From c93e8eb585ba8e2ac314632641d8a14ca56ddc5d Mon Sep 17 00:00:00 2001 From: Lynix Date: Sat, 5 Jan 2013 23:52:41 +0100 Subject: [PATCH] Updated shader convention Vertex input are now prefixed by "Vertex" (VertexPosition, VertexNormal, ..) Same for Material input (MaterialAmbientColor, MaterialShininess, ...) Former-commit-id: 1fbf8b8b32546a21ee23ff83714c860a9a8fce4f --- src/Nazara/Renderer/GLSLShader.cpp | 12 ++++++------ src/Nazara/Renderer/Material.cpp | 12 ++++++------ src/Nazara/Renderer/ShaderBuilder.cpp | 20 ++++++++++---------- 3 files changed, 22 insertions(+), 22 deletions(-) diff --git a/src/Nazara/Renderer/GLSLShader.cpp b/src/Nazara/Renderer/GLSLShader.cpp index 08c35781f..ba8ceeb5c 100644 --- a/src/Nazara/Renderer/GLSLShader.cpp +++ b/src/Nazara/Renderer/GLSLShader.cpp @@ -111,14 +111,14 @@ bool NzGLSLShader::Create() return false; } - glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Position], "Position"); - glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Normal], "Normal"); - glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Diffuse], "Diffuse"); - glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Tangent], "Tangent"); + glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Position], "VertexPosition"); + glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Normal], "VertexNormal"); + glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Diffuse], "VertexDiffuse"); + glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Tangent], "VertexTangent"); NzString uniform; - uniform.Reserve(10); // 8 + 2 - uniform = "TexCoord"; + uniform.Reserve(16); // 14 + 2 + uniform = "VertexTexCoord"; unsigned int maxTexCoords = NzRenderer::GetMaxTextureUnits(); for (unsigned int i = 0; i < maxTexCoords; ++i) diff --git a/src/Nazara/Renderer/Material.cpp b/src/Nazara/Renderer/Material.cpp index 029b31968..abfd162e5 100644 --- a/src/Nazara/Renderer/Material.cpp +++ b/src/Nazara/Renderer/Material.cpp @@ -67,10 +67,10 @@ void NzMaterial::Apply() const } #endif - int ambientColorLocation = shader->GetUniformLocation("AmbientColor"); - int diffuseColorLocation = shader->GetUniformLocation("DiffuseColor"); - int shininessLocation = shader->GetUniformLocation("Shininess"); - int specularColorLocation = shader->GetUniformLocation("SpecularColor"); + int ambientColorLocation = shader->GetUniformLocation("MaterialAmbientColor"); + int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuseColor"); + int shininessLocation = shader->GetUniformLocation("MaterialShininess"); + int specularColorLocation = shader->GetUniformLocation("MaterialSpecularColor"); if (ambientColorLocation != -1) shader->SendColor(ambientColorLocation, m_ambientColor); @@ -80,7 +80,7 @@ void NzMaterial::Apply() const if (m_diffuseMap) { - int diffuseMapLocation = shader->GetUniformLocation("DiffuseMap"); + int diffuseMapLocation = shader->GetUniformLocation("MaterialDiffuseMap"); if (diffuseMapLocation != -1) { nzUInt8 textureUnit; @@ -99,7 +99,7 @@ void NzMaterial::Apply() const if (m_specularMap) { - int specularMapLocation = shader->GetUniformLocation("SpecularMap"); + int specularMapLocation = shader->GetUniformLocation("MaterialSpecularMap"); if (specularMapLocation != -1) { nzUInt8 textureUnit; diff --git a/src/Nazara/Renderer/ShaderBuilder.cpp b/src/Nazara/Renderer/ShaderBuilder.cpp index 53334e6ef..16fb6ad09 100644 --- a/src/Nazara/Renderer/ShaderBuilder.cpp +++ b/src/Nazara/Renderer/ShaderBuilder.cpp @@ -35,10 +35,10 @@ namespace /********************Uniformes********************/ if ((flags & nzShaderBuilder_DiffuseMapping) == 0 || flags & nzShaderBuilder_Lighting) - sourceCode += "uniform vec3 DiffuseColor;\n"; + sourceCode += "uniform vec3 MaterialDiffuseColor;\n"; if (flags & nzShaderBuilder_DiffuseMapping) - sourceCode += "uniform sampler2D DiffuseMap;\n"; + sourceCode += "uniform sampler2D MaterialDiffuseMap;\n"; sourceCode += '\n'; @@ -63,9 +63,9 @@ namespace sourceCode += '\t'; sourceCode += fragmentColorKW; if (flags & nzShaderBuilder_DiffuseMapping) - sourceCode += " = texture2D(DiffuseMap, vTexCoord);\n"; + sourceCode += " = texture2D(MaterialDiffuseMap, vTexCoord);\n"; else - sourceCode += " = vec4(DiffuseColor, 1.0);\n"; + sourceCode += " = vec4(MaterialDiffuseColor, 1.0);\n"; sourceCode += '}'; @@ -100,24 +100,24 @@ namespace /********************Entrant********************/ sourceCode += inKW; - sourceCode += " vec3 Position;\n"; + sourceCode += " vec3 VertexPosition;\n"; if (flags & nzShaderBuilder_Lighting || flags & nzShaderBuilder_NormalMapping || flags & nzShaderBuilder_ParallaxMapping) { sourceCode += inKW; - sourceCode += " vec3 Normal;\n"; + sourceCode += " vec3 VertexNormal;\n"; } if (flags & nzShaderBuilder_Lighting) { sourceCode += inKW; - sourceCode += " vec3 Tangent;\n"; + sourceCode += " vec3 VertexTangent;\n"; } if (flags & nzShaderBuilder_DiffuseMapping || flags & nzShaderBuilder_Lighting || flags & nzShaderBuilder_NormalMapping || flags & nzShaderBuilder_ParallaxMapping) { sourceCode += inKW; - sourceCode += " vec2 TexCoord0;\n"; + sourceCode += " vec2 VertexTexCoord0;\n"; } sourceCode += '\n'; @@ -134,10 +134,10 @@ namespace /********************Code********************/ sourceCode += "void main()\n{\n"; - sourceCode += "\tgl_Position = WorldViewProjMatrix * vec4(Position, 1.0);\n"; + sourceCode += "\tgl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"; if (flags & nzShaderBuilder_DiffuseMapping) - sourceCode += "\tvTexCoord = TexCoord0;\n"; + sourceCode += "\tvTexCoord = VertexTexCoord0;\n"; sourceCode += '}';