mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-04-07 10:02:24 +02:00
Scribe now outputs shaders as cpp files.
This commit is contained in:
parent
1a1caa64d5
commit
814de4ab81
37 changed files with 245 additions and 245 deletions
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@ -39,11 +39,11 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
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get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
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get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
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if(SHADER_EXT STREQUAL .slv)
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set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
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set(SHADER_TARGET ${SHADER_TARGET}_vert.cpp)
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elseif(${SHADER_EXT} STREQUAL .slf)
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set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
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set(SHADER_TARGET ${SHADER_TARGET}_frag.cpp)
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elseif(${SHADER_EXT} STREQUAL .slg)
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set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
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set(SHADER_TARGET ${SHADER_TARGET}_geom.cpp)
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endif()
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set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
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@ -134,6 +134,6 @@ macro(AUTOSCRIBE_SHADER_LIB)
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
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# Link library shaders, if they exist
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include_directories("${SHADERS_DIR}")
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#include_directories("${SHADERS_DIR}")
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endmacro()
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@ -33,8 +33,8 @@
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#include "../Logging.h"
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#include "../CompositorHelper.h"
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#include "render-utils/hmd_ui_vert.h"
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#include "render-utils/hmd_ui_frag.h"
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INCLUDE_SHADER(hmd_ui_vert)
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INCLUDE_SHADER(hmd_ui_frag)
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static const QString MONO_PREVIEW = "Mono Preview";
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static const QString DISABLE_PREVIEW = "Disable Preview";
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@ -14,8 +14,8 @@
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#include <GeometryCache.h>
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#include "textured_particle_vert.h"
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#include "textured_particle_frag.h"
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INCLUDE_SHADER(textured_particle_vert)
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INCLUDE_SHADER(textured_particle_frag)
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using namespace render;
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using namespace render::entities;
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@ -23,11 +23,11 @@
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# include <FadeEffect.h>
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#endif
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#include "paintStroke_vert.h"
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#include "paintStroke_frag.h"
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INCLUDE_SHADER(paintStroke_vert)
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INCLUDE_SHADER(paintStroke_frag)
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#include "paintStroke_fade_vert.h"
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#include "paintStroke_fade_frag.h"
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INCLUDE_SHADER(paintStroke_fade_vert)
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INCLUDE_SHADER(paintStroke_fade_frag)
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using namespace render;
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using namespace render::entities;
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@ -27,10 +27,11 @@
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#include <StencilMaskPass.h>
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#include "EntityTreeRenderer.h"
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#include "polyvox_vert.h"
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#include "polyvox_frag.h"
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#include "polyvox_fade_vert.h"
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#include "polyvox_fade_frag.h"
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INCLUDE_SHADER(polyvox_vert)
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INCLUDE_SHADER(polyvox_frag)
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INCLUDE_SHADER(polyvox_fade_vert)
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INCLUDE_SHADER(polyvox_fade_frag)
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#ifdef POLYVOX_ENTITY_USE_FADE_EFFECT
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# include <FadeEffect.h>
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@ -70,10 +71,11 @@
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#include "StencilMaskPass.h"
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#include "EntityTreeRenderer.h"
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#include "polyvox_vert.h"
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#include "polyvox_frag.h"
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#include "polyvox_fade_vert.h"
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#include "polyvox_fade_frag.h"
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INCLUDE_SHADER(polyvox_vert)
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INCLUDE_SHADER(polyvox_frag)
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INCLUDE_SHADER(polyvox_fade_vert)
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INCLUDE_SHADER(polyvox_fade_frag)
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#include "RenderablePolyVoxEntityItem.h"
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#include "EntityEditPacketSender.h"
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@ -16,8 +16,8 @@
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#include <GeometryCache.h>
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#include <PerfStat.h>
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#include <render-utils/simple_vert.h>
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#include <render-utils/simple_frag.h>
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INCLUDE_SHADER(simple_vert)
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INCLUDE_SHADER(simple_frag)
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//#define SHAPE_ENTITY_USE_FADE_EFFECT
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#ifdef SHAPE_ENTITY_USE_FADE_EFFECT
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@ -17,6 +17,8 @@
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#include <set>
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#include <QUrl>
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#define INCLUDE_SHADER(source) extern const char source[];
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namespace gpu {
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@ -12,21 +12,21 @@
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//
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#include "StandardShaderLib.h"
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#include "DrawUnitQuadTexcoord_vert.h"
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#include "DrawTransformUnitQuad_vert.h"
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#include "DrawTexcoordRectTransformUnitQuad_vert.h"
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#include "DrawViewportQuadTransformTexcoord_vert.h"
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#include "DrawVertexPosition_vert.h"
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#include "DrawTransformVertexPosition_vert.h"
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INCLUDE_SHADER(DrawUnitQuadTexcoord_vert)
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INCLUDE_SHADER(DrawTransformUnitQuad_vert)
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INCLUDE_SHADER(DrawTexcoordRectTransformUnitQuad_vert)
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INCLUDE_SHADER(DrawViewportQuadTransformTexcoord_vert)
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INCLUDE_SHADER(DrawVertexPosition_vert)
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INCLUDE_SHADER(DrawTransformVertexPosition_vert)
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const char DrawNada_frag[] = "void main(void) {}"; // DrawNada is really simple...
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#include "DrawWhite_frag.h"
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#include "DrawColor_frag.h"
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#include "DrawTexture_frag.h"
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#include "DrawTextureMirroredX_frag.h"
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#include "DrawTextureOpaque_frag.h"
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#include "DrawColoredTexture_frag.h"
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INCLUDE_SHADER(DrawWhite_frag)
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INCLUDE_SHADER(DrawColor_frag)
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INCLUDE_SHADER(DrawTexture_frag)
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INCLUDE_SHADER(DrawTextureMirroredX_frag)
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INCLUDE_SHADER(DrawTextureOpaque_frag)
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INCLUDE_SHADER(DrawColoredTexture_frag)
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using namespace gpu;
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@ -15,8 +15,8 @@
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#include <gpu/Context.h>
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#include <ViewFrustum.h>
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#include "skybox_vert.h"
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#include "skybox_frag.h"
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INCLUDE_SHADER(skybox_vert)
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INCLUDE_SHADER(skybox_frag)
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using namespace model;
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@ -20,7 +20,7 @@
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#include <NumericalConstants.h>
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#include <GLMHelpers.h>
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#include "ProceduralCommon_frag.h"
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INCLUDE_SHADER(ProceduralCommon_frag)
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#include "Logging.h"
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@ -15,8 +15,8 @@
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#include <gpu/Context.h>
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#include <ViewFrustum.h>
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#include <model/skybox_vert.h>
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#include <model/skybox_frag.h>
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INCLUDE_SHADER(skybox_vert)
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INCLUDE_SHADER(skybox_frag)
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ProceduralSkybox::ProceduralSkybox() : model::Skybox() {
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_procedural._vertexSource = skybox_vert;
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@ -28,11 +28,11 @@
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#include "DependencyManager.h"
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#include "ViewFrustum.h"
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#include "ssao_makePyramid_frag.h"
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#include "ssao_makeOcclusion_frag.h"
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#include "ssao_debugOcclusion_frag.h"
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#include "ssao_makeHorizontalBlur_frag.h"
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#include "ssao_makeVerticalBlur_frag.h"
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INCLUDE_SHADER(ssao_makePyramid_frag)
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INCLUDE_SHADER(ssao_makeOcclusion_frag)
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INCLUDE_SHADER(ssao_debugOcclusion_frag)
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INCLUDE_SHADER(ssao_makeHorizontalBlur_frag)
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INCLUDE_SHADER(ssao_makeVerticalBlur_frag)
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AmbientOcclusionFramebuffer::AmbientOcclusionFramebuffer() {
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@ -9,8 +9,6 @@
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#include <qmath.h>
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#include "animdebugdraw_vert.h"
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#include "animdebugdraw_frag.h"
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#include <gpu/Batch.h>
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#include "AbstractViewStateInterface.h"
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#include "RenderUtilsLogging.h"
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@ -19,6 +17,9 @@
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#include "AnimDebugDraw.h"
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INCLUDE_SHADER(animdebugdraw_vert)
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INCLUDE_SHADER(animdebugdraw_frag)
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class AnimDebugDrawData {
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public:
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@ -23,9 +23,9 @@
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#include "ViewFrustum.h"
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#include "GeometryCache.h"
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#include "fxaa_vert.h"
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#include "fxaa_frag.h"
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#include "fxaa_blend_frag.h"
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INCLUDE_SHADER(fxaa_vert)
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INCLUDE_SHADER(fxaa_frag)
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INCLUDE_SHADER(fxaa_blend_frag)
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Antialiasing::Antialiasing() {
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@ -16,8 +16,8 @@
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#include <render/BlurTask.h>
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#include <render/ResampleTask.h>
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#include "BloomThreshold_frag.h"
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#include "BloomApply_frag.h"
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INCLUDE_SHADER(BloomThreshold_frag)
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INCLUDE_SHADER(BloomApply_frag)
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#define BLOOM_BLUR_LEVEL_COUNT 3
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@ -23,8 +23,8 @@
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#include "TextureCache.h"
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#include "DeferredLightingEffect.h"
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#include "debug_deferred_buffer_vert.h"
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#include "debug_deferred_buffer_frag.h"
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INCLUDE_SHADER(debug_deferred_buffer_vert)
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INCLUDE_SHADER(debug_deferred_buffer_frag)
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using namespace render;
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@ -24,18 +24,18 @@
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#include "TextureCache.h"
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#include "FramebufferCache.h"
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#include "deferred_light_vert.h"
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#include "deferred_light_point_vert.h"
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#include "deferred_light_spot_vert.h"
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INCLUDE_SHADER(deferred_light_vert)
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INCLUDE_SHADER(deferred_light_point_vert)
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INCLUDE_SHADER(deferred_light_spot_vert)
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#include "directional_ambient_light_frag.h"
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#include "directional_skybox_light_frag.h"
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INCLUDE_SHADER(directional_ambient_light_frag)
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INCLUDE_SHADER(directional_skybox_light_frag)
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#include "directional_ambient_light_shadow_frag.h"
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#include "directional_skybox_light_shadow_frag.h"
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INCLUDE_SHADER(directional_ambient_light_shadow_frag)
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INCLUDE_SHADER(directional_skybox_light_shadow_frag)
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#include "local_lights_shading_frag.h"
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#include "local_lights_drawOutline_frag.h"
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INCLUDE_SHADER(local_lights_shading_frag)
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INCLUDE_SHADER(local_lights_drawOutline_frag)
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using namespace render;
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@ -19,7 +19,7 @@
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#include "HazeStage.h"
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#include "LightStage.h"
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#include "Haze_frag.h"
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INCLUDE_SHADER(Haze_frag)
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void HazeConfig::setHazeColor(const glm::vec3 value) {
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hazeColor = value;
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@ -34,21 +34,21 @@
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#include "model/TextureMap.h"
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#include "render/Args.h"
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#include "standardTransformPNTC_vert.h"
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#include "standardDrawTexture_frag.h"
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INCLUDE_SHADER(standardTransformPNTC_vert)
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INCLUDE_SHADER(standardDrawTexture_frag)
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#include "simple_vert.h"
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#include "simple_textured_frag.h"
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#include "simple_textured_unlit_frag.h"
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#include "simple_fade_vert.h"
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#include "simple_textured_fade_frag.h"
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#include "simple_textured_unlit_fade_frag.h"
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#include "simple_opaque_web_browser_frag.h"
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#include "simple_transparent_web_browser_frag.h"
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#include "glowLine_vert.h"
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#include "glowLine_frag.h"
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INCLUDE_SHADER(simple_vert)
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INCLUDE_SHADER(simple_textured_frag)
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INCLUDE_SHADER(simple_textured_unlit_frag)
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INCLUDE_SHADER(simple_fade_vert)
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INCLUDE_SHADER(simple_textured_fade_frag)
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INCLUDE_SHADER(simple_textured_unlit_fade_frag)
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INCLUDE_SHADER(simple_opaque_web_browser_frag)
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INCLUDE_SHADER(simple_transparent_web_browser_frag)
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INCLUDE_SHADER(glowLine_vert)
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INCLUDE_SHADER(glowLine_frag)
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#include "grid_frag.h"
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INCLUDE_SHADER(grid_frag)
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//#define WANT_DEBUG
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@ -22,13 +22,13 @@
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#include <sstream>
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#include "surfaceGeometry_copyDepth_frag.h"
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#include "debug_deferred_buffer_vert.h"
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#include "debug_deferred_buffer_frag.h"
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#include "Highlight_frag.h"
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#include "Highlight_filled_frag.h"
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#include "Highlight_aabox_vert.h"
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#include "nop_frag.h"
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INCLUDE_SHADER(surfaceGeometry_copyDepth_frag)
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INCLUDE_SHADER(debug_deferred_buffer_vert)
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INCLUDE_SHADER(debug_deferred_buffer_frag)
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INCLUDE_SHADER(Highlight_frag)
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INCLUDE_SHADER(Highlight_filled_frag)
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INCLUDE_SHADER(Highlight_aabox_vert)
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INCLUDE_SHADER(nop_frag)
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using namespace render;
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return task.addJob<SelectItems>("TransparentSelection", selectItemInput);
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}
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#include "model_shadow_vert.h"
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#include "skin_model_shadow_vert.h"
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INCLUDE_SHADER(model_shadow_vert)
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INCLUDE_SHADER(skin_model_shadow_vert)
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#include "model_shadow_frag.h"
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INCLUDE_SHADER(model_shadow_frag)
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void DrawHighlightTask::initMaskPipelines(render::ShapePlumber& shapePlumber, gpu::StatePointer state) {
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auto modelVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
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#include "StencilMaskPass.h"
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#include "lightClusters_drawGrid_vert.h"
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#include "lightClusters_drawGrid_frag.h"
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INCLUDE_SHADER(lightClusters_drawGrid_vert)
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INCLUDE_SHADER(lightClusters_drawGrid_frag)
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//#include "lightClusters_drawClusterFromDepth_vert.h"
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#include "lightClusters_drawClusterFromDepth_frag.h"
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//INCLUDE_SHADER(lightClusters_drawClusterFromDepth_vert)
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INCLUDE_SHADER(lightClusters_drawClusterFromDepth_frag)
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#include "lightClusters_drawClusterContent_vert.h"
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#include "lightClusters_drawClusterContent_frag.h"
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INCLUDE_SHADER(lightClusters_drawClusterContent_vert)
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INCLUDE_SHADER(lightClusters_drawClusterContent_frag)
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enum LightClusterGridShader_MapSlot {
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DEFERRED_BUFFER_LINEAR_DEPTH_UNIT = 0,
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#include <gpu/StandardShaderLib.h>
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#include "nop_frag.h"
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INCLUDE_SHADER(nop_frag)
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using namespace render;
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extern void initForwardPipelines(ShapePlumber& plumber);
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#include "TextureCache.h"
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#include "render/DrawTask.h"
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#include "model_vert.h"
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#include "model_normal_map_vert.h"
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#include "model_lightmap_vert.h"
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#include "model_lightmap_normal_map_vert.h"
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#include "skin_model_vert.h"
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#include "skin_model_normal_map_vert.h"
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INCLUDE_SHADER(model_vert)
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INCLUDE_SHADER(model_normal_map_vert)
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INCLUDE_SHADER(model_lightmap_vert)
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INCLUDE_SHADER(model_lightmap_normal_map_vert)
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INCLUDE_SHADER(skin_model_vert)
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INCLUDE_SHADER(skin_model_normal_map_vert)
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#include "model_lightmap_fade_vert.h"
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#include "model_lightmap_normal_map_fade_vert.h"
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#include "skin_model_fade_vert.h"
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#include "skin_model_normal_map_fade_vert.h"
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INCLUDE_SHADER(model_lightmap_fade_vert)
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INCLUDE_SHADER(model_lightmap_normal_map_fade_vert)
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INCLUDE_SHADER(skin_model_fade_vert)
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INCLUDE_SHADER(skin_model_normal_map_fade_vert)
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#include "simple_vert.h"
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#include "simple_textured_frag.h"
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#include "simple_textured_unlit_frag.h"
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#include "simple_transparent_textured_frag.h"
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#include "simple_transparent_textured_unlit_frag.h"
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INCLUDE_SHADER(simple_vert)
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INCLUDE_SHADER(simple_textured_frag)
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INCLUDE_SHADER(simple_textured_unlit_frag)
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INCLUDE_SHADER(simple_transparent_textured_frag)
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INCLUDE_SHADER(simple_transparent_textured_unlit_frag)
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||||
#include "simple_fade_vert.h"
|
||||
#include "simple_textured_fade_frag.h"
|
||||
#include "simple_textured_unlit_fade_frag.h"
|
||||
#include "simple_transparent_textured_fade_frag.h"
|
||||
#include "simple_transparent_textured_unlit_fade_frag.h"
|
||||
INCLUDE_SHADER(simple_fade_vert)
|
||||
INCLUDE_SHADER(simple_textured_fade_frag)
|
||||
INCLUDE_SHADER(simple_textured_unlit_fade_frag)
|
||||
INCLUDE_SHADER(simple_transparent_textured_fade_frag)
|
||||
INCLUDE_SHADER(simple_transparent_textured_unlit_fade_frag)
|
||||
|
||||
#include "model_frag.h"
|
||||
#include "model_unlit_frag.h"
|
||||
#include "model_normal_map_frag.h"
|
||||
#include "model_normal_specular_map_frag.h"
|
||||
#include "model_specular_map_frag.h"
|
||||
INCLUDE_SHADER(model_frag)
|
||||
INCLUDE_SHADER(model_unlit_frag)
|
||||
INCLUDE_SHADER(model_normal_map_frag)
|
||||
INCLUDE_SHADER(model_normal_specular_map_frag)
|
||||
INCLUDE_SHADER(model_specular_map_frag)
|
||||
|
||||
#include "model_fade_vert.h"
|
||||
#include "model_normal_map_fade_vert.h"
|
||||
INCLUDE_SHADER(model_fade_vert)
|
||||
INCLUDE_SHADER(model_normal_map_fade_vert)
|
||||
|
||||
#include "model_fade_frag.h"
|
||||
#include "model_unlit_fade_frag.h"
|
||||
#include "model_normal_map_fade_frag.h"
|
||||
#include "model_normal_specular_map_fade_frag.h"
|
||||
#include "model_specular_map_fade_frag.h"
|
||||
INCLUDE_SHADER(model_fade_frag)
|
||||
INCLUDE_SHADER(model_unlit_fade_frag)
|
||||
INCLUDE_SHADER(model_normal_map_fade_frag)
|
||||
INCLUDE_SHADER(model_normal_specular_map_fade_frag)
|
||||
INCLUDE_SHADER(model_specular_map_fade_frag)
|
||||
|
||||
#include "forward_model_frag.h"
|
||||
#include "forward_model_unlit_frag.h"
|
||||
#include "forward_model_normal_map_frag.h"
|
||||
#include "forward_model_normal_specular_map_frag.h"
|
||||
#include "forward_model_specular_map_frag.h"
|
||||
INCLUDE_SHADER(forward_model_frag)
|
||||
INCLUDE_SHADER(forward_model_unlit_frag)
|
||||
INCLUDE_SHADER(forward_model_normal_map_frag)
|
||||
INCLUDE_SHADER(forward_model_normal_specular_map_frag)
|
||||
INCLUDE_SHADER(forward_model_specular_map_frag)
|
||||
|
||||
#include "model_lightmap_frag.h"
|
||||
#include "model_lightmap_normal_map_frag.h"
|
||||
#include "model_lightmap_normal_specular_map_frag.h"
|
||||
#include "model_lightmap_specular_map_frag.h"
|
||||
#include "model_translucent_frag.h"
|
||||
#include "model_translucent_unlit_frag.h"
|
||||
INCLUDE_SHADER(model_lightmap_frag)
|
||||
INCLUDE_SHADER(model_lightmap_normal_map_frag)
|
||||
INCLUDE_SHADER(model_lightmap_normal_specular_map_frag)
|
||||
INCLUDE_SHADER(model_lightmap_specular_map_frag)
|
||||
INCLUDE_SHADER(model_translucent_frag)
|
||||
INCLUDE_SHADER(model_translucent_unlit_frag)
|
||||
|
||||
#include "model_lightmap_fade_frag.h"
|
||||
#include "model_lightmap_normal_map_fade_frag.h"
|
||||
#include "model_lightmap_normal_specular_map_fade_frag.h"
|
||||
#include "model_lightmap_specular_map_fade_frag.h"
|
||||
#include "model_translucent_fade_frag.h"
|
||||
#include "model_translucent_unlit_fade_frag.h"
|
||||
INCLUDE_SHADER(model_lightmap_fade_frag)
|
||||
INCLUDE_SHADER(model_lightmap_normal_map_fade_frag)
|
||||
INCLUDE_SHADER(model_lightmap_normal_specular_map_fade_frag)
|
||||
INCLUDE_SHADER(model_lightmap_specular_map_fade_frag)
|
||||
INCLUDE_SHADER(model_translucent_fade_frag)
|
||||
INCLUDE_SHADER(model_translucent_unlit_fade_frag)
|
||||
|
||||
#include "overlay3D_vert.h"
|
||||
#include "overlay3D_frag.h"
|
||||
#include "overlay3D_model_frag.h"
|
||||
#include "overlay3D_model_translucent_frag.h"
|
||||
#include "overlay3D_translucent_frag.h"
|
||||
#include "overlay3D_unlit_frag.h"
|
||||
#include "overlay3D_translucent_unlit_frag.h"
|
||||
#include "overlay3D_model_unlit_frag.h"
|
||||
#include "overlay3D_model_translucent_unlit_frag.h"
|
||||
INCLUDE_SHADER(overlay3D_vert)
|
||||
INCLUDE_SHADER(overlay3D_frag)
|
||||
INCLUDE_SHADER(overlay3D_model_frag)
|
||||
INCLUDE_SHADER(overlay3D_model_translucent_frag)
|
||||
INCLUDE_SHADER(overlay3D_translucent_frag)
|
||||
INCLUDE_SHADER(overlay3D_unlit_frag)
|
||||
INCLUDE_SHADER(overlay3D_translucent_unlit_frag)
|
||||
INCLUDE_SHADER(overlay3D_model_unlit_frag)
|
||||
INCLUDE_SHADER(overlay3D_model_translucent_unlit_frag)
|
||||
|
||||
#include "model_shadow_vert.h"
|
||||
#include "skin_model_shadow_vert.h"
|
||||
INCLUDE_SHADER(model_shadow_vert)
|
||||
INCLUDE_SHADER(skin_model_shadow_vert)
|
||||
|
||||
#include "model_shadow_frag.h"
|
||||
#include "skin_model_shadow_frag.h"
|
||||
INCLUDE_SHADER(model_shadow_frag)
|
||||
INCLUDE_SHADER(skin_model_shadow_frag)
|
||||
|
||||
#include "model_shadow_fade_vert.h"
|
||||
#include "skin_model_shadow_fade_vert.h"
|
||||
INCLUDE_SHADER(model_shadow_fade_vert)
|
||||
INCLUDE_SHADER(skin_model_shadow_fade_vert)
|
||||
|
||||
#include "model_shadow_fade_frag.h"
|
||||
#include "skin_model_shadow_fade_frag.h"
|
||||
INCLUDE_SHADER(model_shadow_fade_frag)
|
||||
INCLUDE_SHADER(skin_model_shadow_fade_frag)
|
||||
|
||||
using namespace render;
|
||||
using namespace std::placeholders;
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include "stencil_drawMask_frag.h"
|
||||
INCLUDE_SHADER(stencil_drawMask_frag)
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
|
|
@ -17,11 +17,11 @@
|
|||
|
||||
#include "DeferredLightingEffect.h"
|
||||
|
||||
#include "subsurfaceScattering_makeProfile_frag.h"
|
||||
#include "subsurfaceScattering_makeLUT_frag.h"
|
||||
#include "subsurfaceScattering_makeSpecularBeckmann_frag.h"
|
||||
INCLUDE_SHADER(subsurfaceScattering_makeProfile_frag)
|
||||
INCLUDE_SHADER(subsurfaceScattering_makeLUT_frag)
|
||||
INCLUDE_SHADER(subsurfaceScattering_makeSpecularBeckmann_frag)
|
||||
|
||||
#include "subsurfaceScattering_drawScattering_frag.h"
|
||||
INCLUDE_SHADER(subsurfaceScattering_drawScattering_frag)
|
||||
|
||||
enum ScatteringShaderBufferSlots {
|
||||
ScatteringTask_FrameTransformSlot = 0,
|
||||
|
|
|
@ -25,10 +25,10 @@ const int SurfaceGeometryPass_ParamsSlot = 1;
|
|||
const int SurfaceGeometryPass_DepthMapSlot = 0;
|
||||
const int SurfaceGeometryPass_NormalMapSlot = 1;
|
||||
|
||||
#include "surfaceGeometry_makeLinearDepth_frag.h"
|
||||
#include "surfaceGeometry_downsampleDepthNormal_frag.h"
|
||||
INCLUDE_SHADER(surfaceGeometry_makeLinearDepth_frag)
|
||||
INCLUDE_SHADER(surfaceGeometry_downsampleDepthNormal_frag)
|
||||
|
||||
#include "surfaceGeometry_makeCurvature_frag.h"
|
||||
INCLUDE_SHADER(surfaceGeometry_makeCurvature_frag)
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -25,8 +25,8 @@
|
|||
#include "MatrixStack.h"
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
#include "sdf_text3D_vert.h"
|
||||
#include "sdf_text3D_frag.h"
|
||||
INCLUDE_SHADER(sdf_text3D_vert)
|
||||
INCLUDE_SHADER(sdf_text3D_frag)
|
||||
|
||||
#include "GeometryCache.h"
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@
|
|||
#include "StencilMaskPass.h"
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
#include "toneMapping_frag.h"
|
||||
INCLUDE_SHADER(toneMapping_frag)
|
||||
|
||||
const int ToneMappingEffect_ParamsSlot = 0;
|
||||
const int ToneMappingEffect_LightingMapSlot = 0;
|
||||
|
|
|
@ -20,9 +20,9 @@
|
|||
#include "StencilMaskPass.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
|
||||
#include "zone_drawKeyLight_frag.h"
|
||||
#include "zone_drawAmbient_frag.h"
|
||||
#include "zone_drawSkybox_frag.h"
|
||||
INCLUDE_SHADER(zone_drawKeyLight_frag)
|
||||
INCLUDE_SHADER(zone_drawAmbient_frag)
|
||||
INCLUDE_SHADER(zone_drawSkybox_frag)
|
||||
|
||||
|
||||
using namespace render;
|
||||
|
|
|
@ -7,9 +7,9 @@
|
|||
|
||||
#include <StreamHelpers.h>
|
||||
|
||||
#include "sdf_text3D_vert.h"
|
||||
#include "sdf_text3D_frag.h"
|
||||
#include "sdf_text3D_transparent_frag.h"
|
||||
INCLUDE_SHADER(sdf_text3D_vert)
|
||||
INCLUDE_SHADER(sdf_text3D_frag)
|
||||
INCLUDE_SHADER(sdf_text3D_transparent_frag)
|
||||
|
||||
#include "../RenderUtilsLogging.h"
|
||||
#include "FontFamilies.h"
|
||||
|
|
|
@ -13,11 +13,11 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include "blurGaussianV_frag.h"
|
||||
#include "blurGaussianH_frag.h"
|
||||
INCLUDE_SHADER(blurGaussianV_frag)
|
||||
INCLUDE_SHADER(blurGaussianH_frag)
|
||||
|
||||
#include "blurGaussianDepthAwareV_frag.h"
|
||||
#include "blurGaussianDepthAwareH_frag.h"
|
||||
INCLUDE_SHADER(blurGaussianDepthAwareV_frag)
|
||||
INCLUDE_SHADER(blurGaussianDepthAwareH_frag)
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
|
|
@ -22,12 +22,12 @@
|
|||
|
||||
#include "Args.h"
|
||||
|
||||
#include "drawCellBounds_vert.h"
|
||||
#include "drawCellBounds_frag.h"
|
||||
#include "drawLODReticle_frag.h"
|
||||
INCLUDE_SHADER(drawCellBounds_vert)
|
||||
INCLUDE_SHADER(drawCellBounds_frag)
|
||||
INCLUDE_SHADER(drawLODReticle_frag)
|
||||
|
||||
#include "drawItemBounds_vert.h"
|
||||
#include "drawItemBounds_frag.h"
|
||||
INCLUDE_SHADER(drawItemBounds_vert)
|
||||
INCLUDE_SHADER(drawItemBounds_frag)
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
|
|
@ -21,10 +21,10 @@
|
|||
|
||||
#include "Args.h"
|
||||
|
||||
#include "drawItemBounds_vert.h"
|
||||
#include "drawItemBounds_frag.h"
|
||||
#include "drawItemStatus_vert.h"
|
||||
#include "drawItemStatus_frag.h"
|
||||
INCLUDE_SHADER(drawItemBounds_vert)
|
||||
INCLUDE_SHADER(drawItemBounds_frag)
|
||||
INCLUDE_SHADER(drawItemStatus_vert)
|
||||
INCLUDE_SHADER(drawItemStatus_frag)
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
|
|
@ -22,8 +22,8 @@
|
|||
#include <gpu/Context.h>
|
||||
#include <gpu/StandardShaderLib.h>
|
||||
|
||||
#include <drawItemBounds_vert.h>
|
||||
#include <drawItemBounds_frag.h>
|
||||
INCLUDE_SHADER(drawItemBounds_vert)
|
||||
INCLUDE_SHADER(drawItemBounds_frag)
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
|
|
@ -15,7 +15,6 @@ in vec4 varColor;
|
|||
in vec2 varTexcoord;
|
||||
out vec4 outFragColor;
|
||||
|
||||
|
||||
void main(void) {
|
||||
float var = step(fract(varTexcoord.x * varTexcoord.y * 1.0), 0.5);
|
||||
|
||||
|
|
|
@ -23,65 +23,65 @@
|
|||
|
||||
#include <gl/QOpenGLContextWrapper.h>
|
||||
|
||||
#include <render-utils/simple_vert.h>
|
||||
#include <render-utils/simple_frag.h>
|
||||
#include <render-utils/simple_textured_frag.h>
|
||||
#include <render-utils/simple_textured_unlit_frag.h>
|
||||
INCLUDE_SHADER(simple_vert)
|
||||
INCLUDE_SHADER(simple_frag)
|
||||
INCLUDE_SHADER(simple_textured_frag)
|
||||
INCLUDE_SHADER(simple_textured_unlit_frag)
|
||||
|
||||
#include <render-utils/deferred_light_vert.h>
|
||||
#include <render-utils/deferred_light_point_vert.h>
|
||||
#include <render-utils/deferred_light_spot_vert.h>
|
||||
INCLUDE_SHADER(deferred_light_vert)
|
||||
INCLUDE_SHADER(deferred_light_point_vert)
|
||||
INCLUDE_SHADER(deferred_light_spot_vert)
|
||||
|
||||
#include <render-utils/directional_ambient_light_frag.h>
|
||||
#include <render-utils/directional_skybox_light_frag.h>
|
||||
INCLUDE_SHADER(directional_ambient_light_frag)
|
||||
INCLUDE_SHADER(directional_skybox_light_frag)
|
||||
|
||||
#include <render-utils/standardTransformPNTC_vert.h>
|
||||
#include <render-utils/standardDrawTexture_frag.h>
|
||||
INCLUDE_SHADER(standardTransformPNTC_vert)
|
||||
INCLUDE_SHADER(standardDrawTexture_frag)
|
||||
|
||||
#include <render-utils/model_vert.h>
|
||||
#include <render-utils/model_shadow_vert.h>
|
||||
#include <render-utils/model_normal_map_vert.h>
|
||||
#include <render-utils/model_lightmap_vert.h>
|
||||
#include <render-utils/model_lightmap_normal_map_vert.h>
|
||||
#include <render-utils/skin_model_vert.h>
|
||||
#include <render-utils/skin_model_shadow_vert.h>
|
||||
#include <render-utils/skin_model_normal_map_vert.h>
|
||||
INCLUDE_SHADER(model_vert)
|
||||
INCLUDE_SHADER(model_shadow_vert)
|
||||
INCLUDE_SHADER(model_normal_map_vert)
|
||||
INCLUDE_SHADER(model_lightmap_vert)
|
||||
INCLUDE_SHADER(model_lightmap_normal_map_vert)
|
||||
INCLUDE_SHADER(skin_model_vert)
|
||||
INCLUDE_SHADER(skin_model_shadow_vert)
|
||||
INCLUDE_SHADER(skin_model_normal_map_vert)
|
||||
|
||||
#include <render-utils/model_frag.h>
|
||||
#include <render-utils/model_shadow_frag.h>
|
||||
#include <render-utils/model_normal_map_frag.h>
|
||||
#include <render-utils/model_normal_specular_map_frag.h>
|
||||
#include <render-utils/model_specular_map_frag.h>
|
||||
#include <render-utils/model_lightmap_frag.h>
|
||||
#include <render-utils/model_lightmap_normal_map_frag.h>
|
||||
#include <render-utils/model_lightmap_normal_specular_map_frag.h>
|
||||
#include <render-utils/model_lightmap_specular_map_frag.h>
|
||||
#include <render-utils/model_translucent_frag.h>
|
||||
INCLUDE_SHADER(model_frag)
|
||||
INCLUDE_SHADER(model_shadow_frag)
|
||||
INCLUDE_SHADER(model_normal_map_frag)
|
||||
INCLUDE_SHADER(model_normal_specular_map_frag)
|
||||
INCLUDE_SHADER(model_specular_map_frag)
|
||||
INCLUDE_SHADER(model_lightmap_frag)
|
||||
INCLUDE_SHADER(model_lightmap_normal_map_frag)
|
||||
INCLUDE_SHADER(model_lightmap_normal_specular_map_frag)
|
||||
INCLUDE_SHADER(model_lightmap_specular_map_frag)
|
||||
INCLUDE_SHADER(model_translucent_frag)
|
||||
|
||||
#include <entities-renderer/textured_particle_frag.h>
|
||||
#include <entities-renderer/textured_particle_vert.h>
|
||||
INCLUDE_SHADER(textured_particle_frag)
|
||||
INCLUDE_SHADER(textured_particle_vert)
|
||||
|
||||
#include <render-utils/overlay3D_vert.h>
|
||||
#include <render-utils/overlay3D_frag.h>
|
||||
INCLUDE_SHADER(overlay3D_vert)
|
||||
INCLUDE_SHADER(overlay3D_frag)
|
||||
|
||||
#include <model/skybox_vert.h>
|
||||
#include <model/skybox_frag.h>
|
||||
INCLUDE_SHADER(skybox_vert)
|
||||
INCLUDE_SHADER(skybox_frag)
|
||||
|
||||
#include <gpu/DrawTransformUnitQuad_vert.h>
|
||||
#include <gpu/DrawTexcoordRectTransformUnitQuad_vert.h>
|
||||
#include <gpu/DrawViewportQuadTransformTexcoord_vert.h>
|
||||
#include <gpu/DrawTexture_frag.h>
|
||||
#include <gpu/DrawTextureOpaque_frag.h>
|
||||
#include <gpu/DrawColoredTexture_frag.h>
|
||||
INCLUDE_SHADER(DrawTransformUnitQuad_vert)
|
||||
INCLUDE_SHADER(DrawTexcoordRectTransformUnitQuad_vert)
|
||||
INCLUDE_SHADER(DrawViewportQuadTransformTexcoord_vert)
|
||||
INCLUDE_SHADER(DrawTexture_frag)
|
||||
INCLUDE_SHADER(DrawTextureOpaque_frag)
|
||||
INCLUDE_SHADER(DrawColoredTexture_frag)
|
||||
|
||||
#include <render-utils/sdf_text3D_vert.h>
|
||||
#include <render-utils/sdf_text3D_frag.h>
|
||||
INCLUDE_SHADER(sdf_text3D_vert)
|
||||
INCLUDE_SHADER(sdf_text3D_frag)
|
||||
|
||||
#include <entities-renderer/paintStroke_vert.h>
|
||||
#include <entities-renderer/paintStroke_frag.h>
|
||||
INCLUDE_SHADER(paintStroke_vert)
|
||||
INCLUDE_SHADER(paintStroke_frag)
|
||||
|
||||
#include <entities-renderer/polyvox_vert.h>
|
||||
#include <entities-renderer/polyvox_frag.h>
|
||||
INCLUDE_SHADER(polyvox_vert)
|
||||
INCLUDE_SHADER(polyvox_frag)
|
||||
|
||||
// Create a simple OpenGL window that renders text in various ways
|
||||
class QTestWindow : public QWindow {
|
||||
|
|
|
@ -123,7 +123,7 @@ int main (int argc, char** argv) {
|
|||
cerr << " varname and varvalue must be made of alpha numerical characters with no spaces." << endl;
|
||||
cerr << " -listVars : Will list the vars name and value in the standard output." << endl;
|
||||
cerr << " -showParseTree : Draw the tree obtained while parsing the source" << endl;
|
||||
cerr << " -c++ : Generate a c++ header file containing the output file stream stored as a char[] variable" << endl;
|
||||
cerr << " -c++ : Generate a c++ source file containing the output file stream stored as a char[] variable" << endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -209,9 +209,7 @@ int main (int argc, char** argv) {
|
|||
}
|
||||
|
||||
targetStringStream << "// File generated by Scribe " << vars["_SCRIBE_DATE"] << std::endl;
|
||||
targetStringStream << "#ifndef scribe_" << targetName << "_h" << std::endl;
|
||||
targetStringStream << "#define scribe_" << targetName << "_h" << std::endl << std::endl;
|
||||
|
||||
targetStringStream << "extern const char " << targetName << "[];\n";
|
||||
targetStringStream << "const char " << targetName << "[] = \n";
|
||||
|
||||
// Write the pages content
|
||||
|
@ -219,8 +217,6 @@ int main (int argc, char** argv) {
|
|||
targetStringStream << "R\"SCRIBE(\n" << page->str() << "\n)SCRIBE\"\n";
|
||||
}
|
||||
targetStringStream << ";\n" << std::endl << std::endl;
|
||||
|
||||
targetStringStream << "#endif" << std::endl;
|
||||
} else {
|
||||
targetStringStream << destStringStream.str();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue