap() const;
inline bool HasAlphaMap() const;
inline bool HasDepthMaterial() const;
inline bool HasDiffuseMap() const;
inline bool HasEmissiveMap() const;
inline bool HasHeightMap() const;
inline bool HasNormalMap() const;
inline bool HasSpecularMap() const;
bool IsAlphaTestEnabled() const;
bool IsDepthSortingEnabled() const;
bool IsEnabled(RendererParameter renderParameter) const;
bool IsLightingEnabled() const;
bool IsTransformEnabled() const;
inline bool IsAlphaTestEnabled() const;
inline bool IsDepthSortingEnabled() const;
inline bool IsEnabled(RendererParameter renderParameter) const;
inline bool IsLightingEnabled() const;
inline bool IsShadowCastingEnabled() const;
inline bool IsShadowReceiveEnabled() const;
inline bool IsTransformEnabled() const;
bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
inline bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
inline bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
inline bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
void Reset();
bool SetAlphaMap(const String& textureName);
void SetAlphaMap(TextureRef alphaMap);
void SetAlphaThreshold(float alphaThreshold);
void SetAmbientColor(const Color& ambient);
void SetDepthFunc(RendererComparison depthFunc);
void SetDiffuseColor(const Color& diffuse);
bool SetDiffuseMap(const String& textureName);
void SetDiffuseMap(TextureRef diffuseMap);
void SetDiffuseSampler(const TextureSampler& sampler);
void SetDstBlend(BlendFunc func);
bool SetEmissiveMap(const String& textureName);
void SetEmissiveMap(TextureRef textureName);
void SetFaceCulling(FaceSide faceSide);
void SetFaceFilling(FaceFilling filling);
bool SetHeightMap(const String& textureName);
void SetHeightMap(TextureRef textureName);
bool SetNormalMap(const String& textureName);
void SetNormalMap(TextureRef textureName);
void SetRenderStates(const RenderStates& states);
void SetShader(UberShaderConstRef uberShader);
bool SetShader(const String& uberShaderName);
void SetShininess(float shininess);
void SetSpecularColor(const Color& specular);
bool SetSpecularMap(const String& textureName);
void SetSpecularMap(TextureRef specularMap);
void SetSpecularSampler(const TextureSampler& sampler);
void SetSrcBlend(BlendFunc func);
inline bool SetAlphaMap(const String& textureName);
inline void SetAlphaMap(TextureRef alphaMap);
inline void SetAlphaThreshold(float alphaThreshold);
inline void SetAmbientColor(const Color& ambient);
inline void SetDepthFunc(RendererComparison depthFunc);
inline void SetDepthMaterial(MaterialRef depthMaterial);
inline void SetDiffuseColor(const Color& diffuse);
inline bool SetDiffuseMap(const String& textureName);
inline void SetDiffuseMap(TextureRef diffuseMap);
inline void SetDiffuseSampler(const TextureSampler& sampler);
inline void SetDstBlend(BlendFunc func);
inline bool SetEmissiveMap(const String& textureName);
inline void SetEmissiveMap(TextureRef textureName);
inline void SetFaceCulling(FaceSide faceSide);
inline void SetFaceFilling(FaceFilling filling);
inline bool SetHeightMap(const String& textureName);
inline void SetHeightMap(TextureRef textureName);
inline bool SetNormalMap(const String& textureName);
inline void SetNormalMap(TextureRef textureName);
inline void SetRenderStates(const RenderStates& states);
inline void SetShader(UberShaderConstRef uberShader);
inline bool SetShader(const String& uberShaderName);
inline void SetShininess(float shininess);
inline void SetSpecularColor(const Color& specular);
inline bool SetSpecularMap(const String& textureName);
inline void SetSpecularMap(TextureRef specularMap);
inline void SetSpecularSampler(const TextureSampler& sampler);
inline void SetSrcBlend(BlendFunc func);
Material& operator=(const Material& material);
inline Material& operator=(const Material& material);
static MaterialRef GetDefault();
template<typename... Args> static MaterialRef New(Args&&... args);
@ -161,7 +168,7 @@ namespace Nz
void Copy(const Material& material);
void GenerateShader(UInt32 flags) const;
void InvalidateShaders();
inline void InvalidateShaders();
static bool Initialize();
static void Uninitialize();
@ -169,6 +176,7 @@ namespace Nz
Color m_ambientColor;
Color m_diffuseColor;
Color m_specularColor;
MaterialRef m_depthMaterial; //< Materialception
RenderStates m_states;
TextureSampler m_diffuseSampler;
TextureSampler m_specularSampler;
@ -183,6 +191,8 @@ namespace Nz
bool m_alphaTestEnabled;
bool m_depthSortingEnabled;
bool m_lightingEnabled;
bool m_shadowCastingEnabled;
bool m_shadowReceiveEnabled;
bool m_transformEnabled;
float m_alphaThreshold;
float m_shininess;

View File

@ -7,6 +7,513 @@
namespace Nz
{
inline Material::Material()
{
Reset();
}
inline Material::Material(const Material& material) :
RefCounted(),
Resource(material)
{
Copy(material);
}
inline Material::~Material()
{
OnMaterialRelease(this);
}
inline void Material::Enable(RendererParameter renderParameter, bool enable)
{
NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
m_states.parameters[renderParameter] = enable;
}
inline void Material::EnableAlphaTest(bool alphaTest)
{
m_alphaTestEnabled = alphaTest;
InvalidateShaders();
}
inline void Material::EnableDepthSorting(bool depthSorting)
{
// Has no influence on shaders
m_depthSortingEnabled = depthSorting;
}
inline void Material::EnableLighting(bool lighting)
{
m_lightingEnabled = lighting;
InvalidateShaders();
}
inline void Material::EnableShadowCasting(bool castShadows)
{
// Has no influence on shaders
m_shadowCastingEnabled = castShadows;
}
inline void Material::EnableShadowReceive(bool receiveShadows)
{
m_shadowReceiveEnabled = receiveShadows;
InvalidateShaders();
}
inline void Material::EnableTransform(bool transform)
{
m_transformEnabled = transform;
InvalidateShaders();
}
inline const TextureRef& Material::GetAlphaMap() const
{
return m_alphaMap;
}
inline float Material::GetAlphaThreshold() const
{
return m_alphaThreshold;
}
inline Color Material::GetAmbientColor() const
{
return m_ambientColor;
}
inline RendererComparison Material::GetDepthFunc() const
{
return m_states.depthFunc;
}
inline const MaterialRef& Material::GetDepthMaterial() const
{
return m_depthMaterial;
}
inline Color Material::GetDiffuseColor() const
{
return m_diffuseColor;
}
inline TextureSampler& Material::GetDiffuseSampler()
{
return m_diffuseSampler;
}
inline const TextureSampler& Material::GetDiffuseSampler() const
{
return m_diffuseSampler;
}
const TextureRef& Material::GetDiffuseMap() const
{
return m_diffuseMap;
}
inline BlendFunc Material::GetDstBlend() const
{
return m_states.dstBlend;
}
inline const TextureRef& Material::GetEmissiveMap() const
{
return m_emissiveMap;
}
inline FaceSide Material::GetFaceCulling() const
{
return m_states.faceCulling;
}
inline FaceFilling Material::GetFaceFilling() const
{
return m_states.faceFilling;
}
inline const TextureRef& Material::GetHeightMap() const
{
return m_heightMap;
}
inline const TextureRef& Material::GetNormalMap() const
{
return m_normalMap;
}
inline const RenderStates& Material::GetRenderStates() const
{
return m_states;
}
inline const UberShader* Material::GetShader() const
{
return m_uberShader;
}
inline const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
{
const ShaderInstance& instance = m_shaders[flags];
if (!instance.uberInstance)
GenerateShader(flags);
return instance.uberInstance;
}
inline float Material::GetShininess() const
{
return m_shininess;
}
inline Color Material::GetSpecularColor() const
{
return m_specularColor;
}
inline const TextureRef& Material::GetSpecularMap() const
{
return m_specularMap;
}
inline TextureSampler& Material::GetSpecularSampler()
{
return m_specularSampler;
}
inline const TextureSampler& Material::GetSpecularSampler() const
{
return m_specularSampler;
}
inline BlendFunc Material::GetSrcBlend() const
{
return m_states.srcBlend;
}
inline bool Material::HasAlphaMap() const
{
return m_alphaMap.IsValid();
}
inline bool Material::HasDepthMaterial() const
{
return m_depthMaterial.IsValid();
}
inline bool Material::HasDiffuseMap() const
{
return m_diffuseMap.IsValid();
}
inline bool Material::HasEmissiveMap() const
{
return m_emissiveMap.IsValid();
}
inline bool Material::HasHeightMap() const
{
return m_heightMap.IsValid();
}
inline bool Material::HasNormalMap() const
{
return m_normalMap.IsValid();
}
inline bool Material::HasSpecularMap() const
{
return m_specularMap.IsValid();
}
inline bool Material::IsAlphaTestEnabled() const
{
return m_alphaTestEnabled;
}
inline bool Material::IsDepthSortingEnabled() const
{
return m_depthSortingEnabled;
}
inline bool Material::IsEnabled(RendererParameter parameter) const
{
NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
return m_states.parameters[parameter];
}
inline bool Material::IsLightingEnabled() const
{
return m_lightingEnabled;
}
inline bool Material::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
inline bool Material::IsShadowReceiveEnabled() const
{
return m_shadowReceiveEnabled;
}
inline bool Material::IsTransformEnabled() const
{
return m_transformEnabled;
}
inline bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
{
return MaterialLoader::LoadFromFile(this, filePath, params);
}
inline bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
{
return MaterialLoader::LoadFromMemory(this, data, size, params);
}
inline bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
{
return MaterialLoader::LoadFromStream(this, stream, params);
}
inline bool Material::SetAlphaMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetAlphaMap(std::move(texture));
return true;
}
inline void Material::SetAlphaMap(TextureRef alphaMap)
{
m_alphaMap = std::move(alphaMap);
InvalidateShaders();
}
inline void Material::SetAlphaThreshold(float alphaThreshold)
{
m_alphaThreshold = alphaThreshold;
}
inline void Material::SetAmbientColor(const Color& ambient)
{
m_ambientColor = ambient;
}
inline void Material::SetDepthFunc(RendererComparison depthFunc)
{
m_states.depthFunc = depthFunc;
}
inline void Material::SetDepthMaterial(MaterialRef depthMaterial)
{
m_depthMaterial = std::move(depthMaterial);
}
inline void Material::SetDiffuseColor(const Color& diffuse)
{
m_diffuseColor = diffuse;
}
inline bool Material::SetDiffuseMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetDiffuseMap(std::move(texture));
return true;
}
inline void Material::SetDiffuseMap(TextureRef diffuseMap)
{
m_diffuseMap = std::move(diffuseMap);
InvalidateShaders();
}
inline void Material::SetDiffuseSampler(const TextureSampler& sampler)
{
m_diffuseSampler = sampler;
}
inline void Material::SetDstBlend(BlendFunc func)
{
m_states.dstBlend = func;
}
inline bool Material::SetEmissiveMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetEmissiveMap(std::move(texture));
return true;
}
inline void Material::SetEmissiveMap(TextureRef emissiveMap)
{
m_emissiveMap = std::move(emissiveMap);
InvalidateShaders();
}
inline void Material::SetFaceCulling(FaceSide faceSide)
{
m_states.faceCulling = faceSide;
}
inline void Material::SetFaceFilling(FaceFilling filling)
{
m_states.faceFilling = filling;
}
inline bool Material::SetHeightMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetHeightMap(std::move(texture));
return true;
}
inline void Material::SetHeightMap(TextureRef heightMap)
{
m_heightMap = std::move(heightMap);
InvalidateShaders();
}
inline bool Material::SetNormalMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetNormalMap(std::move(texture));
return true;
}
inline void Material::SetNormalMap(TextureRef normalMap)
{
m_normalMap = std::move(normalMap);
InvalidateShaders();
}
inline void Material::SetRenderStates(const RenderStates& states)
{
m_states = states;
}
inline void Material::SetShader(UberShaderConstRef uberShader)
{
m_uberShader = std::move(uberShader);
InvalidateShaders();
}
inline bool Material::SetShader(const String& uberShaderName)
{
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
if (!uberShader)
return false;
SetShader(std::move(uberShader));
return true;
}
inline void Material::SetShininess(float shininess)
{
m_shininess = shininess;
}
inline void Material::SetSpecularColor(const Color& specular)
{
m_specularColor = specular;
}
inline bool Material::SetSpecularMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetSpecularMap(std::move(texture));
return true;
}
inline void Material::SetSpecularMap(TextureRef specularMap)
{
m_specularMap = std::move(specularMap);
InvalidateShaders();
}
inline void Material::SetSpecularSampler(const TextureSampler& sampler)
{
m_specularSampler = sampler;
}
inline void Material::SetSrcBlend(BlendFunc func)
{
m_states.srcBlend = func;
}
inline Material& Material::operator=(const Material& material)
{
Resource::operator=(material);
Copy(material);
return *this;
}
inline MaterialRef Material::GetDefault()
{
return s_defaultMaterial;
}
inline void Material::InvalidateShaders()
{
for (ShaderInstance& instance : m_shaders)
instance.uberInstance = nullptr;
}
template<typename... Args>
MaterialRef Material::New(Args&&... args)
{

View File

@ -132,7 +132,7 @@ namespace Nz
}
/*!
* \brief Returns the distance from the center of the sphere to the point
* \brief Returns the distance from the sphere to the point (is negative when the point is inside the sphere)
* \return Distance to the point
*
* \param X X position of the point
@ -145,12 +145,11 @@ namespace Nz
template<typename T>
T Sphere<T>::Distance(T X, T Y, T Z) const
{
Vector3<T> distance(X-x, Y-y, Z-z);
return distance.GetLength();
return Distance({X, Y, Z});
}
/*!
* \brief Returns the distance from the center of the sphere to the point
* \brief Returns the distance from the sphere to the point (is negative when the point is inside the sphere)
* \return Distance to the point
*
* \param point Position of the point
@ -161,7 +160,7 @@ namespace Nz
template<typename T>
T Sphere<T>::Distance(const Vector3<T>& point) const
{
return Distance(point.x, point.y, point.z);
return Vector3f::Distance(point, GetPosition()) - radius;
}
/*!
@ -305,7 +304,7 @@ namespace Nz
template<typename T>
bool Sphere<T>::Intersect(const Sphere& sphere) const
{
return SquaredDistance(sphere.x, sphere.y, sphere.z) - radius * radius <= sphere.radius * sphere.radius;
return SquaredDistance(sphere.x, sphere.y, sphere.z) <= sphere.radius * sphere.radius;
}
/*!
@ -460,7 +459,7 @@ namespace Nz
}
/*!
* \brief Returns the squared distance from the center of the sphere to the point
* \brief Returns the squared distance from the sphere to the point (can be negative if the point is inside the sphere)
* \return Squared distance to the point
*
* \param X X position of the point
@ -469,27 +468,24 @@ namespace Nz
*
* \see Distance
*/
template<typename T>
T Sphere<T>::SquaredDistance(T X, T Y, T Z) const
{
Vector3<T> distance(X - x, Y - y, Z - z);
return distance.GetSquaredLength();
return SquaredDistance({X, Y, Z});
}
/*!
* \brief Returns the squared distance from the center of the sphere to the point
* \brief Returns the squared distance from the sphere to the point (can be negative if the point is inside the sphere)
* \return Squared distance to the point
*
* \param point Position of the point
*
* \see Distance
*/
template<typename T>
T Sphere<T>::SquaredDistance(const Vector3<T>& point) const
{
return SquaredDistance(point.x, point.y, point.z);
return Vector3f::Distance(point, GetPosition()) - radius * radius;
}
/*!

View File

@ -105,12 +105,15 @@ namespace Nz
static Vector3 Backward();
static Vector3 CrossProduct(const Vector3& vec1, const Vector3& vec2);
static T DotProduct(const Vector3& vec1, const Vector3& vec2);
static T Distance(const Vector3& vec1, const Vector3& vec2);
static float Distancef(const Vector3& vec1, const Vector3& vec2);
static Vector3 Down();
static Vector3 Forward();
static Vector3 Left();
static Vector3 Lerp(const Vector3& from, const Vector3& to, T interpolation);
static Vector3 Normalize(const Vector3& vec);
static Vector3 Right();
static T SquaredDistance(const Vector3& vec1, const Vector3& vec2);
static Vector3 Unit();
static Vector3 UnitX();
static Vector3 UnitY();

View File

@ -1011,6 +1011,40 @@ namespace Nz
return vector;
}
/*!
* \brief Measure the distance between two points
* Shorthand for vec1.Distance(vec2)
*
* param vec1 the first point
* param vec2 the second point
*
* \return The distance between the two vectors
*
* \see SquaredDistance
*/
template<typename T>
T Vector3<T>::Distance(const Vector3& vec1, const Vector3& vec2)
{
return vec1.Distance(vec2);
}
/*!
* \brief Measure the distance between two points as a float
* Shorthand for vec1.Distancef(vec2)
*
* param vec1 the first point
* param vec2 the second point
*
* \return The distance between the two vectors as a float
*
* \see SquaredDistancef
*/
template<typename T>
float Vector3<T>::Distancef(const Vector3& vec1, const Vector3& vec2)
{
return vec1.Distancef(vec2);
}
/*!
* \brief Shorthand for the vector (0, -1, 0)
* \return A vector with components (0, -1, 0)
@ -1110,6 +1144,21 @@ namespace Nz
return vector;
}
/*!
* \brief Calculates the squared distance between two vectors
* \return The metric distance between two vectors with the squared euclidean norm
*
* \param vec1 The first point to measure the distance with
* \param vec2 The second point to measure the distance with
*
* \see Distance
*/
template<typename T>
T Vector3<T>::SquaredDistance(const Vector3& vec1, const Vector3& vec2)
{
return vec1.SquaredDistance(vec2);
}
/*!
* \brief Shorthand for the vector (1, 1, 1)
* \return A vector with components (1, 1, 1)

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@ -319,6 +319,7 @@ NAZARA_RENDERER_API extern PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv;
NAZARA_RENDERER_API extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
NAZARA_RENDERER_API extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
NAZARA_RENDERER_API extern PFNGLUSEPROGRAMPROC glUseProgram;
NAZARA_RENDERER_API extern PFNGLVALIDATEPROGRAMPROC glValidateProgram;
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;

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@ -98,6 +98,8 @@ namespace Nz
void SendVectorArray(int location, const Vector4f* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector4i* vectors, unsigned int count) const;
bool Validate() const;
// Fonctions OpenGL
unsigned int GetOpenGLID() const;

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@ -0,0 +1,20 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <memory>
#include <Nazara/Utility/Debug.hpp>
namespace Nz
{
template<typename... Args>
ImageRef Image::New(Args&&... args)
{
std::unique_ptr<Image> object(new Image(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
}
#include <Nazara/Utility/DebugOff.hpp>

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@ -0,0 +1,217 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DepthRenderQueue.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
DepthRenderQueue::DepthRenderQueue()
{
// Material
m_baseMaterial = Material::New();
m_baseMaterial->Enable(RendererParameter_ColorWrite, false);
m_baseMaterial->Enable(RendererParameter_FaceCulling, false);
//m_baseMaterial->SetFaceCulling(FaceSide_Front);
}
void DepthRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboard(0, material, position, size, sinCos, color);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
void DepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
void DepthRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
NazaraUnused(meshAABB);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddMesh(0, material, meshData, meshAABB, transformMatrix);
}
void DepthRenderQueue::AddPointLight(const PointLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
void DepthRenderQueue::AddSpotLight(const SpotLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
NazaraAssert(material, "Invalid material");
NazaraUnused(renderOrder);
NazaraUnused(overlay);
if (!IsMaterialSuitable(material))
return;
if (material->HasDepthMaterial())
material = material->GetDepthMaterial();
else
material = m_baseMaterial;
ForwardRenderQueue::AddSprites(0, material, vertices, spriteCount, overlay);
}
}

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@ -0,0 +1,539 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/OffsetOf.hpp>
#include <Nazara/Graphics/AbstractBackground.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Drawable.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Sprite.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <limits>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
namespace
{
struct BillboardPoint
{
Color color;
Vector3f position;
Vector2f size;
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
Vector2f uv;
};
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
}
DepthRenderTechnique::DepthRenderTechnique() :
m_vertexBuffer(BufferType_Vertex)
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
}
void DepthRenderTechnique::Clear(const SceneData& sceneData) const
{
Renderer::Enable(RendererParameter_DepthBuffer, true);
Renderer::Enable(RendererParameter_DepthWrite, true);
Renderer::Clear(RendererBuffer_Depth);
// Just in case the background does render depth
//if (sceneData.background)
// sceneData.background->Draw(sceneData.viewer);
}
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
{
for (auto& pair : m_renderQueue.layers)
{
ForwardRenderQueue::Layer& layer = pair.second;
if (!layer.opaqueModels.empty())
DrawOpaqueModels(sceneData, layer);
if (!layer.basicSprites.empty())
DrawBasicSprites(sceneData, layer);
if (!layer.billboards.empty())
DrawBillboards(sceneData, layer);
for (const Drawable* drawable : layer.otherDrawables)
drawable->Draw();
}
return true;
}
AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
RenderTechniqueType DepthRenderTechnique::GetType() const
{
return RenderTechniqueType_Depth;
}
bool DepthRenderTechnique::Initialize()
{
try
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
for (unsigned int i = 0; i < s_maxQuads; ++i)
{
*indices++ = i * 4 + 0;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 1;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 3;
*indices++ = i * 4 + 1;
}
mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
//Note: Les UV sont calculés dans le shader
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
float vertices[2 * 4] = {
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
};
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
// Déclaration lors du rendu des billboards par sommet
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Englobe sincos
// Declaration utilisée lors du rendu des billboards par instancing
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
}
catch (const std::exception& e)
{
NazaraError("Failed to initialise: " + String(e.what()));
return false;
}
return true;
}
void DepthRenderTechnique::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
Renderer::SetVertexBuffer(&m_spriteBuffer);
for (auto& matIt : layer.basicSprites)
{
const Material* material = matIt.first;
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
auto& overlayMap = matEntry.overlayMap;
for (auto& overlayIt : overlayMap)
{
const Texture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
UInt32 flags = 0;
if (overlay)
flags |= ShaderFlags_TextureOverlay;
UInt8 overlayUnit;
const Shader* shader = material->Apply(flags, 0, &overlayUnit);
if (overlay)
{
overlayUnit++;
Renderer::SetTexture(overlayUnit, overlay);
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
}
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
do
{
// On ouvre le buffer en écriture
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
unsigned int spriteCount = 0;
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
do
{
ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(VertexStruct_XYZ_Color_UV));
vertices += count*4;
spriteCount += count;
spriteChainOffset += count;
// Avons-nous traité la chaîne entière ?
if (spriteChainOffset == currentChain.spriteCount)
{
spriteChain++;
spriteChainOffset = 0;
}
}
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
}
while (spriteChain < spriteChainCount);
spriteChainVector.clear();
}
}
// On remet à zéro
matEntry.enabled = false;
}
}
}
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
if (Renderer::HasCapability(RendererCap_Instancing))
{
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
}
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
data += renderedBillboardCount;
Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
else
{
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
for (auto& matIt : layer.billboards)
{
const Material* material = matIt.first;
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Position de la caméra
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
}
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
{
const ForwardRenderQueue::BillboardData& billboard = *data++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 1.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 1.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(0.f, 0.f);
vertices++;
vertices->color = billboard.color;
vertices->position = billboard.center;
vertices->sinCos = billboard.sinCos;
vertices->size = billboard.size;
vertices->uv.Set(1.f, 0.f);
vertices++;
}
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
}
while (billboardCount > 0);
billboardVector.clear();
}
}
}
}
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
const Shader* lastShader = nullptr;
const ShaderUniforms* shaderUniforms = nullptr;
for (auto& matIt : layer.opaqueModels)
{
auto& matEntry = matIt.second;
if (matEntry.enabled)
{
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
if (!meshInstances.empty())
{
const Material* material = matIt.first;
bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
lastShader = shader;
}
// Meshes
for (auto& meshIt : meshInstances)
{
const MeshData& meshData = meshIt.first;
auto& meshEntry = meshIt.second;
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
std::vector<Matrix4f>& instances = meshEntry.instances;
if (!instances.empty())
{
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
if (indexBuffer)
{
drawFunc = Renderer::DrawIndexedPrimitives;
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
indexCount = indexBuffer->GetIndexCount();
}
else
{
drawFunc = Renderer::DrawPrimitives;
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
indexCount = vertexBuffer->GetVertexCount();
}
Renderer::SetIndexBuffer(indexBuffer);
Renderer::SetVertexBuffer(vertexBuffer);
if (instancing)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
drawFunc(meshData.primitiveMode, 0, indexCount);
}
}
instances.clear();
}
}
}
// Et on remet à zéro les données
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
if (it == m_shaderUniforms.end())
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
}
return &it->second;
}
void DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);
}
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
}

View File

@ -77,7 +77,7 @@ namespace Nz
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
@ -120,7 +120,7 @@ namespace Nz
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)
@ -165,7 +165,7 @@ namespace Nz
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)
@ -212,7 +212,7 @@ namespace Nz
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
@ -253,7 +253,7 @@ namespace Nz
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
@ -296,7 +296,7 @@ namespace Nz
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)
@ -341,7 +341,7 @@ namespace Nz
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)

View File

@ -29,7 +29,7 @@ namespace Nz
Color color;
Vector3f position;
Vector2f size;
Vector2f sinCos; // doit suivre size
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
Vector2f uv;
};
@ -156,6 +156,9 @@ namespace Nz
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear);
s_shadowSampler.SetWrapMode(SamplerWrap_Clamp);
}
catch (const std::exception& e)
{
@ -487,7 +490,8 @@ namespace Nz
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0);
UInt8 freeTextureUnit;
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
@ -571,7 +575,10 @@ namespace Nz
// Sends the uniforms
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, i*shaderUniforms->lightOffset);
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
// Et on passe à l'affichage
drawFunc(meshData.primitiveMode, 0, indexCount);
}
const Matrix4f* instanceMatrices = &instances[0];
@ -630,7 +637,7 @@ namespace Nz
// Sends the light uniforms to the shader
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i);
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
// Et on passe à l'affichage
drawFunc(meshData.primitiveMode, 0, indexCount);
@ -680,7 +687,8 @@ namespace Nz
const Material* material = modelData.material;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
const Shader* shader = material->Apply();
UInt8 freeTextureUnit;
const Shader* shader = material->Apply(0, 0, &freeTextureUnit);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
@ -699,7 +707,7 @@ namespace Nz
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
for (unsigned int i = 0; i < lightCount; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i);
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++);
}
lastShader = shader;
@ -738,7 +746,7 @@ namespace Nz
ChooseLights(Spheref(position, radius), false);
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i);
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++);
}
Renderer::SetMatrix(MatrixType_World, matrix);
@ -770,9 +778,13 @@ namespace Nz
uniforms.lightUniforms.locations.type = type0Location;
uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
uniforms.lightUniforms.locations.lightViewProjMatrix = shader->GetUniformLocation("LightViewProjMatrix[0]");
uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
uniforms.lightUniforms.locations.pointLightShadowMap = shader->GetUniformLocation("PointLightShadowMap[0]");
uniforms.lightUniforms.locations.shadowMapping = shader->GetUniformLocation("Lights[0].shadowMapping");
uniforms.lightUniforms.locations.directionalSpotLightShadowMap = shader->GetUniformLocation("DirectionalSpotLightShadowMap[0]");
}
else
uniforms.hasLightUniforms = false;
@ -789,6 +801,7 @@ namespace Nz
}
IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer;
TextureSampler ForwardRenderTechnique::s_shadowSampler;
VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer;
VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration;
VertexDeclaration ForwardRenderTechnique::s_billboardVertexDeclaration;

View File

@ -8,6 +8,7 @@
#include <Nazara/Core/Log.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Graphics/GuillotineTextureAtlas.hpp>
#include <Nazara/Graphics/Material.hpp>
@ -100,6 +101,12 @@ namespace Nz
Loaders::RegisterTexture();
// RenderTechniques
if (!DepthRenderTechnique::Initialize())
{
NazaraError("Failed to initialize Depth Rendering");
return false;
}
if (!ForwardRenderTechnique::Initialize())
{
NazaraError("Failed to initialize Forward Rendering");
@ -175,6 +182,7 @@ namespace Nz
Loaders::UnregisterTexture();
DeferredRenderTechnique::Uninitialize();
DepthRenderTechnique::Uninitialize();
ForwardRenderTechnique::Uninitialize();
SkinningManager::Uninitialize();
ParticleRenderer::Uninitialize();

View File

@ -5,6 +5,7 @@
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Math/Algorithm.hpp>
#include <Nazara/Math/Sphere.hpp>
#include <Nazara/Renderer/Renderer.hpp>
@ -18,7 +19,11 @@
namespace Nz
{
Light::Light(LightType type) :
m_type(type)
m_type(type),
m_shadowMapFormat(PixelFormatType_Depth16),
m_shadowMapSize(512, 512),
m_shadowCastingEnabled(false),
m_shadowMapUpdated(false)
{
SetAmbientFactor((type == LightType_Directional) ? 0.2f : 0.f);
SetAttenuation(0.9f);
@ -31,6 +36,11 @@ namespace Nz
void Light::AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const
{
static Matrix4f biasMatrix(0.5f, 0.f, 0.f, 0.f,
0.f, 0.5f, 0.f, 0.f,
0.f, 0.f, 0.5f, 0.f,
0.5f, 0.5f, 0.5f, 1.f);
switch (m_type)
{
case LightType_Directional:
@ -40,6 +50,8 @@ namespace Nz
light.color = m_color;
light.diffuseFactor = m_diffuseFactor;
light.direction = transformMatrix.Transform(Vector3f::Forward(), 0.f);
light.shadowMap = m_shadowMap.Get();
light.transformMatrix = Matrix4f::ViewMatrix(transformMatrix.GetRotation() * Vector3f::Forward() * 100.f, transformMatrix.GetRotation()) * Matrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f) * biasMatrix;
renderQueue->AddDirectionalLight(light);
break;
@ -55,6 +67,7 @@ namespace Nz
light.invRadius = m_invRadius;
light.position = transformMatrix.GetTranslation();
light.radius = m_radius;
light.shadowMap = m_shadowMap.Get();
renderQueue->AddPointLight(light);
break;
@ -74,6 +87,8 @@ namespace Nz
light.outerAngleTangent = m_outerAngleTangent;
light.position = transformMatrix.GetTranslation();
light.radius = m_radius;
light.shadowMap = m_shadowMap.Get();
light.transformMatrix = Matrix4f::ViewMatrix(transformMatrix.GetTranslation(), transformMatrix.GetRotation()) * Matrix4f::Perspective(m_outerAngle*2.f, 1.f, 0.1f, m_radius) * biasMatrix;
renderQueue->AddSpotLight(light);
break;
@ -178,4 +193,19 @@ namespace Nz
break;
}
}
void Light::UpdateShadowMap() const
{
if (m_shadowCastingEnabled)
{
if (!m_shadowMap)
m_shadowMap = Texture::New();
m_shadowMap->Create((m_type == LightType_Point) ? ImageType_Cubemap : ImageType_2D, m_shadowMapFormat, m_shadowMapSize.x, m_shadowMapSize.y);
}
else
m_shadowMap.Reset();
m_shadowMapUpdated = true;
}
}

View File

@ -44,23 +44,6 @@ namespace Nz
return true;
}
Material::Material()
{
Reset();
}
Material::Material(const Material& material) :
RefCounted(),
Resource(material)
{
Copy(material);
}
Material::~Material()
{
OnMaterialRelease(this);
}
const Shader* Material::Apply(UInt32 shaderFlags, UInt8 textureUnit, UInt8* lastUsedUnit) const
{
const ShaderInstance& instance = m_shaders[shaderFlags];
@ -300,247 +283,12 @@ namespace Nz
SetShader(matParams.shaderName);
}
void Material::Enable(RendererParameter renderParameter, bool enable)
{
#ifdef NAZARA_DEBUG
if (renderParameter > RendererParameter_Max)
{
NazaraError("Renderer parameter out of enum");
return;
}
#endif
m_states.parameters[renderParameter] = enable;
}
void Material::EnableAlphaTest(bool alphaTest)
{
m_alphaTestEnabled = alphaTest;
InvalidateShaders();
}
void Material::EnableDepthSorting(bool depthSorting)
{
m_depthSortingEnabled = depthSorting;
}
void Material::EnableLighting(bool lighting)
{
m_lightingEnabled = lighting;
InvalidateShaders();
}
void Material::EnableTransform(bool transform)
{
m_transformEnabled = transform;
InvalidateShaders();
}
Texture* Material::GetAlphaMap() const
{
return m_alphaMap;
}
float Material::GetAlphaThreshold() const
{
return m_alphaThreshold;
}
Color Material::GetAmbientColor() const
{
return m_ambientColor;
}
RendererComparison Material::GetDepthFunc() const
{
return m_states.depthFunc;
}
Color Material::GetDiffuseColor() const
{
return m_diffuseColor;
}
TextureSampler& Material::GetDiffuseSampler()
{
return m_diffuseSampler;
}
const TextureSampler& Material::GetDiffuseSampler() const
{
return m_diffuseSampler;
}
Texture* Material::GetDiffuseMap() const
{
return m_diffuseMap;
}
BlendFunc Material::GetDstBlend() const
{
return m_states.dstBlend;
}
Texture* Material::GetEmissiveMap() const
{
return m_emissiveMap;
}
FaceSide Material::GetFaceCulling() const
{
return m_states.faceCulling;
}
FaceFilling Material::GetFaceFilling() const
{
return m_states.faceFilling;
}
Texture* Material::GetHeightMap() const
{
return m_heightMap;
}
Texture* Material::GetNormalMap() const
{
return m_normalMap;
}
const RenderStates& Material::GetRenderStates() const
{
return m_states;
}
const UberShader* Material::GetShader() const
{
return m_uberShader;
}
const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
{
const ShaderInstance& instance = m_shaders[flags];
if (!instance.uberInstance)
GenerateShader(flags);
return instance.uberInstance;
}
float Material::GetShininess() const
{
return m_shininess;
}
Color Material::GetSpecularColor() const
{
return m_specularColor;
}
Texture* Material::GetSpecularMap() const
{
return m_specularMap;
}
TextureSampler& Material::GetSpecularSampler()
{
return m_specularSampler;
}
const TextureSampler& Material::GetSpecularSampler() const
{
return m_specularSampler;
}
BlendFunc Material::GetSrcBlend() const
{
return m_states.srcBlend;
}
bool Material::HasAlphaMap() const
{
return m_alphaMap.IsValid();
}
bool Material::HasDiffuseMap() const
{
return m_diffuseMap.IsValid();
}
bool Material::HasEmissiveMap() const
{
return m_emissiveMap.IsValid();
}
bool Material::HasHeightMap() const
{
return m_heightMap.IsValid();
}
bool Material::HasNormalMap() const
{
return m_normalMap.IsValid();
}
bool Material::HasSpecularMap() const
{
return m_specularMap.IsValid();
}
bool Material::IsAlphaTestEnabled() const
{
return m_alphaTestEnabled;
}
bool Material::IsDepthSortingEnabled() const
{
return m_depthSortingEnabled;
}
bool Material::IsEnabled(RendererParameter parameter) const
{
#ifdef NAZARA_DEBUG
if (parameter > RendererParameter_Max)
{
NazaraError("Renderer parameter out of enum");
return false;
}
#endif
return m_states.parameters[parameter];
}
bool Material::IsLightingEnabled() const
{
return m_lightingEnabled;
}
bool Material::IsTransformEnabled() const
{
return m_transformEnabled;
}
bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
{
return MaterialLoader::LoadFromFile(this, filePath, params);
}
bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
{
return MaterialLoader::LoadFromMemory(this, data, size, params);
}
bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
{
return MaterialLoader::LoadFromStream(this, stream, params);
}
void Material::Reset()
{
OnMaterialReset(this);
m_alphaMap.Reset();
m_depthMaterial.Reset();
m_diffuseMap.Reset();
m_emissiveMap.Reset();
m_heightMap.Reset();
@ -558,6 +306,8 @@ namespace Nz
m_diffuseColor = Color::White;
m_diffuseSampler = TextureSampler();
m_lightingEnabled = true;
m_shadowCastingEnabled = true;
m_shadowReceiveEnabled = true;
m_shininess = 50.f;
m_specularColor = Color::White;
m_specularSampler = TextureSampler();
@ -569,252 +319,32 @@ namespace Nz
SetShader("Basic");
}
bool Material::SetAlphaMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetAlphaMap(std::move(texture));
return true;
}
void Material::SetAlphaMap(TextureRef alphaMap)
{
m_alphaMap = std::move(alphaMap);
InvalidateShaders();
}
void Material::SetAlphaThreshold(float alphaThreshold)
{
m_alphaThreshold = alphaThreshold;
}
void Material::SetAmbientColor(const Color& ambient)
{
m_ambientColor = ambient;
}
void Material::SetDepthFunc(RendererComparison depthFunc)
{
m_states.depthFunc = depthFunc;
}
void Material::SetDiffuseColor(const Color& diffuse)
{
m_diffuseColor = diffuse;
}
bool Material::SetDiffuseMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetDiffuseMap(std::move(texture));
return true;
}
void Material::SetDiffuseMap(TextureRef diffuseMap)
{
m_diffuseMap = std::move(diffuseMap);
InvalidateShaders();
}
void Material::SetDiffuseSampler(const TextureSampler& sampler)
{
m_diffuseSampler = sampler;
}
void Material::SetDstBlend(BlendFunc func)
{
m_states.dstBlend = func;
}
bool Material::SetEmissiveMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetEmissiveMap(std::move(texture));
return true;
}
void Material::SetEmissiveMap(TextureRef emissiveMap)
{
m_emissiveMap = std::move(emissiveMap);
InvalidateShaders();
}
void Material::SetFaceCulling(FaceSide faceSide)
{
m_states.faceCulling = faceSide;
}
void Material::SetFaceFilling(FaceFilling filling)
{
m_states.faceFilling = filling;
}
bool Material::SetHeightMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetHeightMap(std::move(texture));
return true;
}
void Material::SetHeightMap(TextureRef heightMap)
{
m_heightMap = std::move(heightMap);
InvalidateShaders();
}
bool Material::SetNormalMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetNormalMap(std::move(texture));
return true;
}
void Material::SetNormalMap(TextureRef normalMap)
{
m_normalMap = std::move(normalMap);
InvalidateShaders();
}
void Material::SetRenderStates(const RenderStates& states)
{
m_states = states;
}
void Material::SetShader(UberShaderConstRef uberShader)
{
m_uberShader = std::move(uberShader);
InvalidateShaders();
}
bool Material::SetShader(const String& uberShaderName)
{
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
if (!uberShader)
return false;
SetShader(std::move(uberShader));
return true;
}
void Material::SetShininess(float shininess)
{
m_shininess = shininess;
}
void Material::SetSpecularColor(const Color& specular)
{
m_specularColor = specular;
}
bool Material::SetSpecularMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetSpecularMap(std::move(texture));
return true;
}
void Material::SetSpecularMap(TextureRef specularMap)
{
m_specularMap = std::move(specularMap);
InvalidateShaders();
}
void Material::SetSpecularSampler(const TextureSampler& sampler)
{
m_specularSampler = sampler;
}
void Material::SetSrcBlend(BlendFunc func)
{
m_states.srcBlend = func;
}
Material& Material::operator=(const Material& material)
{
Resource::operator=(material);
Copy(material);
return *this;
}
MaterialRef Material::GetDefault()
{
return s_defaultMaterial;
}
void Material::Copy(const Material& material)
{
// Copie des états de base
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
m_depthSortingEnabled = material.m_depthSortingEnabled;
m_diffuseColor = material.m_diffuseColor;
m_diffuseSampler = material.m_diffuseSampler;
m_lightingEnabled = material.m_lightingEnabled;
m_shininess = material.m_shininess;
m_specularColor = material.m_specularColor;
m_specularSampler = material.m_specularSampler;
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
m_depthSortingEnabled = material.m_depthSortingEnabled;
m_diffuseColor = material.m_diffuseColor;
m_diffuseSampler = material.m_diffuseSampler;
m_lightingEnabled = material.m_lightingEnabled;
m_shininess = material.m_shininess;
m_shadowCastingEnabled = material.m_shadowCastingEnabled;
m_shadowReceiveEnabled = material.m_shadowReceiveEnabled;
m_specularColor = material.m_specularColor;
m_specularSampler = material.m_specularSampler;
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
// Copie des références de texture
m_alphaMap = material.m_alphaMap;
m_diffuseMap = material.m_diffuseMap;
m_emissiveMap = material.m_emissiveMap;
m_heightMap = material.m_heightMap;
m_normalMap = material.m_normalMap;
m_specularMap = material.m_specularMap;
// Copie de la référence vers l'Über-Shader
m_alphaMap = material.m_alphaMap;
m_depthMaterial = material.m_depthMaterial;
m_diffuseMap = material.m_diffuseMap;
m_emissiveMap = material.m_emissiveMap;
m_heightMap = material.m_heightMap;
m_normalMap = material.m_normalMap;
m_specularMap = material.m_specularMap;
m_uberShader = material.m_uberShader;
// On copie les instances de shader par la même occasion
@ -832,6 +362,7 @@ namespace Nz
list.SetParameter("LIGHTING", m_lightingEnabled);
list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
list.SetParameter("SHADOW_MAPPING", m_shadowReceiveEnabled);
list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid() ||
@ -865,12 +396,6 @@ namespace Nz
#undef CacheUniform
}
void Material::InvalidateShaders()
{
for (ShaderInstance& instance : m_shaders)
instance.uberInstance = nullptr;
}
bool Material::Initialize()
{
if (!MaterialLibrary::Initialize())
@ -905,8 +430,8 @@ namespace Nz
String fragmentShader(reinterpret_cast<const char*>(r_phongLightingFragmentShader), sizeof(r_phongLightingFragmentShader));
String vertexShader(reinterpret_cast<const char*>(r_phongLightingVertexShader), sizeof(r_phongLightingVertexShader));
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SHADOW_MAPPING SPECULAR_MAPPING");
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING SHADOW_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
UberShaderLibrary::Register("PhongLighting", uberShader);
}

View File

@ -18,6 +18,7 @@ namespace Nz
"Advanced Forward",
"Basic Forward",
"Deferred Shading",
"Depth Pass",
"Light Pre-Pass",
"User"
};

File diff suppressed because one or more lines are too long

View File

@ -8,6 +8,7 @@ layout(early_fragment_tests) in;
/********************Entrant********************/
in vec4 vColor;
in vec4 vLightSpacePos[3];
in mat3 vLightToWorld;
in vec3 vNormal;
in vec2 vTexCoord;
@ -29,10 +30,13 @@ struct Light
vec4 parameters1;
vec4 parameters2;
vec2 parameters3;
bool shadowMapping;
};
// Lumières
uniform Light Lights[3];
uniform samplerCube PointLightShadowMap[3];
uniform sampler2D DirectionalSpotLightShadowMap[3];
// Matériau
uniform sampler2D MaterialAlphaMap;
@ -81,6 +85,41 @@ vec4 EncodeNormal(in vec3 normal)
return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
}
float VectorToDepthValue(vec3 vec, float zNear, float zFar)
{
vec3 absVec = abs(vec);
float localZ = max(absVec.x, max(absVec.y, absVec.z));
float normZ = ((zFar + zNear) * localZ - (2.0*zFar*zNear)) / ((zFar - zNear)*localZ);
return (normZ + 1.0) * 0.5;
}
float CalculateDirectionalShadowFactor(int lightIndex)
{
vec4 lightSpacePos = vLightSpacePos[lightIndex];
return (texture(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xy).x >= (lightSpacePos.z - 0.0005)) ? 1.0 : 0.0;
}
float CalculatePointShadowFactor(int lightIndex, vec3 lightToWorld, float zNear, float zFar)
{
return (texture(PointLightShadowMap[lightIndex], vec3(lightToWorld.x, -lightToWorld.y, -lightToWorld.z)).x >= VectorToDepthValue(lightToWorld, zNear, zFar)) ? 1.0 : 0.0;
}
float CalculateSpotShadowFactor(int lightIndex)
{
vec4 lightSpacePos = vLightSpacePos[lightIndex];
float visibility = 1.0;
float x,y;
for (y = -3.5; y <= 3.5; y+= 1.0)
for (x = -3.5; x <= 3.5; x+= 1.0)
visibility += (textureProj(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xyw + vec3(x/1024.0 * lightSpacePos.w, y/1024.0 * lightSpacePos.w, 0.0)).x >= (lightSpacePos.z - 0.0005)/lightSpacePos.w) ? 1.0 : 0.0;
visibility /= 64.0;
return visibility;
}
void main()
{
vec4 diffuseColor = MaterialDiffuse * vColor;
@ -168,6 +207,10 @@ void main()
for (int i = 0; i < 3; ++i)
{
vec4 lightColor = Lights[i].color;
float lightAmbientFactor = Lights[i].factors.x;
float lightDiffuseFactor = Lights[i].factors.y;
switch (Lights[i].type)
{
case LIGHT_DIRECTIONAL:
@ -175,75 +218,120 @@ void main()
vec3 lightDir = -Lights[i].parameters1.xyz;
// Ambient
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
float att = 1.0;
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateDirectionalShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += specularFactor * Lights[i].color.rgb;
lightSpecular += att * specularFactor * lightColor.rgb;
break;
}
case LIGHT_POINT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
vec3 lightPos = Lights[i].parameters1.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
vec3 worldToLight = lightPos - vWorldPos;
float lightDirLength = length(worldToLight);
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
// Specular
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * Lights[i].color.rgb;
lightSpecular += att * specularFactor * lightColor.rgb;
break;
}
case LIGHT_SPOT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
vec3 lightPos = Lights[i].parameters1.xyz;
vec3 lightDir = Lights[i].parameters2.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
float lightInnerAngle = Lights[i].parameters3.x;
float lightOuterAngle = Lights[i].parameters3.y;
vec3 worldToLight = lightPos - vWorldPos;
float lightDistance = length(worldToLight);
worldToLight /= lightDistance; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateSpotShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
float outerAngle = Lights[i].parameters3.y;
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
float curAngle = dot(lightDir, -worldToLight);
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
float lambert = max(dot(normal, worldToLight), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
// Specular
vec3 reflection = reflect(-lightDir, normal);
vec3 reflection = reflect(-worldToLight, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, MaterialShininess);
lightSpecular += att * specularFactor * Lights[i].color.rgb;
lightSpecular += att * specularFactor * lightColor.rgb;
break;
}
@ -256,61 +344,110 @@ void main()
{
for (int i = 0; i < 3; ++i)
{
vec4 lightColor = Lights[i].color;
float lightAmbientFactor = Lights[i].factors.x;
float lightDiffuseFactor = Lights[i].factors.y;
switch (Lights[i].type)
{
case LIGHT_DIRECTIONAL:
{
vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
vec3 lightDir = -Lights[i].parameters1.xyz;
// Ambient
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
float att = 1.0;
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateDirectionalShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
break;
}
case LIGHT_POINT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
vec3 lightPos = Lights[i].parameters1.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
vec3 worldToLight = lightPos - vWorldPos;
float lightDirLength = length(worldToLight);
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
break;
}
case LIGHT_SPOT:
{
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
float lightDirLength = length(lightDir);
lightDir /= lightDirLength; // Normalisation
vec3 lightPos = Lights[i].parameters1.xyz;
vec3 lightDir = Lights[i].parameters2.xyz;
float lightAttenuation = Lights[i].parameters1.w;
float lightInvRadius = Lights[i].parameters2.w;
float lightInnerAngle = Lights[i].parameters3.x;
float lightOuterAngle = Lights[i].parameters3.y;
vec3 worldToLight = lightPos - vWorldPos;
float lightDistance = length(worldToLight);
worldToLight /= lightDistance; // Normalisation
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
// Ambient
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
#if SHADOW_MAPPING
if (Lights[i].shadowMapping)
{
float shadowFactor = CalculateSpotShadowFactor(i);
if (shadowFactor == 0.0)
break;
att *= shadowFactor;
}
#endif
// Modification de l'atténuation pour gérer le spot
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
float outerAngle = Lights[i].parameters3.y;
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
float curAngle = dot(lightDir, -worldToLight);
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
float lambert = max(dot(normal, worldToLight), 0.0);
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
}
default:
@ -318,7 +455,7 @@ void main()
}
}
}
lightSpecular *= MaterialSpecular.rgb;
#if SPECULAR_MAPPING
lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
@ -340,3 +477,4 @@ void main()
#endif // LIGHTING
#endif // FLAG_DEFERRED
}

File diff suppressed because one or more lines are too long

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@ -15,6 +15,7 @@ in vec2 VertexTexCoord;
/********************Sortant********************/
out vec4 vColor;
out vec4 vLightSpacePos[3];
out mat3 vLightToWorld;
out vec3 vNormal;
out vec2 vTexCoord;
@ -23,6 +24,8 @@ out vec3 vWorldPos;
/********************Uniformes********************/
uniform vec3 EyePosition;
uniform mat4 InvViewMatrix;
uniform mat4 LightViewProjMatrix[3];
uniform float VertexDepth;
uniform mat4 ViewProjMatrix;
uniform mat4 WorldMatrix;
@ -121,6 +124,11 @@ void main()
#endif
#endif
#if SHADOW_MAPPING
for (int i = 0; i < 3; ++i)
vLightSpacePos[i] = LightViewProjMatrix[i] * WorldMatrix * vec4(VertexPosition, 1.0);
#endif
#if TEXTURE_MAPPING
vTexCoord = VertexTexCoord;
#endif

File diff suppressed because one or more lines are too long

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@ -995,6 +995,7 @@ namespace Nz
glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(LoadEntry("glUniformMatrix4fv"));
glUnmapBuffer = reinterpret_cast<PFNGLUNMAPBUFFERPROC>(LoadEntry("glUnmapBuffer"));
glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMPROC>(LoadEntry("glUseProgram"));
glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMPROC>(LoadEntry("glValidateProgram"));
glVertexAttrib4f = reinterpret_cast<PFNGLVERTEXATTRIB4FPROC>(LoadEntry("glVertexAttrib4f"));
glVertexAttribDivisor = reinterpret_cast<PFNGLVERTEXATTRIBDIVISORPROC>(LoadEntry("glVertexAttribDivisor"));
glVertexAttribPointer = reinterpret_cast<PFNGLVERTEXATTRIBPOINTERPROC>(LoadEntry("glVertexAttribPointer"));
@ -1684,24 +1685,44 @@ namespace Nz
format->dataFormat = GL_DEPTH_COMPONENT;
format->dataType = GL_UNSIGNED_SHORT;
format->internalFormat = GL_DEPTH_COMPONENT16;
format->swizzle[0] = GL_RED;
format->swizzle[1] = GL_RED;
format->swizzle[2] = GL_RED;
format->swizzle[3] = GL_ONE;
return true;
case PixelFormatType_Depth24:
format->dataFormat = GL_DEPTH_COMPONENT;
format->dataType = GL_UNSIGNED_INT;
format->internalFormat = GL_DEPTH_COMPONENT24;
format->swizzle[0] = GL_RED;
format->swizzle[1] = GL_RED;
format->swizzle[2] = GL_RED;
format->swizzle[3] = GL_ONE;
return true;
case PixelFormatType_Depth24Stencil8:
format->dataFormat = GL_DEPTH_STENCIL;
format->dataType = GL_UNSIGNED_INT_24_8;
format->internalFormat = GL_DEPTH24_STENCIL8;
format->swizzle[0] = GL_RED;
format->swizzle[1] = GL_RED;
format->swizzle[2] = GL_RED;
format->swizzle[3] = GL_GREEN;
return true;
case PixelFormatType_Depth32:
format->dataFormat = GL_DEPTH_COMPONENT;
format->dataType = GL_UNSIGNED_BYTE;
format->internalFormat = GL_DEPTH_COMPONENT32;
format->swizzle[0] = GL_RED;
format->swizzle[1] = GL_RED;
format->swizzle[2] = GL_RED;
format->swizzle[3] = GL_ONE;
return true;
case PixelFormatType_Stencil1:
@ -2248,12 +2269,14 @@ PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv = nullptr;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = nullptr;
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = nullptr;
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor = nullptr;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = nullptr;
PFNGLVERTEXATTRIBLPOINTERPROC glVertexAttribLPointer = nullptr;
PFNGLVIEWPORTPROC glViewport = nullptr;
#if defined(NAZARA_PLATFORM_WINDOWS)
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormat = nullptr;
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs = nullptr;

View File

@ -156,9 +156,6 @@ namespace Nz
InvalidateSize();
InvalidateTargets();
if (attachmentPoint == AttachmentPoint_Color && !m_impl->userDefinedTargets)
m_impl->colorTargets.push_back(index);
return true;
}
@ -293,9 +290,6 @@ namespace Nz
InvalidateSize();
InvalidateTargets();
if (attachmentPoint == AttachmentPoint_Color && !m_impl->userDefinedTargets)
m_impl->colorTargets.push_back(index);
return true;
}
@ -819,6 +813,15 @@ namespace Nz
void RenderTexture::UpdateTargets() const
{
if (!m_impl->userDefinedTargets)
{
m_impl->colorTargets.clear();
unsigned int colorIndex = 0;
for (unsigned int index = attachmentIndex[AttachmentPoint_Color]; index < m_impl->attachments.size(); ++index)
m_impl->colorTargets.push_back(colorIndex++);
}
if (m_impl->colorTargets.empty())
{
m_impl->drawBuffers.resize(1);

View File

@ -1713,6 +1713,14 @@ namespace Nz
// Et on termine par envoyer nos états au driver
OpenGL::ApplyStates(s_states);
#ifdef NAZARA_DEBUG
if (!s_shader->Validate())
{
NazaraError(Error::GetLastError());
return false;
}
#endif
return true;
}

View File

@ -747,6 +747,31 @@ namespace Nz
}
}
bool Shader::Validate() const
{
#if NAZARA_RENDERER_SAFE
if (!m_program)
{
NazaraError("Shader is not initialized");
return false;
}
#endif
glValidateProgram(m_program);
GLint success;
glGetProgramiv(m_program, GL_VALIDATE_STATUS, &success);
if (success == GL_TRUE)
return true;
else
{
NazaraError("Failed to validate shader: " + GetLog());
return false;
}
}
unsigned int Shader::GetOpenGLID() const
{
return m_program;

View File

@ -1306,6 +1306,12 @@ namespace Nz
glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, openGLFormat.swizzle[3]);
}
if (!proxy && PixelFormat::GetType(m_impl->format) == PixelFormatTypeType_Depth)
{
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
return true;
}