Merge remote-tracking branch 'origin/master' into Particle-Update
Former-commit-id: 7ec9fba80c2b47a1fb811c7912df67262986c9f0
This commit is contained in:
commit
54382afc37
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@ -95,6 +95,10 @@ int main()
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// Ce paramètre sert à indiquer la mise à l'échelle désirée lors du chargement du modèle.
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params.mesh.scale.Set(0.01f); // Un centième de la taille originelle
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// Les UVs de ce fichier sont retournées (repère OpenGL, origine coin bas-gauche) par rapport à ce que le moteur attend
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// Nous devons dire au moteur de les retourner lors du chargement
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params.mesh.flipUVs = true;
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// On charge ensuite le modèle depuis son fichier
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// Le moteur va charger le fichier et essayer de retrouver les fichiers associés (comme les matériaux, textures, ...)
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if (!spaceship.LoadFromFile("resources/Spaceship/spaceship.obj", params))
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@ -135,7 +135,7 @@ class NAZARA_API NzMaterial : public NzResource
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struct ShaderInstance
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{
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const NzShader* shader;
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NzUberShaderInstance* uberInstance;
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NzUberShaderInstance* uberInstance = nullptr;
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int uniforms[nzMaterialUniform_Max+1];
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};
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@ -221,12 +221,14 @@ enum nzVertexComponent
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{
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nzVertexComponent_Unused = -1,
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// Nous nous limitons à 16 composants de sommets car c'est le minimum supporté par le GPU
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nzVertexComponent_InstanceData0,
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nzVertexComponent_InstanceData1,
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nzVertexComponent_InstanceData2,
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nzVertexComponent_InstanceData3,
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nzVertexComponent_InstanceData4,
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nzVertexComponent_InstanceData5,
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nzVertexComponent_Color,
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nzVertexComponent_Normal,
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nzVertexComponent_Position,
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nzVertexComponent_Tangent,
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@ -236,14 +238,13 @@ enum nzVertexComponent
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nzVertexComponent_Userdata2,
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nzVertexComponent_Userdata3,
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nzVertexComponent_Userdata4,
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nzVertexComponent_Userdata5,
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nzVertexComponent_FirstInstanceData = nzVertexComponent_InstanceData0,
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nzVertexComponent_FirstVertexData = nzVertexComponent_Normal,
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nzVertexComponent_FirstVertexData = nzVertexComponent_Color,
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nzVertexComponent_LastInstanceData = nzVertexComponent_InstanceData5,
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nzVertexComponent_LastVertexData = nzVertexComponent_Userdata5,
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nzVertexComponent_LastVertexData = nzVertexComponent_Userdata4,
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nzVertexComponent_Max = nzVertexComponent_Userdata5
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nzVertexComponent_Max = nzVertexComponent_Userdata4
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};
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enum nzVertexLayout
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@ -9,6 +9,7 @@
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#ifndef NAZARA_EVENT_HPP
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#define NAZARA_EVENT_HPP
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#include <Nazara/Utility/Enums.hpp>
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#include <Nazara/Utility/Keyboard.hpp>
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#include <Nazara/Utility/Mouse.hpp>
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@ -36,6 +36,9 @@ struct NAZARA_API NzMeshParams
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// Faut-il centrer le mesh autour de l'origine ?
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bool center = false;
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// Faut-il retourner les UV ?
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bool flipUVs = false;
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// Faut-il optimiser les index buffers ? (Rendu plus rapide, mais le chargement dure plus longtemps)
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bool optimizeIndexBuffers = true;
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@ -142,7 +142,7 @@ namespace
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if (index >= 0)
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{
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const NzVector3f& uvw = texCoords[index];
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vertex.uv.Set(uvw.x, uvw.y);
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vertex.uv.Set(uvw.x, (parameters.mesh.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
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}
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else
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hasTexCoords = false;
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@ -2104,16 +2104,16 @@ nzUInt8 NzOpenGL::VertexComponentIndex[] =
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13, // nzVertexComponent_InstanceData3
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14, // nzVertexComponent_InstanceData4
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15, // nzVertexComponent_InstanceData5
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4, // nzVertexComponent_Color
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2, // nzVertexComponent_Normal
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0, // nzVertexComponent_Position
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3, // nzVertexComponent_Tangent
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1, // nzVertexComponent_TexCoord
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4, // nzVertexComponent_Userdata0
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5, // nzVertexComponent_Userdata1
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6, // nzVertexComponent_Userdata2
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7, // nzVertexComponent_Userdata3
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8, // nzVertexComponent_Userdata4
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9 // nzVertexComponent_Userdata5
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5, // nzVertexComponent_Userdata0
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6, // nzVertexComponent_Userdata1
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7, // nzVertexComponent_Userdata2
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8, // nzVertexComponent_Userdata3
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9 // nzVertexComponent_Userdata4
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};
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static_assert(nzVertexComponent_Max+1 == 16, "Attribute index array is incomplete");
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@ -155,6 +155,7 @@ bool NzShader::Create()
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_InstanceData3], "InstanceData3");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_InstanceData4], "InstanceData4");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_InstanceData5], "InstanceData5");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Color], "VertexColor");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Normal], "VertexNormal");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Position], "VertexPosition");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Tangent], "VertexTangent");
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@ -164,7 +165,6 @@ bool NzShader::Create()
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Userdata2], "VertexUserdata2");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Userdata3], "VertexUserdata3");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Userdata4], "VertexUserdata4");
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glBindAttribLocation(m_program, NzOpenGL::VertexComponentIndex[nzVertexComponent_Userdata5], "VertexUserdata5");
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if (NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets))
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{
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@ -1048,33 +1048,25 @@ bool NzTexture::Update(const nzUInt8* pixels, const NzBoxui& box, unsigned int s
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return false;
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}
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nzUInt8 bpp = NzPixelFormat::GetBytesPerPixel(m_impl->format);
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unsigned int size = box.width*box.height*box.depth*bpp;
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std::unique_ptr<nzUInt8[]> flipped(new nzUInt8[size]);
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NzImage::Copy(flipped.get(), pixels, bpp, box.width, box.height, box.depth, 0, 0, srcWidth, srcHeight);
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// Inversion de la texture pour le repère d'OpenGL
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if (!NzPixelFormat::Flip(nzPixelFlipping_Horizontally, m_impl->format, box.width, box.height, box.depth, flipped.get(), flipped.get()))
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NazaraWarning("Failed to flip image");
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SetUnpackAlignement(bpp);
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SetUnpackAlignement(NzPixelFormat::GetBytesPerPixel(m_impl->format));
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glPixelStorei(GL_UNPACK_ROW_LENGTH, srcWidth);
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glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, srcHeight);
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NzOpenGL::BindTexture(m_impl->type, m_impl->id);
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switch (m_impl->type)
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{
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case nzImageType_1D:
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glTexSubImage1D(GL_TEXTURE_1D, level, box.x, box.width, format.dataFormat, format.dataType, flipped.get());
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glTexSubImage1D(GL_TEXTURE_1D, level, box.x, box.width, format.dataFormat, format.dataType, pixels);
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break;
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case nzImageType_1D_Array:
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case nzImageType_2D:
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glTexSubImage2D(NzOpenGL::TextureTarget[m_impl->type], level, box.x, height-box.height-box.y, box.width, box.height, format.dataFormat, format.dataType, flipped.get());
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glTexSubImage2D(NzOpenGL::TextureTarget[m_impl->type], level, box.x, height-box.height-box.y, box.width, box.height, format.dataFormat, format.dataType, pixels);
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break;
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case nzImageType_2D_Array:
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case nzImageType_3D:
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glTexSubImage3D(NzOpenGL::TextureTarget[m_impl->type], level, box.x, height-box.height-box.y, box.z, box.width, box.height, box.depth, format.dataFormat, format.dataType, flipped.get());
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glTexSubImage3D(NzOpenGL::TextureTarget[m_impl->type], level, box.x, height-box.height-box.y, box.z, box.width, box.height, box.depth, format.dataFormat, format.dataType, pixels);
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break;
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case nzImageType_Cubemap:
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@ -1192,20 +1184,12 @@ bool NzTexture::UpdateFace(nzCubemapFace face, const nzUInt8* pixels, const NzRe
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return false;
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}
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nzUInt8 bpp = NzPixelFormat::GetBytesPerPixel(m_impl->format);
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// Inversion de la texture pour le repère d'OpenGL
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unsigned int size = rect.width*rect.height*bpp;
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std::unique_ptr<nzUInt8[]> flipped(new nzUInt8[size]);
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NzImage::Copy(flipped.get(), pixels, bpp, rect.width, rect.height, 1, 0, 0, srcWidth, srcHeight);
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if (!NzPixelFormat::Flip(nzPixelFlipping_Horizontally, m_impl->format, rect.width, rect.height, 1, flipped.get(), flipped.get()))
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NazaraWarning("Failed to flip image");
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SetUnpackAlignement(bpp);
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SetUnpackAlignement(NzPixelFormat::GetBytesPerPixel(m_impl->format));
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glPixelStorei(GL_UNPACK_ROW_LENGTH, srcWidth);
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glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, srcHeight);
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NzOpenGL::BindTexture(m_impl->type, m_impl->id);
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glTexSubImage2D(NzOpenGL::CubemapFace[face], level, rect.x, height-rect.height-rect.y, rect.width, rect.height, format.dataFormat, format.dataType, flipped.get());
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glTexSubImage2D(NzOpenGL::CubemapFace[face], level, rect.x, height-rect.height-rect.y, rect.width, rect.height, format.dataFormat, format.dataType, pixels);
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return true;
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}
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@ -922,15 +922,17 @@ bool NzImage::LoadArrayFromImage(const NzImage& image, const NzVector2ui& atlasS
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NzVector2ui faceSize = imageSize/atlasSize;
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unsigned int layerCount = atlasSize.x*atlasSize.y;
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// Selon le type de l'image de base, on va créer un array d'images 2D ou 1D
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if (type == nzImageType_2D)
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Create(nzImageType_2D_Array, image.GetFormat(), faceSize.x, faceSize.y);
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Create(nzImageType_2D_Array, image.GetFormat(), faceSize.x, faceSize.y, layerCount);
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else
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Create(nzImageType_1D_Array, image.GetFormat(), faceSize.x, 1);
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Create(nzImageType_1D_Array, image.GetFormat(), faceSize.x, layerCount);
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unsigned int layer = 0;
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for (unsigned int i = 0; i < atlasSize.x; ++i)
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for (unsigned int j = 0; j < atlasSize.y; ++j)
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for (unsigned int j = 0; j < atlasSize.y; ++j)
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for (unsigned int i = 0; i < atlasSize.x; ++i)
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Copy(image, NzRectui(i*faceSize.x, j*faceSize.y, faceSize.x, faceSize.y), NzVector3ui(0, 0, layer++));
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return true;
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@ -200,7 +200,10 @@ namespace
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{
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const unsigned int fixedIndex = indexFix[j];
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const MD2_TexCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
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vertex[triangles[i].vertices[fixedIndex]].uv.Set(static_cast<float>(texC.u) / header.skinwidth, 1.f - static_cast<float>(texC.v)/header.skinheight);
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float u = static_cast<float>(texC.u) / header.skinwidth;
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float v = static_cast<float>(texC.v) / header.skinheight;
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vertex[triangles[i].vertices[fixedIndex]].uv.Set(u, (parameters.flipUVs) ? 1.f - v : v);
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}
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}
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@ -178,10 +178,7 @@ namespace
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}
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vertices->position = finalPos;
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// Le format MD5 spécifie ses UV avec l'origine en bas à gauche, contrairement au moteur
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// dont l'origine est en haut à gauche, nous inversons donc la valeur en Y.
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vertices->uv.Set(vertex.uv.x, 1.f - vertex.uv.y);
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vertices->uv.Set(vertex.uv.x, (parameters.flipUVs) ? 1.f - vertex.uv.y : vertex.uv.y); // Inversion des UV si demandé
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vertices++;
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}
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@ -271,7 +268,7 @@ namespace
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// On retourne le modèle dans le bon sens
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vertex->position = scale * (rotationQuat * finalPos);
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vertex->uv.Set(md5Vertex.uv.x, 1.f - md5Vertex.uv.y);
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vertex->uv.Set(md5Vertex.uv.x, (parameters.flipUVs) ? 1.f - md5Vertex.uv.y : md5Vertex.uv.y); // Inversion des UV si demandé
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vertex++;
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}
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