// Copyright (C) 2013 Jérôme Leclercq // This file is part of the "Nazara Engine - Renderer module" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include namespace { struct ParamsHash { std::size_t operator()(const NzShaderProgramManagerParams& params) const { static_assert(nzShaderTarget_Max < 0x4, "Maximum shader target takes more than 2 bits"); std::size_t h = (params.target << 0) | // 2 bits (params.flags << 2); // 8 bits switch (params.target) { case nzShaderTarget_FullscreenQuad: h |= (params.fullscreenQuad.alphaMapping << 10) | // 1 bit (params.fullscreenQuad.alphaTest << 11) | // 1 bit (params.fullscreenQuad.diffuseMapping << 12); // 1 bit break; case nzShaderTarget_Model: h |= (params.model.alphaMapping << 10) | // 1 bit (params.model.alphaTest << 11) | // 1 bit (params.model.diffuseMapping << 12) | // 1 bit (params.model.emissiveMapping << 13) | // 1 bit (params.model.lighting << 14) | // 1 bit (params.model.normalMapping << 15) | // 1 bit (params.model.parallaxMapping << 16) | // 1 bit (params.model.specularMapping << 17); // 1 bit break; case nzShaderTarget_None: break; } return h; } }; struct ParamsEquality { bool operator()(const NzShaderProgramManagerParams& first, const NzShaderProgramManagerParams& second) const { if (first.target != second.target || first.flags != second.flags) return false; switch (first.target) { case nzShaderTarget_FullscreenQuad: return std::memcmp(&first.fullscreenQuad, &second.fullscreenQuad, sizeof(NzShaderProgramManagerParams::FullscreenQuad)) == 0; case nzShaderTarget_Model: return std::memcmp(&first.model, &second.model, sizeof(NzShaderProgramManagerParams::Model)) == 0; case nzShaderTarget_None: return true; } return false; } }; std::unordered_map s_programs; NzString s_inKW; NzString s_outKW; NzString s_fragmentColorKW; NzString s_textureLookupKW; bool s_earlyFragmentTest; bool s_glsl140; unsigned int s_glslVersion; } const NzShaderProgram* NzShaderProgramManager::Get(const NzShaderProgramManagerParams& params) { auto it = s_programs.find(params); if (it == s_programs.end()) { // Alors nous gébérons le programme NzShaderProgram* program = GenerateProgram(params); if (!program) { NazaraWarning("Failed to build program, using default one..."); NzShaderProgramManagerParams defaultParams; defaultParams.flags = params.flags; defaultParams.target = nzShaderTarget_None; program = s_programs[defaultParams]; // Shader par défaut } s_programs[params] = program; return program; } else return it->second; } NzString NzShaderProgramManager::BuildFragmentCode(const NzShaderProgramManagerParams& params) { #ifdef NAZARA_DEBUG if (params.target > nzShaderTarget_Max) { NazaraError("Shader target out of enum"); return NzString(); } #endif NzString source; source.Reserve(2048); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations /********************Header********************/ source += "#version "; source += NzString::Number(s_glslVersion); source += "\n\n"; if (s_earlyFragmentTest) source += "layout(early_fragment_tests) in;" "\n\n"; switch (params.target) { case nzShaderTarget_FullscreenQuad: { /********************Entrant********************/ if (params.fullscreenQuad.alphaMapping || params.fullscreenQuad.diffuseMapping) source += s_inKW + " vec2 vTexCoord;" "\n\n"; /********************Sortant********************/ if (s_glsl140) source += "out vec4 RenderTarget0;" "\n\n"; /********************Uniformes********************/ if (params.fullscreenQuad.alphaMapping) source += "uniform sampler2D MaterialAlphaMap;" "\n"; if (params.fullscreenQuad.alphaTest) source += "uniform float MaterialAlphaThreshold;" "\n"; source += "uniform vec4 MaterialDiffuse;" "\n"; if (params.fullscreenQuad.diffuseMapping) source += "uniform sampler2D MaterialDiffuseMap;" "\n"; source += '\n'; /********************Fonctions********************/ source += "void main()" "\n" "{" "\n"; source += "\t" "vec4 fragmentColor = MaterialDiffuse"; if (params.fullscreenQuad.diffuseMapping) source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord)"; source += ";" "\n" "\t" "float fragmentAlpha = "; if (params.fullscreenQuad.diffuseMapping) source += "fragmentColor.a"; else source += "MaterialDiffuse.a"; if (params.fullscreenQuad.alphaMapping) source += '*' + s_textureLookupKW + "(MaterialAlphaMap, vTexCoord).r"; source += ";" "\n"; if (params.fullscreenQuad.alphaMapping) { source += "if (fragmentAlpha < MaterialAlphaThreshold)" "\n" "\t" "discard;" "\n"; } source += "\t" "RenderTarget0 = fragmentColor;" "\n" "}" "\n"; break; } case nzShaderTarget_Model: { //bool parallaxMapping = (params.model.lighting && params.model.parallaxMapping); bool uvMapping = (params.model.alphaMapping || params.model.diffuseMapping || params.model.normalMapping || params.model.specularMapping); if (params.model.lighting) { source += "#define LIGHT_DIRECTIONAL 0" "\n" "#define LIGHT_POINT 1" "\n" "#define LIGHT_SPOT 2" "\n\n"; } /********************Entrant********************/ if (params.model.lighting) { if (params.model.normalMapping) source += s_inKW + " mat3 vLightToWorld;" "\n"; else source += s_inKW + " vec3 vNormal;" "\n"; } if (uvMapping) source += s_inKW + " vec2 vTexCoord;" "\n"; if (params.model.lighting) source += s_inKW + " vec3 vWorldPos;" "\n"; if (params.model.lighting || uvMapping) source += '\n'; /********************Sortant********************/ if (s_glsl140) source += "out vec4 RenderTarget0;" "\n\n"; /********************Uniformes********************/ if (params.model.lighting) { source += "struct Light" "\n" "{" "\n" "\t" "int type;" "\n" "\t" "vec4 ambient;" "\n" "\t" "vec4 diffuse;" "\n" "\t" "vec4 specular;" "\n\n" "\t" "vec4 parameters1;" "\n" "\t" "vec4 parameters2;" "\n" "\t" "vec2 parameters3;" "\n" "};" "\n\n" "uniform vec3 CameraPosition;" "\n" "uniform Light Lights[3];" "\n" "uniform vec4 MaterialAmbient;" "\n"; } if (params.model.alphaMapping) source += "uniform sampler2D MaterialAlphaMap;" "\n"; if (params.model.alphaTest) source += "uniform float MaterialAlphaThreshold;" "\n"; source += "uniform vec4 MaterialDiffuse;" "\n"; if (params.model.diffuseMapping) source += "uniform sampler2D MaterialDiffuseMap;" "\n"; if (params.model.emissiveMapping) source += "uniform sampler2D MaterialEmissiveMap;" "\n"; if (params.model.lighting) { if (params.model.normalMapping) source += "uniform sampler2D MaterialNormalMap;" "\n"; source += "uniform float MaterialShininess;" "\n" "uniform vec4 MaterialSpecular;" "\n"; if (params.model.specularMapping) source += "uniform sampler2D MaterialSpecularMap;" "\n"; source += "uniform vec4 SceneAmbient;" "\n"; } source += '\n'; /********************Fonctions********************/ source += "void main()" "\n" "{" "\n"; /*if (!parallaxMapping) {*/ source += "\t" "vec4 fragmentColor = MaterialDiffuse"; if (params.model.diffuseMapping) source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord)"; source += ";" "\n"; //} if (params.model.alphaMapping) { source += "\t" "fragmentColor.a *= "; if (params.model.alphaMapping) source += s_textureLookupKW + "(MaterialAlphaMap, vTexCoord).r"; /*if (parallaxMapping && params.model.diffuseMapping) source += '*' + s_textureLookupKW + "(MaterialDiffuseMap, vTexCoord).a";*/ source += ";" "\n"; } if (params.model.alphaTest) { source += "if (diffuseColor.a < MaterialAlphaThreshold)" "\n" "\t" "discard;" "\n"; } if (params.model.lighting) { source += "\t" "vec3 lightColor = vec3(0.0);" "\n"; if (params.model.specularMapping) source += "\t" "vec3 specularColor = vec3(0.0);" "\n"; if (params.model.normalMapping) source += "\t" "vec3 normal = normalize(vLightToWorld * (2.0 * vec3(" + s_textureLookupKW + "(MaterialNormalMap, vTexCoord)) - 1.0));" "\n"; else source += "\t" "vec3 normal = normalize(vNormal);" "\n"; source += '\n'; source += "\t" "if (MaterialShininess > 0.0)" "\n" "\t" "{" "\n" "\t\t" "vec3 eyeVec = normalize(CameraPosition - vWorldPos);" "\n\n" "\t\t" "for (int i = 0; i < 3; ++i)" "\n" "\t\t" "{" "\n"; if (s_glsl140) { source += "\t\t\t" "switch (Lights[i].type)" "\n" "\t\t\t" "{" "\n" "\t\t\t\t" "case LIGHT_DIRECTIONAL:" "\n"; } else // Le GLSL 110 n'a pas d'instruction switch source += "\t\t\t" "if (Lights[i].type == LIGHT_DIRECTIONAL)" "\n"; // Directional Light source += "\t\t\t\t" "{" "\n" "\t\t\t\t\t" "vec3 lightDir = normalize(-Lights[i].parameters1.xyz);" "\n" "\t\t\t\t\t" "lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n" "\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n" "\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n" "\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n"; if (params.model.specularMapping) source += "\t\t\t\t\t" "specularColor"; else source += "\t\t\t\t\t" "lightColor"; source += " += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;" "\n"; if (s_glsl140) { source += "\t\t\t\t\t" "break;" "\n" "\t\t\t\t" "}" "\n\n" "\t\t\t\t" "case LIGHT_POINT:" "\n"; } else source += "\t\t\t" "}" "\n" "\t\t\t" "else if (Lights[i].type == LIGHT_POINT)" "\n"; // Point Light source += "\t\t\t\t" "{" "\n" "\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n" "\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n" "\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n" "\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n" "\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n" "\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n"; if (params.model.specularMapping) source += "\t\t\t\t\t" "specularColor"; else source += "\t\t\t\t\t" "lightColor"; source += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;" "\n"; if (s_glsl140) { source += "\t\t\t\t\t" "break;" "\n" "\t\t\t\t" "}" "\n\n" "\t\t\t\t" "case LIGHT_SPOT:" "\n"; } else { source += "\t\t\t" "}" "\n" "\t\t\t" "else if (Lights[i].type == LIGHT_SPOT)" "\n"; } // Spot Light source += "\t\t\t\t" "{" "\n" "\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n" "\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n" "\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n\n" "\t\t\t\t\t" "float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);" "\n" "\t\t\t\t\t" "float outerAngle = Lights[i].parameters3.y;" "\n" "\t\t\t\t\t" "float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;" "\n" "\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n" "\t\t\t\t\t" "att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n" "\t\t\t\t\t" "vec3 reflection = reflect(-lightDir, normal);" "\n" "\t\t\t\t\t" "float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);" "\n"; if (params.model.specularMapping) source += "\t\t\t\t\t" "specularColor"; else source += "\t\t\t\t\t" "lightColor"; source += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"; if (s_glsl140) { source += "\t\t\t\t\t" "break;" "\n" "\t\t\t\t" "}" "\n\n" "\t\t\t\t" "default:" "\n" "\t\t\t\t\t" "break;" "\n" "\t\t\t" "}" "\n"; } else source += "\t\t\t" "}" "\n"; source += "\t\t" "}" "\n" "\t" "}" "\n" "\t" "else" "\n" "\t" "{" "\n"; source += "\t\t" "for (int i = 0; i < 3; ++i)" "\n" "\t\t" "{" "\n"; if (s_glsl140) { source += "\t\t\t" "switch (Lights[i].type)" "\n" "\t\t\t" "{" "\n" "\t\t\t\t" "case LIGHT_DIRECTIONAL:" "\n"; } else // Le GLSL 110 n'a pas d'instruction switch source += "\t\t\t" "if (Lights[i].type == LIGHT_DIRECTIONAL)" "\n"; // Directional Light source += "\t\t\t\t" "{" "\n" "\t\t\t\t\t" "vec3 lightDir = normalize(-Lights[i].parameters1.xyz);" "\n" "\t\t\t\t\t" "lightColor += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n" "\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"; if (s_glsl140) { source += "\t\t\t\t\t" "break;" "\n" "\t\t\t\t" "}" "\n\n" "\t\t\t\t" "case LIGHT_POINT:" "\n"; } else source += "\t\t\t" "}" "\n" "\t\t\t" "else if (Lights[i].type == LIGHT_POINT)" "\n"; // Point Light source += "\t\t\t\t" "{" "\n" "\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n" "\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n" "\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n" "\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"; if (s_glsl140) { source += "\t\t\t\t\t" "break;" "\n" "\t\t\t\t" "}" "\n\n" "\t\t\t\t" "case LIGHT_SPOT:" "\n"; } else { source += "\t\t\t" "}" "\n" "\t\t\t" "else if (Lights[i].type == LIGHT_SPOT)" "\n"; } // Spot Light source += "\t\t\t\t" "{" "\n" "\t\t\t\t\t" "vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;" "\n\n" "\t\t\t\t\t" "float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);" "\n\n" "\t\t\t\t\t" "lightDir = normalize(lightDir);" "\n\n" "\t\t\t\t\t" "float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);" "\n" "\t\t\t\t\t" "float outerAngle = Lights[i].parameters3.y;" "\n" "\t\t\t\t\t" "float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;" "\n" "\t\t\t\t\t" "float lambert = max(dot(normal, lightDir), 0.0);" "\n" "\t\t\t\t\t" "att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);" "\n" "\t\t\t\t\t" "lightColor += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;" "\n\n"; if (s_glsl140) { source += "\t\t\t\t\t" "break;" "\n" "\t\t\t\t" "}" "\n\n" "\t\t\t\t" "default:" "\n" "\t\t\t\t\t" "break;" "\n" "\t\t\t" "}" "\n"; } else source += "\t\t\t" "}" "\n"; source += "\t\t" "}" "\n" "\t" "}" "\n\n" "\t" "fragmentColor *= vec4(lightColor"; if (params.model.specularMapping) source += "+ specularColor*" + s_textureLookupKW + "(MaterialSpecularMap, vTexCoord).rgb"; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens source += ", 1.0);" "\n"; if (params.model.emissiveMapping) { if (params.model.specularMapping) source += "\t" "float lightIntensity = dot(lightColor + specularColor, vec3(0.3, 0.59, 0.11));" "\n"; else source += "\t" "float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));" "\n"; source += "\t" "vec3 emissionColor = MaterialDiffuse.rgb*" + s_textureLookupKW + "(MaterialEmissiveMap, vTexCoord).rgb;" "\n" "\t" + s_fragmentColorKW + " = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);" "\n"; } else source += '\t' + s_fragmentColorKW + " = fragmentColor;" "\n"; } else source += '\t' + s_fragmentColorKW + " = fragmentColor;" "\n"; source += "}" "\n"; break; } case nzShaderTarget_None: { /********************Sortant********************/ if (s_glsl140) source += "out vec4 RenderTarget0;" "\n\n"; /********************Uniformes********************/ source += "uniform vec4 MaterialDiffuse;" "\n\n"; /********************Fonctions********************/ source += "void main()" "\n" "{" "\n"; source += '\t' + s_fragmentColorKW + " = MaterialDiffuse;" "\n"; source += "}" "\n"; break; } } return source; } NzString NzShaderProgramManager::BuildVertexCode(const NzShaderProgramManagerParams& params) { #ifdef NAZARA_DEBUG if (params.target > nzShaderTarget_Max) { NazaraError("Shader target out of enum"); return NzString(); } #endif NzString source; source.Reserve(2048); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations /********************Header********************/ source += "#version "; source += NzString::Number(s_glslVersion); source += "\n\n"; switch (params.target) { case nzShaderTarget_FullscreenQuad: { bool uvMapping = (params.fullscreenQuad.alphaMapping || params.fullscreenQuad.diffuseMapping); /********************Entrant********************/ source += s_inKW + " vec2 VertexPosition;" "\n\n"; /********************Sortant********************/ if (uvMapping) source += s_outKW + " vec2 vTexCoord;" "\n\n"; /********************Code********************/ source += "void main()" "\n" "{" "\n" "\t" "gl_Position = vec4(VertexPosition, 0.0, 1.0);" "\n"; if (uvMapping) { if (params.flags & nzShaderFlags_FlipUVs) source += "\t" "vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, 0.5 - VertexPosition.y*0.5;" "\n"; else source += "\t" "vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);" "\n"; } source += "}" "\n"; break; } case nzShaderTarget_Model: { bool uvMapping = (params.model.diffuseMapping || params.model.normalMapping || params.model.specularMapping); /********************Entrant********************/ if (params.flags & nzShaderFlags_Instancing) source += s_inKW + " mat4 InstanceData0;" "\n"; source += s_inKW + " vec3 VertexPosition;" "\n"; if (params.model.lighting) { source += s_inKW + " vec3 VertexNormal;" "\n"; source += s_inKW + " vec3 VertexTangent;" "\n"; } if (uvMapping) source += s_inKW + " vec2 VertexTexCoord;" "\n"; source += '\n'; /********************Sortant********************/ if (params.model.lighting) { if (params.model.normalMapping) source += s_outKW + " mat3 vLightToWorld;" "\n"; else source += s_outKW + " vec3 vNormal;" "\n"; } if (uvMapping) source += s_outKW + " vec2 vTexCoord;" "\n"; if (params.model.lighting) source += s_outKW + " vec3 vWorldPos;" "\n"; if (params.model.lighting || uvMapping) source += '\n'; /********************Uniformes********************/ if (params.flags & nzShaderFlags_Instancing) source += "uniform mat4 ViewProjMatrix;" "\n"; else { if (params.model.lighting) source += "uniform mat4 WorldMatrix;" "\n"; source += "uniform mat4 WorldViewProjMatrix;" "\n"; } source += '\n'; /********************Code********************/ source += "void main()" "\n" "{" "\n"; if (params.flags & nzShaderFlags_Instancing) source += "\t" "gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);" "\n"; else source += "\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n"; if (params.model.lighting) { if (params.flags & nzShaderFlags_Instancing) { if (s_glsl140) source += "\t" "mat3 rotationMatrix = mat3(InstanceData0);" "\n"; else source += "\t" "mat3 rotationMatrix = mat3(InstanceData0[0].xyz, InstanceData0[1].xyz, InstanceData0[2].xyz);" "\n"; } else { if (s_glsl140) source += "\t" "mat3 rotationMatrix = mat3(WorldMatrix);" "\n"; else source += "\t" "mat3 rotationMatrix = mat3(WorldMatrix[0].xyz, WorldMatrix[1].xyz, WorldMatrix[2].xyz);" "\n"; } if (params.model.normalMapping) { source += "\n" "\t" "vec3 binormal = cross(VertexNormal, VertexTangent);" "\n" "\t" "vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);" "\n" "\t" "vLightToWorld[1] = normalize(rotationMatrix * binormal);" "\n" "\t" "vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);" "\n\n"; } else source += "\t" "vNormal = normalize(rotationMatrix * VertexNormal);" "\n"; } if (uvMapping) { if (params.flags & nzShaderFlags_FlipUVs) source += "\t" "vTexCoord = vec2(VertexTexCoord.x, 1.0 - VertexTexCoord.y);" "\n"; else source += "\t" "vTexCoord = VertexTexCoord;" "\n"; } if (params.model.lighting) { if (params.flags & nzShaderFlags_Instancing) source += "\t" "vWorldPos = vec3(InstanceData0 * vec4(VertexPosition, 1.0));" "\n"; else source += "\t" "vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));" "\n"; } source += "}" "\n"; break; } case nzShaderTarget_None: { /********************Entrant********************/ if (params.flags & nzShaderFlags_Instancing) source += s_inKW + " mat4 InstanceData0;" "\n"; source += s_inKW + " vec3 VertexPosition;" "\n\n"; /********************Uniformes********************/ if (params.flags & nzShaderFlags_Instancing) source += "uniform mat4 ViewProjMatrix;" "\n\n"; else source += "uniform mat4 WorldViewProjMatrix;" "\n\n"; /********************Code********************/ source += "void main()" "\n" "{" "\n"; if (params.flags & nzShaderFlags_Instancing) source += "\t" "gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);" "\n"; else source += "\t" "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);" "\n"; source += "}" "\n"; break; } } return source; } NzShaderProgram* NzShaderProgramManager::GenerateProgram(const NzShaderProgramManagerParams& params) { std::unique_ptr program(new NzShaderProgram); program->SetPersistent(false); if (!program->Create(nzShaderLanguage_GLSL)) { NazaraError("Failed to create program"); return nullptr; } NzString fragmentSource = BuildFragmentCode(params); NazaraDebug("Fragment shader source:\n" + fragmentSource); if (!program->LoadShader(nzShaderType_Fragment, fragmentSource)) { NazaraError("Failed to load fragment shader: " + program->GetLog()); NazaraNotice("Source:\n" + fragmentSource); return nullptr; } NzString vertexSource = BuildVertexCode(params); NazaraDebug("Vertex shader source:\n" + vertexSource); if (!program->LoadShader(nzShaderType_Vertex, vertexSource)) { NazaraError("Failed to load vertex shader: " + program->GetLog()); NazaraNotice("Source:\n" + vertexSource); return nullptr; } if (!program->Compile()) { NazaraError("Failed to compile program: " + program->GetLog()); return nullptr; } return program.release(); } bool NzShaderProgramManager::Initialize() { s_glslVersion = NzOpenGL::GetGLSLVersion(); s_earlyFragmentTest = (s_glslVersion >= 420 || NzOpenGL::IsSupported(nzOpenGLExtension_Shader_ImageLoadStore)); s_glsl140 = (s_glslVersion >= 140); s_fragmentColorKW = (s_glsl140) ? "RenderTarget0" : "gl_FragColor"; s_inKW = (s_glsl140) ? "in" : "varying"; s_outKW = (s_glsl140) ? "out" : "varying"; s_textureLookupKW = (s_glsl140) ? "texture" : "texture2D"; NzShaderProgramManagerParams params; params.target = nzShaderTarget_None; for (unsigned int i = 0; i <= nzShaderFlags_Max; ++i) { params.flags = i; NzShaderProgram* program = GenerateProgram(params); if (!program) { NazaraError("Failed to generate default program (flags: 0x" + NzString::Number(i, 16) + ')'); Uninitialize(); return false; } s_programs[params] = program; } return true; } void NzShaderProgramManager::Uninitialize() { s_programs.clear(); s_fragmentColorKW.Clear(false); s_inKW.Clear(false); s_outKW.Clear(false); s_textureLookupKW.Clear(false); }