Made Initialize/Uninitialize static methods from non-submodules private
Former-commit-id: 78dac32c8650dc9eb4fd2c7f0bece030012497cf
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@@ -638,6 +638,88 @@ NzMaterial& NzMaterial::operator=(NzMaterial&& material)
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return *this;
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}
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NzMaterial* NzMaterial::GetDefault()
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{
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return s_defaultMaterial;
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}
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void NzMaterial::Copy(const NzMaterial& material)
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{
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// On relache les références proprement
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m_alphaMap.Reset();
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m_diffuseMap.Reset();
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m_emissiveMap.Reset();
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m_heightMap.Reset();
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m_normalMap.Reset();
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m_specularMap.Reset();
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m_uberShader.Reset();
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
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// Ensuite une petite astuce pour récupérer correctement les références
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m_alphaMap.Release();
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m_diffuseMap.Release();
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m_emissiveMap.Release();
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m_heightMap.Release();
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m_normalMap.Release();
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m_specularMap.Release();
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m_uberShader.Release();
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m_alphaMap = material.m_alphaMap;
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m_diffuseMap = material.m_diffuseMap;
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m_emissiveMap = material.m_emissiveMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_specularMap = material.m_specularMap;
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m_uberShader = material.m_uberShader;
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}
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void NzMaterial::GenerateShader(nzUInt32 flags) const
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{
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NzParameterList list;
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list.SetParameter("ALPHA_MAPPING", m_alphaMap.IsValid());
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list.SetParameter("ALPHA_TEST", m_alphaTestEnabled);
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list.SetParameter("COMPUTE_TBNMATRIX", m_normalMap.IsValid() || m_heightMap.IsValid());
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list.SetParameter("DIFFUSE_MAPPING", m_diffuseMap.IsValid());
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list.SetParameter("EMISSIVE_MAPPING", m_emissiveMap.IsValid());
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list.SetParameter("LIGHTING", m_lightingEnabled);
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list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
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list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
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list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
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list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
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m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid());
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list.SetParameter("TRANSFORM", m_transformEnabled);
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list.SetParameter("FLAG_DEFERRED", static_cast<bool>(flags & nzShaderFlags_Deferred));
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list.SetParameter("FLAG_INSTANCING", static_cast<bool>(flags & nzShaderFlags_Instancing));
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ShaderInstance& instance = m_shaders[flags];
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instance.uberInstance = m_uberShader->Get(list);
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instance.shader = instance.uberInstance->GetShader();
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#define CacheUniform(name) instance.uniforms[nzMaterialUniform_##name] = instance.shader->GetUniformLocation("Material" #name)
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CacheUniform(AlphaMap);
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CacheUniform(AlphaThreshold);
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CacheUniform(Ambient);
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CacheUniform(Diffuse);
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CacheUniform(DiffuseMap);
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CacheUniform(EmissiveMap);
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CacheUniform(HeightMap);
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CacheUniform(NormalMap);
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CacheUniform(Shininess);
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CacheUniform(Specular);
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CacheUniform(SpecularMap);
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#undef CacheUniform
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}
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void NzMaterial::InvalidateShaders()
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{
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for (ShaderInstance& instance : m_shaders)
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instance.uberInstance = nullptr;
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}
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bool NzMaterial::Initialize()
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{
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bool glsl140 = (NzOpenGL::GetGLSLVersion() >= 140);
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@@ -733,11 +815,6 @@ bool NzMaterial::Initialize()
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return true;
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}
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NzMaterial* NzMaterial::GetDefault()
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{
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return s_defaultMaterial;
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}
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void NzMaterial::Uninitialize()
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{
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NzUberShaderLibrary::Unregister("PhongLighting");
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@@ -747,82 +824,5 @@ void NzMaterial::Uninitialize()
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s_defaultMaterial = nullptr;
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}
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void NzMaterial::Copy(const NzMaterial& material)
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{
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// On relache les références proprement
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m_alphaMap.Reset();
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m_diffuseMap.Reset();
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m_emissiveMap.Reset();
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m_heightMap.Reset();
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m_normalMap.Reset();
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m_specularMap.Reset();
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m_uberShader.Reset();
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
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// Ensuite une petite astuce pour récupérer correctement les références
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m_alphaMap.Release();
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m_diffuseMap.Release();
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m_emissiveMap.Release();
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m_heightMap.Release();
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m_normalMap.Release();
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m_specularMap.Release();
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m_uberShader.Release();
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m_alphaMap = material.m_alphaMap;
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m_diffuseMap = material.m_diffuseMap;
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m_emissiveMap = material.m_emissiveMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_specularMap = material.m_specularMap;
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m_uberShader = material.m_uberShader;
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}
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void NzMaterial::GenerateShader(nzUInt32 flags) const
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{
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NzParameterList list;
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list.SetParameter("ALPHA_MAPPING", m_alphaMap.IsValid());
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list.SetParameter("ALPHA_TEST", m_alphaTestEnabled);
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list.SetParameter("COMPUTE_TBNMATRIX", m_normalMap.IsValid() || m_heightMap.IsValid());
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list.SetParameter("DIFFUSE_MAPPING", m_diffuseMap.IsValid());
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list.SetParameter("EMISSIVE_MAPPING", m_emissiveMap.IsValid());
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list.SetParameter("LIGHTING", m_lightingEnabled);
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list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
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list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
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list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
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list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
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m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid());
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list.SetParameter("TRANSFORM", m_transformEnabled);
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list.SetParameter("FLAG_DEFERRED", static_cast<bool>(flags & nzShaderFlags_Deferred));
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list.SetParameter("FLAG_INSTANCING", static_cast<bool>(flags & nzShaderFlags_Instancing));
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ShaderInstance& instance = m_shaders[flags];
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instance.uberInstance = m_uberShader->Get(list);
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instance.shader = instance.uberInstance->GetShader();
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#define CacheUniform(name) instance.uniforms[nzMaterialUniform_##name] = instance.shader->GetUniformLocation("Material" #name)
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CacheUniform(AlphaMap);
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CacheUniform(AlphaThreshold);
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CacheUniform(Ambient);
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CacheUniform(Diffuse);
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CacheUniform(DiffuseMap);
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CacheUniform(EmissiveMap);
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CacheUniform(HeightMap);
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CacheUniform(NormalMap);
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CacheUniform(Shininess);
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CacheUniform(Specular);
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CacheUniform(SpecularMap);
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#undef CacheUniform
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}
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void NzMaterial::InvalidateShaders()
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{
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for (ShaderInstance& instance : m_shaders)
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instance.uberInstance = nullptr;
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}
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NzMaterial* NzMaterial::s_defaultMaterial = nullptr;
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NzMaterialLoader::LoaderList NzMaterial::s_loaders;
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