Switch from Nz prefix to namespace Nz

What a huge commit


Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
This commit is contained in:
Lynix
2015-09-25 19:20:05 +02:00
parent c214251ecf
commit df8da275c4
609 changed files with 68265 additions and 66534 deletions

View File

@@ -9,143 +9,146 @@
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
namespace Nz
{
NzShaderRef BuildFogShader()
namespace
{
/*const nzUInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
};*/
const char* fragmentSource =
"#version 140\n"
"out vec4 RenderTarget0;\n"
"uniform sampler2D ColorTexture;\n"
"uniform sampler2D GBuffer2;\n"
"uniform mat4 InvViewProjMatrix;\n"
"uniform vec2 InvTargetSize;\n"
"uniform vec3 EyePosition;\n"
"float n = 0.1;"
"float f = 1000.0;"
"float color_to_float(vec3 color)\n"
"{\n"
"const vec3 byte_to_float = vec3(1.0, 1.0/256, 1.0/(256*256));\n"
"return dot(color, byte_to_float);\n"
"}\n"
"void main()\n"
"{"
"vec2 texCoord = gl_FragCoord.xy * InvTargetSize;\n"
"\t" "vec3 color = texture(ColorTexture, texCoord).xyz;\n"
"vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);\n"
"float depth = color_to_float(gVec2.xyz)*2.0 - 1.0;\n"
"float linearDepth = (2 * n) / (f + n - depth * (f - n));"
"vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);\n"
"vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);\n"
"worldPos.xyz /= worldPos.w;\n"
/*"float lumThreshold = 0.1;"
"float lumMultipler = 2.0;"
//"float lumFactor = max(dot(color, vec3(0.299, 0.587, 0.114)) - lumThreshold, 0.0) / (1.0-lumThreshold);"
"float fogFactor = (1.0 - clamp(worldPos.y-2.0, 0.0, 1.0)) - lumFactor*lumMultipler;"
"fogFactor += (1.0 - clamp(EyePosition.y-2.5, 0.0, 1.0));"
"fogFactor = clamp(fogFactor, 0.0, 1.0);"*/
"float lumThreshold = 0.8;"
"float lumMultipler = 2.0;"
"float luminosity = dot(color, vec3(0.299, 0.587, 0.114));"
"float lumFactor = max(luminosity - lumThreshold, 0.0) / (1.0-lumThreshold);"
"vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);\n"
"vec2 fogrange = vec2(0, 50);\n"
"float fogeffect = clamp( 1.0 - (fogrange.y - linearDepth*0.5*f) / (fogrange.y - fogrange.x) , 0.0, 1.0 ) * fogColor.w;\n"
"fogeffect = max(fogeffect-lumFactor, 0.0);"
//fogeffect*=(1.0 - int(depth));
"\t" "vec3 fragmentColor = color*(1.0-fogeffect) + fogColor.rgb * fogeffect;\n"
"\t" "RenderTarget0 = vec4(fragmentColor, 1.0);\n"
"}";
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
NzShaderRef shader = NzShader::New();
if (!shader->Create())
ShaderRef BuildFogShader()
{
NazaraError("Failed to load create shader");
return nullptr;
/*const UInt8 fragmentSource[] = {
#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
};*/
const char* fragmentSource =
"#version 140\n"
"out vec4 RenderTarget0;\n"
"uniform sampler2D ColorTexture;\n"
"uniform sampler2D GBuffer2;\n"
"uniform mat4 InvViewProjMatrix;\n"
"uniform vec2 InvTargetSize;\n"
"uniform vec3 EyePosition;\n"
"float n = 0.1;"
"float f = 1000.0;"
"float color_to_float(vec3 color)\n"
"{\n"
"const vec3 byte_to_float = vec3(1.0, 1.0/256, 1.0/(256*256));\n"
"return dot(color, byte_to_float);\n"
"}\n"
"void main()\n"
"{"
"vec2 texCoord = gl_FragCoord.xy * InvTargetSize;\n"
"\t" "vec3 color = texture(ColorTexture, texCoord).xyz;\n"
"vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);\n"
"float depth = color_to_float(gVec2.xyz)*2.0 - 1.0;\n"
"float linearDepth = (2 * n) / (f + n - depth * (f - n));"
"vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth);\n"
"vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);\n"
"worldPos.xyz /= worldPos.w;\n"
/*"float lumThreshold = 0.1;"
"float lumMultipler = 2.0;"
//"float lumFactor = max(dot(color, vec3(0.299, 0.587, 0.114)) - lumThreshold, 0.0) / (1.0-lumThreshold);"
"float fogFactor = (1.0 - clamp(worldPos.y-2.0, 0.0, 1.0)) - lumFactor*lumMultipler;"
"fogFactor += (1.0 - clamp(EyePosition.y-2.5, 0.0, 1.0));"
"fogFactor = clamp(fogFactor, 0.0, 1.0);"*/
"float lumThreshold = 0.8;"
"float lumMultipler = 2.0;"
"float luminosity = dot(color, vec3(0.299, 0.587, 0.114));"
"float lumFactor = max(luminosity - lumThreshold, 0.0) / (1.0-lumThreshold);"
"vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);\n"
"vec2 fogrange = vec2(0, 50);\n"
"float fogeffect = clamp( 1.0 - (fogrange.y - linearDepth*0.5*f) / (fogrange.y - fogrange.x) , 0.0, 1.0 ) * fogColor.w;\n"
"fogeffect = max(fogeffect-lumFactor, 0.0);"
//fogeffect*=(1.0 - int(depth));
"\t" "vec3 fragmentColor = color*(1.0-fogeffect) + fogColor.rgb * fogeffect;\n"
"\t" "RenderTarget0 = vec4(fragmentColor, 1.0);\n"
"}";
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
ShaderRef shader = Shader::New();
if (!shader->Create())
{
NazaraError("Failed to load create shader");
return nullptr;
}
if (!shader->AttachStageFromSource(ShaderStageType_Fragment, fragmentSource/*String(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))*/))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!shader->AttachStageFromSource(ShaderStageType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!shader->Link())
{
NazaraError("Failed to link shader");
return nullptr;
}
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 1);
return shader;
}
if (!shader->AttachStageFromSource(nzShaderStage_Fragment, fragmentSource/*NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))*/))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!shader->Link())
{
NazaraError("Failed to link shader");
return nullptr;
}
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 1);
return shader;
}
DeferredFogPass::DeferredFogPass()
{
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
m_shader = BuildFogShader();
m_shaderEyePositionLocation = m_shader->GetUniformLocation("EyePosition");
m_states.parameters[RendererParameter_DepthBuffer] = false;
}
DeferredFogPass::~DeferredFogPass() = default;
bool DeferredFogPass::Process( const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
m_workRTT->SetColorTarget(firstWorkTexture);
Renderer::SetTarget(m_workRTT);
Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y));
Renderer::SetShader(m_shader);
m_shader->SendVector(m_shaderEyePositionLocation, sceneData.viewer->GetEyePosition());
Renderer::SetRenderStates(m_states);
Renderer::SetTexture(0, m_workTextures[secondWorkTexture]);
Renderer::SetTexture(1, m_GBuffer[2]);
Renderer::SetTextureSampler(0, m_pointSampler);
Renderer::SetTextureSampler(1, m_pointSampler);
Renderer::DrawFullscreenQuad();
return true;
}
NzDeferredFogPass::NzDeferredFogPass()
{
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_shader = BuildFogShader();
m_shaderEyePositionLocation = m_shader->GetUniformLocation("EyePosition");
m_states.parameters[nzRendererParameter_DepthBuffer] = false;
}
NzDeferredFogPass::~NzDeferredFogPass() = default;
bool NzDeferredFogPass::Process( const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
m_workRTT->SetColorTarget(firstWorkTexture);
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShader(m_shader);
m_shader->SendVector(m_shaderEyePositionLocation, sceneData.viewer->GetEyePosition());
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
NzRenderer::SetTexture(1, m_GBuffer[2]);
NzRenderer::SetTextureSampler(0, m_pointSampler);
NzRenderer::SetTextureSampler(1, m_pointSampler);
NzRenderer::DrawFullscreenQuad();
return true;
}