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

@@ -5,57 +5,13 @@
#include <Nazara/Graphics/DeferredFXAAPass.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildFXAAProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.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;
}
return program.release();
}
}
NzDeferredFXAAPass::NzDeferredFXAAPass()
{
m_fxaaProgram = BuildFXAAProgram();
m_fxaaProgram->SendInteger(m_fxaaProgram->GetUniformLocation("ColorTexture"), 0);
m_fxaaShader = NzShaderLibrary::Get("DeferredFXAA");
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
@@ -75,7 +31,7 @@ bool NzDeferredFXAAPass::Process(const NzScene* scene, unsigned int firstWorkTex
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetShaderProgram(m_fxaaProgram);
NzRenderer::SetShader(m_fxaaShader);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
NzRenderer::SetTextureSampler(0, m_pointSampler);
NzRenderer::DrawFullscreenQuad();