Big UberShader update

-Added GRAPHICS_MAX_LIGHTPERPASS macro
-Added glGetActiveUniform OpenGL function
-Added (Uber)ShaderLibrary
-Added (Uber)ShaderName parameter to models
-Changed uniform system
-Fixed Node copying
-Moved Material class to Graphics module
-Optimized lights
-Remade Shader class
-Renamed Node::Invalidate to Node::InvalidateNode
-Renamed ShaderProgram to Shader


Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
This commit is contained in:
Lynix
2014-02-21 19:27:39 +01:00
parent 4ee2ceaef0
commit 86bdab9055
147 changed files with 2693 additions and 4135 deletions

View File

@@ -4,142 +4,10 @@
#include <Nazara/Graphics/DeferredBloomPass.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildBloomBrightProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
return program.release();
}
NzShaderProgram* BuildBloomFinalProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
program->SendInteger(program->GetUniformLocation("BloomTexture"), 1);
return program.release();
}
NzShaderProgram* BuildGaussianBlurProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
};
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
program->SetPersistent(false);
if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!program->Compile())
{
NazaraError("Failed to compile program");
return nullptr;
}
program->SendInteger(program->GetUniformLocation("ColorTexture"), 0);
return program.release();
}
}
NzDeferredBloomPass::NzDeferredBloomPass() :
m_uniformUpdated(false),
m_brightLuminance(0.8),
@@ -151,23 +19,17 @@ m_blurPassCount(5)
m_bilinearSampler.SetFilterMode(nzSamplerFilter_Bilinear);
m_bilinearSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_bloomBrightProgram = BuildBloomBrightProgram();
m_bloomBrightProgram->SendInteger(m_bloomBrightProgram->GetUniformLocation("ColorTexture"), 0);
m_bloomFinalProgram = BuildBloomFinalProgram();
m_bloomFinalProgram->SendInteger(m_bloomFinalProgram->GetUniformLocation("BloomTexture"), 1);
m_bloomFinalProgram->SendInteger(m_bloomFinalProgram->GetUniformLocation("ColorTexture"), 0);
m_bloomBrightShader = NzShaderLibrary::Get("DeferredBloomBright");
m_bloomFinalShader = NzShaderLibrary::Get("DeferredBloomFinal");
m_bloomStates.parameters[nzRendererParameter_DepthBuffer] = false;
m_gaussianBlurShader = NzShaderLibrary::Get("DeferredGaussianBlur");
m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");
for (unsigned int i = 0; i < 2; ++i)
{
m_bloomTextures[i] = new NzTexture;
m_bloomTextures[i]->SetPersistent(false);
}
m_gaussianBlurProgram = BuildGaussianBlurProgram();
m_gaussianBlurProgramFilterLocation = m_gaussianBlurProgram->GetUniformLocation("Filter");
}
NzDeferredBloomPass::~NzDeferredBloomPass() = default;
@@ -217,12 +79,12 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShaderProgram(m_bloomBrightProgram);
NzRenderer::SetShader(m_bloomBrightShader);
if (!m_uniformUpdated)
{
m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightLuminance"), m_brightLuminance);
m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightMiddleGrey"), m_brightMiddleGrey);
m_bloomBrightProgram->SendFloat(m_bloomBrightProgram->GetUniformLocation("BrightThreshold"), m_brightThreshold);
m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightLuminance"), m_brightLuminance);
m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightMiddleGrey"), m_brightMiddleGrey);
m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightThreshold"), m_brightThreshold);
m_uniformUpdated = true;
}
@@ -233,20 +95,20 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
NzRenderer::SetTarget(&m_bloomRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x/8, m_dimensions.y/8));
NzRenderer::SetShaderProgram(m_gaussianBlurProgram);
NzRenderer::SetShader(m_gaussianBlurShader);
for (unsigned int i = 0; i < m_blurPassCount; ++i)
{
m_bloomRTT.SetColorTarget(0); // bloomTextureA
m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(1.f, 0.f));
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(1.f, 0.f));
NzRenderer::SetTexture(0, (i == 0) ? m_workTextures[firstWorkTexture] : static_cast<const NzTexture*>(m_bloomTextures[1]));
NzRenderer::DrawFullscreenQuad();
m_bloomRTT.SetColorTarget(1); // bloomTextureB
m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(0.f, 1.f));
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(0.f, 1.f));
NzRenderer::SetTexture(0, m_bloomTextures[0]);
NzRenderer::DrawFullscreenQuad();
@@ -256,7 +118,7 @@ bool NzDeferredBloomPass::Process(const NzScene* scene, unsigned int firstWorkTe
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShaderProgram(m_bloomFinalProgram);
NzRenderer::SetShader(m_bloomFinalShader);
NzRenderer::SetTexture(0, m_bloomTextures[1]);
NzRenderer::SetTexture(1, m_workTextures[secondWorkTexture]);
NzRenderer::DrawFullscreenQuad();