504 lines
15 KiB
C++
504 lines
15 KiB
C++
// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/ShaderBuilder.hpp>
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#include <Nazara/Core/Log.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <memory>
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#include <unordered_map>
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#include <Nazara/Renderer/Debug.hpp>
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namespace
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{
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std::unordered_map<nzUInt32, NzShader*> s_shaders;
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NzString BuildFragmentShaderSource(nzUInt32 flags)
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{
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bool glsl140 = (NzOpenGL::GetVersion() >= 310);
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//bool useMRT = (glsl140 && NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets));
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NzString inKW = (glsl140) ? "in" : "varying";
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NzString fragmentColorKW = (glsl140) ? "RenderTarget0" : "gl_FragColor";
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NzString sourceCode;
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sourceCode.Reserve(1024); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
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/********************Préprocesseur********************/
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sourceCode = "#version ";
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if (glsl140)
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sourceCode += "140\n";
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else
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sourceCode += "110\n";
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sourceCode += '\n';
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if (flags & nzShaderFlags_Lighting)
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{
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sourceCode += "#define LIGHT_DIRECTIONAL 0\n"
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"#define LIGHT_POINT 1\n"
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"#define LIGHT_SPOT 2\n"
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"#define MAX_LIGHTS 8\n"
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"\n";
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}
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sourceCode += '\n';
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/********************Uniformes********************/
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if (flags & nzShaderFlags_Lighting)
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{
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sourceCode += "struct Light\n"
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"{\n"
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"int type;\n"
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"vec4 ambient;\n"
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"vec4 diffuse;\n"
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"vec4 specular;\n"
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"\n"
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"vec4 parameters1;\n"
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"vec4 parameters2;\n"
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"vec2 parameters3;\n"
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"};\n"
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"\n";
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}
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if (flags & nzShaderFlags_Lighting)
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{
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sourceCode += "uniform vec3 CameraPosition;\n"
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"uniform int LightCount;\n"
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"uniform Light Lights[MAX_LIGHTS];\n"
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"uniform vec4 MaterialAmbient;\n";
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}
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if ((flags & nzShaderFlags_DiffuseMapping) == 0 || flags & nzShaderFlags_Lighting)
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sourceCode += "uniform vec4 MaterialDiffuse;\n";
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if (flags & nzShaderFlags_DiffuseMapping)
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sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
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if (flags & nzShaderFlags_Lighting)
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{
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if (flags & nzShaderFlags_NormalMapping)
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sourceCode += "uniform sampler2D MaterialNormalMap;\n";
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sourceCode += "uniform float MaterialShininess;\n"
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"uniform vec4 MaterialSpecular;\n";
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if (flags & nzShaderFlags_SpecularMapping)
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sourceCode += "uniform sampler2D MaterialSpecularMap;\n";
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sourceCode += "uniform vec4 SceneAmbient;\n";
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}
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sourceCode += '\n';
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/********************Entrant********************/
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if (flags & nzShaderFlags_Lighting)
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{
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if (flags & nzShaderFlags_NormalMapping)
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sourceCode += inKW + " mat3 vLightToWorld;\n";
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else
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sourceCode += inKW + " vec3 vNormal;\n";
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}
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if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping)
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sourceCode += inKW + " vec2 vTexCoord;\n";
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if (flags & nzShaderFlags_Lighting)
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sourceCode += inKW + " vec3 vWorldPos;\n";
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sourceCode += '\n';
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/********************Sortant********************/
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if (glsl140)
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sourceCode += "out vec4 RenderTarget0;\n";
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sourceCode += '\n';
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/********************Fonctions********************/
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sourceCode += "void main()\n"
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"{\n";
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if (flags & nzShaderFlags_Lighting)
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{
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sourceCode += "vec3 light = vec3(0.0, 0.0, 0.0);\n";
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if (flags & nzShaderFlags_SpecularMapping)
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sourceCode += "vec3 si = vec3(0.0, 0.0, 0.0);\n";
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if (flags & nzShaderFlags_NormalMapping)
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sourceCode += "vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture2D(MaterialNormalMap, vTexCoord)) - 1.0));\n";
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else
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sourceCode += "vec3 normal = normalize(vNormal);\n";
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sourceCode += "\n"
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"for (int i = 0; i < LightCount; ++i)\n"
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"{\n";
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if (glsl140)
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{
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sourceCode += "switch (Lights[i].type)\n"
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"{\n"
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"case LIGHT_DIRECTIONAL:\n";
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}
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else // Le GLSL 110 n'a pas d'instruction switch
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sourceCode += "if (Lights[i].type == LIGHT_DIRECTIONAL)\n";
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// Directional Light
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sourceCode += "{\n"
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"vec3 lightDir = normalize(-Lights[i].parameters1.xyz);\n"
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"light += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
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"\n"
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"float lambert = max(dot(normal, lightDir), 0.0);\n"
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"light += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
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"\n"
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"if (MaterialShininess > 0.0)\n"
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"{\n"
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"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
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"vec3 reflection = reflect(-lightDir, normal);\n"
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"\n"
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"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
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if (flags & nzShaderFlags_SpecularMapping)
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sourceCode += "si";
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else
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sourceCode += "light";
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sourceCode += " += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
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"}\n";
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if (glsl140)
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{
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sourceCode += "break;\n"
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"}\n"
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"\n"
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"case LIGHT_POINT:\n";
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}
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else
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sourceCode += "}\n"
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"else if (Lights[i].type == LIGHT_POINT)\n";
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// Point Light
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sourceCode += "{\n"
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"vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;\n"
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"\n"
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"float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);\n"
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"light += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
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"\n"
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"lightDir = normalize(lightDir);\n"
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"float lambert = max(dot(normal, lightDir), 0.0);\n"
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"light += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
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"\n"
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"if (MaterialShininess > 0.0)\n"
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"{\n"
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"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
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"vec3 reflection = reflect(-lightDir, normal);\n"
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"\n"
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"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
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if (flags & nzShaderFlags_SpecularMapping)
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sourceCode += "si";
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else
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sourceCode += "light";
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sourceCode += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
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"}\n";
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if (glsl140)
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{
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sourceCode += "break;\n"
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"}\n"
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"\n"
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"case LIGHT_SPOT:\n";
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}
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else
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{
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sourceCode += "}\n"
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"else if (Lights[i].type == LIGHT_SPOT)\n";
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}
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// Spot Light
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sourceCode += "{\n"
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"vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;\n"
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"\n"
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"float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);\n"
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"light += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
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"\n"
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"lightDir = normalize(lightDir);\n"
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"\n"
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"float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);\n"
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"float outerAngle = Lights[i].parameters3.y;\n"
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"float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;\n"
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"float lambert = max(dot(normal, lightDir), 0.0);\n"
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"att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);\n"
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"light += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
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"\n"
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"if (MaterialShininess > 0.0)\n"
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"{\n"
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"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
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"vec3 reflection = reflect(-lightDir, normal);\n"
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"\n"
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"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
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if (flags & nzShaderFlags_SpecularMapping)
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sourceCode += "si";
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else
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sourceCode += "light";
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sourceCode += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
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"}\n";
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if (glsl140)
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{
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sourceCode += "break;\n"
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"}\n"
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"default:\n"
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"break;\n"
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"}\n";
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}
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else
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sourceCode += "}\n";
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sourceCode += "}\n"
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"\n";
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sourceCode += fragmentColorKW + " = vec4(light, MaterialDiffuse.a)";
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if (flags & nzShaderFlags_DiffuseMapping)
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sourceCode += "*texture2D(MaterialDiffuseMap, vTexCoord)";
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if (flags & nzShaderFlags_SpecularMapping)
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sourceCode += " + vec4(si, MaterialDiffuse.a)*texture2D(MaterialSpecularMap, vTexCoord)"; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
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sourceCode += ";\n";
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}
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else if (flags & nzShaderFlags_DiffuseMapping)
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sourceCode += fragmentColorKW + " = texture2D(MaterialDiffuseMap, vTexCoord);\n";
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else
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sourceCode += fragmentColorKW + " = MaterialDiffuse;\n";
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sourceCode += "}\n";
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return sourceCode;
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}
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NzString BuildVertexShaderSource(nzUInt32 flags)
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{
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bool glsl140 = (NzOpenGL::GetVersion() >= 310);
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NzString inKW = (glsl140) ? "in" : "attribute";
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NzString outKW = (glsl140) ? "out" : "varying";
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NzString sourceCode;
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sourceCode.Reserve(512); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
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/********************Version de GLSL********************/
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sourceCode = "#version ";
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if (glsl140)
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sourceCode += "140\n";
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else
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sourceCode += "110\n";
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sourceCode += '\n';
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/********************Uniformes********************/
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if (flags & nzShaderFlags_Instancing)
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sourceCode += "uniform mat4 ViewProjMatrix;\n";
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else
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{
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if (flags & nzShaderFlags_Lighting)
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sourceCode += "uniform mat4 WorldMatrix;\n";
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sourceCode += "uniform mat4 WorldViewProjMatrix;\n";
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}
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sourceCode += '\n';
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/********************Entrant********************/
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if (flags & nzShaderFlags_Instancing)
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sourceCode += inKW + " mat4 InstanceMatrix;\n";
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sourceCode += inKW + " vec3 VertexPosition;\n";
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if (flags & nzShaderFlags_Lighting)
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{
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sourceCode += inKW + " vec3 VertexNormal;\n";
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sourceCode += inKW + " vec3 VertexTangent;\n";
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}
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if (flags & nzShaderFlags_DiffuseMapping)
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sourceCode += inKW + " vec2 VertexTexCoord0;\n";
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sourceCode += '\n';
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/********************Sortant********************/
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if (flags & nzShaderFlags_Lighting)
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{
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if (flags & nzShaderFlags_NormalMapping)
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sourceCode += outKW + " mat3 vLightToWorld;\n";
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else
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sourceCode += outKW + " vec3 vNormal;\n";
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}
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if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping)
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sourceCode += outKW + " vec2 vTexCoord;\n";
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if (flags & nzShaderFlags_Lighting)
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sourceCode += outKW + " vec3 vWorldPos;\n";
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sourceCode += '\n';
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/********************Code********************/
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sourceCode += "void main()\n"
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"{\n";
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if (flags & nzShaderFlags_Instancing)
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sourceCode += "gl_Position = ViewProjMatrix * InstanceMatrix * vec4(VertexPosition, 1.0);\n";
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else
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sourceCode += "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n";
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if (flags & nzShaderFlags_Lighting)
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{
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if (flags & nzShaderFlags_Instancing)
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{
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if (glsl140)
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sourceCode += "mat3 rotationMatrix = mat3(InstanceMatrix);\n";
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else
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sourceCode += "mat3 rotationMatrix = mat3(InstanceMatrix[0], InstanceMatrix[1], InstanceMatrix[2]);\n";
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}
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else
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{
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if (glsl140)
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sourceCode += "mat3 rotationMatrix = mat3(WorldMatrix);\n";
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else
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sourceCode += "mat3 rotationMatrix = mat3(WorldMatrix[0], WorldMatrix[1], WorldMatrix[2]);\n";
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}
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if (flags & nzShaderFlags_NormalMapping)
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{
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sourceCode += "\n"
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"vec3 binormal = cross(VertexNormal, VertexTangent);\n"
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"vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);\n"
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"vLightToWorld[1] = normalize(rotationMatrix * binormal);\n"
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"vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);\n"
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"\n";
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}
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else
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sourceCode += "vNormal = normalize(rotationMatrix * VertexNormal);\n";
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}
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if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping || flags & nzShaderFlags_SpecularMapping)
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{
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if (flags & nzShaderFlags_FlipUVs)
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sourceCode += "vTexCoord = vec2(VertexTexCoord0.x, 1.0 - VertexTexCoord0.y);\n";
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else
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sourceCode += "vTexCoord = VertexTexCoord0;\n";
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}
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if (flags & nzShaderFlags_Lighting)
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{
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if (flags & nzShaderFlags_Instancing)
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sourceCode += "vWorldPos = vec3(InstanceMatrix * vec4(VertexPosition, 1.0));\n";
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else
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sourceCode += "vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));\n";
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}
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sourceCode += "}\n";
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return sourceCode;
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}
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NzShader* BuildShader(nzUInt32 flags)
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{
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std::unique_ptr<NzShader> shader(new NzShader);
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if (!shader->Create(nzShaderLanguage_GLSL))
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{
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NazaraError("Failed to create shader");
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return nullptr;
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}
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NzString fragmentSource = BuildFragmentShaderSource(flags);
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if (!shader->Load(nzShaderType_Fragment, fragmentSource))
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{
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NazaraError("Failed to load fragment shader: " + shader->GetLog());
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NazaraNotice("Fragment shader source: ");
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NazaraNotice(fragmentSource);
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return nullptr;
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}
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NzString vertexSource = BuildVertexShaderSource(flags);
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if (!shader->Load(nzShaderType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader: " + shader->GetLog());
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NazaraNotice("Vertex shader source: ");
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NazaraNotice(vertexSource);
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return nullptr;
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}
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#ifdef NAZARA_DEBUG
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NazaraNotice("Fragment shader source: ");
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NazaraNotice(fragmentSource);
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NazaraNotice("Vertex shader source: ");
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NazaraNotice(vertexSource);
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#endif
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if (!shader->Compile())
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{
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NazaraError("Failed to compile shader: " + shader->GetLog());
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return nullptr;
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}
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shader->SetFlags(flags);
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shader->SetPersistent(false, false);
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return shader.release();
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}
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}
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const NzShader* NzShaderBuilder::Get(nzUInt32 flags)
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{
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auto it = s_shaders.find(flags);
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if (it == s_shaders.end())
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{
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// Alors nous créons le shader
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NzShader* shader = BuildShader(flags);
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if (!shader)
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{
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NazaraWarning("Failed to build shader (flags: 0x" + NzString::Number(flags, 16) + ", using default one...");
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shader = s_shaders[0]; // Shader par défaut
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}
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s_shaders[flags] = shader;
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shader->AddResourceReference();
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return shader;
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}
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else
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return it->second;
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}
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bool NzShaderBuilder::Initialize()
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{
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NzShader* shader = BuildShader(0);
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if (!shader)
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{
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NazaraInternalError("Failed to build default shader");
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return false;
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}
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s_shaders[0] = shader;
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shader->AddResourceReference();
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return true;
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}
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void NzShaderBuilder::Uninitialize()
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{
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for (auto it : s_shaders)
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it.second->RemoveResourceReference();
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s_shaders.clear();
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}
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