Merge branch 'NDK-ShadowMapping' of https://github.com/DigitalPulseSoftware/NazaraEngine into NDK-ShadowMapping

Former-commit-id: 636ea0eeeac18a006a39046ae38359ad9614712e
This commit is contained in:
Lynix 2015-06-22 11:19:06 +02:00
commit eef7395623
1 changed files with 18 additions and 14 deletions

View File

@ -142,6 +142,8 @@ void NzMaterial::Reset()
m_diffuseColor = NzColor::White;
m_diffuseSampler = NzTextureSampler();
m_lightingEnabled = true;
m_shadowCastingEnabled = true;
m_shadowReceiveEnabled = true;
m_shininess = 50.f;
m_specularColor = NzColor::White;
m_specularSampler = NzTextureSampler();
@ -156,18 +158,20 @@ void NzMaterial::Reset()
void NzMaterial::Copy(const NzMaterial& material)
{
// Copie des états de base
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
m_depthSortingEnabled = material.m_depthSortingEnabled;
m_diffuseColor = material.m_diffuseColor;
m_diffuseSampler = material.m_diffuseSampler;
m_lightingEnabled = material.m_lightingEnabled;
m_shininess = material.m_shininess;
m_specularColor = material.m_specularColor;
m_specularSampler = material.m_specularSampler;
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
m_depthSortingEnabled = material.m_depthSortingEnabled;
m_diffuseColor = material.m_diffuseColor;
m_diffuseSampler = material.m_diffuseSampler;
m_lightingEnabled = material.m_lightingEnabled;
m_shininess = material.m_shininess;
m_shadowCastingEnabled = material.m_shadowCastingEnabled;
m_shadowReceiveEnabled = material.m_shadowReceiveEnabled;
m_specularColor = material.m_specularColor;
m_specularSampler = material.m_specularSampler;
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
// Copie des références de texture
m_alphaMap = material.m_alphaMap;
@ -301,8 +305,8 @@ bool NzMaterial::Initialize()
vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
}
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");
uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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");
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");
NzUberShaderLibrary::Register("PhongLighting", uberShader);
}