Fix compilation
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3e21b4bea6
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ccd7885213
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@ -106,7 +106,7 @@ namespace Nz
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static MaterialSettings::Builder Build(PbrBuildOptions& options);
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static std::vector<std::shared_ptr<UberShader>> BuildShaders();
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static std::pair<PbrUniformOffsets, FieldOffsets> BuildUniformOffsets();
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static std::pair<PbrUniformOffsets, nzsl::FieldOffsets> BuildUniformOffsets();
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private:
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static bool Initialize();
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@ -38,7 +38,7 @@ namespace Nz
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};
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const UInt8 r_physicallyBasedMaterialShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzsl.h>
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#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzslb.h>
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};
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const UInt8 r_instanceDataModule[] = {
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@ -7,10 +7,10 @@
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Shader/ShaderLangParser.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/FieldOffsets.hpp>
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#include <Nazara/Utility/MaterialData.hpp>
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#include <NZSL/FieldOffsets.hpp>
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#include <NZSL/Parser.hpp>
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#include <cassert>
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#include <filesystem>
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#include <Nazara/Graphics/Debug.hpp>
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@ -249,7 +249,7 @@ namespace Nz
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options.defaultValues
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});
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settings.sharedUniformBlocks.push_back(PredefinedLightData::GetUniformBlock(6, ShaderStageType::Fragment));
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settings.sharedUniformBlocks.push_back(PredefinedLightData::GetUniformBlock(6, nzsl::ShaderStageType::Fragment));
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settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::LightDataUbo)] = 6;
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settings.shaders = options.shaders;
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@ -342,20 +342,20 @@ namespace Nz
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std::vector<std::shared_ptr<UberShader>> PhysicallyBasedMaterial::BuildShaders()
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{
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auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, "PhysicallyBasedMaterial");
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auto shader = std::make_shared<UberShader>(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, "PhysicallyBasedMaterial");
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return { std::move(shader) };
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}
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auto PhysicallyBasedMaterial::BuildUniformOffsets() -> std::pair<PbrUniformOffsets, FieldOffsets>
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auto PhysicallyBasedMaterial::BuildUniformOffsets() -> std::pair<PbrUniformOffsets, nzsl::FieldOffsets>
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{
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auto basicOffsets = BasicMaterial::BuildUniformOffsets();
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FieldOffsets fieldOffsets = basicOffsets.second;
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nzsl::FieldOffsets fieldOffsets = basicOffsets.second;
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PbrUniformOffsets uniformOffsets;
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uniformOffsets.ambientColor = fieldOffsets.AddField(StructFieldType::Float3);
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uniformOffsets.specularColor = fieldOffsets.AddField(StructFieldType::Float3);
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uniformOffsets.shininess = fieldOffsets.AddField(StructFieldType::Float1);
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uniformOffsets.ambientColor = fieldOffsets.AddField(nzsl::StructFieldType::Float3);
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uniformOffsets.specularColor = fieldOffsets.AddField(nzsl::StructFieldType::Float3);
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uniformOffsets.shininess = fieldOffsets.AddField(nzsl::StructFieldType::Float1);
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uniformOffsets.totalSize = fieldOffsets.GetAlignedSize();
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@ -1,9 +1,9 @@
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[nzsl_version("1.0")]
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module PhysicallyBasedMaterial;
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import Engine.InstanceData;
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import Engine.LightData;
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import Engine.ViewerData;
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import InstanceData from Engine.InstanceData;
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import LightData from Engine.LightData;
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import ViewerData from Engine.ViewerData;
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// Basic material options
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option HasDiffuseTexture: bool = false;
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