Deferred Shading update

-Deferred Shading now use a dynamics pass system
-Forward Shading is now capable of rendering more than three lights
(Multipass)


Former-commit-id: 74ed0b998d72aa9eb3bd2aab938a75985ebb2bf6
This commit is contained in:
Lynix
2013-12-28 10:22:03 +01:00
parent 6568cc7995
commit a332579c80
31 changed files with 2431 additions and 1354 deletions

View File

@@ -0,0 +1,85 @@
// Copyright (C) 2013 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/DeferredFinalPass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShaderProgram* BuildBlitProgram()
{
const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/Blit.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();
}
}
NzDeferredFinalPass::NzDeferredFinalPass()
{
m_program = BuildBlitProgram();
m_program->SendInteger(m_program->GetUniformLocation("ColorTexture"), 0);
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_states.parameters[nzRendererParameter_DepthBuffer] = false;
}
NzDeferredFinalPass::~NzDeferredFinalPass() = default;
bool NzDeferredFinalPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(firstWorkTexture);
scene->GetViewer()->ApplyView();
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetShaderProgram(m_program);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
NzRenderer::SetTextureSampler(0, m_pointSampler);
NzRenderer::DrawFullscreenQuad();
return false;
}