Add Phong lighting (WIP)
This commit is contained in:
@@ -25,30 +25,37 @@ namespace Nz
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}
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BasicMaterial::BasicMaterial(MaterialPass& material) :
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m_material(material)
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BasicMaterial(material, NoInit{})
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{
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// Most common case: don't fetch texture indexes as a little optimization
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const std::shared_ptr<const MaterialSettings>& materialSettings = material.GetSettings();
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if (materialSettings == s_materialSettings)
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if (materialSettings == s_basicMaterialSettings)
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{
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m_optionIndexes = s_optionIndexes;
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m_textureIndexes = s_textureIndexes;
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m_basicOptionIndexes = s_basicOptionIndexes;
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m_basicTextureIndexes = s_basicTextureIndexes;
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m_uniformBlockIndex = s_uniformBlockIndex;
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m_uniformOffsets = s_uniformOffsets;
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m_basicUniformOffsets = s_basicUniformOffsets;
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}
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else
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{
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m_optionIndexes.alphaTest = materialSettings->GetOptionIndex("AlphaTest");
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m_optionIndexes.hasAlphaMap = materialSettings->GetOptionIndex("HasAlphaMap");
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m_optionIndexes.hasDiffuseMap = materialSettings->GetOptionIndex("HasDiffuseMap");
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m_basicOptionIndexes.alphaTest = materialSettings->GetOptionIndex("AlphaTest");
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m_basicOptionIndexes.hasAlphaMap = materialSettings->GetOptionIndex("HasAlphaMap");
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m_basicOptionIndexes.hasDiffuseMap = materialSettings->GetOptionIndex("HasDiffuseMap");
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m_textureIndexes.alpha = materialSettings->GetTextureIndex("Alpha");
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m_textureIndexes.diffuse = materialSettings->GetTextureIndex("Diffuse");
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m_basicTextureIndexes.alpha = materialSettings->GetTextureIndex("Alpha");
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m_basicTextureIndexes.diffuse = materialSettings->GetTextureIndex("Diffuse");
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m_uniformBlockIndex = materialSettings->GetUniformBlockIndex("BasicSettings");
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m_uniformOffsets.alphaThreshold = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AlphaThreshold");
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m_uniformOffsets.diffuseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "DiffuseColor");
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m_uniformBlockIndex = materialSettings->GetUniformBlockIndex("MaterialSettings");
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if (m_uniformBlockIndex != MaterialSettings::InvalidIndex)
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{
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m_basicUniformOffsets.alphaThreshold = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AlphaThreshold");
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m_basicUniformOffsets.diffuseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "DiffuseColor");
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}
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else
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{
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m_basicUniformOffsets.alphaThreshold = MaterialSettings::InvalidIndex;
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m_basicUniformOffsets.diffuseColor = MaterialSettings::InvalidIndex;
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}
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}
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}
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@@ -58,7 +65,7 @@ namespace Nz
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const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
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return AccessByOffset<const float&>(bufferData.data(), m_uniformOffsets.alphaThreshold);
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return AccessByOffset<const float&>(bufferData.data(), m_basicUniformOffsets.alphaThreshold);
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}
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Color BasicMaterial::GetDiffuseColor() const
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@@ -67,7 +74,7 @@ namespace Nz
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const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
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const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_uniformOffsets.diffuseColor);
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const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_basicUniformOffsets.diffuseColor);
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return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
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}
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@@ -76,7 +83,7 @@ namespace Nz
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NazaraAssert(HasAlphaTestThreshold(), "Material has no alpha threshold uniform");
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std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
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AccessByOffset<float&>(bufferData.data(), m_uniformOffsets.alphaThreshold) = alphaThreshold;
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AccessByOffset<float&>(bufferData.data(), m_basicUniformOffsets.alphaThreshold) = alphaThreshold;
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}
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void BasicMaterial::SetDiffuseColor(const Color& diffuse)
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@@ -85,44 +92,45 @@ namespace Nz
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std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
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float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_uniformOffsets.diffuseColor);
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float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_basicUniformOffsets.diffuseColor);
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colorPtr[0] = diffuse.r / 255.f;
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colorPtr[1] = diffuse.g / 255.f;
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colorPtr[2] = diffuse.b / 255.f;
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colorPtr[3] = diffuse.a / 255.f;
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}
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MaterialSettings::Builder BasicMaterial::Build(const UniformOffsets& offsets, std::vector<UInt8> defaultValues, std::vector<std::shared_ptr<UberShader>> uberShaders, std::size_t* uniformBlockIndex, OptionIndexes* optionIndexes, TextureIndexes* textureIndexes)
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MaterialSettings::Builder BasicMaterial::Build(BasicBuildOptions& options)
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{
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MaterialSettings::Builder settings;
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std::vector<MaterialSettings::UniformVariable> variables;
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if (offsets.alphaThreshold != std::numeric_limits<std::size_t>::max())
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if (options.basicOffsets.alphaThreshold != std::numeric_limits<std::size_t>::max())
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{
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variables.push_back({
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"AlphaThreshold",
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offsets.alphaThreshold
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options.basicOffsets.alphaThreshold
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});
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}
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if (offsets.diffuseColor != std::numeric_limits<std::size_t>::max())
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if (options.basicOffsets.diffuseColor != std::numeric_limits<std::size_t>::max())
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{
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variables.push_back({
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"DiffuseColor",
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offsets.diffuseColor
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options.basicOffsets.diffuseColor
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});
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}
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if (offsets.alphaThreshold != std::numeric_limits<std::size_t>::max())
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AccessByOffset<float&>(defaultValues.data(), offsets.alphaThreshold) = 0.2f;
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static_assert(sizeof(Vector4f) == 4 * sizeof(float), "Vector4f is expected to be exactly 4 floats wide");
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if (offsets.diffuseColor != std::numeric_limits<std::size_t>::max())
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AccessByOffset<Vector4f&>(defaultValues.data(), offsets.diffuseColor) = Vector4f(1.f, 1.f, 1.f, 1.f);
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if (options.basicOffsets.alphaThreshold != std::numeric_limits<std::size_t>::max())
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AccessByOffset<float&>(options.defaultValues.data(), options.basicOffsets.alphaThreshold) = 0.2f;
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if (options.basicOffsets.diffuseColor != std::numeric_limits<std::size_t>::max())
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AccessByOffset<Vector4f&>(options.defaultValues.data(), options.basicOffsets.diffuseColor) = Vector4f(1.f, 1.f, 1.f, 1.f);
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// Textures
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if (textureIndexes)
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textureIndexes->alpha = settings.textures.size();
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if (options.basicTextureIndexes)
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options.basicTextureIndexes->alpha = settings.textures.size();
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settings.textures.push_back({
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2,
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@@ -130,8 +138,8 @@ namespace Nz
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ImageType::E2D
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});
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if (textureIndexes)
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textureIndexes->diffuse = settings.textures.size();
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if (options.basicTextureIndexes)
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options.basicTextureIndexes->diffuse = settings.textures.size();
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settings.textures.push_back({
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1,
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@@ -139,15 +147,15 @@ namespace Nz
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ImageType::E2D
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});
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if (uniformBlockIndex)
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*uniformBlockIndex = settings.uniformBlocks.size();
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if (options.uniformBlockIndex)
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*options.uniformBlockIndex = settings.uniformBlocks.size();
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settings.uniformBlocks.push_back({
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0,
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"BasicSettings",
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offsets.totalSize,
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"MaterialSettings",
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options.basicOffsets.totalSize,
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std::move(variables),
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std::move(defaultValues)
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options.defaultValues
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});
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// Common data
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@@ -164,7 +172,7 @@ namespace Nz
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settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::OverlayTexture)] = 3;
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settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::ViewerDataUbo)] = 5;
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settings.shaders = std::move(uberShaders);
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settings.shaders = options.shaders;
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for (std::shared_ptr<UberShader> uberShader : settings.shaders)
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{
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@@ -230,20 +238,20 @@ namespace Nz
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// Options
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// HasDiffuseMap
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if (optionIndexes)
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optionIndexes->hasDiffuseMap = settings.options.size();
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if (options.basicOptionIndexes)
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options.basicOptionIndexes->hasDiffuseMap = settings.options.size();
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MaterialSettings::BuildOption(settings.options, settings.shaders, "HasDiffuseMap", "HasDiffuseTexture");
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// HasAlphaMap
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if (optionIndexes)
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optionIndexes->hasAlphaMap = settings.options.size();
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if (options.basicOptionIndexes)
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options.basicOptionIndexes->hasAlphaMap = settings.options.size();
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MaterialSettings::BuildOption(settings.options, settings.shaders, "HasAlphaMap", "HasAlphaTexture");
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// AlphaTest
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if (optionIndexes)
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optionIndexes->alphaTest = settings.options.size();
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if (options.basicOptionIndexes)
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options.basicOptionIndexes->alphaTest = settings.options.size();
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MaterialSettings::BuildOption(settings.options, settings.shaders, "AlphaTest", "AlphaTest");
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@@ -258,36 +266,46 @@ namespace Nz
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return { std::move(shader) };
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}
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auto BasicMaterial::BuildUniformOffsets() -> std::pair<UniformOffsets, FieldOffsets>
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auto BasicMaterial::BuildUniformOffsets() -> std::pair<BasicUniformOffsets, FieldOffsets>
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{
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FieldOffsets fieldOffsets(StructLayout::Std140);
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UniformOffsets uniformOffsets;
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BasicUniformOffsets uniformOffsets;
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uniformOffsets.alphaThreshold = fieldOffsets.AddField(StructFieldType::Float1);
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uniformOffsets.diffuseColor = fieldOffsets.AddField(StructFieldType::Float4);
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uniformOffsets.totalSize = fieldOffsets.GetSize();
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uniformOffsets.totalSize = fieldOffsets.GetAlignedSize();
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return std::make_pair(std::move(uniformOffsets), std::move(fieldOffsets));
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}
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bool BasicMaterial::Initialize()
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{
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std::tie(s_uniformOffsets, std::ignore) = BuildUniformOffsets();
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std::tie(s_basicUniformOffsets, std::ignore) = BuildUniformOffsets();
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std::vector<UInt8> defaultValues(s_uniformOffsets.totalSize);
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s_materialSettings = std::make_shared<MaterialSettings>(Build(s_uniformOffsets, std::move(defaultValues), BuildShaders(), &s_uniformBlockIndex, &s_optionIndexes, &s_textureIndexes));
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std::vector<UInt8> defaultValues(s_basicUniformOffsets.totalSize);
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BasicBuildOptions options;
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options.defaultValues.resize(s_basicUniformOffsets.totalSize);
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options.shaders = BuildShaders();
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options.basicOffsets = s_basicUniformOffsets;
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options.basicOptionIndexes = &s_basicOptionIndexes;
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options.basicTextureIndexes = &s_basicTextureIndexes;
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options.uniformBlockIndex = &s_uniformBlockIndex;
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s_basicMaterialSettings = std::make_shared<MaterialSettings>(Build(options));
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return true;
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}
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void BasicMaterial::Uninitialize()
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{
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s_materialSettings.reset();
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s_basicMaterialSettings.reset();
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}
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std::shared_ptr<MaterialSettings> BasicMaterial::s_materialSettings;
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std::shared_ptr<MaterialSettings> BasicMaterial::s_basicMaterialSettings;
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std::size_t BasicMaterial::s_uniformBlockIndex;
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BasicMaterial::OptionIndexes BasicMaterial::s_optionIndexes;
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BasicMaterial::TextureIndexes BasicMaterial::s_textureIndexes;
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BasicMaterial::UniformOffsets BasicMaterial::s_uniformOffsets;
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BasicMaterial::BasicOptionIndexes BasicMaterial::s_basicOptionIndexes;
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BasicMaterial::BasicTextureIndexes BasicMaterial::s_basicTextureIndexes;
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BasicMaterial::BasicUniformOffsets BasicMaterial::s_basicUniformOffsets;
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}
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