576 lines
15 KiB
C++
576 lines
15 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#ifndef NAZARA_RENDERER_OPENGL
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#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
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#endif
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#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Graphics/AbstractBackground.hpp>
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#include <Nazara/Graphics/Camera.hpp>
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#include <Nazara/Graphics/DeferredBloomPass.hpp>
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#include <Nazara/Graphics/DeferredDOFPass.hpp>
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#include <Nazara/Graphics/DeferredFinalPass.hpp>
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#include <Nazara/Graphics/DeferredFogPass.hpp>
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#include <Nazara/Graphics/DeferredForwardPass.hpp>
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#include <Nazara/Graphics/DeferredFXAAPass.hpp>
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#include <Nazara/Graphics/DeferredGeometryPass.hpp>
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#include <Nazara/Graphics/DeferredPhongLightingPass.hpp>
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#include <Nazara/Graphics/Drawable.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/Scene.hpp>
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#include <Nazara/Graphics/Sprite.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Renderer/ShaderStage.hpp>
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#include <limits>
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#include <memory>
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#include <random>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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const nzUInt8 r_fragmentSource_BloomBright[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
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};
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const nzUInt8 r_fragmentSource_BloomFinal[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
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};
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const nzUInt8 r_fragmentSource_DirectionalLight[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
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};
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const nzUInt8 r_fragmentSource_FXAA[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
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};
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const nzUInt8 r_fragmentSource_GBufferClear[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GBufferClear.frag.h>
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};
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const nzUInt8 r_fragmentSource_GaussianBlur[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
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};
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const nzUInt8 r_fragmentSource_PointSpotLight[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointSpotLight.frag.h>
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};
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unsigned int RenderPassPriority[] =
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{
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6, // nzRenderPassType_AA
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4, // nzRenderPassType_Bloom
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7, // nzRenderPassType_DOF
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0xFF, // nzRenderPassType_Final
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5, // nzRenderPassType_Fog
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2, // nzRenderPassType_Forward
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1, // nzRenderPassType_Lighting
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0, // nzRenderPassType_Geometry
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3, // nzRenderPassType_SSAO
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};
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static_assert(sizeof(RenderPassPriority)/sizeof(unsigned int) == nzRenderPassType_Max+1, "Render pass priority array is incomplete");
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inline NzShaderRef RegisterDeferredShader(const NzString& name, const nzUInt8* fragmentSource, unsigned int fragmentSourceLength, const NzShaderStage& vertexStage, NzString* err)
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{
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NzErrorFlags errFlags(nzErrorFlag_Silent | nzErrorFlag_ThrowExceptionDisabled);
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NzShaderRef shader = NzShader::New();
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if (!shader->Create())
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{
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err->Set("Failed to create shader: " + NzError::GetLastError());
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return nullptr;
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}
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if (!shader->AttachStageFromSource(nzShaderStage_Fragment, reinterpret_cast<const char*>(fragmentSource), fragmentSourceLength))
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{
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err->Set("Failed to attach fragment stage: " + NzError::GetLastError());
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return nullptr;
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}
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shader->AttachStage(nzShaderStage_Vertex, vertexStage);
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if (!shader->Link())
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{
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err->Set("Failed to link shader: " + NzError::GetLastError());
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return nullptr;
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}
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NzShaderLibrary::Register(name, shader);
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return shader;
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}
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}
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NzDeferredRenderTechnique::NzDeferredRenderTechnique() :
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m_renderQueue(static_cast<NzForwardRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
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m_GBufferSize(0U)
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{
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m_depthStencilBuffer = NzRenderBuffer::New();
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for (unsigned int i = 0; i < 2; ++i)
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m_workTextures[i] = NzTexture::New();
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for (unsigned int i = 0; i < 3; ++i)
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m_GBuffer[i] = NzTexture::New();
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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ResetPass(nzRenderPassType_Final, 0);
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ResetPass(nzRenderPassType_Geometry, 0);
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ResetPass(nzRenderPassType_Lighting, 0);
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}
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catch (const std::exception& e)
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowExceptionDisabled);
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NazaraError("Failed to add geometry and/or phong lighting pass: " + NzString(e.what()));
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throw;
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}
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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ResetPass(nzRenderPassType_AA, 0);
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}
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catch (const std::exception& e)
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{
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NazaraWarning("Failed to add FXAA pass: " + NzString(e.what()));
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}
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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ResetPass(nzRenderPassType_Bloom, 0);
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}
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catch (const std::exception& e)
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{
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NazaraWarning("Failed to add bloom pass: " + NzString(e.what()));
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}
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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NzDeferredRenderPass* dofPass = ResetPass(nzRenderPassType_DOF, 0);
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dofPass->Enable(false);
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}
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catch (const std::exception& e)
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{
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NazaraWarning("Failed to add DOF pass: " + NzString(e.what()));
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}
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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NzDeferredRenderPass* fogPass = ResetPass(nzRenderPassType_Fog, 0);
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fogPass->Enable(false);
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}
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catch (const std::exception& e)
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{
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NazaraWarning("Failed to add fog pass: " + NzString(e.what()));
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}
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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ResetPass(nzRenderPassType_Forward, 0);
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}
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catch (const std::exception& e)
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{
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NazaraWarning("Failed to add forward pass: " + NzString(e.what()));
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}
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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ResetPass(nzRenderPassType_SSAO, 0);
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}
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catch (const std::exception& e)
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{
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NazaraWarning("Failed to add SSAO pass: " + NzString(e.what()));
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}
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}
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NzDeferredRenderTechnique::~NzDeferredRenderTechnique() = default;
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bool NzDeferredRenderTechnique::Draw(const NzSceneData& sceneData) const
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{
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NazaraAssert(sceneData.viewer, "Invalid viewer");
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NzRecti viewerViewport = sceneData.viewer->GetViewport();
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NzVector2ui viewportDimensions(viewerViewport.width, viewerViewport.height);
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if (viewportDimensions != m_GBufferSize)
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{
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if (!Resize(viewportDimensions))
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{
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NazaraError("Failed to update RTT");
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return false;
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}
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}
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unsigned int sceneTexture = 0;
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unsigned int workTexture = 1;
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for (auto& passIt : m_passes)
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{
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for (auto& passIt2 : passIt.second)
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{
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const NzDeferredRenderPass* pass = passIt2.second.get();
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if (pass->IsEnabled())
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{
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if (pass->Process(sceneData, workTexture, sceneTexture))
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std::swap(workTexture, sceneTexture);
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}
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}
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}
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return true;
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}
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void NzDeferredRenderTechnique::EnablePass(nzRenderPassType renderPass, int position, bool enable)
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{
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auto it = m_passes.find(renderPass);
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if (it != m_passes.end())
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{
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auto it2 = it->second.find(position);
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if (it2 != it->second.end())
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it2->second->Enable(enable);
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}
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}
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NzRenderBuffer* NzDeferredRenderTechnique::GetDepthStencilBuffer() const
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{
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return m_depthStencilBuffer;
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}
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NzTexture* NzDeferredRenderTechnique::GetGBuffer(unsigned int i) const
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{
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#if NAZARA_GRAPHICS_SAFE
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if (i >= 3)
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{
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NazaraError("GBuffer texture index out of range (" + NzString::Number(i) + " >= 3)");
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return nullptr;
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}
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#endif
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return m_GBuffer[i];
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}
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NzRenderTexture* NzDeferredRenderTechnique::GetGBufferRTT() const
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{
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return &m_GBufferRTT;
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}
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const NzForwardRenderTechnique* NzDeferredRenderTechnique::GetForwardTechnique() const
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{
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return &m_forwardTechnique;
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}
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NzDeferredRenderPass* NzDeferredRenderTechnique::GetPass(nzRenderPassType renderPass, int position)
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{
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auto it = m_passes.find(renderPass);
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if (it != m_passes.end())
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{
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auto it2 = it->second.find(position);
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if (it2 != it->second.end())
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return it2->second.get();
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}
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return nullptr;
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}
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NzAbstractRenderQueue* NzDeferredRenderTechnique::GetRenderQueue()
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{
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return &m_renderQueue;
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}
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nzRenderTechniqueType NzDeferredRenderTechnique::GetType() const
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{
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return nzRenderTechniqueType_DeferredShading;
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}
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NzRenderTexture* NzDeferredRenderTechnique::GetWorkRTT() const
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{
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return &m_workRTT;
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}
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NzTexture* NzDeferredRenderTechnique::GetWorkTexture(unsigned int i) const
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{
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#if NAZARA_GRAPHICS_SAFE
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if (i >= 2)
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{
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NazaraError("Work texture index out of range (" + NzString::Number(i) + " >= 2)");
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return nullptr;
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}
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#endif
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return m_workTextures[i];
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}
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bool NzDeferredRenderTechnique::IsPassEnabled(nzRenderPassType renderPass, int position)
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{
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auto it = m_passes.find(renderPass);
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if (it != m_passes.end())
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{
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auto it2 = it->second.find(position);
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if (it2 != it->second.end())
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return it2->second->IsEnabled();
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}
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return false;
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}
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NzDeferredRenderPass* NzDeferredRenderTechnique::ResetPass(nzRenderPassType renderPass, int position)
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{
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std::unique_ptr<NzDeferredRenderPass> smartPtr; // Nous évite un leak en cas d'exception
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switch (renderPass)
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{
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case nzRenderPassType_AA:
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smartPtr.reset(new NzDeferredFXAAPass);
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break;
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case nzRenderPassType_Bloom:
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smartPtr.reset(new NzDeferredBloomPass);
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break;
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case nzRenderPassType_DOF:
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smartPtr.reset(new NzDeferredDOFPass);
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break;
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case nzRenderPassType_Final:
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smartPtr.reset(new NzDeferredFinalPass);
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break;
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case nzRenderPassType_Fog:
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smartPtr.reset(new NzDeferredFogPass);
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break;
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case nzRenderPassType_Forward:
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smartPtr.reset(new NzDeferredForwardPass);
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break;
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case nzRenderPassType_Geometry:
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smartPtr.reset(new NzDeferredGeometryPass);
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break;
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case nzRenderPassType_Lighting:
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smartPtr.reset(new NzDeferredPhongLightingPass);
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break;
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case nzRenderPassType_SSAO:
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//smartPtr.reset(new NzDeferredSSAOPass);
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break;
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}
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NzDeferredRenderPass* oldPass = GetPass(renderPass, position);
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if (oldPass && !oldPass->IsEnabled())
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smartPtr->Enable(false);
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SetPass(renderPass, position, smartPtr.get());
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return smartPtr.release();
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}
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void NzDeferredRenderTechnique::SetPass(nzRenderPassType relativeTo, int position, NzDeferredRenderPass* pass)
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{
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if (pass)
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{
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pass->Initialize(this);
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if (m_GBufferSize != NzVector2ui(0U))
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pass->Resize(m_GBufferSize);
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m_passes[relativeTo][position].reset(pass);
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}
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else
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m_passes[relativeTo].erase(position);
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}
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bool NzDeferredRenderTechnique::IsSupported()
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{
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// On ne va pas s'embêter à écrire un Deferred Renderer qui ne passe pas par le MRT, ce serait trop lent pour servir...
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return NzOpenGL::GetGLSLVersion() >= 140 && // On ne va pas s'embêter non plus avec le mode de compatibilité
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NzRenderer::HasCapability(nzRendererCap_RenderTexture) &&
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NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets) &&
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NzRenderer::GetMaxColorAttachments() >= 4 &&
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NzRenderer::GetMaxRenderTargets() >= 4;
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}
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bool NzDeferredRenderTechnique::Resize(const NzVector2ui& dimensions) const
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{
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try
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{
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NzErrorFlags errFlags(nzErrorFlag_ThrowException);
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for (auto& passIt : m_passes)
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for (auto& passIt2 : passIt.second)
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passIt2.second->Resize(dimensions);
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m_GBufferSize = dimensions;
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return true;
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}
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catch (const std::exception& e)
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{
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NazaraError("Failed to create work RTT/G-Buffer: " + NzString(e.what()));
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return false;
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}
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}
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bool NzDeferredRenderTechnique::Initialize()
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{
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const char vertexSource_Basic[] =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"uniform mat4 WorldViewProjMatrix;\n"
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"void main()\n"
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"{\n"
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"gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
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"}\n";
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const char vertexSource_PostProcess[] =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"void main()\n"
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"{\n"
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"gl_Position = vec4(VertexPosition, 1.0);"
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"}\n";
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NzShaderStage basicVertexStage(nzShaderStage_Vertex);
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if (!basicVertexStage.IsValid())
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{
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NazaraError("Failed to create basic vertex shader");
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return false;
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}
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basicVertexStage.SetSource(vertexSource_Basic, sizeof(vertexSource_Basic));
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if (!basicVertexStage.Compile())
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{
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NazaraError("Failed to compile basic vertex shader");
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return false;
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}
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NzShaderStage ppVertexStage(nzShaderStage_Vertex);
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if (!ppVertexStage.IsValid())
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{
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NazaraError("Failed to create vertex shader");
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return false;
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}
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ppVertexStage.SetSource(vertexSource_PostProcess, sizeof(vertexSource_PostProcess));
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if (!ppVertexStage.Compile())
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{
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NazaraError("Failed to compile vertex shader");
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return false;
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}
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NzString error;
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NzShader* shader;
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// Shaders critiques (Nécessaires pour le Deferred Shading minimal)
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shader = RegisterDeferredShader("DeferredGBufferClear", r_fragmentSource_GBufferClear, sizeof(r_fragmentSource_GBufferClear), ppVertexStage, &error);
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if (!shader)
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{
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NazaraError("Failed to register critical shader: " + error);
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return false;
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}
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shader = RegisterDeferredShader("DeferredDirectionnalLight", r_fragmentSource_DirectionalLight, sizeof(r_fragmentSource_DirectionalLight), ppVertexStage, &error);
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if (!shader)
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{
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NazaraError("Failed to register critical shader: " + error);
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return false;
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}
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shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
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shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
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shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
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shader = RegisterDeferredShader("DeferredPointSpotLight", r_fragmentSource_PointSpotLight, sizeof(r_fragmentSource_PointSpotLight), basicVertexStage, &error);
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if (!shader)
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{
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NazaraError("Failed to register critical shader: " + error);
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return false;
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}
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shader->SendInteger(shader->GetUniformLocation("GBuffer0"), 0);
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shader->SendInteger(shader->GetUniformLocation("GBuffer1"), 1);
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shader->SendInteger(shader->GetUniformLocation("GBuffer2"), 2);
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// Shaders optionnels (S'ils ne sont pas présents, le rendu minimal sera quand même assuré)
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shader = RegisterDeferredShader("DeferredBloomBright", r_fragmentSource_BloomBright, sizeof(r_fragmentSource_BloomBright), ppVertexStage, &error);
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if (shader)
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shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
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else
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{
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NazaraWarning("Failed to register bloom (bright pass) shader, certain features will not work: " + error);
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}
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shader = RegisterDeferredShader("DeferredBloomFinal", r_fragmentSource_BloomFinal, sizeof(r_fragmentSource_BloomFinal), ppVertexStage, &error);
|
|
if (shader)
|
|
{
|
|
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
|
|
shader->SendInteger(shader->GetUniformLocation("BloomTexture"), 1);
|
|
}
|
|
else
|
|
{
|
|
NazaraWarning("Failed to register bloom (final pass) shader, certain features will not work: " + error);
|
|
}
|
|
|
|
|
|
shader = RegisterDeferredShader("DeferredFXAA", r_fragmentSource_FXAA, sizeof(r_fragmentSource_FXAA), ppVertexStage, &error);
|
|
if (shader)
|
|
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
|
|
else
|
|
{
|
|
NazaraWarning("Failed to register FXAA shader, certain features will not work: " + error);
|
|
}
|
|
|
|
|
|
shader = RegisterDeferredShader("DeferredGaussianBlur", r_fragmentSource_GaussianBlur, sizeof(r_fragmentSource_GaussianBlur), ppVertexStage, &error);
|
|
if (shader)
|
|
shader->SendInteger(shader->GetUniformLocation("ColorTexture"), 0);
|
|
else
|
|
{
|
|
NazaraWarning("Failed to register gaussian blur shader, certain features will not work: " + error);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void NzDeferredRenderTechnique::Uninitialize()
|
|
{
|
|
NzShaderLibrary::Unregister("DeferredGBufferClear");
|
|
NzShaderLibrary::Unregister("DeferredDirectionnalLight");
|
|
NzShaderLibrary::Unregister("DeferredPointSpotLight");
|
|
NzShaderLibrary::Unregister("DeferredBloomBright");
|
|
NzShaderLibrary::Unregister("DeferredBloomFinal");
|
|
NzShaderLibrary::Unregister("DeferredFXAA");
|
|
NzShaderLibrary::Unregister("DeferredGaussianBlur");
|
|
}
|
|
|
|
bool NzDeferredRenderTechnique::RenderPassComparator::operator()(nzRenderPassType pass1, nzRenderPassType pass2)
|
|
{
|
|
return RenderPassPriority[pass1] < RenderPassPriority[pass2];
|
|
}
|