Skip to content

Commit 012c4cf

Browse files
committed
Corrections
1 parent 38fd50a commit 012c4cf

File tree

29 files changed

+404
-311
lines changed

29 files changed

+404
-311
lines changed

examples_tests/01.HelloWorld/main.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -54,7 +54,7 @@ int main()
5454
uint64_t time = device->getTimer()->getRealTime();
5555
if (time-lastFPSTime > 1000)
5656
{
57-
std::wostringstream str(L"Hello World - Irrlicht Engine [");
57+
std::wostringstream str(L"Hello World - Nabla Engine [");
5858
str.seekp(0,std::ios_base::end);
5959
str << driver->getName() << "] FPS:" << driver->getFPS();
6060

examples_tests/02.ComputeShader/main.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
#define _NBL_STATIC_LIB_
22
#include <nabla.h>
33

4-
#include "../../source/Irrlicht/COpenGLDriver.h"
4+
#include "../../source/Nabla/COpenGLDriver.h"
55

66

77
using namespace nbl;

examples_tests/08.HardwareInstancing/main.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2,7 +2,7 @@
22
// This file is part of the "Nabla Engine".
33
// For conditions of distribution and use, see copyright notice in nabla.h
44

5-
#define _IRR_STATIC_LIB_
5+
#define _NBL_STATIC_LIB_
66
#include <nabla.h>
77

88
#include "nbl/ext/ScreenShot/ScreenShot.h"
@@ -425,7 +425,7 @@ int main()
425425
{
426426
auto workgroupCount = [](uint32_t workItems) -> uint32_t
427427
{
428-
return (workItems+_IRR_GLSL_WORKGROUP_SIZE_-1)/_IRR_GLSL_WORKGROUP_SIZE_;
428+
return (workItems+_NBL_GLSL_WORKGROUP_SIZE_-1)/_NBL_GLSL_WORKGROUP_SIZE_;
429429
};
430430

431431
driver->bindComputePipeline(clearDrawsAndCullObjectsPipeline.get());

examples_tests/18.MitsubaLoader/main.cpp

Lines changed: 12 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -20,7 +20,7 @@ using namespace core;
2020

2121
constexpr const char* GLSL_COMPUTE_LIGHTING =
2222
R"(
23-
#define _IRR_COMPUTE_LIGHTING_DEFINED_
23+
#define _NBL_COMPUTE_LIGHTING_DEFINED_
2424
2525
#include <nbl/builtin/glsl/format/decode.glsl>
2626
#include <nbl/builtin/glsl/random/xoroshiro.glsl>
@@ -39,26 +39,26 @@ layout(set = 2, binding = 1) uniform sampler2D envMap;
3939
layout(set = 2, binding = 2) uniform usamplerBuffer sampleSequence;
4040
layout(set = 2, binding = 3) uniform usampler2D scramblebuf;
4141
42-
vec3 rand3d(in uint _sample, inout irr_glsl_xoroshiro64star_state_t scramble_state)
42+
vec3 rand3d(in uint _sample, inout nbl_glsl_xoroshiro64star_state_t scramble_state)
4343
{
4444
uvec3 seqVal = texelFetch(sampleSequence,int(_sample)).xyz;
45-
seqVal ^= uvec3(irr_glsl_xoroshiro64star(scramble_state),irr_glsl_xoroshiro64star(scramble_state),irr_glsl_xoroshiro64star(scramble_state));
45+
seqVal ^= uvec3(nbl_glsl_xoroshiro64star(scramble_state),nbl_glsl_xoroshiro64star(scramble_state),nbl_glsl_xoroshiro64star(scramble_state));
4646
return vec3(seqVal)*uintBitsToFloat(0x2f800004u);
4747
}
4848
4949
vec2 SampleSphericalMap(in vec3 v)
5050
{
5151
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
52-
uv *= irr_glsl_RECIPROCAL_PI*0.5;
52+
uv *= nbl_glsl_RECIPROCAL_PI*0.5;
5353
uv += 0.5;
5454
return uv;
5555
}
5656
57-
vec3 irr_computeLighting(inout irr_glsl_IsotropicViewSurfaceInteraction out_interaction, in mat2 dUV, in MC_precomputed_t precomp)
57+
vec3 nbl_computeLighting(inout nbl_glsl_IsotropicViewSurfaceInteraction out_interaction, in mat2 dUV, in MC_precomputed_t precomp)
5858
{
59-
irr_glsl_xoroshiro64star_state_t scramble_start_state = textureLod(scramblebuf,gl_FragCoord.xy/VIEWPORT_SZ,0).rg;
59+
nbl_glsl_xoroshiro64star_state_t scramble_start_state = textureLod(scramblebuf,gl_FragCoord.xy/VIEWPORT_SZ,0).rg;
6060
61-
vec3 emissive = irr_glsl_decodeRGB19E7(InstData.data[InstanceIndex].emissive);
61+
vec3 emissive = nbl_glsl_decodeRGB19E7(InstData.data[InstanceIndex].emissive);
6262
6363
vec3 color = vec3(0.0);
6464
@@ -67,11 +67,11 @@ vec3 irr_computeLighting(inout irr_glsl_IsotropicViewSurfaceInteraction out_inte
6767
instr_stream_t rnps = getRemAndPdfStream(precomp);
6868
for (int i = 0; i < SAMPLE_COUNT; ++i)
6969
{
70-
irr_glsl_xoroshiro64star_state_t scramble_state = scramble_start_state;
70+
nbl_glsl_xoroshiro64star_state_t scramble_state = scramble_start_state;
7171
7272
vec3 rand = rand3d(i,scramble_state);
7373
float pdf;
74-
irr_glsl_LightSample s;
74+
nbl_glsl_LightSample s;
7575
vec3 rem = runGenerateAndRemainderStream(precomp, gcs, rnps, rand, pdf, s);
7676
7777
vec2 uv = SampleSphericalMap(s.L);
@@ -86,7 +86,7 @@ vec3 irr_computeLighting(inout irr_glsl_IsotropicViewSurfaceInteraction out_inte
8686
vec3 L = l.position-WorldPos;
8787
//params.L = L;
8888
const float intensityScale = LIGHT_INTENSITY_SCALE;//ehh might want to render to hdr fbo and do tonemapping
89-
color += irr_bsdf_cos_eval(precomp, normalize(L), out_interaction, dUV)*l.intensity*intensityScale / dot(L,L);
89+
color += nbl_bsdf_cos_eval(precomp, normalize(L), out_interaction, dUV)*l.intensity*intensityScale / dot(L,L);
9090
}
9191
9292
return color+emissive;
@@ -107,7 +107,7 @@ static core::smart_refctd_ptr<asset::ICPUSpecializedShader> createModifiedFragSh
107107
#endif
108108
GLSL_COMPUTE_LIGHTING;
109109

110-
glsl.insert(glsl.find("#ifndef _IRR_COMPUTE_LIGHTING_DEFINED_"), extra);
110+
glsl.insert(glsl.find("#ifndef _NBL_COMPUTE_LIGHTING_DEFINED_"), extra);
111111

112112
//auto* f = fopen("fs.glsl","w");
113113
//fwrite(glsl.c_str(), 1, glsl.size(), f);
@@ -722,7 +722,7 @@ int main()
722722
if (time - lastFPSTime > 1000)
723723
{
724724
std::wostringstream str;
725-
str << L"Mitsuba Loader Demo - Irrlicht Engine [" << driver->getName() << "] FPS:" << driver->getFPS() << " PrimitvesDrawn:" << driver->getPrimitiveCountDrawn();
725+
str << L"Mitsuba Loader Demo - Nabla Engine [" << driver->getName() << "] FPS:" << driver->getFPS() << " PrimitvesDrawn:" << driver->getPrimitiveCountDrawn();
726726

727727
device->setWindowCaption(str.str());
728728
lastFPSTime = time;
Lines changed: 98 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,98 @@
1+
// Copyright (C) 2018-2020 - DevSH Graphics Programming Sp. z O.O.
2+
// This file is part of the "Nabla Engine".
3+
// For conditions of distribution and use, see copyright notice in nabla.h
4+
5+
#version 430 core
6+
#ifndef _NO_UV
7+
#include <nbl/builtin/glsl/virtual_texturing/extensions.glsl>
8+
9+
#define _NBL_VT_DESCRIPTOR_SET 0
10+
#define _NBL_VT_PAGE_TABLE_BINDING 0
11+
12+
#define _NBL_VT_FLOAT_VIEWS_BINDING 1
13+
#define _NBL_VT_FLOAT_VIEWS_COUNT 2
14+
#define _NBL_VT_FLOAT_VIEWS
15+
16+
#define _NBL_VT_INT_VIEWS_BINDING 2
17+
#define _NBL_VT_INT_VIEWS_COUNT 0
18+
#define _NBL_VT_INT_VIEWS
19+
20+
#define _NBL_VT_UINT_VIEWS_BINDING 3
21+
#define _NBL_VT_UINT_VIEWS_COUNT 0
22+
#define _NBL_VT_UINT_VIEWS
23+
#include <nbl/builtin/glsl/virtual_texturing/descriptors.glsl>
24+
25+
layout (set = 2, binding = 0, std430) restrict readonly buffer PrecomputedStuffSSBO
26+
{
27+
uint pgtab_sz_log2;
28+
float vtex_sz_rcp;
29+
float phys_pg_tex_sz_rcp[_NBL_VT_MAX_PAGE_TABLE_LAYERS];
30+
uint layer_to_sampler_ix[_NBL_VT_MAX_PAGE_TABLE_LAYERS];
31+
} precomputed;
32+
#endif
33+
#define _NBL_FRAG_SET3_BINDINGS_DEFINED_
34+
35+
struct PCstruct
36+
{
37+
vec3 Ka;
38+
vec3 Kd;
39+
vec3 Ks;
40+
vec3 Ke;
41+
uvec2 map_Ka_data;
42+
uvec2 map_Kd_data;
43+
uvec2 map_Ks_data;
44+
uvec2 map_Ns_data;
45+
uvec2 map_d_data;
46+
uvec2 map_bump_data;
47+
float Ns;
48+
float d;
49+
float Ni;
50+
uint extra; //flags copied from MTL metadata
51+
};
52+
layout (push_constant) uniform Block {
53+
PCstruct params;
54+
} PC;
55+
#define _NBL_FRAG_PUSH_CONSTANTS_DEFINED_
56+
57+
58+
#ifndef _NO_UV
59+
uint nbl_glsl_VT_layer2pid(in uint layer)
60+
{
61+
return precomputed.layer_to_sampler_ix[layer];
62+
}
63+
uint nbl_glsl_VT_getPgTabSzLog2()
64+
{
65+
return precomputed.pgtab_sz_log2;
66+
}
67+
float nbl_glsl_VT_getPhysPgTexSzRcp(in uint layer)
68+
{
69+
return precomputed.phys_pg_tex_sz_rcp[layer];
70+
}
71+
float nbl_glsl_VT_getVTexSzRcp()
72+
{
73+
return precomputed.vtex_sz_rcp;
74+
}
75+
#define _NBL_USER_PROVIDED_VIRTUAL_TEXTURING_FUNCTIONS_
76+
77+
//nbl/builtin/glsl/virtual_texturing/functions.glsl/...
78+
#include <nbl/builtin/glsl/virtual_texturing/functions.glsl/7/8>
79+
#endif
80+
81+
82+
#ifndef _NO_UV
83+
vec4 nbl_sample_Ka(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Ka_data, uv, dUV); }
84+
85+
vec4 nbl_sample_Kd(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Kd_data, uv, dUV); }
86+
87+
vec4 nbl_sample_Ks(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Ks_data, uv, dUV); }
88+
89+
vec4 nbl_sample_Ns(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Ns_data, uv, dUV); }
90+
91+
vec4 nbl_sample_d(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_d_data, uv, dUV); }
92+
93+
vec4 nbl_sample_bump(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_bump_data, uv, dUV); }
94+
#endif
95+
#define _NBL_TEXTURE_SAMPLE_FUNCTIONS_DEFINED_
96+
97+
98+
#include "nbl/builtin/shaders/loaders/mtl/fragment_impl.glsl"

examples_tests/20.Megatexture/main.cpp

Lines changed: 29 additions & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -23,31 +23,31 @@ R"(
2323
#ifndef _NO_UV
2424
#include <nbl/builtin/glsl/virtual_texturing/extensions.glsl>
2525
26-
#define _IRR_VT_DESCRIPTOR_SET 0
27-
#define _IRR_VT_PAGE_TABLE_BINDING 0
26+
#define _NBL_VT_DESCRIPTOR_SET 0
27+
#define _NBL_VT_PAGE_TABLE_BINDING 0
2828
29-
#define _IRR_VT_FLOAT_VIEWS_BINDING 1
30-
#define _IRR_VT_FLOAT_VIEWS_COUNT %u
31-
#define _IRR_VT_FLOAT_VIEWS
29+
#define _NBL_VT_FLOAT_VIEWS_BINDING 1
30+
#define _NBL_VT_FLOAT_VIEWS_COUNT %u
31+
#define _NBL_VT_FLOAT_VIEWS
3232
33-
#define _IRR_VT_INT_VIEWS_BINDING 2
34-
#define _IRR_VT_INT_VIEWS_COUNT 0
35-
#define _IRR_VT_INT_VIEWS
33+
#define _NBL_VT_INT_VIEWS_BINDING 2
34+
#define _NBL_VT_INT_VIEWS_COUNT 0
35+
#define _NBL_VT_INT_VIEWS
3636
37-
#define _IRR_VT_UINT_VIEWS_BINDING 3
38-
#define _IRR_VT_UINT_VIEWS_COUNT 0
39-
#define _IRR_VT_UINT_VIEWS
37+
#define _NBL_VT_UINT_VIEWS_BINDING 3
38+
#define _NBL_VT_UINT_VIEWS_COUNT 0
39+
#define _NBL_VT_UINT_VIEWS
4040
#include <nbl/builtin/glsl/virtual_texturing/descriptors.glsl>
4141
4242
layout (set = 2, binding = 0, std430) restrict readonly buffer PrecomputedStuffSSBO
4343
{
4444
uint pgtab_sz_log2;
4545
float vtex_sz_rcp;
46-
float phys_pg_tex_sz_rcp[_IRR_VT_MAX_PAGE_TABLE_LAYERS];
47-
uint layer_to_sampler_ix[_IRR_VT_MAX_PAGE_TABLE_LAYERS];
46+
float phys_pg_tex_sz_rcp[_NBL_VT_MAX_PAGE_TABLE_LAYERS];
47+
uint layer_to_sampler_ix[_NBL_VT_MAX_PAGE_TABLE_LAYERS];
4848
} precomputed;
4949
#endif
50-
#define _IRR_FRAG_SET3_BINDINGS_DEFINED_
50+
#define _NBL_FRAG_SET3_BINDINGS_DEFINED_
5151
5252
struct PCstruct
5353
{
@@ -69,47 +69,47 @@ struct PCstruct
6969
layout (push_constant) uniform Block {
7070
PCstruct params;
7171
} PC;
72-
#define _IRR_FRAG_PUSH_CONSTANTS_DEFINED_
72+
#define _NBL_FRAG_PUSH_CONSTANTS_DEFINED_
7373
7474
7575
#ifndef _NO_UV
76-
uint irr_glsl_VT_layer2pid(in uint layer)
76+
uint nbl_glsl_VT_layer2pid(in uint layer)
7777
{
7878
return precomputed.layer_to_sampler_ix[layer];
7979
}
80-
uint irr_glsl_VT_getPgTabSzLog2()
80+
uint nbl_glsl_VT_getPgTabSzLog2()
8181
{
8282
return precomputed.pgtab_sz_log2;
8383
}
84-
float irr_glsl_VT_getPhysPgTexSzRcp(in uint layer)
84+
float nbl_glsl_VT_getPhysPgTexSzRcp(in uint layer)
8585
{
8686
return precomputed.phys_pg_tex_sz_rcp[layer];
8787
}
88-
float irr_glsl_VT_getVTexSzRcp()
88+
float nbl_glsl_VT_getVTexSzRcp()
8989
{
9090
return precomputed.vtex_sz_rcp;
9191
}
92-
#define _IRR_USER_PROVIDED_VIRTUAL_TEXTURING_FUNCTIONS_
92+
#define _NBL_USER_PROVIDED_VIRTUAL_TEXTURING_FUNCTIONS_
9393
94-
//irr/builtin/glsl/virtual_texturing/functions.glsl/...
94+
//nbl/builtin/glsl/virtual_texturing/functions.glsl/...
9595
#include <%s>
9696
#endif
9797
9898
9999
#ifndef _NO_UV
100-
vec4 irr_sample_Ka(in vec2 uv, in mat2 dUV) { return irr_glsl_vTextureGrad(PC.params.map_Ka_data, uv, dUV); }
100+
vec4 nbl_sample_Ka(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Ka_data, uv, dUV); }
101101
102-
vec4 irr_sample_Kd(in vec2 uv, in mat2 dUV) { return irr_glsl_vTextureGrad(PC.params.map_Kd_data, uv, dUV); }
102+
vec4 nbl_sample_Kd(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Kd_data, uv, dUV); }
103103
104-
vec4 irr_sample_Ks(in vec2 uv, in mat2 dUV) { return irr_glsl_vTextureGrad(PC.params.map_Ks_data, uv, dUV); }
104+
vec4 nbl_sample_Ks(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Ks_data, uv, dUV); }
105105
106-
vec4 irr_sample_Ns(in vec2 uv, in mat2 dUV) { return irr_glsl_vTextureGrad(PC.params.map_Ns_data, uv, dUV); }
106+
vec4 nbl_sample_Ns(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_Ns_data, uv, dUV); }
107107
108-
vec4 irr_sample_d(in vec2 uv, in mat2 dUV) { return irr_glsl_vTextureGrad(PC.params.map_d_data, uv, dUV); }
108+
vec4 nbl_sample_d(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_d_data, uv, dUV); }
109109
110-
vec4 irr_sample_bump(in vec2 uv, in mat2 dUV) { return irr_glsl_vTextureGrad(PC.params.map_bump_data, uv, dUV); }
110+
vec4 nbl_sample_bump(in vec2 uv, in mat2 dUV) { return nbl_glsl_vTextureGrad(PC.params.map_bump_data, uv, dUV); }
111111
#endif
112-
#define _IRR_TEXTURE_SAMPLE_FUNCTIONS_DEFINED_
112+
#define _NBL_TEXTURE_SAMPLE_FUNCTIONS_DEFINED_
113113
)";
114114

115115
using STextureData = asset::ICPUVirtualTexture::SMasterTextureData;
@@ -570,7 +570,7 @@ int main()
570570
if (time-lastFPSTime > 1000)
571571
{
572572
std::wostringstream str;
573-
str << L"Meshloaders Demo - IrrlichtBAW Engine [" << driver->getName() << "] FPS:" << driver->getFPS() << " PrimitvesDrawn:" << driver->getPrimitiveCountDrawn();
573+
str << L"Meshloaders Demo - Nabla Engine [" << driver->getName() << "] FPS:" << driver->getFPS() << " PrimitvesDrawn:" << driver->getPrimitiveCountDrawn();
574574

575575
device->setWindowCaption(str.str().c_str());
576576
lastFPSTime = time;

examples_tests/22.RaytracedAO/common.glsl

Lines changed: 10 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -5,8 +5,8 @@
55

66

77
#ifdef __cplusplus
8-
#define mat4 irr::core::matrix4SIMD
9-
#define mat4x3 irr::core::matrix3x4SIMD
8+
#define mat4 nbl::core::matrix4SIMD
9+
#define mat4x3 nbl::core::matrix3x4SIMD
1010
#endif
1111

1212

@@ -15,13 +15,13 @@ struct SLight
1515
#ifdef __cplusplus
1616
SLight() : obb() {}
1717
SLight(const SLight& other) : obb(other.obb) {}
18-
SLight(const irr::core::aabbox3df& bbox, const irr::core::matrix3x4SIMD& tform) : SLight()
18+
SLight(const nbl::core::aabbox3df& bbox, const nbl::core::matrix3x4SIMD& tform) : SLight()
1919
{
2020
auto extent = bbox.getExtent();
21-
obb.setScale(irr::core::vectorSIMDf(extent.X,extent.Y,extent.Z));
22-
obb.setTranslation(irr::core::vectorSIMDf(bbox.MinEdge.X,bbox.MinEdge.Y,bbox.MinEdge.Z));
21+
obb.setScale(nbl::core::vectorSIMDf(extent.X,extent.Y,extent.Z));
22+
obb.setTranslation(nbl::core::vectorSIMDf(bbox.MinEdge.X,bbox.MinEdge.Y,bbox.MinEdge.Z));
2323

24-
obb = irr::core::concatenateBFollowedByA(tform,obb);
24+
obb = nbl::core::concatenateBFollowedByA(tform,obb);
2525
}
2626

2727
inline SLight& operator=(SLight&& other) noexcept
@@ -32,15 +32,15 @@ struct SLight
3232
}
3333

3434
// also known as an upper bound on lumens put into the scene
35-
inline float computeFluxBound(const irr::core::vectorSIMDf& radiance) const
35+
inline float computeFluxBound(const nbl::core::vectorSIMDf& radiance) const
3636
{
37-
const irr::core::vectorSIMDf rec709LumaCoeffs(0.2126f, 0.7152f, 0.0722f, 0.f);
38-
const auto unitHemisphereArea = 2.f*irr::core::PI<float>();
37+
const nbl::core::vectorSIMDf rec709LumaCoeffs(0.2126f, 0.7152f, 0.0722f, 0.f);
38+
const auto unitHemisphereArea = 2.f*nbl::core::PI<float>();
3939

4040
const auto unitBoxScale = obb.getScale();
4141
const float obbArea = 2.f*(unitBoxScale.x*unitBoxScale.y+unitBoxScale.x*unitBoxScale.z+unitBoxScale.y*unitBoxScale.z);
4242

43-
return irr::core::dot(radiance,rec709LumaCoeffs).x*unitHemisphereArea*obbArea;
43+
return nbl::core::dot(radiance,rec709LumaCoeffs).x*unitHemisphereArea*obbArea;
4444
}
4545
#endif
4646

0 commit comments

Comments
 (0)