332 lines
12 KiB
C++
332 lines
12 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/Material.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/UberShaderPreprocessor.hpp>
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#include <cstring>
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#include <memory>
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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_coreFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/core.frag.h>
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};
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const nzUInt8 r_coreVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/core.vert.h>
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};
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const nzUInt8 r_compatibilityFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.frag.h>
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};
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const nzUInt8 r_compatibilityVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/Basic/compatibility.vert.h>
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};
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}
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bool NzMaterialParams::IsValid() const
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{
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if (!NzUberShaderLibrary::Has(shaderName))
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return false;
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return true;
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}
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const NzShader* NzMaterial::Apply(nzUInt32 shaderFlags, nzUInt8 textureUnit, nzUInt8* lastUsedUnit) const
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{
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const ShaderInstance& instance = m_shaders[shaderFlags];
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if (!instance.uberInstance)
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GenerateShader(shaderFlags);
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instance.uberInstance->Activate();
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if (instance.uniforms[nzMaterialUniform_AlphaThreshold] != -1)
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instance.shader->SendFloat(instance.uniforms[nzMaterialUniform_AlphaThreshold], m_alphaThreshold);
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if (instance.uniforms[nzMaterialUniform_Ambient] != -1)
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instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Ambient], m_ambientColor);
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if (instance.uniforms[nzMaterialUniform_Diffuse] != -1)
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instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Diffuse], m_diffuseColor);
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if (instance.uniforms[nzMaterialUniform_Shininess] != -1)
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instance.shader->SendFloat(instance.uniforms[nzMaterialUniform_Shininess], m_shininess);
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if (instance.uniforms[nzMaterialUniform_Specular] != -1)
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instance.shader->SendColor(instance.uniforms[nzMaterialUniform_Specular], m_specularColor);
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if (m_alphaMap && instance.uniforms[nzMaterialUniform_AlphaMap] != -1)
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{
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NzRenderer::SetTexture(textureUnit, m_alphaMap);
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_AlphaMap], textureUnit);
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textureUnit++;
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}
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if (m_diffuseMap && instance.uniforms[nzMaterialUniform_DiffuseMap] != -1)
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{
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NzRenderer::SetTexture(textureUnit, m_diffuseMap);
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_DiffuseMap], textureUnit);
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textureUnit++;
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}
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if (m_emissiveMap && instance.uniforms[nzMaterialUniform_EmissiveMap] != -1)
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{
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NzRenderer::SetTexture(textureUnit, m_emissiveMap);
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_EmissiveMap], textureUnit);
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textureUnit++;
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}
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if (m_heightMap && instance.uniforms[nzMaterialUniform_HeightMap] != -1)
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{
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NzRenderer::SetTexture(textureUnit, m_heightMap);
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_HeightMap], textureUnit);
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textureUnit++;
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}
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if (m_normalMap && instance.uniforms[nzMaterialUniform_NormalMap] != -1)
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{
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NzRenderer::SetTexture(textureUnit, m_normalMap);
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_NormalMap], textureUnit);
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textureUnit++;
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}
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if (m_specularMap && instance.uniforms[nzMaterialUniform_SpecularMap] != -1)
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{
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NzRenderer::SetTexture(textureUnit, m_specularMap);
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NzRenderer::SetTextureSampler(textureUnit, m_specularSampler);
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instance.shader->SendInteger(instance.uniforms[nzMaterialUniform_SpecularMap], textureUnit);
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textureUnit++;
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}
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NzRenderer::SetRenderStates(m_states);
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if (lastUsedUnit)
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*lastUsedUnit = textureUnit;
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return instance.shader;
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}
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void NzMaterial::Reset()
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{
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OnMaterialReset(this);
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m_alphaMap.Reset();
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m_diffuseMap.Reset();
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m_emissiveMap.Reset();
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m_heightMap.Reset();
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m_normalMap.Reset();
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m_specularMap.Reset();
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m_uberShader.Reset();
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for (ShaderInstance& instance : m_shaders)
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instance.uberInstance = nullptr;
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m_alphaThreshold = 0.2f;
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m_alphaTestEnabled = false;
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m_ambientColor = NzColor(128, 128, 128);
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m_depthSortingEnabled = false;
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m_diffuseColor = NzColor::White;
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m_diffuseSampler = NzTextureSampler();
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m_lightingEnabled = true;
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m_shininess = 50.f;
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m_specularColor = NzColor::White;
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m_specularSampler = NzTextureSampler();
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m_states = NzRenderStates();
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m_states.parameters[nzRendererParameter_DepthBuffer] = true;
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m_states.parameters[nzRendererParameter_FaceCulling] = true;
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m_transformEnabled = true;
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SetShader("Basic");
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}
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void NzMaterial::Copy(const NzMaterial& material)
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{
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// Copie des états de base
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m_alphaTestEnabled = material.m_alphaTestEnabled;
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m_alphaThreshold = material.m_alphaThreshold;
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m_ambientColor = material.m_ambientColor;
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m_depthSortingEnabled = material.m_depthSortingEnabled;
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m_diffuseColor = material.m_diffuseColor;
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m_diffuseSampler = material.m_diffuseSampler;
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m_lightingEnabled = material.m_lightingEnabled;
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m_shininess = material.m_shininess;
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m_specularColor = material.m_specularColor;
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m_specularSampler = material.m_specularSampler;
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m_states = material.m_states;
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m_transformEnabled = material.m_transformEnabled;
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// Copie des références de texture
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m_alphaMap = material.m_alphaMap;
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m_diffuseMap = material.m_diffuseMap;
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m_emissiveMap = material.m_emissiveMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_specularMap = material.m_specularMap;
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// Copie de la référence vers l'Über-Shader
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m_uberShader = material.m_uberShader;
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// On copie les instances de shader par la même occasion
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std::memcpy(&m_shaders[0], &material.m_shaders[0], (nzShaderFlags_Max+1)*sizeof(ShaderInstance));
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}
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void NzMaterial::GenerateShader(nzUInt32 flags) const
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{
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NzParameterList list;
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list.SetParameter("ALPHA_MAPPING", m_alphaMap.IsValid());
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list.SetParameter("ALPHA_TEST", m_alphaTestEnabled);
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list.SetParameter("COMPUTE_TBNMATRIX", m_normalMap.IsValid() || m_heightMap.IsValid());
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list.SetParameter("DIFFUSE_MAPPING", m_diffuseMap.IsValid());
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list.SetParameter("EMISSIVE_MAPPING", m_emissiveMap.IsValid());
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list.SetParameter("LIGHTING", m_lightingEnabled);
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list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
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list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
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list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
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list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
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m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid() ||
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flags & nzShaderFlags_TextureOverlay);
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list.SetParameter("TRANSFORM", m_transformEnabled);
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list.SetParameter("FLAG_BILLBOARD", static_cast<bool>(flags & nzShaderFlags_Billboard));
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list.SetParameter("FLAG_DEFERRED", static_cast<bool>((flags & nzShaderFlags_Deferred) != 0));
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list.SetParameter("FLAG_INSTANCING", static_cast<bool>((flags & nzShaderFlags_Instancing) != 0));
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list.SetParameter("FLAG_TEXTUREOVERLAY", static_cast<bool>((flags & nzShaderFlags_TextureOverlay) != 0));
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list.SetParameter("FLAG_VERTEXCOLOR", static_cast<bool>((flags & nzShaderFlags_VertexColor) != 0));
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ShaderInstance& instance = m_shaders[flags];
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instance.uberInstance = m_uberShader->Get(list);
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instance.shader = instance.uberInstance->GetShader();
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#define CacheUniform(name) instance.uniforms[nzMaterialUniform_##name] = instance.shader->GetUniformLocation("Material" #name)
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CacheUniform(AlphaMap);
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CacheUniform(AlphaThreshold);
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CacheUniform(Ambient);
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CacheUniform(Diffuse);
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CacheUniform(DiffuseMap);
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CacheUniform(EmissiveMap);
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CacheUniform(HeightMap);
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CacheUniform(NormalMap);
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CacheUniform(Shininess);
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CacheUniform(Specular);
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CacheUniform(SpecularMap);
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#undef CacheUniform
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}
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bool NzMaterial::Initialize()
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{
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if (!NzMaterialLibrary::Initialize())
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{
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NazaraError("Failed to initialise library");
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return false;
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}
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if (!NzMaterialManager::Initialize())
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{
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NazaraError("Failed to initialise manager");
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return false;
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}
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bool glsl140 = (NzOpenGL::GetGLSLVersion() >= 140);
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// Basic shader
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{
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NzUberShaderPreprocessorRef uberShader = NzUberShaderPreprocessor::New();
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NzString fragmentShader;
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NzString vertexShader;
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if (glsl140)
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{
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fragmentShader.Set(reinterpret_cast<const char*>(r_coreFragmentShader), sizeof(r_coreFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(r_coreVertexShader), sizeof(r_coreVertexShader));
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}
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else
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{
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fragmentShader.Set(reinterpret_cast<const char*>(r_compatibilityFragmentShader), sizeof(r_compatibilityFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(r_compatibilityVertexShader), sizeof(r_compatibilityVertexShader));
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}
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_INSTANCING FLAG_VERTEXCOLOR TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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NzUberShaderLibrary::Register("Basic", uberShader);
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}
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// PhongLighting shader
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{
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NzUberShaderPreprocessorRef uberShader = NzUberShaderPreprocessor::New();
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NzString fragmentShader;
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NzString vertexShader;
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if (glsl140)
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{
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const nzUInt8 coreFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/PhongLighting/core.frag.h>
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};
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const nzUInt8 coreVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/PhongLighting/core.vert.h>
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};
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fragmentShader.Set(reinterpret_cast<const char*>(coreFragmentShader), sizeof(coreFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(coreVertexShader), sizeof(coreVertexShader));
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}
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else
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{
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const nzUInt8 compatibilityFragmentShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/PhongLighting/compatibility.frag.h>
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};
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const nzUInt8 compatibilityVertexShader[] = {
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#include <Nazara/Graphics/Resources/Shaders/PhongLighting/compatibility.vert.h>
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};
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fragmentShader.Set(reinterpret_cast<const char*>(compatibilityFragmentShader), sizeof(compatibilityFragmentShader));
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vertexShader.Set(reinterpret_cast<const char*>(compatibilityVertexShader), sizeof(compatibilityVertexShader));
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}
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uberShader->SetShader(nzShaderStage_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
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uberShader->SetShader(nzShaderStage_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
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NzUberShaderLibrary::Register("PhongLighting", uberShader);
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}
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// Une fois les shaders de base enregistrés, on peut créer le matériau par défaut
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s_defaultMaterial = NzMaterial::New();
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s_defaultMaterial->Enable(nzRendererParameter_FaceCulling, false);
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s_defaultMaterial->SetFaceFilling(nzFaceFilling_Line);
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NzMaterialLibrary::Register("Default", s_defaultMaterial);
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return true;
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}
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void NzMaterial::Uninitialize()
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{
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s_defaultMaterial.Reset();
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NzUberShaderLibrary::Unregister("PhongLighting");
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NzUberShaderLibrary::Unregister("Basic");
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NzMaterialManager::Uninitialize();
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NzMaterialLibrary::Uninitialize();
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}
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NzMaterialLibrary::LibraryMap NzMaterial::s_library;
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NzMaterialLoader::LoaderList NzMaterial::s_loaders;
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NzMaterialManager::ManagerMap NzMaterial::s_managerMap;
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NzMaterialManager::ManagerParams NzMaterial::s_managerParameters;
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NzMaterialRef NzMaterial::s_defaultMaterial = nullptr;
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