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
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85
src/Nazara/Graphics/DeferredFinalPass.cpp
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85
src/Nazara/Graphics/DeferredFinalPass.cpp
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DeferredFinalPass.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/Scene.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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NzShaderProgram* BuildBlitProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/Blit.frag.h>
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};
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const char* vertexSource =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!program->LoadShader(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!program->Compile())
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{
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NazaraError("Failed to compile program");
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return nullptr;
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}
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return program.release();
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}
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}
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NzDeferredFinalPass::NzDeferredFinalPass()
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{
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m_program = BuildBlitProgram();
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m_program->SendInteger(m_program->GetUniformLocation("ColorTexture"), 0);
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m_pointSampler.SetAnisotropyLevel(1);
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m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
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m_states.parameters[nzRendererParameter_DepthBuffer] = false;
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}
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NzDeferredFinalPass::~NzDeferredFinalPass() = default;
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bool NzDeferredFinalPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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{
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NazaraUnused(firstWorkTexture);
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scene->GetViewer()->ApplyView();
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NzRenderer::SetRenderStates(m_states);
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NzRenderer::SetShaderProgram(m_program);
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NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::DrawFullscreenQuad();
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return false;
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}
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