Merge branch 'NDK' into NDK-ShadowMapping

Former-commit-id: b07de3853987ffc91946b307208c0ec26eda280a
This commit is contained in:
Lynix
2015-08-17 14:26:42 +02:00
17 changed files with 280 additions and 21 deletions

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@@ -0,0 +1,28 @@
// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Billboard.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Math/Algorithm.hpp>
#include <cstring>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
void NzBillboard::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
{
if (!m_material)
return;
renderQueue->AddBillboard(m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
}
void NzBillboard::MakeBoundingVolume() const
{
constexpr float sqrt2 = float(M_SQRT2);
m_boundingVolume.Set(NzVector3f(0.f), sqrt2*m_size.x*NzVector3f::Right() + sqrt2*m_size.y*NzVector3f::Down());
}
NzBillboardLibrary::LibraryMap NzBillboard::s_library;

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@@ -388,6 +388,9 @@ void NzForwardRenderTechnique::DrawBillboards(const NzSceneData& sceneData) cons
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
if (shader != lastShader)
{
// Index des uniformes dans le shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra

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@@ -69,6 +69,7 @@ void main()
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
texCoords.y = 1.0 - texCoords.y;
#else
#if FLAG_INSTANCING
#if TRANSFORM

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@@ -78,6 +78,7 @@ void main()
gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
texCoords = VertexTexCoord;
#endif
texCoords.y = 1.0 - texCoords.y;
#else
#if FLAG_INSTANCING
#if TRANSFORM

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@@ -48,3 +48,5 @@ void NzSprite::UpdateData(InstanceData* instanceData) const
*posPtr++ = instanceData->transformMatrix.Transform(m_size.x*NzVector3f::Right() + m_size.y*NzVector3f::Down());
*texCoordPtr++ = m_textureCoords.GetCorner(nzRectCorner_RightBottom);
}
NzSpriteLibrary::LibraryMap NzSprite::s_library;