Merge branch 'NDK-ShadowMapping'
Former-commit-id: 0fcd92b113069d2ee1edc74cf9be471cd6d97267
This commit is contained in:
@@ -17,8 +17,6 @@ namespace Nz
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template<typename T>
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class ObjectRef
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{
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static_assert(std::is_base_of<RefCounted, T>::value, "ObjectRef shall only be used with RefCounted-derived type");
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public:
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ObjectRef();
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ObjectRef(T* object);
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@@ -62,7 +62,9 @@ namespace Nz
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struct DirectionalLight
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{
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Color color;
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Matrix4f transformMatrix;
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Vector3f direction;
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Texture* shadowMap;
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float ambientFactor;
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float diffuseFactor;
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};
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@@ -71,6 +73,7 @@ namespace Nz
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{
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Color color;
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Vector3f position;
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Texture* shadowMap;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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@@ -81,8 +84,10 @@ namespace Nz
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struct SpotLight
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{
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Color color;
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Matrix4f transformMatrix;
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Vector3f direction;
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Vector3f position;
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Texture* shadowMap;
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float ambientFactor;
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float attenuation;
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float diffuseFactor;
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53
include/Nazara/Graphics/DepthRenderQueue.hpp
Normal file
53
include/Nazara/Graphics/DepthRenderQueue.hpp
Normal file
@@ -0,0 +1,53 @@
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// 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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#pragma once
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#ifndef NAZARA_DEPTHRENDERQUEUE_HPP
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#define NAZARA_DEPTHRENDERQUEUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Graphics/AbstractRenderQueue.hpp>
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#include <Nazara/Graphics/ForwardRenderQueue.hpp>
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#include <Nazara/Math/Box.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <map>
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#include <tuple>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API DepthRenderQueue : public ForwardRenderQueue
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{
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public:
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DepthRenderQueue();
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~DepthRenderQueue() = default;
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void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr = nullptr) override;
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void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr) override;
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void AddDirectionalLight(const DirectionalLight& light) override;
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void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
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void AddPointLight(const PointLight& light) override;
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void AddSpotLight(const SpotLight& light) override;
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void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
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private:
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inline bool IsMaterialSuitable(const Material* material) const;
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MaterialRef m_baseMaterial;
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};
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}
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#include <Nazara/Graphics/DepthRenderQueue.inl>
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#endif // NAZARA_DEPTHRENDERQUEUE_HPP
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17
include/Nazara/Graphics/DepthRenderQueue.inl
Normal file
17
include/Nazara/Graphics/DepthRenderQueue.inl
Normal file
@@ -0,0 +1,17 @@
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// 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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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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bool DepthRenderQueue::IsMaterialSuitable(const Material* material) const
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{
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NazaraAssert(material, "Invalid material");
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return material->HasDepthMaterial() || (material->IsEnabled(RendererParameter_DepthBuffer) && material->IsEnabled(RendererParameter_DepthWrite) && material->IsShadowCastingEnabled());
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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79
include/Nazara/Graphics/DepthRenderTechnique.hpp
Normal file
79
include/Nazara/Graphics/DepthRenderTechnique.hpp
Normal file
@@ -0,0 +1,79 @@
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// 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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#pragma once
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#ifndef NAZARA_DEPTHRENDERTECHNIQUE_HPP
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#define NAZARA_DEPTHRENDERTECHNIQUE_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/DepthRenderQueue.hpp>
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
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{
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public:
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DepthRenderTechnique();
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~DepthRenderTechnique() = default;
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void Clear(const SceneData& sceneData) const override;
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bool Draw(const SceneData& sceneData) const override;
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AbstractRenderQueue* GetRenderQueue() override;
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RenderTechniqueType GetType() const override;
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static bool Initialize();
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static void Uninitialize();
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private:
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struct ShaderUniforms;
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void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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struct LightIndex
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{
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LightType type;
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float score;
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unsigned int index;
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};
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struct ShaderUniforms
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{
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NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
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NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
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// Autre uniformes
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int eyePosition;
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int sceneAmbient;
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int textureOverlay;
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};
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mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
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Buffer m_vertexBuffer;
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mutable DepthRenderQueue m_renderQueue;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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static IndexBuffer s_quadIndexBuffer;
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static VertexBuffer s_quadVertexBuffer;
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static VertexDeclaration s_billboardInstanceDeclaration;
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static VertexDeclaration s_billboardVertexDeclaration;
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};
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}
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#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
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#endif // NAZARA_DEPTHRENDERTECHNIQUE_HPP
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3
include/Nazara/Graphics/DepthRenderTechnique.inl
Normal file
3
include/Nazara/Graphics/DepthRenderTechnique.inl
Normal file
@@ -0,0 +1,3 @@
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// 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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@@ -108,6 +108,7 @@ namespace Nz
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RenderTechniqueType_AdvancedForward, // AdvancedForwardRenderTechnique
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RenderTechniqueType_BasicForward, // BasicForwardRenderTechnique
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RenderTechniqueType_DeferredShading, // DeferredRenderTechnique
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RenderTechniqueType_Depth, // DepthRenderTechnique
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RenderTechniqueType_LightPrePass, // LightPrePassRenderTechnique
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RenderTechniqueType_User,
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@@ -36,7 +36,7 @@ namespace Nz
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static bool Initialize();
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static void Uninitialize();
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private:
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protected:
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struct ShaderUniforms;
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void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
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@@ -46,7 +46,7 @@ namespace Nz
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void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const;
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static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
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@@ -89,6 +89,7 @@ namespace Nz
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unsigned int m_maxLightPassPerObject;
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static IndexBuffer s_quadIndexBuffer;
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static TextureSampler s_shadowSampler;
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static VertexBuffer s_quadVertexBuffer;
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static VertexDeclaration s_billboardInstanceDeclaration;
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static VertexDeclaration s_billboardVertexDeclaration;
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@@ -2,10 +2,16 @@
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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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#include <Nazara/Renderer/Renderer.hpp>
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namespace Nz
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{
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inline void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const
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inline void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const
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{
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// If anyone got a better idea..
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int dummyCubemap = Renderer::GetMaxTextureUnits() - 1;
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int dummyTexture = Renderer::GetMaxTextureUnits() - 2;
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if (index < m_lights.size())
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{
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const LightIndex& lightIndex = m_lights[index];
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@@ -21,6 +27,20 @@ namespace Nz
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shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
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shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.direction));
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shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
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if (light.shadowMap)
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{
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Renderer::SetTexture(availableTextureUnit, light.shadowMap);
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Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
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shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
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shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
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}
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else
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shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
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break;
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}
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@@ -32,6 +52,19 @@ namespace Nz
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shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
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shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(0.f, 0.f, 0.f, light.invRadius));
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shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
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if (light.shadowMap)
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{
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Renderer::SetTexture(availableTextureUnit, light.shadowMap);
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Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, availableTextureUnit);
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}
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else
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
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shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
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break;
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}
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@@ -44,12 +77,31 @@ namespace Nz
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shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
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shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(light.direction, light.invRadius));
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shader->SendVector(uniforms.locations.parameters3 + uniformOffset, Vector2f(light.innerAngleCosine, light.outerAngleCosine));
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shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
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if (light.shadowMap)
|
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{
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Renderer::SetTexture(availableTextureUnit, light.shadowMap);
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Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
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shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
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shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
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}
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else
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shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
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|
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
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|
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break;
|
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}
|
||||
}
|
||||
}
|
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else
|
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{
|
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shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
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shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
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shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
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}
|
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}
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inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
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@@ -78,7 +130,7 @@ namespace Nz
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NazaraUnused(object);
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||||
NazaraUnused(light);
|
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|
||||
// Directional light are always suitables
|
||||
// Directional light are always suitable
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -11,6 +11,8 @@
|
||||
#include <Nazara/Core/Color.hpp>
|
||||
#include <Nazara/Graphics/Enums.hpp>
|
||||
#include <Nazara/Graphics/Renderable.hpp>
|
||||
#include <Nazara/Renderer/RenderTexture.hpp>
|
||||
#include <Nazara/Renderer/Texture.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
@@ -21,7 +23,8 @@ namespace Nz
|
||||
{
|
||||
public:
|
||||
Light(LightType type = LightType_Point);
|
||||
Light(const Light& light) = default;
|
||||
inline Light(const Light& light);
|
||||
Light(Light&& light) = default;
|
||||
~Light() = default;
|
||||
|
||||
void AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const override;
|
||||
@@ -31,37 +34,56 @@ namespace Nz
|
||||
|
||||
bool Cull(const Frustumf& frustum, const Matrix4f& transformMatrix) const override;
|
||||
|
||||
float GetAmbientFactor() const;
|
||||
float GetAttenuation() const;
|
||||
Color GetColor() const;
|
||||
float GetDiffuseFactor() const;
|
||||
float GetInnerAngle() const;
|
||||
float GetInnerAngleCosine() const;
|
||||
float GetInvRadius() const;
|
||||
LightType GetLightType() const;
|
||||
float GetOuterAngle() const;
|
||||
float GetOuterAngleCosine() const;
|
||||
float GetOuterAngleTangent() const;
|
||||
float GetRadius() const;
|
||||
inline void EnableShadowCasting(bool castShadows);
|
||||
|
||||
void SetAmbientFactor(float factor);
|
||||
void SetAttenuation(float attenuation);
|
||||
void SetColor(const Color& color);
|
||||
void SetDiffuseFactor(float factor);
|
||||
void SetInnerAngle(float innerAngle);
|
||||
void SetLightType(LightType type);
|
||||
void SetOuterAngle(float outerAngle);
|
||||
void SetRadius(float radius);
|
||||
inline void EnsureShadowMapUpdate() const;
|
||||
|
||||
inline float GetAmbientFactor() const;
|
||||
inline float GetAttenuation() const;
|
||||
inline Color GetColor() const;
|
||||
inline float GetDiffuseFactor() const;
|
||||
inline float GetInnerAngle() const;
|
||||
inline float GetInnerAngleCosine() const;
|
||||
inline float GetInvRadius() const;
|
||||
inline LightType GetLightType() const;
|
||||
inline float GetOuterAngle() const;
|
||||
inline float GetOuterAngleCosine() const;
|
||||
inline float GetOuterAngleTangent() const;
|
||||
inline float GetRadius() const;
|
||||
inline TextureRef GetShadowMap() const;
|
||||
inline PixelFormatType GetShadowMapFormat() const;
|
||||
inline const Vector2ui& GetShadowMapSize() const;
|
||||
|
||||
inline bool IsShadowCastingEnabled() const;
|
||||
|
||||
inline void SetAmbientFactor(float factor);
|
||||
inline void SetAttenuation(float attenuation);
|
||||
inline void SetColor(const Color& color);
|
||||
inline void SetDiffuseFactor(float factor);
|
||||
inline void SetInnerAngle(float innerAngle);
|
||||
inline void SetLightType(LightType type);
|
||||
inline void SetOuterAngle(float outerAngle);
|
||||
inline void SetRadius(float radius);
|
||||
inline void SetShadowMapFormat(PixelFormatType shadowFormat);
|
||||
inline void SetShadowMapSize(const Vector2ui& size);
|
||||
|
||||
void UpdateBoundingVolume(const Matrix4f& transformMatrix) override;
|
||||
|
||||
Light& operator=(const Light& light) = default;
|
||||
Light& operator=(const Light& light);
|
||||
Light& operator=(Light&& light) = default;
|
||||
|
||||
private:
|
||||
void MakeBoundingVolume() const override;
|
||||
inline void InvalidateShadowMap();
|
||||
void UpdateShadowMap() const;
|
||||
|
||||
LightType m_type;
|
||||
Color m_color;
|
||||
LightType m_type;
|
||||
PixelFormatType m_shadowMapFormat;
|
||||
Vector2ui m_shadowMapSize;
|
||||
mutable TextureRef m_shadowMap;
|
||||
bool m_shadowCastingEnabled;
|
||||
mutable bool m_shadowMapUpdated;
|
||||
float m_ambientFactor;
|
||||
float m_attenuation;
|
||||
float m_diffuseFactor;
|
||||
@@ -80,10 +102,14 @@ namespace Nz
|
||||
{
|
||||
int type;
|
||||
int color;
|
||||
int directionalSpotLightShadowMap;
|
||||
int factors;
|
||||
int lightViewProjMatrix;
|
||||
int parameters1;
|
||||
int parameters2;
|
||||
int parameters3;
|
||||
int pointLightShadowMap;
|
||||
int shadowMapping;
|
||||
};
|
||||
|
||||
bool ubo;
|
||||
|
||||
@@ -7,6 +7,42 @@
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
inline Light::Light(const Light& light) :
|
||||
Renderable(light),
|
||||
m_type(light.m_type),
|
||||
m_shadowMapFormat(light.m_shadowMapFormat),
|
||||
m_color(light.m_color),
|
||||
m_shadowMapSize(light.m_shadowMapSize),
|
||||
m_shadowCastingEnabled(light.m_shadowCastingEnabled),
|
||||
m_shadowMapUpdated(false),
|
||||
m_ambientFactor(light.m_ambientFactor),
|
||||
m_attenuation(light.m_attenuation),
|
||||
m_diffuseFactor(light.m_diffuseFactor),
|
||||
m_innerAngle(light.m_innerAngle),
|
||||
m_innerAngleCosine(light.m_innerAngleCosine),
|
||||
m_invRadius(light.m_invRadius),
|
||||
m_outerAngle(light.m_outerAngle),
|
||||
m_outerAngleCosine(light.m_outerAngleCosine),
|
||||
m_outerAngleTangent(light.m_outerAngleTangent),
|
||||
m_radius(light.m_radius)
|
||||
{
|
||||
}
|
||||
|
||||
inline void Light::EnableShadowCasting(bool castShadows)
|
||||
{
|
||||
if (m_shadowCastingEnabled != castShadows)
|
||||
{
|
||||
m_shadowCastingEnabled = castShadows;
|
||||
m_shadowMapUpdated = false;
|
||||
}
|
||||
}
|
||||
|
||||
inline void Light::EnsureShadowMapUpdate() const
|
||||
{
|
||||
if (!m_shadowMapUpdated)
|
||||
UpdateShadowMap();
|
||||
}
|
||||
|
||||
inline float Light::GetAmbientFactor() const
|
||||
{
|
||||
return m_ambientFactor;
|
||||
@@ -67,6 +103,28 @@ namespace Nz
|
||||
return m_radius;
|
||||
}
|
||||
|
||||
inline TextureRef Light::GetShadowMap() const
|
||||
{
|
||||
EnsureShadowMapUpdate();
|
||||
|
||||
return m_shadowMap;
|
||||
}
|
||||
|
||||
inline PixelFormatType Light::GetShadowMapFormat() const
|
||||
{
|
||||
return m_shadowMapFormat;
|
||||
}
|
||||
|
||||
inline const Vector2ui& Light::GetShadowMapSize() const
|
||||
{
|
||||
return m_shadowMapSize;
|
||||
}
|
||||
|
||||
inline bool Light::IsShadowCastingEnabled() const
|
||||
{
|
||||
return m_shadowCastingEnabled;
|
||||
}
|
||||
|
||||
inline void Light::SetAmbientFactor(float factor)
|
||||
{
|
||||
m_ambientFactor = factor;
|
||||
@@ -96,6 +154,8 @@ namespace Nz
|
||||
inline void Light::SetLightType(LightType type)
|
||||
{
|
||||
m_type = type;
|
||||
|
||||
InvalidateShadowMap();
|
||||
}
|
||||
|
||||
inline void Light::SetOuterAngle(float outerAngle)
|
||||
@@ -115,6 +175,53 @@ namespace Nz
|
||||
|
||||
InvalidateBoundingVolume();
|
||||
}
|
||||
|
||||
inline void Light::SetShadowMapFormat(PixelFormatType shadowFormat)
|
||||
{
|
||||
NazaraAssert(PixelFormat::GetType(shadowFormat) == PixelFormatTypeType_Depth, "Shadow format type is not a depth format");
|
||||
|
||||
m_shadowMapFormat = shadowFormat;
|
||||
|
||||
InvalidateShadowMap();
|
||||
}
|
||||
|
||||
inline void Light::SetShadowMapSize(const Vector2ui& size)
|
||||
{
|
||||
NazaraAssert(size.x > 0 && size.y > 0, "Shadow map size must have a positive size");
|
||||
|
||||
m_shadowMapSize = size;
|
||||
|
||||
InvalidateShadowMap();
|
||||
}
|
||||
|
||||
inline Light& Light::operator=(const Light& light)
|
||||
{
|
||||
Renderable::operator=(light);
|
||||
|
||||
m_ambientFactor = light.m_ambientFactor;
|
||||
m_attenuation = light.m_attenuation;
|
||||
m_color = light.m_color;
|
||||
m_diffuseFactor = light.m_diffuseFactor;
|
||||
m_innerAngle = light.m_innerAngle;
|
||||
m_innerAngleCosine = light.m_innerAngleCosine;
|
||||
m_invRadius = light.m_invRadius;
|
||||
m_outerAngle = light.m_outerAngle;
|
||||
m_outerAngleCosine = light.m_outerAngleCosine;
|
||||
m_outerAngleTangent = light.m_outerAngleTangent;
|
||||
m_radius = light.m_radius;
|
||||
m_shadowCastingEnabled = light.m_shadowCastingEnabled;
|
||||
m_shadowMapFormat = light.m_shadowMapFormat;
|
||||
m_shadowMapSize = light.m_shadowMapSize;
|
||||
m_type = light.m_type;
|
||||
|
||||
InvalidateShadowMap();
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline void Light::InvalidateShadowMap()
|
||||
{
|
||||
m_shadowMapUpdated = false;
|
||||
}
|
||||
}
|
||||
|
||||
#include <Nazara/Renderer/DebugOff.hpp>
|
||||
|
||||
@@ -57,92 +57,99 @@ namespace Nz
|
||||
friend class Graphics;
|
||||
|
||||
public:
|
||||
Material();
|
||||
Material(const Material& material);
|
||||
~Material();
|
||||
inline Material();
|
||||
inline Material(const Material& material);
|
||||
inline ~Material();
|
||||
|
||||
const Shader* Apply(UInt32 shaderFlags = 0, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const;
|
||||
|
||||
void BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams = MaterialParams());
|
||||
|
||||
void Enable(RendererParameter renderParameter, bool enable);
|
||||
void EnableAlphaTest(bool alphaTest);
|
||||
void EnableDepthSorting(bool depthSorting);
|
||||
void EnableLighting(bool lighting);
|
||||
void EnableTransform(bool transform);
|
||||
inline void Enable(RendererParameter renderParameter, bool enable);
|
||||
inline void EnableAlphaTest(bool alphaTest);
|
||||
inline void EnableDepthSorting(bool depthSorting);
|
||||
inline void EnableLighting(bool lighting);
|
||||
inline void EnableShadowCasting(bool castShadows);
|
||||
inline void EnableShadowReceive(bool receiveShadows);
|
||||
inline void EnableTransform(bool transform);
|
||||
|
||||
Texture* GetAlphaMap() const;
|
||||
float GetAlphaThreshold() const;
|
||||
Color GetAmbientColor() const;
|
||||
RendererComparison GetDepthFunc() const;
|
||||
Color GetDiffuseColor() const;
|
||||
Texture* GetDiffuseMap() const;
|
||||
TextureSampler& GetDiffuseSampler();
|
||||
const TextureSampler& GetDiffuseSampler() const;
|
||||
BlendFunc GetDstBlend() const;
|
||||
Texture* GetEmissiveMap() const;
|
||||
FaceSide GetFaceCulling() const;
|
||||
FaceFilling GetFaceFilling() const;
|
||||
Texture* GetHeightMap() const;
|
||||
Texture* GetNormalMap() const;
|
||||
const RenderStates& GetRenderStates() const;
|
||||
const UberShader* GetShader() const;
|
||||
const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
|
||||
float GetShininess() const;
|
||||
Color GetSpecularColor() const;
|
||||
Texture* GetSpecularMap() const;
|
||||
TextureSampler& GetSpecularSampler();
|
||||
const TextureSampler& GetSpecularSampler() const;
|
||||
BlendFunc GetSrcBlend() const;
|
||||
inline const TextureRef& GetAlphaMap() const;
|
||||
inline float GetAlphaThreshold() const;
|
||||
inline Color GetAmbientColor() const;
|
||||
inline RendererComparison GetDepthFunc() const;
|
||||
inline const MaterialRef& GetDepthMaterial() const;
|
||||
inline Color GetDiffuseColor() const;
|
||||
inline const TextureRef& GetDiffuseMap() const;
|
||||
inline TextureSampler& GetDiffuseSampler();
|
||||
inline const TextureSampler& GetDiffuseSampler() const;
|
||||
inline BlendFunc GetDstBlend() const;
|
||||
inline const TextureRef& GetEmissiveMap() const;
|
||||
inline FaceSide GetFaceCulling() const;
|
||||
inline FaceFilling GetFaceFilling() const;
|
||||
inline const TextureRef& GetHeightMap() const;
|
||||
inline const TextureRef& GetNormalMap() const;
|
||||
inline const RenderStates& GetRenderStates() const;
|
||||
inline const UberShader* GetShader() const;
|
||||
inline const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
|
||||
inline float GetShininess() const;
|
||||
inline Color GetSpecularColor() const;
|
||||
inline const TextureRef& GetSpecularMap() const;
|
||||
inline TextureSampler& GetSpecularSampler();
|
||||
inline const TextureSampler& GetSpecularSampler() const;
|
||||
inline BlendFunc GetSrcBlend() const;
|
||||
|
||||
bool HasAlphaMap() const;
|
||||
bool HasDiffuseMap() const;
|
||||
bool HasEmissiveMap() const;
|
||||
bool HasHeightMap() const;
|
||||
bool HasNormalMap() const;
|
||||
bool HasSpecularMap() const;
|
||||
inline bool HasAlphaMap() const;
|
||||
inline bool HasDepthMaterial() const;
|
||||
inline bool HasDiffuseMap() const;
|
||||
inline bool HasEmissiveMap() const;
|
||||
inline bool HasHeightMap() const;
|
||||
inline bool HasNormalMap() const;
|
||||
inline bool HasSpecularMap() const;
|
||||
|
||||
bool IsAlphaTestEnabled() const;
|
||||
bool IsDepthSortingEnabled() const;
|
||||
bool IsEnabled(RendererParameter renderParameter) const;
|
||||
bool IsLightingEnabled() const;
|
||||
bool IsTransformEnabled() const;
|
||||
inline bool IsAlphaTestEnabled() const;
|
||||
inline bool IsDepthSortingEnabled() const;
|
||||
inline bool IsEnabled(RendererParameter renderParameter) const;
|
||||
inline bool IsLightingEnabled() const;
|
||||
inline bool IsShadowCastingEnabled() const;
|
||||
inline bool IsShadowReceiveEnabled() const;
|
||||
inline bool IsTransformEnabled() const;
|
||||
|
||||
bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
|
||||
bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
|
||||
bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
|
||||
inline bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
|
||||
inline bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
|
||||
inline bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
|
||||
|
||||
void Reset();
|
||||
|
||||
bool SetAlphaMap(const String& textureName);
|
||||
void SetAlphaMap(TextureRef alphaMap);
|
||||
void SetAlphaThreshold(float alphaThreshold);
|
||||
void SetAmbientColor(const Color& ambient);
|
||||
void SetDepthFunc(RendererComparison depthFunc);
|
||||
void SetDiffuseColor(const Color& diffuse);
|
||||
bool SetDiffuseMap(const String& textureName);
|
||||
void SetDiffuseMap(TextureRef diffuseMap);
|
||||
void SetDiffuseSampler(const TextureSampler& sampler);
|
||||
void SetDstBlend(BlendFunc func);
|
||||
bool SetEmissiveMap(const String& textureName);
|
||||
void SetEmissiveMap(TextureRef textureName);
|
||||
void SetFaceCulling(FaceSide faceSide);
|
||||
void SetFaceFilling(FaceFilling filling);
|
||||
bool SetHeightMap(const String& textureName);
|
||||
void SetHeightMap(TextureRef textureName);
|
||||
bool SetNormalMap(const String& textureName);
|
||||
void SetNormalMap(TextureRef textureName);
|
||||
void SetRenderStates(const RenderStates& states);
|
||||
void SetShader(UberShaderConstRef uberShader);
|
||||
bool SetShader(const String& uberShaderName);
|
||||
void SetShininess(float shininess);
|
||||
void SetSpecularColor(const Color& specular);
|
||||
bool SetSpecularMap(const String& textureName);
|
||||
void SetSpecularMap(TextureRef specularMap);
|
||||
void SetSpecularSampler(const TextureSampler& sampler);
|
||||
void SetSrcBlend(BlendFunc func);
|
||||
inline bool SetAlphaMap(const String& textureName);
|
||||
inline void SetAlphaMap(TextureRef alphaMap);
|
||||
inline void SetAlphaThreshold(float alphaThreshold);
|
||||
inline void SetAmbientColor(const Color& ambient);
|
||||
inline void SetDepthFunc(RendererComparison depthFunc);
|
||||
inline void SetDepthMaterial(MaterialRef depthMaterial);
|
||||
inline void SetDiffuseColor(const Color& diffuse);
|
||||
inline bool SetDiffuseMap(const String& textureName);
|
||||
inline void SetDiffuseMap(TextureRef diffuseMap);
|
||||
inline void SetDiffuseSampler(const TextureSampler& sampler);
|
||||
inline void SetDstBlend(BlendFunc func);
|
||||
inline bool SetEmissiveMap(const String& textureName);
|
||||
inline void SetEmissiveMap(TextureRef textureName);
|
||||
inline void SetFaceCulling(FaceSide faceSide);
|
||||
inline void SetFaceFilling(FaceFilling filling);
|
||||
inline bool SetHeightMap(const String& textureName);
|
||||
inline void SetHeightMap(TextureRef textureName);
|
||||
inline bool SetNormalMap(const String& textureName);
|
||||
inline void SetNormalMap(TextureRef textureName);
|
||||
inline void SetRenderStates(const RenderStates& states);
|
||||
inline void SetShader(UberShaderConstRef uberShader);
|
||||
inline bool SetShader(const String& uberShaderName);
|
||||
inline void SetShininess(float shininess);
|
||||
inline void SetSpecularColor(const Color& specular);
|
||||
inline bool SetSpecularMap(const String& textureName);
|
||||
inline void SetSpecularMap(TextureRef specularMap);
|
||||
inline void SetSpecularSampler(const TextureSampler& sampler);
|
||||
inline void SetSrcBlend(BlendFunc func);
|
||||
|
||||
Material& operator=(const Material& material);
|
||||
inline Material& operator=(const Material& material);
|
||||
|
||||
static MaterialRef GetDefault();
|
||||
template<typename... Args> static MaterialRef New(Args&&... args);
|
||||
@@ -161,7 +168,7 @@ namespace Nz
|
||||
|
||||
void Copy(const Material& material);
|
||||
void GenerateShader(UInt32 flags) const;
|
||||
void InvalidateShaders();
|
||||
inline void InvalidateShaders();
|
||||
|
||||
static bool Initialize();
|
||||
static void Uninitialize();
|
||||
@@ -169,6 +176,7 @@ namespace Nz
|
||||
Color m_ambientColor;
|
||||
Color m_diffuseColor;
|
||||
Color m_specularColor;
|
||||
MaterialRef m_depthMaterial; //< Materialception
|
||||
RenderStates m_states;
|
||||
TextureSampler m_diffuseSampler;
|
||||
TextureSampler m_specularSampler;
|
||||
@@ -183,6 +191,8 @@ namespace Nz
|
||||
bool m_alphaTestEnabled;
|
||||
bool m_depthSortingEnabled;
|
||||
bool m_lightingEnabled;
|
||||
bool m_shadowCastingEnabled;
|
||||
bool m_shadowReceiveEnabled;
|
||||
bool m_transformEnabled;
|
||||
float m_alphaThreshold;
|
||||
float m_shininess;
|
||||
|
||||
@@ -7,6 +7,513 @@
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
inline Material::Material()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
inline Material::Material(const Material& material) :
|
||||
RefCounted(),
|
||||
Resource(material)
|
||||
{
|
||||
Copy(material);
|
||||
}
|
||||
|
||||
inline Material::~Material()
|
||||
{
|
||||
OnMaterialRelease(this);
|
||||
}
|
||||
|
||||
inline void Material::Enable(RendererParameter renderParameter, bool enable)
|
||||
{
|
||||
NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
|
||||
|
||||
m_states.parameters[renderParameter] = enable;
|
||||
}
|
||||
|
||||
inline void Material::EnableAlphaTest(bool alphaTest)
|
||||
{
|
||||
m_alphaTestEnabled = alphaTest;
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::EnableDepthSorting(bool depthSorting)
|
||||
{
|
||||
// Has no influence on shaders
|
||||
m_depthSortingEnabled = depthSorting;
|
||||
}
|
||||
|
||||
inline void Material::EnableLighting(bool lighting)
|
||||
{
|
||||
m_lightingEnabled = lighting;
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::EnableShadowCasting(bool castShadows)
|
||||
{
|
||||
// Has no influence on shaders
|
||||
m_shadowCastingEnabled = castShadows;
|
||||
}
|
||||
|
||||
inline void Material::EnableShadowReceive(bool receiveShadows)
|
||||
{
|
||||
m_shadowReceiveEnabled = receiveShadows;
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::EnableTransform(bool transform)
|
||||
{
|
||||
m_transformEnabled = transform;
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline const TextureRef& Material::GetAlphaMap() const
|
||||
{
|
||||
return m_alphaMap;
|
||||
}
|
||||
|
||||
inline float Material::GetAlphaThreshold() const
|
||||
{
|
||||
return m_alphaThreshold;
|
||||
}
|
||||
|
||||
inline Color Material::GetAmbientColor() const
|
||||
{
|
||||
return m_ambientColor;
|
||||
}
|
||||
|
||||
inline RendererComparison Material::GetDepthFunc() const
|
||||
{
|
||||
return m_states.depthFunc;
|
||||
}
|
||||
|
||||
inline const MaterialRef& Material::GetDepthMaterial() const
|
||||
{
|
||||
return m_depthMaterial;
|
||||
}
|
||||
|
||||
inline Color Material::GetDiffuseColor() const
|
||||
{
|
||||
return m_diffuseColor;
|
||||
}
|
||||
|
||||
inline TextureSampler& Material::GetDiffuseSampler()
|
||||
{
|
||||
return m_diffuseSampler;
|
||||
}
|
||||
|
||||
inline const TextureSampler& Material::GetDiffuseSampler() const
|
||||
{
|
||||
return m_diffuseSampler;
|
||||
}
|
||||
|
||||
const TextureRef& Material::GetDiffuseMap() const
|
||||
{
|
||||
return m_diffuseMap;
|
||||
}
|
||||
|
||||
inline BlendFunc Material::GetDstBlend() const
|
||||
{
|
||||
return m_states.dstBlend;
|
||||
}
|
||||
|
||||
inline const TextureRef& Material::GetEmissiveMap() const
|
||||
{
|
||||
return m_emissiveMap;
|
||||
}
|
||||
|
||||
inline FaceSide Material::GetFaceCulling() const
|
||||
{
|
||||
return m_states.faceCulling;
|
||||
}
|
||||
|
||||
inline FaceFilling Material::GetFaceFilling() const
|
||||
{
|
||||
return m_states.faceFilling;
|
||||
}
|
||||
|
||||
inline const TextureRef& Material::GetHeightMap() const
|
||||
{
|
||||
return m_heightMap;
|
||||
}
|
||||
|
||||
inline const TextureRef& Material::GetNormalMap() const
|
||||
{
|
||||
return m_normalMap;
|
||||
}
|
||||
|
||||
inline const RenderStates& Material::GetRenderStates() const
|
||||
{
|
||||
return m_states;
|
||||
}
|
||||
|
||||
inline const UberShader* Material::GetShader() const
|
||||
{
|
||||
return m_uberShader;
|
||||
}
|
||||
|
||||
inline const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
|
||||
{
|
||||
const ShaderInstance& instance = m_shaders[flags];
|
||||
if (!instance.uberInstance)
|
||||
GenerateShader(flags);
|
||||
|
||||
return instance.uberInstance;
|
||||
}
|
||||
|
||||
inline float Material::GetShininess() const
|
||||
{
|
||||
return m_shininess;
|
||||
}
|
||||
|
||||
inline Color Material::GetSpecularColor() const
|
||||
{
|
||||
return m_specularColor;
|
||||
}
|
||||
|
||||
inline const TextureRef& Material::GetSpecularMap() const
|
||||
{
|
||||
return m_specularMap;
|
||||
}
|
||||
|
||||
inline TextureSampler& Material::GetSpecularSampler()
|
||||
{
|
||||
return m_specularSampler;
|
||||
}
|
||||
|
||||
inline const TextureSampler& Material::GetSpecularSampler() const
|
||||
{
|
||||
return m_specularSampler;
|
||||
}
|
||||
|
||||
inline BlendFunc Material::GetSrcBlend() const
|
||||
{
|
||||
return m_states.srcBlend;
|
||||
}
|
||||
|
||||
inline bool Material::HasAlphaMap() const
|
||||
{
|
||||
return m_alphaMap.IsValid();
|
||||
}
|
||||
|
||||
inline bool Material::HasDepthMaterial() const
|
||||
{
|
||||
return m_depthMaterial.IsValid();
|
||||
}
|
||||
|
||||
inline bool Material::HasDiffuseMap() const
|
||||
{
|
||||
return m_diffuseMap.IsValid();
|
||||
}
|
||||
|
||||
inline bool Material::HasEmissiveMap() const
|
||||
{
|
||||
return m_emissiveMap.IsValid();
|
||||
}
|
||||
|
||||
inline bool Material::HasHeightMap() const
|
||||
{
|
||||
return m_heightMap.IsValid();
|
||||
}
|
||||
|
||||
inline bool Material::HasNormalMap() const
|
||||
{
|
||||
return m_normalMap.IsValid();
|
||||
}
|
||||
|
||||
inline bool Material::HasSpecularMap() const
|
||||
{
|
||||
return m_specularMap.IsValid();
|
||||
}
|
||||
|
||||
inline bool Material::IsAlphaTestEnabled() const
|
||||
{
|
||||
return m_alphaTestEnabled;
|
||||
}
|
||||
|
||||
inline bool Material::IsDepthSortingEnabled() const
|
||||
{
|
||||
return m_depthSortingEnabled;
|
||||
}
|
||||
|
||||
inline bool Material::IsEnabled(RendererParameter parameter) const
|
||||
{
|
||||
NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
|
||||
|
||||
return m_states.parameters[parameter];
|
||||
}
|
||||
|
||||
inline bool Material::IsLightingEnabled() const
|
||||
{
|
||||
return m_lightingEnabled;
|
||||
}
|
||||
|
||||
inline bool Material::IsShadowCastingEnabled() const
|
||||
{
|
||||
return m_shadowCastingEnabled;
|
||||
}
|
||||
|
||||
inline bool Material::IsShadowReceiveEnabled() const
|
||||
{
|
||||
return m_shadowReceiveEnabled;
|
||||
}
|
||||
|
||||
inline bool Material::IsTransformEnabled() const
|
||||
{
|
||||
return m_transformEnabled;
|
||||
}
|
||||
|
||||
inline bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
|
||||
{
|
||||
return MaterialLoader::LoadFromFile(this, filePath, params);
|
||||
}
|
||||
|
||||
inline bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
|
||||
{
|
||||
return MaterialLoader::LoadFromMemory(this, data, size, params);
|
||||
}
|
||||
|
||||
inline bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
|
||||
{
|
||||
return MaterialLoader::LoadFromStream(this, stream, params);
|
||||
}
|
||||
|
||||
inline bool Material::SetAlphaMap(const String& textureName)
|
||||
{
|
||||
TextureRef texture = TextureLibrary::Query(textureName);
|
||||
if (!texture)
|
||||
{
|
||||
texture = TextureManager::Get(textureName);
|
||||
if (!texture)
|
||||
return false;
|
||||
}
|
||||
|
||||
SetAlphaMap(std::move(texture));
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void Material::SetAlphaMap(TextureRef alphaMap)
|
||||
{
|
||||
m_alphaMap = std::move(alphaMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::SetAlphaThreshold(float alphaThreshold)
|
||||
{
|
||||
m_alphaThreshold = alphaThreshold;
|
||||
}
|
||||
|
||||
inline void Material::SetAmbientColor(const Color& ambient)
|
||||
{
|
||||
m_ambientColor = ambient;
|
||||
}
|
||||
|
||||
inline void Material::SetDepthFunc(RendererComparison depthFunc)
|
||||
{
|
||||
m_states.depthFunc = depthFunc;
|
||||
}
|
||||
|
||||
inline void Material::SetDepthMaterial(MaterialRef depthMaterial)
|
||||
{
|
||||
m_depthMaterial = std::move(depthMaterial);
|
||||
}
|
||||
|
||||
inline void Material::SetDiffuseColor(const Color& diffuse)
|
||||
{
|
||||
m_diffuseColor = diffuse;
|
||||
}
|
||||
|
||||
inline bool Material::SetDiffuseMap(const String& textureName)
|
||||
{
|
||||
TextureRef texture = TextureLibrary::Query(textureName);
|
||||
if (!texture)
|
||||
{
|
||||
texture = TextureManager::Get(textureName);
|
||||
if (!texture)
|
||||
return false;
|
||||
}
|
||||
|
||||
SetDiffuseMap(std::move(texture));
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void Material::SetDiffuseMap(TextureRef diffuseMap)
|
||||
{
|
||||
m_diffuseMap = std::move(diffuseMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::SetDiffuseSampler(const TextureSampler& sampler)
|
||||
{
|
||||
m_diffuseSampler = sampler;
|
||||
}
|
||||
|
||||
inline void Material::SetDstBlend(BlendFunc func)
|
||||
{
|
||||
m_states.dstBlend = func;
|
||||
}
|
||||
|
||||
inline bool Material::SetEmissiveMap(const String& textureName)
|
||||
{
|
||||
TextureRef texture = TextureLibrary::Query(textureName);
|
||||
if (!texture)
|
||||
{
|
||||
texture = TextureManager::Get(textureName);
|
||||
if (!texture)
|
||||
return false;
|
||||
}
|
||||
|
||||
SetEmissiveMap(std::move(texture));
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void Material::SetEmissiveMap(TextureRef emissiveMap)
|
||||
{
|
||||
m_emissiveMap = std::move(emissiveMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::SetFaceCulling(FaceSide faceSide)
|
||||
{
|
||||
m_states.faceCulling = faceSide;
|
||||
}
|
||||
|
||||
inline void Material::SetFaceFilling(FaceFilling filling)
|
||||
{
|
||||
m_states.faceFilling = filling;
|
||||
}
|
||||
|
||||
inline bool Material::SetHeightMap(const String& textureName)
|
||||
{
|
||||
TextureRef texture = TextureLibrary::Query(textureName);
|
||||
if (!texture)
|
||||
{
|
||||
texture = TextureManager::Get(textureName);
|
||||
if (!texture)
|
||||
return false;
|
||||
}
|
||||
|
||||
SetHeightMap(std::move(texture));
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void Material::SetHeightMap(TextureRef heightMap)
|
||||
{
|
||||
m_heightMap = std::move(heightMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline bool Material::SetNormalMap(const String& textureName)
|
||||
{
|
||||
TextureRef texture = TextureLibrary::Query(textureName);
|
||||
if (!texture)
|
||||
{
|
||||
texture = TextureManager::Get(textureName);
|
||||
if (!texture)
|
||||
return false;
|
||||
}
|
||||
|
||||
SetNormalMap(std::move(texture));
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void Material::SetNormalMap(TextureRef normalMap)
|
||||
{
|
||||
m_normalMap = std::move(normalMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::SetRenderStates(const RenderStates& states)
|
||||
{
|
||||
m_states = states;
|
||||
}
|
||||
|
||||
inline void Material::SetShader(UberShaderConstRef uberShader)
|
||||
{
|
||||
m_uberShader = std::move(uberShader);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline bool Material::SetShader(const String& uberShaderName)
|
||||
{
|
||||
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
|
||||
if (!uberShader)
|
||||
return false;
|
||||
|
||||
SetShader(std::move(uberShader));
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void Material::SetShininess(float shininess)
|
||||
{
|
||||
m_shininess = shininess;
|
||||
}
|
||||
|
||||
inline void Material::SetSpecularColor(const Color& specular)
|
||||
{
|
||||
m_specularColor = specular;
|
||||
}
|
||||
|
||||
inline bool Material::SetSpecularMap(const String& textureName)
|
||||
{
|
||||
TextureRef texture = TextureLibrary::Query(textureName);
|
||||
if (!texture)
|
||||
{
|
||||
texture = TextureManager::Get(textureName);
|
||||
if (!texture)
|
||||
return false;
|
||||
}
|
||||
|
||||
SetSpecularMap(std::move(texture));
|
||||
return true;
|
||||
}
|
||||
|
||||
inline void Material::SetSpecularMap(TextureRef specularMap)
|
||||
{
|
||||
m_specularMap = std::move(specularMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
inline void Material::SetSpecularSampler(const TextureSampler& sampler)
|
||||
{
|
||||
m_specularSampler = sampler;
|
||||
}
|
||||
|
||||
inline void Material::SetSrcBlend(BlendFunc func)
|
||||
{
|
||||
m_states.srcBlend = func;
|
||||
}
|
||||
|
||||
inline Material& Material::operator=(const Material& material)
|
||||
{
|
||||
Resource::operator=(material);
|
||||
|
||||
Copy(material);
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline MaterialRef Material::GetDefault()
|
||||
{
|
||||
return s_defaultMaterial;
|
||||
}
|
||||
|
||||
inline void Material::InvalidateShaders()
|
||||
{
|
||||
for (ShaderInstance& instance : m_shaders)
|
||||
instance.uberInstance = nullptr;
|
||||
}
|
||||
|
||||
template<typename... Args>
|
||||
MaterialRef Material::New(Args&&... args)
|
||||
{
|
||||
|
||||
@@ -132,7 +132,7 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Returns the distance from the center of the sphere to the point
|
||||
* \brief Returns the distance from the sphere to the point (is negative when the point is inside the sphere)
|
||||
* \return Distance to the point
|
||||
*
|
||||
* \param X X position of the point
|
||||
@@ -145,12 +145,11 @@ namespace Nz
|
||||
template<typename T>
|
||||
T Sphere<T>::Distance(T X, T Y, T Z) const
|
||||
{
|
||||
Vector3<T> distance(X-x, Y-y, Z-z);
|
||||
return distance.GetLength();
|
||||
return Distance({X, Y, Z});
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Returns the distance from the center of the sphere to the point
|
||||
* \brief Returns the distance from the sphere to the point (is negative when the point is inside the sphere)
|
||||
* \return Distance to the point
|
||||
*
|
||||
* \param point Position of the point
|
||||
@@ -161,7 +160,7 @@ namespace Nz
|
||||
template<typename T>
|
||||
T Sphere<T>::Distance(const Vector3<T>& point) const
|
||||
{
|
||||
return Distance(point.x, point.y, point.z);
|
||||
return Vector3f::Distance(point, GetPosition()) - radius;
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -305,7 +304,7 @@ namespace Nz
|
||||
template<typename T>
|
||||
bool Sphere<T>::Intersect(const Sphere& sphere) const
|
||||
{
|
||||
return SquaredDistance(sphere.x, sphere.y, sphere.z) - radius * radius <= sphere.radius * sphere.radius;
|
||||
return SquaredDistance(sphere.x, sphere.y, sphere.z) <= sphere.radius * sphere.radius;
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -460,7 +459,7 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Returns the squared distance from the center of the sphere to the point
|
||||
* \brief Returns the squared distance from the sphere to the point (can be negative if the point is inside the sphere)
|
||||
* \return Squared distance to the point
|
||||
*
|
||||
* \param X X position of the point
|
||||
@@ -469,27 +468,24 @@ namespace Nz
|
||||
*
|
||||
* \see Distance
|
||||
*/
|
||||
|
||||
template<typename T>
|
||||
T Sphere<T>::SquaredDistance(T X, T Y, T Z) const
|
||||
{
|
||||
Vector3<T> distance(X - x, Y - y, Z - z);
|
||||
return distance.GetSquaredLength();
|
||||
return SquaredDistance({X, Y, Z});
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Returns the squared distance from the center of the sphere to the point
|
||||
* \brief Returns the squared distance from the sphere to the point (can be negative if the point is inside the sphere)
|
||||
* \return Squared distance to the point
|
||||
*
|
||||
* \param point Position of the point
|
||||
*
|
||||
* \see Distance
|
||||
*/
|
||||
|
||||
template<typename T>
|
||||
T Sphere<T>::SquaredDistance(const Vector3<T>& point) const
|
||||
{
|
||||
return SquaredDistance(point.x, point.y, point.z);
|
||||
return Vector3f::Distance(point, GetPosition()) - radius * radius;
|
||||
}
|
||||
|
||||
/*!
|
||||
|
||||
@@ -105,12 +105,15 @@ namespace Nz
|
||||
static Vector3 Backward();
|
||||
static Vector3 CrossProduct(const Vector3& vec1, const Vector3& vec2);
|
||||
static T DotProduct(const Vector3& vec1, const Vector3& vec2);
|
||||
static T Distance(const Vector3& vec1, const Vector3& vec2);
|
||||
static float Distancef(const Vector3& vec1, const Vector3& vec2);
|
||||
static Vector3 Down();
|
||||
static Vector3 Forward();
|
||||
static Vector3 Left();
|
||||
static Vector3 Lerp(const Vector3& from, const Vector3& to, T interpolation);
|
||||
static Vector3 Normalize(const Vector3& vec);
|
||||
static Vector3 Right();
|
||||
static T SquaredDistance(const Vector3& vec1, const Vector3& vec2);
|
||||
static Vector3 Unit();
|
||||
static Vector3 UnitX();
|
||||
static Vector3 UnitY();
|
||||
|
||||
@@ -1011,6 +1011,40 @@ namespace Nz
|
||||
return vector;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Measure the distance between two points
|
||||
* Shorthand for vec1.Distance(vec2)
|
||||
*
|
||||
* param vec1 the first point
|
||||
* param vec2 the second point
|
||||
*
|
||||
* \return The distance between the two vectors
|
||||
*
|
||||
* \see SquaredDistance
|
||||
*/
|
||||
template<typename T>
|
||||
T Vector3<T>::Distance(const Vector3& vec1, const Vector3& vec2)
|
||||
{
|
||||
return vec1.Distance(vec2);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Measure the distance between two points as a float
|
||||
* Shorthand for vec1.Distancef(vec2)
|
||||
*
|
||||
* param vec1 the first point
|
||||
* param vec2 the second point
|
||||
*
|
||||
* \return The distance between the two vectors as a float
|
||||
*
|
||||
* \see SquaredDistancef
|
||||
*/
|
||||
template<typename T>
|
||||
float Vector3<T>::Distancef(const Vector3& vec1, const Vector3& vec2)
|
||||
{
|
||||
return vec1.Distancef(vec2);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Shorthand for the vector (0, -1, 0)
|
||||
* \return A vector with components (0, -1, 0)
|
||||
@@ -1110,6 +1144,21 @@ namespace Nz
|
||||
return vector;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Calculates the squared distance between two vectors
|
||||
* \return The metric distance between two vectors with the squared euclidean norm
|
||||
*
|
||||
* \param vec1 The first point to measure the distance with
|
||||
* \param vec2 The second point to measure the distance with
|
||||
*
|
||||
* \see Distance
|
||||
*/
|
||||
template<typename T>
|
||||
T Vector3<T>::SquaredDistance(const Vector3& vec1, const Vector3& vec2)
|
||||
{
|
||||
return vec1.SquaredDistance(vec2);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Shorthand for the vector (1, 1, 1)
|
||||
* \return A vector with components (1, 1, 1)
|
||||
|
||||
@@ -319,6 +319,7 @@ NAZARA_RENDERER_API extern PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv;
|
||||
NAZARA_RENDERER_API extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
|
||||
NAZARA_RENDERER_API extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
||||
NAZARA_RENDERER_API extern PFNGLUSEPROGRAMPROC glUseProgram;
|
||||
NAZARA_RENDERER_API extern PFNGLVALIDATEPROGRAMPROC glValidateProgram;
|
||||
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
|
||||
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
|
||||
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
|
||||
|
||||
@@ -98,6 +98,8 @@ namespace Nz
|
||||
void SendVectorArray(int location, const Vector4f* vectors, unsigned int count) const;
|
||||
void SendVectorArray(int location, const Vector4i* vectors, unsigned int count) const;
|
||||
|
||||
bool Validate() const;
|
||||
|
||||
// Fonctions OpenGL
|
||||
unsigned int GetOpenGLID() const;
|
||||
|
||||
|
||||
20
include/Nazara/Utility/Image.inl.save-failed
Normal file
20
include/Nazara/Utility/Image.inl.save-failed
Normal file
@@ -0,0 +1,20 @@
|
||||
// Copyright (C) 2015 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Utility module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <memory>
|
||||
#include <Nazara/Utility/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
template<typename... Args>
|
||||
ImageRef Image::New(Args&&... args)
|
||||
{
|
||||
std::unique_ptr<Image> object(new Image(std::forward<Args>(args)...));
|
||||
object->SetPersistent(false);
|
||||
|
||||
return object.release();
|
||||
}
|
||||
}
|
||||
|
||||
#include <Nazara/Utility/DebugOff.hpp>
|
||||
Reference in New Issue
Block a user