Merge branch 'NDK-ShadowMapping' of https://github.com/DigitalPulseSoftware/NazaraEngine into NDK-ShadowMapping
Former-commit-id: 636ea0eeeac18a006a39046ae38359ad9614712e
This commit is contained in:
commit
eef7395623
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@ -142,6 +142,8 @@ void NzMaterial::Reset()
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m_diffuseColor = NzColor::White;
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m_diffuseSampler = NzTextureSampler();
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m_lightingEnabled = true;
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m_shadowCastingEnabled = true;
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m_shadowReceiveEnabled = true;
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m_shininess = 50.f;
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m_specularColor = NzColor::White;
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m_specularSampler = NzTextureSampler();
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@ -156,18 +158,20 @@ void NzMaterial::Reset()
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void NzMaterial::Copy(const NzMaterial& material)
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{
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// Copie des états de base
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m_alphaTestEnabled = material.m_alphaTestEnabled;
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m_alphaThreshold = material.m_alphaThreshold;
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m_ambientColor = material.m_ambientColor;
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m_depthSortingEnabled = material.m_depthSortingEnabled;
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m_diffuseColor = material.m_diffuseColor;
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m_diffuseSampler = material.m_diffuseSampler;
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m_lightingEnabled = material.m_lightingEnabled;
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m_shininess = material.m_shininess;
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m_specularColor = material.m_specularColor;
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m_specularSampler = material.m_specularSampler;
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m_states = material.m_states;
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m_transformEnabled = material.m_transformEnabled;
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m_alphaTestEnabled = material.m_alphaTestEnabled;
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m_alphaThreshold = material.m_alphaThreshold;
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m_ambientColor = material.m_ambientColor;
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m_depthSortingEnabled = material.m_depthSortingEnabled;
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m_diffuseColor = material.m_diffuseColor;
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m_diffuseSampler = material.m_diffuseSampler;
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m_lightingEnabled = material.m_lightingEnabled;
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m_shininess = material.m_shininess;
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m_shadowCastingEnabled = material.m_shadowCastingEnabled;
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m_shadowReceiveEnabled = material.m_shadowReceiveEnabled;
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m_specularColor = material.m_specularColor;
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m_specularSampler = material.m_specularSampler;
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m_states = material.m_states;
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m_transformEnabled = material.m_transformEnabled;
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// Copie des références de texture
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m_alphaMap = material.m_alphaMap;
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@ -301,8 +305,8 @@ bool NzMaterial::Initialize()
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vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
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}
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SHADOW_MAPPING SPECULAR_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING SHADOW_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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NzUberShaderLibrary::Register("PhongLighting", uberShader);
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}
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