Reunited Deferred Point Shader and Spot Shader
Former-commit-id: 0a77f57d8af98387690748102f6cdcea5d5514ed
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@@ -62,57 +62,10 @@ namespace
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return program.release();
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}
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NzShaderProgram* BuildPointLightProgram()
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NzShaderProgram* BuildPointSpotLightProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointLight.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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"uniform mat4 WorldViewProjMatrix;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = WorldViewProjMatrix * 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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program->SendInteger(program->GetUniformLocation("GBuffer0"), 0);
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program->SendInteger(program->GetUniformLocation("GBuffer1"), 1);
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program->SendInteger(program->GetUniformLocation("GBuffer2"), 2);
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return program.release();
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}
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NzShaderProgram* BuildSpotLightProgram()
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{
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SpotLight.frag.h>
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
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};
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const char* vertexSource =
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@@ -161,8 +114,10 @@ NzDeferredPhongLightingPass::NzDeferredPhongLightingPass() :
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m_lightMeshesDrawing(false)
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{
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m_directionalLightProgram = BuildDirectionalLightProgram();
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m_pointLightProgram = BuildPointLightProgram();
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m_spotLightProgram = BuildSpotLightProgram();
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m_pointSpotLightProgram = BuildPointSpotLightProgram();
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m_pointSpotLightProgramDiscardLocation = m_pointSpotLightProgram->GetUniformLocation("Discard");
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m_pointSpotLightProgramSpotLightLocation = m_pointSpotLightProgram->GetUniformLocation("SpotLight");
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m_pointSampler.SetAnisotropyLevel(1);
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m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
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@@ -252,21 +207,23 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetShaderProgram(m_pointSpotLightProgram);
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m_pointSpotLightProgram->SendColor(m_pointSpotLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_pointSpotLightProgram->SendVector(m_pointSpotLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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if (!m_renderQueue->pointLights.empty())
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{
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NzRenderer::SetShaderProgram(m_pointLightProgram);
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m_pointLightProgram->SendColor(m_pointLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_pointLightProgram->SendVector(m_pointLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramSpotLightLocation, false);
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const NzIndexBuffer* indexBuffer = m_sphereMesh->GetIndexBuffer();
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(m_sphereMesh->GetVertexBuffer());
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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for (const NzLight* light : m_renderQueue->pointLights)
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{
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light->Enable(m_pointLightProgram, 0);
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light->Enable(m_pointSpotLightProgram, 0);
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lightMatrix.SetScale(NzVector3f(light->GetRadius()*1.1f)); // Pour corriger les imperfections liées à la sphère
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lightMatrix.SetTranslation(light->GetPosition());
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@@ -278,6 +235,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
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m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, true);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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// Rendu de la sphère comme zone d'effet
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@@ -287,6 +246,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
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NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
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m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, false);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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}
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@@ -334,19 +295,15 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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if (!m_renderQueue->spotLights.empty())
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{
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NzRenderer::SetShaderProgram(m_spotLightProgram);
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m_spotLightProgram->SendColor(m_spotLightProgram->GetUniformLocation(nzShaderUniform_SceneAmbient), scene->GetAmbientColor());
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m_spotLightProgram->SendVector(m_spotLightProgram->GetUniformLocation(nzShaderUniform_EyePosition), scene->GetViewer()->GetEyePosition());
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m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramSpotLightLocation, true);
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const NzIndexBuffer* indexBuffer = m_coneMesh->GetIndexBuffer();
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NzRenderer::SetIndexBuffer(indexBuffer);
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NzRenderer::SetVertexBuffer(m_coneMesh->GetVertexBuffer());
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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for (const NzLight* light : m_renderQueue->spotLights)
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{
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light->Enable(m_spotLightProgram, 0);
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light->Enable(m_pointSpotLightProgram, 0);
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float radius = light->GetRadius()*std::tan(NzDegreeToRadian(light->GetOuterAngle()))*1.1f;
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lightMatrix.MakeTransform(light->GetPosition(), light->GetRotation(), NzVector3f(radius, radius, light->GetRadius()));
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@@ -358,6 +315,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_Always);
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m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, true);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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// Rendu de la sphère comme zone d'effet
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@@ -368,6 +327,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::SetStencilCompareFunction(nzRendererComparison_NotEqual, nzFaceSide_Back);
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NzRenderer::SetStencilPassOperation(nzStencilOperation_Zero, nzFaceSide_Back);
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m_pointSpotLightProgram->SendBoolean(m_pointSpotLightProgramDiscardLocation, false);
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NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
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}
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@@ -418,4 +379,3 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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return true;
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}
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