Fix compilation

This commit is contained in:
SirLynix 2022-06-19 19:15:02 +02:00 committed by Jérôme Leclercq
parent 3e21b4bea6
commit ccd7885213
4 changed files with 14 additions and 14 deletions

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@ -106,7 +106,7 @@ namespace Nz
static MaterialSettings::Builder Build(PbrBuildOptions& options);
static std::vector<std::shared_ptr<UberShader>> BuildShaders();
static std::pair<PbrUniformOffsets, FieldOffsets> BuildUniformOffsets();
static std::pair<PbrUniformOffsets, nzsl::FieldOffsets> BuildUniformOffsets();
private:
static bool Initialize();

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@ -38,7 +38,7 @@ namespace Nz
};
const UInt8 r_physicallyBasedMaterialShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzsl.h>
#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzslb.h>
};
const UInt8 r_instanceDataModule[] = {

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@ -7,10 +7,10 @@
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Shader/ShaderLangParser.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/FieldOffsets.hpp>
#include <Nazara/Utility/MaterialData.hpp>
#include <NZSL/FieldOffsets.hpp>
#include <NZSL/Parser.hpp>
#include <cassert>
#include <filesystem>
#include <Nazara/Graphics/Debug.hpp>
@ -249,7 +249,7 @@ namespace Nz
options.defaultValues
});
settings.sharedUniformBlocks.push_back(PredefinedLightData::GetUniformBlock(6, ShaderStageType::Fragment));
settings.sharedUniformBlocks.push_back(PredefinedLightData::GetUniformBlock(6, nzsl::ShaderStageType::Fragment));
settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::LightDataUbo)] = 6;
settings.shaders = options.shaders;
@ -342,20 +342,20 @@ namespace Nz
std::vector<std::shared_ptr<UberShader>> PhysicallyBasedMaterial::BuildShaders()
{
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, "PhysicallyBasedMaterial");
auto shader = std::make_shared<UberShader>(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, "PhysicallyBasedMaterial");
return { std::move(shader) };
}
auto PhysicallyBasedMaterial::BuildUniformOffsets() -> std::pair<PbrUniformOffsets, FieldOffsets>
auto PhysicallyBasedMaterial::BuildUniformOffsets() -> std::pair<PbrUniformOffsets, nzsl::FieldOffsets>
{
auto basicOffsets = BasicMaterial::BuildUniformOffsets();
FieldOffsets fieldOffsets = basicOffsets.second;
nzsl::FieldOffsets fieldOffsets = basicOffsets.second;
PbrUniformOffsets uniformOffsets;
uniformOffsets.ambientColor = fieldOffsets.AddField(StructFieldType::Float3);
uniformOffsets.specularColor = fieldOffsets.AddField(StructFieldType::Float3);
uniformOffsets.shininess = fieldOffsets.AddField(StructFieldType::Float1);
uniformOffsets.ambientColor = fieldOffsets.AddField(nzsl::StructFieldType::Float3);
uniformOffsets.specularColor = fieldOffsets.AddField(nzsl::StructFieldType::Float3);
uniformOffsets.shininess = fieldOffsets.AddField(nzsl::StructFieldType::Float1);
uniformOffsets.totalSize = fieldOffsets.GetAlignedSize();

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@ -1,9 +1,9 @@
[nzsl_version("1.0")]
module PhysicallyBasedMaterial;
import Engine.InstanceData;
import Engine.LightData;
import Engine.ViewerData;
import InstanceData from Engine.InstanceData;
import LightData from Engine.LightData;
import ViewerData from Engine.ViewerData;
// Basic material options
option HasDiffuseTexture: bool = false;