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
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@@ -5,9 +5,9 @@
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Utility/SkeletalMesh.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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@@ -186,8 +186,7 @@ void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMes
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unsigned int instanceCount = staticDataContainer.size() + 1;
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// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
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unsigned int tumasoublie = NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT;
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if (instanceCount >= 10)
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if (instanceCount >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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enableInstancing = true; // Apparemment oui, activons l'instancing avec ce matériau
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staticDataContainer.resize(instanceCount);
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@@ -350,19 +349,16 @@ void NzForwardRenderQueue::OnResourceReleased(const NzResource* resource, int in
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bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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nzUInt32 possibleFlags[] = {
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nzShaderFlags_None,
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nzShaderFlags_Instancing
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};
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const NzUberShader* uberShader1 = mat1->GetShader();
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const NzUberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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for (nzUInt32 flag : possibleFlags)
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{
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const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
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const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
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const NzShader* shader1 = mat1->GetShaderInstance()->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance()->GetShader();
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if (program1 != program2)
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return program1 < program2;
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}
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if (shader1 != shader2)
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return shader1 < shader2;
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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@@ -374,18 +370,16 @@ bool NzForwardRenderQueue::BatchedModelMaterialComparator::operator()(const NzMa
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bool NzForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const NzMaterial* mat1, const NzMaterial* mat2)
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{
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nzUInt32 possibleFlags[] = {
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nzShaderFlags_None
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};
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const NzUberShader* uberShader1 = mat1->GetShader();
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const NzUberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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for (nzUInt32 flag : possibleFlags)
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{
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const NzShaderProgram* program1 = mat1->GetShaderProgram(nzShaderTarget_Model, flag);
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const NzShaderProgram* program2 = mat2->GetShaderProgram(nzShaderTarget_Model, flag);
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const NzShader* shader1 = mat1->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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const NzShader* shader2 = mat2->GetShaderInstance(nzShaderFlags_Deferred)->GetShader();
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if (program1 != program2)
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return program1 < program2;
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}
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if (shader1 != shader2)
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return shader1 < shader2;
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const NzTexture* diffuseMap1 = mat1->GetDiffuseMap();
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const NzTexture* diffuseMap2 = mat2->GetDiffuseMap();
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