Merge branch 'master' into vulkan
Former-commit-id: 875dd773cefa6dde4744443851378e33bfab0ab8
This commit is contained in:
@@ -454,24 +454,24 @@ namespace Nz
|
||||
return true;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the size of the file
|
||||
* \return true if the file size has correctly changed
|
||||
*
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||||
* \param size The size the file should have after this call
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||||
*
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||||
* \remark The cursor position is not affected by this call
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||||
* \remark The file must be open in write mode
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||||
*/
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||||
bool File::SetSize(UInt64 size)
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||||
{
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||||
NazaraLock(m_mutex)
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||||
/*!
|
||||
* \brief Sets the size of the file
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||||
* \return true if the file size has correctly changed
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||||
*
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||||
* \param size The size the file should have after this call
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||||
*
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||||
* \remark The cursor position is not affected by this call
|
||||
* \remark The file must be open in write mode
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||||
*/
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||||
bool File::SetSize(UInt64 size)
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||||
{
|
||||
NazaraLock(m_mutex)
|
||||
|
||||
NazaraAssert(IsOpen(), "File is not open");
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||||
NazaraAssert(IsWritable(), "File is not writable");
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||||
NazaraAssert(IsOpen(), "File is not open");
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||||
NazaraAssert(IsWritable(), "File is not writable");
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||||
|
||||
return m_impl->SetSize(size);
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||||
}
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||||
return m_impl->SetSize(size);
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||||
}
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||||
|
||||
/*!
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||||
* \brief Sets the file path
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||||
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||||
@@ -22,7 +22,6 @@ namespace Nz
|
||||
/*!
|
||||
* \brief Constructs a ParameterList object by copy
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||||
*/
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||||
|
||||
ParameterList::ParameterList(const ParameterList& list)
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||||
{
|
||||
operator=(list);
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||||
@@ -31,16 +30,14 @@ namespace Nz
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||||
/*!
|
||||
* \brief Destructs the object and clears
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||||
*/
|
||||
|
||||
ParameterList::~ParameterList()
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||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Clears the list of parameters
|
||||
* \brief Clears all the parameters
|
||||
*/
|
||||
|
||||
void ParameterList::Clear()
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||||
{
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||||
for (auto it = m_parameters.begin(); it != m_parameters.end(); ++it)
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||||
@@ -50,17 +47,18 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets a boolean parameter by name
|
||||
* \return true if success
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||||
* \brief Gets a parameter as a boolean
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||||
* \return true if the parameter could be represented as a boolean
|
||||
*
|
||||
* \param name Name of the variable
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||||
* \param value Value to set
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||||
* \param name Name of the parameter
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||||
* \param value Pointer to a boolean to hold the retrieved value
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||||
*
|
||||
* \remark Produces a NazaraAssert if pointer is invalid
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||||
* \remark Produces a silent NazaraError if name is not a variable
|
||||
* \remark Produces a silent NazaraError if value could not be convertible
|
||||
* \remark value must be a valid pointer
|
||||
* \remark In case of failure, the variable pointed by value keep its value
|
||||
* \remark If the parameter is not a boolean, a conversion will be performed, compatibles types are:
|
||||
Integer: 0 is interpreted as false, any other value is interpreted as true
|
||||
String: Conversion obeys the rule as described by String::ToBool
|
||||
*/
|
||||
|
||||
bool ParameterList::GetBooleanParameter(const String& name, bool* value) const
|
||||
{
|
||||
NazaraAssert(value, "Invalid pointer");
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||||
@@ -85,17 +83,17 @@ namespace Nz
|
||||
return true;
|
||||
|
||||
case ParameterType_String:
|
||||
{
|
||||
bool converted;
|
||||
if (it->second.value.stringVal.ToBool(&converted, String::CaseInsensitive))
|
||||
{
|
||||
bool converted;
|
||||
if (it->second.value.stringVal.ToBool(&converted, String::CaseInsensitive))
|
||||
{
|
||||
*value = converted;
|
||||
return true;
|
||||
}
|
||||
|
||||
break;
|
||||
*value = converted;
|
||||
return true;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ParameterType_Float:
|
||||
case ParameterType_None:
|
||||
case ParameterType_Pointer:
|
||||
@@ -108,17 +106,62 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets a float parameter by name
|
||||
* \return true if success
|
||||
* \brief Gets a parameter as a color
|
||||
* \return true if the parameter could be represented as a color
|
||||
*
|
||||
* \param name Name of the variable
|
||||
* \param value Value to set
|
||||
* \param name Name of the parameter
|
||||
* \param value Pointer to a color to hold the retrieved value
|
||||
*
|
||||
* \remark Produces a NazaraAssert if pointer is invalid
|
||||
* \remark Produces a silent NazaraError if name is not a variable
|
||||
* \remark Produces a silent NazaraError if value could not be convertible
|
||||
* \remark value must be a valid pointer
|
||||
* \remark In case of failure, the variable pointed by value keep its value
|
||||
* \remark If the parameter is not a color, the function fails
|
||||
*/
|
||||
bool ParameterList::GetColorParameter(const String& name, Color* value) const
|
||||
{
|
||||
NazaraAssert(value, "Invalid pointer");
|
||||
|
||||
ErrorFlags flags(ErrorFlag_Silent | ErrorFlag_ThrowExceptionDisabled);
|
||||
|
||||
auto it = m_parameters.find(name);
|
||||
if (it == m_parameters.end())
|
||||
{
|
||||
NazaraError("Parameter \"" + name + "\" is not present");
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (it->second.type)
|
||||
{
|
||||
case ParameterType_Color:
|
||||
*value = it->second.value.colorVal;
|
||||
return true;
|
||||
|
||||
case ParameterType_Boolean:
|
||||
case ParameterType_Integer:
|
||||
case ParameterType_String:
|
||||
case ParameterType_Float:
|
||||
case ParameterType_None:
|
||||
case ParameterType_Pointer:
|
||||
case ParameterType_Userdata:
|
||||
break;
|
||||
}
|
||||
|
||||
NazaraError("Parameter value is not representable as a color");
|
||||
return false;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets a parameter as a float
|
||||
* \return true if the parameter could be represented as a float
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Pointer to a float to hold the retrieved value
|
||||
*
|
||||
* \remark value must be a valid pointer
|
||||
* \remark In case of failure, the variable pointed by value keep its value
|
||||
* \remark If the parameter is not a float, a conversion will be performed, compatibles types are:
|
||||
Integer: The integer value is converted to its float representation
|
||||
String: Conversion obeys the rule as described by String::ToDouble
|
||||
*/
|
||||
bool ParameterList::GetFloatParameter(const String& name, float* value) const
|
||||
{
|
||||
NazaraAssert(value, "Invalid pointer");
|
||||
@@ -164,19 +207,21 @@ namespace Nz
|
||||
NazaraError("Parameter value is not representable as a float");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/*!
|
||||
* \brief Gets a integer parameter by name
|
||||
* \return true if success
|
||||
* \brief Gets a parameter as an integer
|
||||
* \return true if the parameter could be represented as an integer
|
||||
*
|
||||
* \param name Name of the variable
|
||||
* \param value Value to set
|
||||
* \param name Name of the parameter
|
||||
* \param value Pointer to an integer to hold the retrieved value
|
||||
*
|
||||
* \remark Produces a NazaraAssert if pointer is invalid
|
||||
* \remark Produces a silent NazaraError if name is not a variable
|
||||
* \remark Produces a silent NazaraError if value could not be convertible
|
||||
* \remark value must be a valid pointer
|
||||
* \remark In case of failure, the variable pointed by value keep its value
|
||||
* \remark If the parameter is not a float, a conversion will be performed, compatibles types are:
|
||||
Boolean: The boolean is represented as 1 if true and 0 if false
|
||||
Float: The floating-point value is truncated and converted to a integer
|
||||
String: Conversion obeys the rule as described by String::ToInteger but fails if the value could not be represented as a int
|
||||
*/
|
||||
|
||||
bool ParameterList::GetIntegerParameter(const String& name, int* value) const
|
||||
{
|
||||
NazaraAssert(value, "Invalid pointer");
|
||||
@@ -229,15 +274,14 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets a parameter type by name
|
||||
* \return true if the parameter is present
|
||||
* \brief Gets a parameter type
|
||||
* \return true if the parameter is present, its type being written to type
|
||||
*
|
||||
* \param name Name of the variable
|
||||
* \param type Pointer to a variable to hold result
|
||||
* \param type Pointer to a variable to hold the result
|
||||
*
|
||||
* \remark Produces a NazaraAssert if type is invalid
|
||||
* \remark type must be a valid pointer to a ParameterType variable
|
||||
*/
|
||||
|
||||
bool ParameterList::GetParameterType(const String& name, ParameterType* type) const
|
||||
{
|
||||
NazaraAssert(type, "Invalid pointer");
|
||||
@@ -252,17 +296,17 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets a pointer parameter by name
|
||||
* \return true if success
|
||||
* \brief Gets a parameter as a pointer
|
||||
* \return true if the parameter could be represented as a pointer
|
||||
*
|
||||
* \param name Name of the variable
|
||||
* \param value Value to set
|
||||
* \param name Name of the parameter
|
||||
* \param value Pointer to a pointer to hold the retrieved value
|
||||
*
|
||||
* \remark Produces a NazaraAssert if pointer is invalid
|
||||
* \remark Produces a silent NazaraError if name is not a variable
|
||||
* \remark Produces a silent NazaraError if value could not be convertible
|
||||
* \remark value must be a valid pointer
|
||||
* \remark In case of failure, the variable pointed by value keep its value
|
||||
* \remark If the parameter is not a pointer, a conversion will be performed, compatibles types are:
|
||||
Userdata: The pointer part of the userdata is returned
|
||||
*/
|
||||
|
||||
bool ParameterList::GetPointerParameter(const String& name, void** value) const
|
||||
{
|
||||
NazaraAssert(value, "Invalid pointer");
|
||||
@@ -299,17 +343,23 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Gets a string parameter by name
|
||||
* \return true if success
|
||||
* \brief Gets a parameter as a string
|
||||
* \return true if the parameter could be represented as a string
|
||||
*
|
||||
* \param name Name of the variable
|
||||
* \param value Value to set
|
||||
* \param name Name of the parameter
|
||||
* \param value Pointer to a pointer to hold the retrieved value
|
||||
*
|
||||
* \remark Produces a NazaraAssert if pointer is invalid
|
||||
* \remark Produces a silent NazaraError if name is not a variable
|
||||
* \remark Produces a silent NazaraError if value could not be convertible
|
||||
* \remark value must be a valid pointer
|
||||
* \remark In case of failure, the variable pointed by value keep its value
|
||||
* \remark If the parameter is not a string, a conversion will be performed, all types are compatibles:
|
||||
Boolean: Conversion obeys the rules of String::Boolean
|
||||
Color: Conversion obeys the rules of Color::ToString
|
||||
Float: Conversion obeys the rules of String::Number
|
||||
Integer: Conversion obeys the rules of String::Number
|
||||
None: An empty string is returned
|
||||
Pointer: Conversion obeys the rules of String::Pointer
|
||||
Userdata: Conversion obeys the rules of String::Pointer
|
||||
*/
|
||||
|
||||
bool ParameterList::GetStringParameter(const String& name, String* value) const
|
||||
{
|
||||
NazaraAssert(value, "Invalid pointer");
|
||||
@@ -329,6 +379,10 @@ namespace Nz
|
||||
*value = String::Boolean(it->second.value.boolVal);
|
||||
return true;
|
||||
|
||||
case ParameterType_Color:
|
||||
*value = it->second.value.colorVal.ToString();
|
||||
return true;
|
||||
|
||||
case ParameterType_Float:
|
||||
*value = String::Number(it->second.value.floatVal);
|
||||
return true;
|
||||
@@ -357,19 +411,20 @@ namespace Nz
|
||||
NazaraInternalError("Parameter value is not valid");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/*!
|
||||
* \brief Gets a user parameter by name
|
||||
* \return true if success
|
||||
* \brief Gets a parameter as an userdata
|
||||
* \return true if the parameter could be represented as a userdata
|
||||
*
|
||||
* \param name Name of the variable
|
||||
* \param value Value to set
|
||||
* \param name Name of the parameter
|
||||
* \param value Pointer to a pointer to hold the retrieved value
|
||||
*
|
||||
* \remark Produces a NazaraAssert if pointer is invalid
|
||||
* \remark Produces a silent NazaraError if name is not a variable
|
||||
* \remark Produces a silent NazaraError if value could not be convertible
|
||||
* \remark value must be a valid pointer
|
||||
* \remark In case of failure, the variable pointed by value keep its value
|
||||
* \remark If the parameter is not an userdata, the function fails
|
||||
*
|
||||
* \see GetPointerParameter
|
||||
*/
|
||||
|
||||
bool ParameterList::GetUserdataParameter(const String& name, void** value) const
|
||||
{
|
||||
NazaraAssert(value, "Invalid pointer");
|
||||
@@ -396,25 +451,24 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Checks whether the parameter list has a parameter with that name
|
||||
* \brief Checks whether the parameter list contains a parameter named `name`
|
||||
* \return true if found
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
*/
|
||||
|
||||
bool ParameterList::HasParameter(const String& name) const
|
||||
{
|
||||
return m_parameters.find(name) != m_parameters.end();
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Removes the parameter with that name
|
||||
* \brief Removes the parameter named `name`
|
||||
*
|
||||
* Removes the parameter with that name, if not found, nothing is done
|
||||
* Search for a parameter named `name` and remove it from the parameter list, freeing up its memory
|
||||
* Nothing is done if the parameter is not present in the parameter list
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
*/
|
||||
|
||||
void ParameterList::RemoveParameter(const String& name)
|
||||
{
|
||||
auto it = m_parameters.find(name);
|
||||
@@ -426,11 +480,12 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to ParameterType_None
|
||||
* \brief Sets a null parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
*/
|
||||
|
||||
void ParameterList::SetParameter(const String& name)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
@@ -438,12 +493,29 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to the value
|
||||
* \brief Sets a color parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Value of the parameter
|
||||
* \param value The color value
|
||||
*/
|
||||
void ParameterList::SetParameter(const String& name, const Color& value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
parameter.type = ParameterType_Color;
|
||||
|
||||
PlacementNew(¶meter.value.colorVal, value);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets a string parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value The string value
|
||||
*/
|
||||
void ParameterList::SetParameter(const String& name, const String& value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
@@ -453,12 +525,13 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to the value
|
||||
* \brief Sets a string parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Value of the parameter
|
||||
* \param value The string value
|
||||
*/
|
||||
|
||||
void ParameterList::SetParameter(const String& name, const char* value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
@@ -468,41 +541,13 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to the value
|
||||
* \brief Sets a boolean parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Value of the parameter
|
||||
* \param value The boolean value
|
||||
*/
|
||||
|
||||
void ParameterList::SetParameter(const String& name, void* value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
parameter.type = ParameterType_Pointer;
|
||||
parameter.value.ptrVal = value;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to the value
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Value of the parameter
|
||||
* \param destructor Destructor for dynamic variable
|
||||
*/
|
||||
|
||||
void ParameterList::SetParameter(const String& name, void* value, Destructor destructor)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
parameter.type = ParameterType_Userdata;
|
||||
parameter.value.userdataVal = new Parameter::UserdataValue(destructor, value);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to the value
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Value of the parameter
|
||||
*/
|
||||
|
||||
void ParameterList::SetParameter(const String& name, bool value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
@@ -511,12 +556,13 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to the value
|
||||
* \brief Sets a float parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Value of the parameter
|
||||
* \param value The float value
|
||||
*/
|
||||
|
||||
void ParameterList::SetParameter(const String& name, float value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
@@ -525,26 +571,63 @@ namespace Nz
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets the parameter with the name to the value
|
||||
* \brief Sets an integer parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value Value of the parameter
|
||||
* \param value The integer value
|
||||
*/
|
||||
|
||||
void ParameterList::SetParameter(const String& name, int value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
parameter.type = ParameterType_Integer;
|
||||
parameter.value.intVal = value;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Sets a pointer parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value The pointer value
|
||||
*
|
||||
* \remark This sets a raw pointer, this class takes no responsibility toward it,
|
||||
if you wish to destroy the pointed variable along with the parameter list, you should set a userdata
|
||||
*/
|
||||
void ParameterList::SetParameter(const String& name, void* value)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
parameter.type = ParameterType_Pointer;
|
||||
parameter.value.ptrVal = value;
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Assigns the content of the other parameter list to this
|
||||
* \brief Sets a userdata parameter named `name`
|
||||
*
|
||||
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||
*
|
||||
* \param name Name of the parameter
|
||||
* \param value The pointer value
|
||||
* \param destructor The destructor function to be called upon parameter suppression
|
||||
*
|
||||
* \remark The destructor is called once when all copies of the userdata are destroyed, which means
|
||||
you can safely copy the parameter list around.
|
||||
*/
|
||||
void ParameterList::SetParameter(const String& name, void* value, Destructor destructor)
|
||||
{
|
||||
Parameter& parameter = CreateValue(name);
|
||||
parameter.type = ParameterType_Userdata;
|
||||
parameter.value.userdataVal = new Parameter::UserdataValue(destructor, value);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Copies the content of the other parameter list to this
|
||||
* \return A reference to this
|
||||
*
|
||||
* \param list List to assign
|
||||
*/
|
||||
|
||||
ParameterList& ParameterList::operator=(const ParameterList& list)
|
||||
{
|
||||
Clear();
|
||||
@@ -627,6 +710,7 @@ namespace Nz
|
||||
}
|
||||
|
||||
case ParameterType_Boolean:
|
||||
case ParameterType_Color:
|
||||
case ParameterType_Float:
|
||||
case ParameterType_Integer:
|
||||
case ParameterType_None:
|
||||
|
||||
@@ -118,6 +118,11 @@ namespace Nz
|
||||
return lseek64(m_fileDescriptor, offset, moveMethod) != -1;
|
||||
}
|
||||
|
||||
bool FileImpl::SetSize(UInt64 size)
|
||||
{
|
||||
return ftruncate64(m_fileDescriptor, size) != 0;
|
||||
}
|
||||
|
||||
std::size_t FileImpl::Write(const void* buffer, std::size_t size)
|
||||
{
|
||||
lockf64(m_fileDescriptor, F_LOCK, size);
|
||||
|
||||
@@ -39,6 +39,7 @@ namespace Nz
|
||||
bool Open(const String& filePath, UInt32 mode);
|
||||
std::size_t Read(void* buffer, std::size_t size);
|
||||
bool SetCursorPos(CursorPosition pos, Int64 offset);
|
||||
bool SetSize(UInt64 size);
|
||||
std::size_t Write(const void* buffer, std::size_t size);
|
||||
|
||||
FileImpl& operator=(const FileImpl&) = delete;
|
||||
|
||||
35
src/Nazara/Core/SerializationContext.cpp
Normal file
35
src/Nazara/Core/SerializationContext.cpp
Normal file
@@ -0,0 +1,35 @@
|
||||
// Copyright (C) 2015 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Core module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Core/SerializationContext.hpp>
|
||||
#include <Nazara/Core/Algorithm.hpp>
|
||||
#include <Nazara/Core/Error.hpp>
|
||||
#include <Nazara/Core/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
|
||||
/*!
|
||||
* \ingroup core
|
||||
* \class Nz::SerializationContext
|
||||
* \brief Structure containing a serialization/unserialization context states
|
||||
*/
|
||||
|
||||
/*!
|
||||
* Write bits to the stream (if any) and reset the current bit cursor
|
||||
|
||||
* \see ResetBitPosition
|
||||
*/
|
||||
void SerializationContext::FlushBits()
|
||||
{
|
||||
if (currentBitPos != 8)
|
||||
{
|
||||
ResetBitPosition();
|
||||
|
||||
// Serialize will reset the bit position
|
||||
if (!Serialize<UInt8>(*this, currentByte))
|
||||
NazaraWarning("Failed to flush bits");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4240,7 +4240,7 @@ namespace Nz
|
||||
utf8::unchecked::iterator<const char*> it(m_sharedString->string.get());
|
||||
do
|
||||
{
|
||||
if ((Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
||||
if (*it != '\t' && (Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
||||
break;
|
||||
}
|
||||
while (*++it);
|
||||
@@ -4255,7 +4255,7 @@ namespace Nz
|
||||
utf8::unchecked::iterator<const char*> it(&m_sharedString->string[m_sharedString->size]);
|
||||
while ((it--).base() != m_sharedString->string.get())
|
||||
{
|
||||
if ((Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
||||
if (*it != '\t' && (Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -4271,7 +4271,8 @@ namespace Nz
|
||||
{
|
||||
for (; startPos < m_sharedString->size; ++startPos)
|
||||
{
|
||||
if ((Unicode::GetCategory(m_sharedString->string[startPos]) & Unicode::Category_Separator) == 0)
|
||||
char c = m_sharedString->string[startPos];
|
||||
if (c != '\t' && (Unicode::GetCategory(c) & Unicode::Category_Separator) == 0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -4281,7 +4282,8 @@ namespace Nz
|
||||
{
|
||||
for (; endPos > 0; --endPos)
|
||||
{
|
||||
if ((Unicode::GetCategory(m_sharedString->string[endPos]) & Unicode::Category_Separator) == 0)
|
||||
char c = m_sharedString->string[endPos];
|
||||
if (c != '\t' && (Unicode::GetCategory(c) & Unicode::Category_Separator) == 0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
217
src/Nazara/Graphics/DepthRenderQueue.cpp
Normal file
217
src/Nazara/Graphics/DepthRenderQueue.cpp
Normal file
@@ -0,0 +1,217 @@
|
||||
// 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/DepthRenderQueue.hpp>
|
||||
#include <Nazara/Graphics/AbstractViewer.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
DepthRenderQueue::DepthRenderQueue()
|
||||
{
|
||||
// Material
|
||||
m_baseMaterial = Material::New();
|
||||
m_baseMaterial->Enable(RendererParameter_ColorWrite, false);
|
||||
m_baseMaterial->Enable(RendererParameter_FaceCulling, false);
|
||||
//m_baseMaterial->SetFaceCulling(FaceSide_Front);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboard(0, material, position, size, sinCos, color);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::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)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::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)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::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)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::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)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::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)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::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)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
|
||||
{
|
||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||
NazaraUnused(light);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
NazaraUnused(meshAABB);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddMesh(0, material, meshData, meshAABB, transformMatrix);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddPointLight(const PointLight& light)
|
||||
{
|
||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||
NazaraUnused(light);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddSpotLight(const SpotLight& light)
|
||||
{
|
||||
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||
NazaraUnused(light);
|
||||
}
|
||||
|
||||
void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
NazaraUnused(renderOrder);
|
||||
NazaraUnused(overlay);
|
||||
|
||||
if (!IsMaterialSuitable(material))
|
||||
return;
|
||||
|
||||
if (material->HasDepthMaterial())
|
||||
material = material->GetDepthMaterial();
|
||||
else
|
||||
material = m_baseMaterial;
|
||||
|
||||
ForwardRenderQueue::AddSprites(0, material, vertices, spriteCount, overlay);
|
||||
}
|
||||
}
|
||||
|
||||
539
src/Nazara/Graphics/DepthRenderTechnique.cpp
Normal file
539
src/Nazara/Graphics/DepthRenderTechnique.cpp
Normal file
@@ -0,0 +1,539 @@
|
||||
// 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/DepthRenderTechnique.hpp>
|
||||
#include <Nazara/Core/ErrorFlags.hpp>
|
||||
#include <Nazara/Core/OffsetOf.hpp>
|
||||
#include <Nazara/Graphics/AbstractBackground.hpp>
|
||||
#include <Nazara/Graphics/AbstractViewer.hpp>
|
||||
#include <Nazara/Graphics/Drawable.hpp>
|
||||
#include <Nazara/Graphics/Light.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Graphics/Sprite.hpp>
|
||||
#include <Nazara/Renderer/Config.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Utility/BufferMapper.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/Utility/VertexStruct.hpp>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
namespace
|
||||
{
|
||||
struct BillboardPoint
|
||||
{
|
||||
Color color;
|
||||
Vector3f position;
|
||||
Vector2f size;
|
||||
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||
Vector2f uv;
|
||||
};
|
||||
|
||||
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
|
||||
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
|
||||
}
|
||||
|
||||
DepthRenderTechnique::DepthRenderTechnique() :
|
||||
m_vertexBuffer(BufferType_Vertex)
|
||||
{
|
||||
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||
|
||||
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
|
||||
|
||||
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
|
||||
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
|
||||
}
|
||||
|
||||
void DepthRenderTechnique::Clear(const SceneData& sceneData) const
|
||||
{
|
||||
Renderer::Enable(RendererParameter_DepthBuffer, true);
|
||||
Renderer::Enable(RendererParameter_DepthWrite, true);
|
||||
Renderer::Clear(RendererBuffer_Depth);
|
||||
|
||||
// Just in case the background does render depth
|
||||
//if (sceneData.background)
|
||||
// sceneData.background->Draw(sceneData.viewer);
|
||||
}
|
||||
|
||||
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
|
||||
{
|
||||
for (auto& pair : m_renderQueue.layers)
|
||||
{
|
||||
ForwardRenderQueue::Layer& layer = pair.second;
|
||||
|
||||
if (!layer.opaqueModels.empty())
|
||||
DrawOpaqueModels(sceneData, layer);
|
||||
|
||||
if (!layer.basicSprites.empty())
|
||||
DrawBasicSprites(sceneData, layer);
|
||||
|
||||
if (!layer.billboards.empty())
|
||||
DrawBillboards(sceneData, layer);
|
||||
|
||||
for (const Drawable* drawable : layer.otherDrawables)
|
||||
drawable->Draw();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
|
||||
{
|
||||
return &m_renderQueue;
|
||||
}
|
||||
|
||||
RenderTechniqueType DepthRenderTechnique::GetType() const
|
||||
{
|
||||
return RenderTechniqueType_Depth;
|
||||
}
|
||||
|
||||
bool DepthRenderTechnique::Initialize()
|
||||
{
|
||||
try
|
||||
{
|
||||
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||
|
||||
s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
|
||||
|
||||
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
|
||||
UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
|
||||
|
||||
for (unsigned int i = 0; i < s_maxQuads; ++i)
|
||||
{
|
||||
*indices++ = i * 4 + 0;
|
||||
*indices++ = i * 4 + 2;
|
||||
*indices++ = i * 4 + 1;
|
||||
|
||||
*indices++ = i * 4 + 2;
|
||||
*indices++ = i * 4 + 3;
|
||||
*indices++ = i * 4 + 1;
|
||||
}
|
||||
|
||||
mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
|
||||
|
||||
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
|
||||
//Note: Les UV sont calculés dans le shader
|
||||
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
|
||||
|
||||
float vertices[2 * 4] = {
|
||||
-0.5f, -0.5f,
|
||||
0.5f, -0.5f,
|
||||
-0.5f, 0.5f,
|
||||
0.5f, 0.5f,
|
||||
};
|
||||
|
||||
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
|
||||
|
||||
// Déclaration lors du rendu des billboards par sommet
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
|
||||
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Englobe sincos
|
||||
|
||||
// Declaration utilisée lors du rendu des billboards par instancing
|
||||
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
NazaraError("Failed to initialise: " + String(e.what()));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void DepthRenderTechnique::Uninitialize()
|
||||
{
|
||||
s_quadIndexBuffer.Reset();
|
||||
s_quadVertexBuffer.Reset();
|
||||
}
|
||||
|
||||
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
|
||||
Renderer::SetVertexBuffer(&m_spriteBuffer);
|
||||
|
||||
for (auto& matIt : layer.basicSprites)
|
||||
{
|
||||
const Material* material = matIt.first;
|
||||
auto& matEntry = matIt.second;
|
||||
|
||||
if (matEntry.enabled)
|
||||
{
|
||||
auto& overlayMap = matEntry.overlayMap;
|
||||
for (auto& overlayIt : overlayMap)
|
||||
{
|
||||
const Texture* overlay = overlayIt.first;
|
||||
auto& spriteChainVector = overlayIt.second.spriteChains;
|
||||
|
||||
unsigned int spriteChainCount = spriteChainVector.size();
|
||||
if (spriteChainCount > 0)
|
||||
{
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
UInt32 flags = 0;
|
||||
if (overlay)
|
||||
flags |= ShaderFlags_TextureOverlay;
|
||||
|
||||
UInt8 overlayUnit;
|
||||
const Shader* shader = material->Apply(flags, 0, &overlayUnit);
|
||||
|
||||
if (overlay)
|
||||
{
|
||||
overlayUnit++;
|
||||
Renderer::SetTexture(overlayUnit, overlay);
|
||||
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
// Overlay
|
||||
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
|
||||
// Position de la caméra
|
||||
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
|
||||
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
|
||||
|
||||
do
|
||||
{
|
||||
// On ouvre le buffer en écriture
|
||||
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
|
||||
VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
||||
|
||||
unsigned int spriteCount = 0;
|
||||
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
|
||||
|
||||
do
|
||||
{
|
||||
ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
|
||||
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
|
||||
|
||||
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(VertexStruct_XYZ_Color_UV));
|
||||
vertices += count*4;
|
||||
|
||||
spriteCount += count;
|
||||
spriteChainOffset += count;
|
||||
|
||||
// Avons-nous traité la chaîne entière ?
|
||||
if (spriteChainOffset == currentChain.spriteCount)
|
||||
{
|
||||
spriteChain++;
|
||||
spriteChainOffset = 0;
|
||||
}
|
||||
}
|
||||
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
|
||||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||
}
|
||||
while (spriteChain < spriteChainCount);
|
||||
|
||||
spriteChainVector.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// On remet à zéro
|
||||
matEntry.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
if (Renderer::HasCapability(RendererCap_Instancing))
|
||||
{
|
||||
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
||||
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
|
||||
|
||||
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||
|
||||
for (auto& matIt : layer.billboards)
|
||||
{
|
||||
const Material* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
|
||||
|
||||
// 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);
|
||||
|
||||
// Position de la caméra
|
||||
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
|
||||
do
|
||||
{
|
||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
|
||||
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
|
||||
data += renderedBillboardCount;
|
||||
|
||||
Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
billboardVector.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
|
||||
|
||||
for (auto& matIt : layer.billboards)
|
||||
{
|
||||
const Material* material = matIt.first;
|
||||
auto& entry = matIt.second;
|
||||
auto& billboardVector = entry.billboards;
|
||||
|
||||
unsigned int billboardCount = billboardVector.size();
|
||||
if (billboardCount > 0)
|
||||
{
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
|
||||
|
||||
// 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);
|
||||
|
||||
// Position de la caméra
|
||||
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
|
||||
|
||||
do
|
||||
{
|
||||
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||
billboardCount -= renderedBillboardCount;
|
||||
|
||||
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
|
||||
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
|
||||
|
||||
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
|
||||
{
|
||||
const ForwardRenderQueue::BillboardData& billboard = *data++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(0.f, 1.f);
|
||||
vertices++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(1.f, 1.f);
|
||||
vertices++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(0.f, 0.f);
|
||||
vertices++;
|
||||
|
||||
vertices->color = billboard.color;
|
||||
vertices->position = billboard.center;
|
||||
vertices->sinCos = billboard.sinCos;
|
||||
vertices->size = billboard.size;
|
||||
vertices->uv.Set(1.f, 0.f);
|
||||
vertices++;
|
||||
}
|
||||
|
||||
vertexMapper.Unmap();
|
||||
|
||||
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
||||
}
|
||||
while (billboardCount > 0);
|
||||
|
||||
billboardVector.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
for (auto& matIt : layer.opaqueModels)
|
||||
{
|
||||
auto& matEntry = matIt.second;
|
||||
|
||||
if (matEntry.enabled)
|
||||
{
|
||||
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
||||
|
||||
if (!meshInstances.empty())
|
||||
{
|
||||
const Material* material = matIt.first;
|
||||
|
||||
bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
|
||||
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
UInt8 freeTextureUnit;
|
||||
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
|
||||
|
||||
// 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);
|
||||
lastShader = shader;
|
||||
}
|
||||
|
||||
// Meshes
|
||||
for (auto& meshIt : meshInstances)
|
||||
{
|
||||
const MeshData& meshData = meshIt.first;
|
||||
auto& meshEntry = meshIt.second;
|
||||
|
||||
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
|
||||
std::vector<Matrix4f>& instances = meshEntry.instances;
|
||||
|
||||
if (!instances.empty())
|
||||
{
|
||||
const IndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||
|
||||
// Gestion du draw call avant la boucle de rendu
|
||||
Renderer::DrawCall drawFunc;
|
||||
Renderer::DrawCallInstanced instancedDrawFunc;
|
||||
unsigned int indexCount;
|
||||
|
||||
if (indexBuffer)
|
||||
{
|
||||
drawFunc = Renderer::DrawIndexedPrimitives;
|
||||
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
|
||||
indexCount = indexBuffer->GetIndexCount();
|
||||
}
|
||||
else
|
||||
{
|
||||
drawFunc = Renderer::DrawPrimitives;
|
||||
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
|
||||
indexCount = vertexBuffer->GetVertexCount();
|
||||
}
|
||||
|
||||
Renderer::SetIndexBuffer(indexBuffer);
|
||||
Renderer::SetVertexBuffer(vertexBuffer);
|
||||
|
||||
if (instancing)
|
||||
{
|
||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
||||
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
|
||||
|
||||
const Matrix4f* instanceMatrices = &instances[0];
|
||||
unsigned int instanceCount = instances.size();
|
||||
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
|
||||
|
||||
while (instanceCount > 0)
|
||||
{
|
||||
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
|
||||
instanceCount -= renderedInstanceCount;
|
||||
|
||||
// On remplit l'instancing buffer avec nos matrices world
|
||||
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
|
||||
instanceMatrices += renderedInstanceCount;
|
||||
|
||||
// Et on affiche
|
||||
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Sans instancing, on doit effectuer un draw call pour chaque instance
|
||||
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
|
||||
// À cause du temps de modification du buffer d'instancing
|
||||
for (const Matrix4f& matrix : instances)
|
||||
{
|
||||
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
}
|
||||
instances.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Et on remet à zéro les données
|
||||
matEntry.enabled = false;
|
||||
matEntry.instancingEnabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
|
||||
{
|
||||
auto it = m_shaderUniforms.find(shader);
|
||||
if (it == m_shaderUniforms.end())
|
||||
{
|
||||
ShaderUniforms uniforms;
|
||||
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||
|
||||
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
|
||||
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
||||
|
||||
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
|
||||
}
|
||||
|
||||
return &it->second;
|
||||
}
|
||||
|
||||
void DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
|
||||
{
|
||||
m_shaderUniforms.erase(shader);
|
||||
}
|
||||
|
||||
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
|
||||
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
|
||||
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
|
||||
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
|
||||
}
|
||||
@@ -3,9 +3,11 @@
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/Graphics/Formats/MeshLoader.hpp>
|
||||
#include <Nazara/Core/ErrorFlags.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Graphics/Model.hpp>
|
||||
#include <Nazara/Graphics/SkeletalModel.hpp>
|
||||
#include <Nazara/Utility/MaterialData.hpp>
|
||||
#include <Nazara/Utility/Mesh.hpp>
|
||||
#include <memory>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
@@ -14,6 +16,33 @@ namespace Nz
|
||||
{
|
||||
namespace
|
||||
{
|
||||
void LoadMaterials(Model* model, const ModelParameters& parameters)
|
||||
{
|
||||
unsigned int matCount = model->GetMaterialCount();
|
||||
|
||||
for (unsigned int i = 0; i < matCount; ++i)
|
||||
{
|
||||
const ParameterList& matData = model->GetMesh()->GetMaterialData(i);
|
||||
|
||||
String filePath;
|
||||
if (matData.GetStringParameter(MaterialData::FilePath, &filePath))
|
||||
{
|
||||
MaterialRef material = Material::New();
|
||||
if (material->LoadFromFile(filePath, parameters.material))
|
||||
model->SetMaterial(i, std::move(material));
|
||||
else
|
||||
NazaraWarning("Failed to load material from file " + String::Number(i));
|
||||
}
|
||||
else if (matData.HasParameter(MaterialData::CustomDefined))
|
||||
{
|
||||
MaterialRef material = Material::New();
|
||||
material->BuildFromParameters(matData, parameters.material);
|
||||
|
||||
model->SetMaterial(i, std::move(material));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ternary CheckStatic(Stream& stream, const ModelParameters& parameters)
|
||||
{
|
||||
NazaraUnused(stream);
|
||||
@@ -46,22 +75,7 @@ namespace Nz
|
||||
model->SetMesh(mesh);
|
||||
|
||||
if (parameters.loadMaterials)
|
||||
{
|
||||
unsigned int matCount = model->GetMaterialCount();
|
||||
|
||||
for (unsigned int i = 0; i < matCount; ++i)
|
||||
{
|
||||
String mat = mesh->GetMaterial(i);
|
||||
if (!mat.IsEmpty())
|
||||
{
|
||||
MaterialRef material = Material::New();
|
||||
if (material->LoadFromFile(mat, parameters.material))
|
||||
model->SetMaterial(i, material);
|
||||
else
|
||||
NazaraWarning("Failed to load material #" + String::Number(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
LoadMaterials(model, parameters);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -98,22 +112,7 @@ namespace Nz
|
||||
model->SetMesh(mesh);
|
||||
|
||||
if (parameters.loadMaterials)
|
||||
{
|
||||
unsigned int matCount = model->GetMaterialCount();
|
||||
|
||||
for (unsigned int i = 0; i < matCount; ++i)
|
||||
{
|
||||
String mat = mesh->GetMaterial(i);
|
||||
if (!mat.IsEmpty())
|
||||
{
|
||||
MaterialRef material = Material::New();
|
||||
if (material->LoadFromFile(mat, parameters.material))
|
||||
model->SetMaterial(i, material);
|
||||
else
|
||||
NazaraWarning("Failed to load material #" + String::Number(i));
|
||||
}
|
||||
}
|
||||
}
|
||||
LoadMaterials(model, parameters);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -77,7 +77,7 @@ namespace Nz
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
|
||||
|
||||
if (!sinCosPtr)
|
||||
@@ -120,7 +120,7 @@ namespace Nz
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
float defaultRotation = 0.f;
|
||||
|
||||
if (!anglePtr)
|
||||
@@ -165,7 +165,7 @@ namespace Nz
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
float defaultRotation = 0.f;
|
||||
|
||||
if (!anglePtr)
|
||||
@@ -212,7 +212,7 @@ namespace Nz
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
|
||||
|
||||
if (!sinCosPtr)
|
||||
@@ -253,7 +253,7 @@ namespace Nz
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
|
||||
|
||||
if (!sinCosPtr)
|
||||
@@ -296,7 +296,7 @@ namespace Nz
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
float defaultRotation = 0.f;
|
||||
|
||||
if (!anglePtr)
|
||||
@@ -341,7 +341,7 @@ namespace Nz
|
||||
{
|
||||
NazaraAssert(material, "Invalid material");
|
||||
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||
float defaultRotation = 0.f;
|
||||
|
||||
if (!anglePtr)
|
||||
|
||||
@@ -29,7 +29,7 @@ namespace Nz
|
||||
Color color;
|
||||
Vector3f position;
|
||||
Vector2f size;
|
||||
Vector2f sinCos; // doit suivre size
|
||||
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||
Vector2f uv;
|
||||
};
|
||||
|
||||
@@ -156,6 +156,9 @@ namespace Nz
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
|
||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
|
||||
|
||||
s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear);
|
||||
s_shadowSampler.SetWrapMode(SamplerWrap_Clamp);
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
@@ -487,7 +490,8 @@ namespace Nz
|
||||
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
|
||||
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0);
|
||||
UInt8 freeTextureUnit;
|
||||
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
|
||||
|
||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||
if (shader != lastShader)
|
||||
@@ -571,7 +575,10 @@ namespace Nz
|
||||
|
||||
// Sends the uniforms
|
||||
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, i*shaderUniforms->lightOffset);
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
|
||||
|
||||
// Et on passe à l'affichage
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
}
|
||||
|
||||
const Matrix4f* instanceMatrices = &instances[0];
|
||||
@@ -630,7 +637,7 @@ namespace Nz
|
||||
|
||||
// Sends the light uniforms to the shader
|
||||
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i);
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
|
||||
|
||||
// Et on passe à l'affichage
|
||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||
@@ -680,7 +687,8 @@ namespace Nz
|
||||
const Material* material = modelData.material;
|
||||
|
||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||
const Shader* shader = material->Apply();
|
||||
UInt8 freeTextureUnit;
|
||||
const Shader* shader = material->Apply(0, 0, &freeTextureUnit);
|
||||
|
||||
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||
if (shader != lastShader)
|
||||
@@ -699,7 +707,7 @@ namespace Nz
|
||||
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
|
||||
|
||||
for (unsigned int i = 0; i < lightCount; ++i)
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i);
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++);
|
||||
}
|
||||
|
||||
lastShader = shader;
|
||||
@@ -738,7 +746,7 @@ namespace Nz
|
||||
ChooseLights(Spheref(position, radius), false);
|
||||
|
||||
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i);
|
||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++);
|
||||
}
|
||||
|
||||
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||
@@ -770,9 +778,13 @@ namespace Nz
|
||||
uniforms.lightUniforms.locations.type = type0Location;
|
||||
uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
|
||||
uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
|
||||
uniforms.lightUniforms.locations.lightViewProjMatrix = shader->GetUniformLocation("LightViewProjMatrix[0]");
|
||||
uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
|
||||
uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
|
||||
uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
|
||||
uniforms.lightUniforms.locations.pointLightShadowMap = shader->GetUniformLocation("PointLightShadowMap[0]");
|
||||
uniforms.lightUniforms.locations.shadowMapping = shader->GetUniformLocation("Lights[0].shadowMapping");
|
||||
uniforms.lightUniforms.locations.directionalSpotLightShadowMap = shader->GetUniformLocation("DirectionalSpotLightShadowMap[0]");
|
||||
}
|
||||
else
|
||||
uniforms.hasLightUniforms = false;
|
||||
@@ -789,6 +801,7 @@ namespace Nz
|
||||
}
|
||||
|
||||
IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer;
|
||||
TextureSampler ForwardRenderTechnique::s_shadowSampler;
|
||||
VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer;
|
||||
VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration;
|
||||
VertexDeclaration ForwardRenderTechnique::s_billboardVertexDeclaration;
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include <Nazara/Core/Log.hpp>
|
||||
#include <Nazara/Graphics/Config.hpp>
|
||||
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
|
||||
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
|
||||
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
|
||||
#include <Nazara/Graphics/GuillotineTextureAtlas.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
@@ -20,7 +21,6 @@
|
||||
#include <Nazara/Graphics/SkyboxBackground.hpp>
|
||||
#include <Nazara/Graphics/Sprite.hpp>
|
||||
#include <Nazara/Graphics/Formats/MeshLoader.hpp>
|
||||
#include <Nazara/Graphics/Formats/OBJLoader.hpp>
|
||||
#include <Nazara/Graphics/Formats/TextureLoader.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Utility/Font.hpp>
|
||||
@@ -96,14 +96,17 @@ namespace Nz
|
||||
return false;
|
||||
}
|
||||
|
||||
// Loaders
|
||||
Loaders::RegisterOBJ();
|
||||
|
||||
// Loaders génériques
|
||||
Loaders::RegisterMesh();
|
||||
Loaders::RegisterTexture();
|
||||
|
||||
// RenderTechniques
|
||||
if (!DepthRenderTechnique::Initialize())
|
||||
{
|
||||
NazaraError("Failed to initialize Depth Rendering");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ForwardRenderTechnique::Initialize())
|
||||
{
|
||||
NazaraError("Failed to initialize Forward Rendering");
|
||||
@@ -176,10 +179,10 @@ namespace Nz
|
||||
|
||||
// Loaders
|
||||
Loaders::UnregisterMesh();
|
||||
Loaders::UnregisterOBJ();
|
||||
Loaders::UnregisterTexture();
|
||||
|
||||
DeferredRenderTechnique::Uninitialize();
|
||||
DepthRenderTechnique::Uninitialize();
|
||||
ForwardRenderTechnique::Uninitialize();
|
||||
SkinningManager::Uninitialize();
|
||||
ParticleRenderer::Uninitialize();
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include <Nazara/Graphics/Light.hpp>
|
||||
#include <Nazara/Core/Error.hpp>
|
||||
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
|
||||
#include <Nazara/Graphics/Enums.hpp>
|
||||
#include <Nazara/Math/Algorithm.hpp>
|
||||
#include <Nazara/Math/Sphere.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
@@ -18,7 +19,11 @@
|
||||
namespace Nz
|
||||
{
|
||||
Light::Light(LightType type) :
|
||||
m_type(type)
|
||||
m_type(type),
|
||||
m_shadowMapFormat(PixelFormatType_Depth16),
|
||||
m_shadowMapSize(512, 512),
|
||||
m_shadowCastingEnabled(false),
|
||||
m_shadowMapUpdated(false)
|
||||
{
|
||||
SetAmbientFactor((type == LightType_Directional) ? 0.2f : 0.f);
|
||||
SetAttenuation(0.9f);
|
||||
@@ -31,6 +36,11 @@ namespace Nz
|
||||
|
||||
void Light::AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const
|
||||
{
|
||||
static Matrix4f biasMatrix(0.5f, 0.f, 0.f, 0.f,
|
||||
0.f, 0.5f, 0.f, 0.f,
|
||||
0.f, 0.f, 0.5f, 0.f,
|
||||
0.5f, 0.5f, 0.5f, 1.f);
|
||||
|
||||
switch (m_type)
|
||||
{
|
||||
case LightType_Directional:
|
||||
@@ -40,6 +50,8 @@ namespace Nz
|
||||
light.color = m_color;
|
||||
light.diffuseFactor = m_diffuseFactor;
|
||||
light.direction = transformMatrix.Transform(Vector3f::Forward(), 0.f);
|
||||
light.shadowMap = m_shadowMap.Get();
|
||||
light.transformMatrix = Matrix4f::ViewMatrix(transformMatrix.GetRotation() * Vector3f::Forward() * 100.f, transformMatrix.GetRotation()) * Matrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f) * biasMatrix;
|
||||
|
||||
renderQueue->AddDirectionalLight(light);
|
||||
break;
|
||||
@@ -55,6 +67,7 @@ namespace Nz
|
||||
light.invRadius = m_invRadius;
|
||||
light.position = transformMatrix.GetTranslation();
|
||||
light.radius = m_radius;
|
||||
light.shadowMap = m_shadowMap.Get();
|
||||
|
||||
renderQueue->AddPointLight(light);
|
||||
break;
|
||||
@@ -74,6 +87,8 @@ namespace Nz
|
||||
light.outerAngleTangent = m_outerAngleTangent;
|
||||
light.position = transformMatrix.GetTranslation();
|
||||
light.radius = m_radius;
|
||||
light.shadowMap = m_shadowMap.Get();
|
||||
light.transformMatrix = Matrix4f::ViewMatrix(transformMatrix.GetTranslation(), transformMatrix.GetRotation()) * Matrix4f::Perspective(m_outerAngle*2.f, 1.f, 0.1f, m_radius) * biasMatrix;
|
||||
|
||||
renderQueue->AddSpotLight(light);
|
||||
break;
|
||||
@@ -178,4 +193,19 @@ namespace Nz
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Light::UpdateShadowMap() const
|
||||
{
|
||||
if (m_shadowCastingEnabled)
|
||||
{
|
||||
if (!m_shadowMap)
|
||||
m_shadowMap = Texture::New();
|
||||
|
||||
m_shadowMap->Create((m_type == LightType_Point) ? ImageType_Cubemap : ImageType_2D, m_shadowMapFormat, m_shadowMapSize.x, m_shadowMapSize.y);
|
||||
}
|
||||
else
|
||||
m_shadowMap.Reset();
|
||||
|
||||
m_shadowMapUpdated = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#endif
|
||||
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Core/ErrorFlags.hpp>
|
||||
#include <Nazara/Renderer/OpenGL.hpp>
|
||||
#include <Nazara/Renderer/Renderer.hpp>
|
||||
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
|
||||
@@ -43,23 +44,6 @@ namespace Nz
|
||||
return true;
|
||||
}
|
||||
|
||||
Material::Material()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
Material::Material(const Material& material) :
|
||||
RefCounted(),
|
||||
Resource(material)
|
||||
{
|
||||
Copy(material);
|
||||
}
|
||||
|
||||
Material::~Material()
|
||||
{
|
||||
OnMaterialRelease(this);
|
||||
}
|
||||
|
||||
const Shader* Material::Apply(UInt32 shaderFlags, UInt8 textureUnit, UInt8* lastUsedUnit) const
|
||||
{
|
||||
const ShaderInstance& instance = m_shaders[shaderFlags];
|
||||
@@ -139,240 +123,164 @@ namespace Nz
|
||||
return instance.shader;
|
||||
}
|
||||
|
||||
void Material::Enable(RendererParameter renderParameter, bool enable)
|
||||
void Material::BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams)
|
||||
{
|
||||
#ifdef NAZARA_DEBUG
|
||||
if (renderParameter > RendererParameter_Max)
|
||||
{
|
||||
NazaraError("Renderer parameter out of enum");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
Color color;
|
||||
bool isEnabled;
|
||||
float fValue;
|
||||
int iValue;
|
||||
String path;
|
||||
|
||||
m_states.parameters[renderParameter] = enable;
|
||||
}
|
||||
ErrorFlags errFlags(ErrorFlag_Silent | ErrorFlag_ThrowExceptionDisabled, true);
|
||||
|
||||
void Material::EnableAlphaTest(bool alphaTest)
|
||||
{
|
||||
m_alphaTestEnabled = alphaTest;
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
if (matData.GetFloatParameter(MaterialData::AlphaThreshold, &fValue))
|
||||
SetAlphaThreshold(fValue);
|
||||
|
||||
void Material::EnableDepthSorting(bool depthSorting)
|
||||
{
|
||||
m_depthSortingEnabled = depthSorting;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::AlphaTest, &isEnabled))
|
||||
EnableAlphaTest(isEnabled);
|
||||
|
||||
void Material::EnableLighting(bool lighting)
|
||||
{
|
||||
m_lightingEnabled = lighting;
|
||||
if (matData.GetColorParameter(MaterialData::AmbientColor, &color))
|
||||
SetAmbientColor(color);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::DepthFunc, &iValue))
|
||||
SetDepthFunc(static_cast<RendererComparison>(iValue));
|
||||
|
||||
void Material::EnableTransform(bool transform)
|
||||
{
|
||||
m_transformEnabled = transform;
|
||||
if (matData.GetBooleanParameter(MaterialData::DepthSorting, &isEnabled))
|
||||
EnableDepthSorting(isEnabled);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
if (matData.GetColorParameter(MaterialData::DiffuseColor, &color))
|
||||
SetDiffuseColor(color);
|
||||
|
||||
Texture* Material::GetAlphaMap() const
|
||||
{
|
||||
return m_alphaMap;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::DstBlend, &iValue))
|
||||
SetDstBlend(static_cast<BlendFunc>(iValue));
|
||||
|
||||
float Material::GetAlphaThreshold() const
|
||||
{
|
||||
return m_alphaThreshold;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::FaceCulling, &iValue))
|
||||
SetFaceCulling(static_cast<FaceSide>(iValue));
|
||||
|
||||
Color Material::GetAmbientColor() const
|
||||
{
|
||||
return m_ambientColor;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::FaceFilling, &iValue))
|
||||
SetFaceFilling(static_cast<FaceFilling>(iValue));
|
||||
|
||||
RendererComparison Material::GetDepthFunc() const
|
||||
{
|
||||
return m_states.depthFunc;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::Lighting, &isEnabled))
|
||||
EnableLighting(isEnabled);
|
||||
|
||||
Color Material::GetDiffuseColor() const
|
||||
{
|
||||
return m_diffuseColor;
|
||||
}
|
||||
if (matData.GetFloatParameter(MaterialData::LineWidth, &fValue))
|
||||
m_states.lineWidth = fValue;
|
||||
|
||||
TextureSampler& Material::GetDiffuseSampler()
|
||||
{
|
||||
return m_diffuseSampler;
|
||||
}
|
||||
if (matData.GetFloatParameter(MaterialData::PointSize, &fValue))
|
||||
m_states.pointSize = fValue;
|
||||
|
||||
const TextureSampler& Material::GetDiffuseSampler() const
|
||||
{
|
||||
return m_diffuseSampler;
|
||||
}
|
||||
if (matData.GetColorParameter(MaterialData::SpecularColor, &color))
|
||||
SetSpecularColor(color);
|
||||
|
||||
Texture* Material::GetDiffuseMap() const
|
||||
{
|
||||
return m_diffuseMap;
|
||||
}
|
||||
if (matData.GetFloatParameter(MaterialData::Shininess, &fValue))
|
||||
SetShininess(fValue);
|
||||
|
||||
BlendFunc Material::GetDstBlend() const
|
||||
{
|
||||
return m_states.dstBlend;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::SrcBlend, &iValue))
|
||||
SetSrcBlend(static_cast<BlendFunc>(iValue));
|
||||
|
||||
Texture* Material::GetEmissiveMap() const
|
||||
{
|
||||
return m_emissiveMap;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::Transform, &isEnabled))
|
||||
EnableTransform(isEnabled);
|
||||
|
||||
FaceSide Material::GetFaceCulling() const
|
||||
{
|
||||
return m_states.faceCulling;
|
||||
}
|
||||
// RendererParameter
|
||||
if (matData.GetBooleanParameter(MaterialData::Blending, &isEnabled))
|
||||
Enable(RendererParameter_Blend, isEnabled);
|
||||
|
||||
FaceFilling Material::GetFaceFilling() const
|
||||
{
|
||||
return m_states.faceFilling;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::ColorWrite, &isEnabled))
|
||||
Enable(RendererParameter_ColorWrite, isEnabled);
|
||||
|
||||
Texture* Material::GetHeightMap() const
|
||||
{
|
||||
return m_heightMap;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::DepthBuffer, &isEnabled))
|
||||
Enable(RendererParameter_DepthBuffer, isEnabled);
|
||||
|
||||
Texture* Material::GetNormalMap() const
|
||||
{
|
||||
return m_normalMap;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::DepthWrite, &isEnabled))
|
||||
Enable(RendererParameter_DepthWrite, isEnabled);
|
||||
|
||||
const RenderStates& Material::GetRenderStates() const
|
||||
{
|
||||
return m_states;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::FaceCulling, &isEnabled))
|
||||
Enable(RendererParameter_FaceCulling, isEnabled);
|
||||
|
||||
const UberShader* Material::GetShader() const
|
||||
{
|
||||
return m_uberShader;
|
||||
}
|
||||
if (matData.GetBooleanParameter(MaterialData::ScissorTest, &isEnabled))
|
||||
Enable(RendererParameter_ScissorTest, isEnabled);
|
||||
|
||||
const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
|
||||
{
|
||||
const ShaderInstance& instance = m_shaders[flags];
|
||||
if (!instance.uberInstance)
|
||||
GenerateShader(flags);
|
||||
if (matData.GetBooleanParameter(MaterialData::StencilTest, &isEnabled))
|
||||
Enable(RendererParameter_StencilTest, isEnabled);
|
||||
|
||||
return instance.uberInstance;
|
||||
}
|
||||
// Samplers
|
||||
if (matData.GetIntegerParameter(MaterialData::DiffuseAnisotropyLevel, &iValue))
|
||||
m_diffuseSampler.SetAnisotropyLevel(static_cast<UInt8>(iValue));
|
||||
|
||||
float Material::GetShininess() const
|
||||
{
|
||||
return m_shininess;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::DiffuseFilter, &iValue))
|
||||
m_diffuseSampler.SetFilterMode(static_cast<SamplerFilter>(iValue));
|
||||
|
||||
Color Material::GetSpecularColor() const
|
||||
{
|
||||
return m_specularColor;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::DiffuseWrap, &iValue))
|
||||
m_diffuseSampler.SetWrapMode(static_cast<SamplerWrap>(iValue));
|
||||
|
||||
Texture* Material::GetSpecularMap() const
|
||||
{
|
||||
return m_specularMap;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::SpecularAnisotropyLevel, &iValue))
|
||||
m_specularSampler.SetAnisotropyLevel(static_cast<UInt8>(iValue));
|
||||
|
||||
TextureSampler& Material::GetSpecularSampler()
|
||||
{
|
||||
return m_specularSampler;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::SpecularFilter, &iValue))
|
||||
m_specularSampler.SetFilterMode(static_cast<SamplerFilter>(iValue));
|
||||
|
||||
const TextureSampler& Material::GetSpecularSampler() const
|
||||
{
|
||||
return m_specularSampler;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::SpecularWrap, &iValue))
|
||||
m_specularSampler.SetWrapMode(static_cast<SamplerWrap>(iValue));
|
||||
|
||||
BlendFunc Material::GetSrcBlend() const
|
||||
{
|
||||
return m_states.srcBlend;
|
||||
}
|
||||
// Stencil
|
||||
if (matData.GetIntegerParameter(MaterialData::StencilCompare, &iValue))
|
||||
m_states.frontFace.stencilCompare = static_cast<RendererComparison>(iValue);
|
||||
|
||||
bool Material::HasAlphaMap() const
|
||||
{
|
||||
return m_alphaMap.IsValid();
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::StencilFail, &iValue))
|
||||
m_states.frontFace.stencilFail = static_cast<StencilOperation>(iValue);
|
||||
|
||||
bool Material::HasDiffuseMap() const
|
||||
{
|
||||
return m_diffuseMap.IsValid();
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::StencilPass, &iValue))
|
||||
m_states.frontFace.stencilPass = static_cast<StencilOperation>(iValue);
|
||||
|
||||
bool Material::HasEmissiveMap() const
|
||||
{
|
||||
return m_emissiveMap.IsValid();
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::StencilZFail, &iValue))
|
||||
m_states.frontFace.stencilZFail = static_cast<StencilOperation>(iValue);
|
||||
|
||||
bool Material::HasHeightMap() const
|
||||
{
|
||||
return m_heightMap.IsValid();
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::StencilMask, &iValue))
|
||||
m_states.frontFace.stencilMask = static_cast<UInt32>(iValue);
|
||||
|
||||
bool Material::HasNormalMap() const
|
||||
{
|
||||
return m_normalMap.IsValid();
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::StencilReference, &iValue))
|
||||
m_states.frontFace.stencilReference = static_cast<unsigned int>(iValue);
|
||||
|
||||
bool Material::HasSpecularMap() const
|
||||
{
|
||||
return m_specularMap.IsValid();
|
||||
}
|
||||
// Stencil (back)
|
||||
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilCompare, &iValue))
|
||||
m_states.backFace.stencilCompare = static_cast<RendererComparison>(iValue);
|
||||
|
||||
bool Material::IsAlphaTestEnabled() const
|
||||
{
|
||||
return m_alphaTestEnabled;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilFail, &iValue))
|
||||
m_states.backFace.stencilFail = static_cast<StencilOperation>(iValue);
|
||||
|
||||
bool Material::IsDepthSortingEnabled() const
|
||||
{
|
||||
return m_depthSortingEnabled;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilPass, &iValue))
|
||||
m_states.backFace.stencilPass = static_cast<StencilOperation>(iValue);
|
||||
|
||||
bool Material::IsEnabled(RendererParameter parameter) const
|
||||
{
|
||||
#ifdef NAZARA_DEBUG
|
||||
if (parameter > RendererParameter_Max)
|
||||
{
|
||||
NazaraError("Renderer parameter out of enum");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilZFail, &iValue))
|
||||
m_states.backFace.stencilZFail = static_cast<StencilOperation>(iValue);
|
||||
|
||||
return m_states.parameters[parameter];
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilMask, &iValue))
|
||||
m_states.backFace.stencilMask = static_cast<UInt32>(iValue);
|
||||
|
||||
bool Material::IsLightingEnabled() const
|
||||
{
|
||||
return m_lightingEnabled;
|
||||
}
|
||||
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilReference, &iValue))
|
||||
m_states.backFace.stencilReference = static_cast<unsigned int>(iValue);
|
||||
|
||||
bool Material::IsTransformEnabled() const
|
||||
{
|
||||
return m_transformEnabled;
|
||||
}
|
||||
// Textures
|
||||
if (matParams.loadAlphaMap && matData.GetStringParameter(MaterialData::AlphaTexturePath, &path))
|
||||
SetAlphaMap(path);
|
||||
|
||||
bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
|
||||
{
|
||||
return MaterialLoader::LoadFromFile(this, filePath, params);
|
||||
}
|
||||
if (matParams.loadDiffuseMap && matData.GetStringParameter(MaterialData::DiffuseTexturePath, &path))
|
||||
SetDiffuseMap(path);
|
||||
|
||||
bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
|
||||
{
|
||||
return MaterialLoader::LoadFromMemory(this, data, size, params);
|
||||
}
|
||||
if (matParams.loadEmissiveMap && matData.GetStringParameter(MaterialData::EmissiveTexturePath, &path))
|
||||
SetEmissiveMap(path);
|
||||
|
||||
bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
|
||||
{
|
||||
return MaterialLoader::LoadFromStream(this, stream, params);
|
||||
if (matParams.loadHeightMap && matData.GetStringParameter(MaterialData::HeightTexturePath, &path))
|
||||
SetHeightMap(path);
|
||||
|
||||
if (matParams.loadNormalMap && matData.GetStringParameter(MaterialData::NormalTexturePath, &path))
|
||||
SetNormalMap(path);
|
||||
|
||||
if (matParams.loadSpecularMap && matData.GetStringParameter(MaterialData::SpecularTexturePath, &path))
|
||||
SetSpecularMap(path);
|
||||
|
||||
SetShader(matParams.shaderName);
|
||||
}
|
||||
|
||||
void Material::Reset()
|
||||
@@ -380,6 +288,7 @@ namespace Nz
|
||||
OnMaterialReset(this);
|
||||
|
||||
m_alphaMap.Reset();
|
||||
m_depthMaterial.Reset();
|
||||
m_diffuseMap.Reset();
|
||||
m_emissiveMap.Reset();
|
||||
m_heightMap.Reset();
|
||||
@@ -397,6 +306,8 @@ namespace Nz
|
||||
m_diffuseColor = Color::White;
|
||||
m_diffuseSampler = TextureSampler();
|
||||
m_lightingEnabled = true;
|
||||
m_shadowCastingEnabled = true;
|
||||
m_shadowReceiveEnabled = true;
|
||||
m_shininess = 50.f;
|
||||
m_specularColor = Color::White;
|
||||
m_specularSampler = TextureSampler();
|
||||
@@ -408,252 +319,32 @@ namespace Nz
|
||||
SetShader("Basic");
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void Material::SetAlphaMap(TextureRef alphaMap)
|
||||
{
|
||||
m_alphaMap = std::move(alphaMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
void Material::SetAlphaThreshold(float alphaThreshold)
|
||||
{
|
||||
m_alphaThreshold = alphaThreshold;
|
||||
}
|
||||
|
||||
void Material::SetAmbientColor(const Color& ambient)
|
||||
{
|
||||
m_ambientColor = ambient;
|
||||
}
|
||||
|
||||
void Material::SetDepthFunc(RendererComparison depthFunc)
|
||||
{
|
||||
m_states.depthFunc = depthFunc;
|
||||
}
|
||||
|
||||
void Material::SetDiffuseColor(const Color& diffuse)
|
||||
{
|
||||
m_diffuseColor = diffuse;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void Material::SetDiffuseMap(TextureRef diffuseMap)
|
||||
{
|
||||
m_diffuseMap = std::move(diffuseMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
void Material::SetDiffuseSampler(const TextureSampler& sampler)
|
||||
{
|
||||
m_diffuseSampler = sampler;
|
||||
}
|
||||
|
||||
void Material::SetDstBlend(BlendFunc func)
|
||||
{
|
||||
m_states.dstBlend = func;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void Material::SetEmissiveMap(TextureRef emissiveMap)
|
||||
{
|
||||
m_emissiveMap = std::move(emissiveMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
void Material::SetFaceCulling(FaceSide faceSide)
|
||||
{
|
||||
m_states.faceCulling = faceSide;
|
||||
}
|
||||
|
||||
void Material::SetFaceFilling(FaceFilling filling)
|
||||
{
|
||||
m_states.faceFilling = filling;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void Material::SetHeightMap(TextureRef heightMap)
|
||||
{
|
||||
m_heightMap = std::move(heightMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void Material::SetNormalMap(TextureRef normalMap)
|
||||
{
|
||||
m_normalMap = std::move(normalMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
void Material::SetRenderStates(const RenderStates& states)
|
||||
{
|
||||
m_states = states;
|
||||
}
|
||||
|
||||
void Material::SetShader(UberShaderConstRef uberShader)
|
||||
{
|
||||
m_uberShader = std::move(uberShader);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
bool Material::SetShader(const String& uberShaderName)
|
||||
{
|
||||
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
|
||||
if (!uberShader)
|
||||
return false;
|
||||
|
||||
SetShader(std::move(uberShader));
|
||||
return true;
|
||||
}
|
||||
|
||||
void Material::SetShininess(float shininess)
|
||||
{
|
||||
m_shininess = shininess;
|
||||
}
|
||||
|
||||
void Material::SetSpecularColor(const Color& specular)
|
||||
{
|
||||
m_specularColor = specular;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void Material::SetSpecularMap(TextureRef specularMap)
|
||||
{
|
||||
m_specularMap = std::move(specularMap);
|
||||
|
||||
InvalidateShaders();
|
||||
}
|
||||
|
||||
void Material::SetSpecularSampler(const TextureSampler& sampler)
|
||||
{
|
||||
m_specularSampler = sampler;
|
||||
}
|
||||
|
||||
void Material::SetSrcBlend(BlendFunc func)
|
||||
{
|
||||
m_states.srcBlend = func;
|
||||
}
|
||||
|
||||
Material& Material::operator=(const Material& material)
|
||||
{
|
||||
Resource::operator=(material);
|
||||
|
||||
Copy(material);
|
||||
return *this;
|
||||
}
|
||||
|
||||
MaterialRef Material::GetDefault()
|
||||
{
|
||||
return s_defaultMaterial;
|
||||
}
|
||||
|
||||
void Material::Copy(const Material& material)
|
||||
{
|
||||
// Copie des états de base
|
||||
m_alphaTestEnabled = material.m_alphaTestEnabled;
|
||||
m_alphaThreshold = material.m_alphaThreshold;
|
||||
m_ambientColor = material.m_ambientColor;
|
||||
m_depthSortingEnabled = material.m_depthSortingEnabled;
|
||||
m_diffuseColor = material.m_diffuseColor;
|
||||
m_diffuseSampler = material.m_diffuseSampler;
|
||||
m_lightingEnabled = material.m_lightingEnabled;
|
||||
m_shininess = material.m_shininess;
|
||||
m_specularColor = material.m_specularColor;
|
||||
m_specularSampler = material.m_specularSampler;
|
||||
m_states = material.m_states;
|
||||
m_transformEnabled = material.m_transformEnabled;
|
||||
m_alphaTestEnabled = material.m_alphaTestEnabled;
|
||||
m_alphaThreshold = material.m_alphaThreshold;
|
||||
m_ambientColor = material.m_ambientColor;
|
||||
m_depthSortingEnabled = material.m_depthSortingEnabled;
|
||||
m_diffuseColor = material.m_diffuseColor;
|
||||
m_diffuseSampler = material.m_diffuseSampler;
|
||||
m_lightingEnabled = material.m_lightingEnabled;
|
||||
m_shininess = material.m_shininess;
|
||||
m_shadowCastingEnabled = material.m_shadowCastingEnabled;
|
||||
m_shadowReceiveEnabled = material.m_shadowReceiveEnabled;
|
||||
m_specularColor = material.m_specularColor;
|
||||
m_specularSampler = material.m_specularSampler;
|
||||
m_states = material.m_states;
|
||||
m_transformEnabled = material.m_transformEnabled;
|
||||
|
||||
// Copie des références de texture
|
||||
m_alphaMap = material.m_alphaMap;
|
||||
m_diffuseMap = material.m_diffuseMap;
|
||||
m_emissiveMap = material.m_emissiveMap;
|
||||
m_heightMap = material.m_heightMap;
|
||||
m_normalMap = material.m_normalMap;
|
||||
m_specularMap = material.m_specularMap;
|
||||
|
||||
// Copie de la référence vers l'Über-Shader
|
||||
m_alphaMap = material.m_alphaMap;
|
||||
m_depthMaterial = material.m_depthMaterial;
|
||||
m_diffuseMap = material.m_diffuseMap;
|
||||
m_emissiveMap = material.m_emissiveMap;
|
||||
m_heightMap = material.m_heightMap;
|
||||
m_normalMap = material.m_normalMap;
|
||||
m_specularMap = material.m_specularMap;
|
||||
m_uberShader = material.m_uberShader;
|
||||
|
||||
// On copie les instances de shader par la même occasion
|
||||
@@ -671,6 +362,7 @@ namespace Nz
|
||||
list.SetParameter("LIGHTING", m_lightingEnabled);
|
||||
list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
|
||||
list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
|
||||
list.SetParameter("SHADOW_MAPPING", m_shadowReceiveEnabled);
|
||||
list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
|
||||
list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
|
||||
m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid() ||
|
||||
@@ -704,12 +396,6 @@ namespace Nz
|
||||
#undef CacheUniform
|
||||
}
|
||||
|
||||
void Material::InvalidateShaders()
|
||||
{
|
||||
for (ShaderInstance& instance : m_shaders)
|
||||
instance.uberInstance = nullptr;
|
||||
}
|
||||
|
||||
bool Material::Initialize()
|
||||
{
|
||||
if (!MaterialLibrary::Initialize())
|
||||
@@ -744,18 +430,35 @@ namespace Nz
|
||||
String fragmentShader(reinterpret_cast<const char*>(r_phongLightingFragmentShader), sizeof(r_phongLightingFragmentShader));
|
||||
String vertexShader(reinterpret_cast<const char*>(r_phongLightingVertexShader), sizeof(r_phongLightingVertexShader));
|
||||
|
||||
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
|
||||
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
|
||||
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SHADOW_MAPPING SPECULAR_MAPPING");
|
||||
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING SHADOW_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
|
||||
|
||||
UberShaderLibrary::Register("PhongLighting", uberShader);
|
||||
}
|
||||
|
||||
// Une fois les shaders de base enregistrés, on peut créer le matériau par défaut
|
||||
s_defaultMaterial = Material::New();
|
||||
// Once the base shaders are registered, we can now set some default materials
|
||||
s_defaultMaterial = New();
|
||||
s_defaultMaterial->Enable(RendererParameter_FaceCulling, false);
|
||||
s_defaultMaterial->SetFaceFilling(FaceFilling_Line);
|
||||
MaterialLibrary::Register("Default", s_defaultMaterial);
|
||||
|
||||
MaterialRef mat;
|
||||
|
||||
mat = New();
|
||||
mat->Enable(RendererParameter_DepthWrite, false);
|
||||
mat->Enable(RendererParameter_FaceCulling, false);
|
||||
mat->EnableLighting(false);
|
||||
MaterialLibrary::Register("Basic2D", std::move(mat));
|
||||
|
||||
mat = New();
|
||||
mat->Enable(RendererParameter_Blend, true);
|
||||
mat->Enable(RendererParameter_DepthWrite, false);
|
||||
mat->Enable(RendererParameter_FaceCulling, false);
|
||||
mat->EnableLighting(false);
|
||||
mat->SetDstBlend(BlendFunc_InvSrcAlpha);
|
||||
mat->SetSrcBlend(BlendFunc_SrcAlpha);
|
||||
MaterialLibrary::Register("Translucent2D", std::move(mat));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ namespace Nz
|
||||
"Advanced Forward",
|
||||
"Basic Forward",
|
||||
"Deferred Shading",
|
||||
"Depth Pass",
|
||||
"Light Pre-Pass",
|
||||
"User"
|
||||
};
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -8,6 +8,7 @@ layout(early_fragment_tests) in;
|
||||
|
||||
/********************Entrant********************/
|
||||
in vec4 vColor;
|
||||
in vec4 vLightSpacePos[3];
|
||||
in mat3 vLightToWorld;
|
||||
in vec3 vNormal;
|
||||
in vec2 vTexCoord;
|
||||
@@ -29,10 +30,13 @@ struct Light
|
||||
vec4 parameters1;
|
||||
vec4 parameters2;
|
||||
vec2 parameters3;
|
||||
bool shadowMapping;
|
||||
};
|
||||
|
||||
// Lumières
|
||||
uniform Light Lights[3];
|
||||
uniform samplerCube PointLightShadowMap[3];
|
||||
uniform sampler2D DirectionalSpotLightShadowMap[3];
|
||||
|
||||
// Matériau
|
||||
uniform sampler2D MaterialAlphaMap;
|
||||
@@ -81,6 +85,41 @@ vec4 EncodeNormal(in vec3 normal)
|
||||
return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
|
||||
}
|
||||
|
||||
float VectorToDepthValue(vec3 vec, float zNear, float zFar)
|
||||
{
|
||||
vec3 absVec = abs(vec);
|
||||
float localZ = max(absVec.x, max(absVec.y, absVec.z));
|
||||
|
||||
float normZ = ((zFar + zNear) * localZ - (2.0*zFar*zNear)) / ((zFar - zNear)*localZ);
|
||||
return (normZ + 1.0) * 0.5;
|
||||
}
|
||||
|
||||
float CalculateDirectionalShadowFactor(int lightIndex)
|
||||
{
|
||||
vec4 lightSpacePos = vLightSpacePos[lightIndex];
|
||||
return (texture(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xy).x >= (lightSpacePos.z - 0.0005)) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
float CalculatePointShadowFactor(int lightIndex, vec3 lightToWorld, float zNear, float zFar)
|
||||
{
|
||||
return (texture(PointLightShadowMap[lightIndex], vec3(lightToWorld.x, -lightToWorld.y, -lightToWorld.z)).x >= VectorToDepthValue(lightToWorld, zNear, zFar)) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
float CalculateSpotShadowFactor(int lightIndex)
|
||||
{
|
||||
vec4 lightSpacePos = vLightSpacePos[lightIndex];
|
||||
|
||||
float visibility = 1.0;
|
||||
float x,y;
|
||||
for (y = -3.5; y <= 3.5; y+= 1.0)
|
||||
for (x = -3.5; x <= 3.5; x+= 1.0)
|
||||
visibility += (textureProj(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xyw + vec3(x/1024.0 * lightSpacePos.w, y/1024.0 * lightSpacePos.w, 0.0)).x >= (lightSpacePos.z - 0.0005)/lightSpacePos.w) ? 1.0 : 0.0;
|
||||
|
||||
visibility /= 64.0;
|
||||
|
||||
return visibility;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseColor = MaterialDiffuse * vColor;
|
||||
@@ -168,6 +207,10 @@ void main()
|
||||
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
vec4 lightColor = Lights[i].color;
|
||||
float lightAmbientFactor = Lights[i].factors.x;
|
||||
float lightDiffuseFactor = Lights[i].factors.y;
|
||||
|
||||
switch (Lights[i].type)
|
||||
{
|
||||
case LIGHT_DIRECTIONAL:
|
||||
@@ -175,75 +218,120 @@ void main()
|
||||
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||
|
||||
// Ambient
|
||||
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
float att = 1.0;
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateDirectionalShadowFactor(i);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
lightSpecular += specularFactor * Lights[i].color.rgb;
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDirLength = length(worldToLight);
|
||||
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
|
||||
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
float lightInnerAngle = Lights[i].parameters3.x;
|
||||
float lightOuterAngle = Lights[i].parameters3.y;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDistance = length(worldToLight);
|
||||
worldToLight /= lightDistance; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateSpotShadowFactor(i);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Modification de l'atténuation pour gérer le spot
|
||||
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
|
||||
float outerAngle = Lights[i].parameters3.y;
|
||||
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
|
||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
float curAngle = dot(lightDir, -worldToLight);
|
||||
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
|
||||
// Specular
|
||||
vec3 reflection = reflect(-lightDir, normal);
|
||||
vec3 reflection = reflect(-worldToLight, normal);
|
||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specularFactor = pow(specularFactor, MaterialShininess);
|
||||
|
||||
lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
||||
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -256,61 +344,110 @@ void main()
|
||||
{
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
vec4 lightColor = Lights[i].color;
|
||||
float lightAmbientFactor = Lights[i].factors.x;
|
||||
float lightDiffuseFactor = Lights[i].factors.y;
|
||||
|
||||
switch (Lights[i].type)
|
||||
{
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
|
||||
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||
|
||||
// Ambient
|
||||
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
float att = 1.0;
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateDirectionalShadowFactor(i);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDirLength = length(worldToLight);
|
||||
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
|
||||
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
break;
|
||||
}
|
||||
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
||||
float lightDirLength = length(lightDir);
|
||||
lightDir /= lightDirLength; // Normalisation
|
||||
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||
float lightAttenuation = Lights[i].parameters1.w;
|
||||
float lightInvRadius = Lights[i].parameters2.w;
|
||||
float lightInnerAngle = Lights[i].parameters3.x;
|
||||
float lightOuterAngle = Lights[i].parameters3.y;
|
||||
|
||||
vec3 worldToLight = lightPos - vWorldPos;
|
||||
float lightDistance = length(worldToLight);
|
||||
worldToLight /= lightDistance; // Normalisation
|
||||
|
||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
||||
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||
|
||||
// Ambient
|
||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
if (Lights[i].shadowMapping)
|
||||
{
|
||||
float shadowFactor = CalculateSpotShadowFactor(i);
|
||||
if (shadowFactor == 0.0)
|
||||
break;
|
||||
|
||||
att *= shadowFactor;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Modification de l'atténuation pour gérer le spot
|
||||
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
|
||||
float outerAngle = Lights[i].parameters3.y;
|
||||
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
|
||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
||||
float curAngle = dot(lightDir, -worldToLight);
|
||||
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
// Diffuse
|
||||
float lambert = max(dot(normal, lightDir), 0.0);
|
||||
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||
|
||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
||||
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||
}
|
||||
|
||||
default:
|
||||
@@ -318,7 +455,7 @@ void main()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
lightSpecular *= MaterialSpecular.rgb;
|
||||
#if SPECULAR_MAPPING
|
||||
lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
|
||||
@@ -340,3 +477,4 @@ void main()
|
||||
#endif // LIGHTING
|
||||
#endif // FLAG_DEFERRED
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -15,6 +15,7 @@ in vec2 VertexTexCoord;
|
||||
|
||||
/********************Sortant********************/
|
||||
out vec4 vColor;
|
||||
out vec4 vLightSpacePos[3];
|
||||
out mat3 vLightToWorld;
|
||||
out vec3 vNormal;
|
||||
out vec2 vTexCoord;
|
||||
@@ -23,6 +24,8 @@ out vec3 vWorldPos;
|
||||
|
||||
/********************Uniformes********************/
|
||||
uniform vec3 EyePosition;
|
||||
uniform mat4 InvViewMatrix;
|
||||
uniform mat4 LightViewProjMatrix[3];
|
||||
uniform float VertexDepth;
|
||||
uniform mat4 ViewProjMatrix;
|
||||
uniform mat4 WorldMatrix;
|
||||
@@ -121,6 +124,11 @@ void main()
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if SHADOW_MAPPING
|
||||
for (int i = 0; i < 3; ++i)
|
||||
vLightSpacePos[i] = LightViewProjMatrix[i] * WorldMatrix * vec4(VertexPosition, 1.0);
|
||||
#endif
|
||||
|
||||
#if TEXTURE_MAPPING
|
||||
vTexCoord = VertexTexCoord;
|
||||
#endif
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -995,6 +995,7 @@ namespace Nz
|
||||
glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(LoadEntry("glUniformMatrix4fv"));
|
||||
glUnmapBuffer = reinterpret_cast<PFNGLUNMAPBUFFERPROC>(LoadEntry("glUnmapBuffer"));
|
||||
glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMPROC>(LoadEntry("glUseProgram"));
|
||||
glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMPROC>(LoadEntry("glValidateProgram"));
|
||||
glVertexAttrib4f = reinterpret_cast<PFNGLVERTEXATTRIB4FPROC>(LoadEntry("glVertexAttrib4f"));
|
||||
glVertexAttribDivisor = reinterpret_cast<PFNGLVERTEXATTRIBDIVISORPROC>(LoadEntry("glVertexAttribDivisor"));
|
||||
glVertexAttribPointer = reinterpret_cast<PFNGLVERTEXATTRIBPOINTERPROC>(LoadEntry("glVertexAttribPointer"));
|
||||
@@ -1684,24 +1685,44 @@ namespace Nz
|
||||
format->dataFormat = GL_DEPTH_COMPONENT;
|
||||
format->dataType = GL_UNSIGNED_SHORT;
|
||||
format->internalFormat = GL_DEPTH_COMPONENT16;
|
||||
|
||||
format->swizzle[0] = GL_RED;
|
||||
format->swizzle[1] = GL_RED;
|
||||
format->swizzle[2] = GL_RED;
|
||||
format->swizzle[3] = GL_ONE;
|
||||
return true;
|
||||
|
||||
case PixelFormatType_Depth24:
|
||||
format->dataFormat = GL_DEPTH_COMPONENT;
|
||||
format->dataType = GL_UNSIGNED_INT;
|
||||
format->internalFormat = GL_DEPTH_COMPONENT24;
|
||||
|
||||
format->swizzle[0] = GL_RED;
|
||||
format->swizzle[1] = GL_RED;
|
||||
format->swizzle[2] = GL_RED;
|
||||
format->swizzle[3] = GL_ONE;
|
||||
return true;
|
||||
|
||||
case PixelFormatType_Depth24Stencil8:
|
||||
format->dataFormat = GL_DEPTH_STENCIL;
|
||||
format->dataType = GL_UNSIGNED_INT_24_8;
|
||||
format->internalFormat = GL_DEPTH24_STENCIL8;
|
||||
|
||||
format->swizzle[0] = GL_RED;
|
||||
format->swizzle[1] = GL_RED;
|
||||
format->swizzle[2] = GL_RED;
|
||||
format->swizzle[3] = GL_GREEN;
|
||||
return true;
|
||||
|
||||
case PixelFormatType_Depth32:
|
||||
format->dataFormat = GL_DEPTH_COMPONENT;
|
||||
format->dataType = GL_UNSIGNED_BYTE;
|
||||
format->internalFormat = GL_DEPTH_COMPONENT32;
|
||||
|
||||
format->swizzle[0] = GL_RED;
|
||||
format->swizzle[1] = GL_RED;
|
||||
format->swizzle[2] = GL_RED;
|
||||
format->swizzle[3] = GL_ONE;
|
||||
return true;
|
||||
|
||||
case PixelFormatType_Stencil1:
|
||||
@@ -2248,12 +2269,14 @@ PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv = nullptr;
|
||||
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
|
||||
PFNGLUNMAPBUFFERPROC glUnmapBuffer = nullptr;
|
||||
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
|
||||
PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
|
||||
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = nullptr;
|
||||
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor = nullptr;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
|
||||
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = nullptr;
|
||||
PFNGLVERTEXATTRIBLPOINTERPROC glVertexAttribLPointer = nullptr;
|
||||
PFNGLVIEWPORTPROC glViewport = nullptr;
|
||||
|
||||
#if defined(NAZARA_PLATFORM_WINDOWS)
|
||||
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormat = nullptr;
|
||||
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs = nullptr;
|
||||
|
||||
@@ -156,9 +156,6 @@ namespace Nz
|
||||
InvalidateSize();
|
||||
InvalidateTargets();
|
||||
|
||||
if (attachmentPoint == AttachmentPoint_Color && !m_impl->userDefinedTargets)
|
||||
m_impl->colorTargets.push_back(index);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -293,9 +290,6 @@ namespace Nz
|
||||
InvalidateSize();
|
||||
InvalidateTargets();
|
||||
|
||||
if (attachmentPoint == AttachmentPoint_Color && !m_impl->userDefinedTargets)
|
||||
m_impl->colorTargets.push_back(index);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -819,6 +813,15 @@ namespace Nz
|
||||
|
||||
void RenderTexture::UpdateTargets() const
|
||||
{
|
||||
if (!m_impl->userDefinedTargets)
|
||||
{
|
||||
m_impl->colorTargets.clear();
|
||||
|
||||
unsigned int colorIndex = 0;
|
||||
for (unsigned int index = attachmentIndex[AttachmentPoint_Color]; index < m_impl->attachments.size(); ++index)
|
||||
m_impl->colorTargets.push_back(colorIndex++);
|
||||
}
|
||||
|
||||
if (m_impl->colorTargets.empty())
|
||||
{
|
||||
m_impl->drawBuffers.resize(1);
|
||||
|
||||
@@ -1713,6 +1713,14 @@ namespace Nz
|
||||
// Et on termine par envoyer nos états au driver
|
||||
OpenGL::ApplyStates(s_states);
|
||||
|
||||
#ifdef NAZARA_DEBUG
|
||||
if (!s_shader->Validate())
|
||||
{
|
||||
NazaraError(Error::GetLastError());
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -747,6 +747,31 @@ namespace Nz
|
||||
}
|
||||
}
|
||||
|
||||
bool Shader::Validate() const
|
||||
{
|
||||
#if NAZARA_RENDERER_SAFE
|
||||
if (!m_program)
|
||||
{
|
||||
NazaraError("Shader is not initialized");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
glValidateProgram(m_program);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(m_program, GL_VALIDATE_STATUS, &success);
|
||||
|
||||
if (success == GL_TRUE)
|
||||
return true;
|
||||
else
|
||||
{
|
||||
NazaraError("Failed to validate shader: " + GetLog());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
unsigned int Shader::GetOpenGLID() const
|
||||
{
|
||||
return m_program;
|
||||
|
||||
@@ -1306,6 +1306,12 @@ namespace Nz
|
||||
glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, openGLFormat.swizzle[3]);
|
||||
}
|
||||
|
||||
if (!proxy && PixelFormat::GetType(m_impl->format) == PixelFormatTypeType_Depth)
|
||||
{
|
||||
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
||||
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
#define NAZARA_LOADERS_DDS_CONSTANTS_HPP
|
||||
|
||||
#include <Nazara/Prerequesites.hpp>
|
||||
#include <Nazara/Core/Serialization.hpp>
|
||||
#include <Nazara/Core/SerializationContext.hpp>
|
||||
#include <Nazara/Utility/Config.hpp>
|
||||
|
||||
namespace Nz
|
||||
|
||||
@@ -65,7 +65,7 @@ namespace Nz
|
||||
headerDX10.resourceDimension = D3D10_RESOURCE_DIMENSION_UNKNOWN;
|
||||
}
|
||||
|
||||
if (header.flags & DDSD_WIDTH == 0)
|
||||
if ((header.flags & DDSD_WIDTH) == 0)
|
||||
NazaraWarning("Ill-formed DDS file, doesn't have a width flag");
|
||||
|
||||
unsigned int width = std::max(header.width, 1U);
|
||||
@@ -141,7 +141,7 @@ namespace Nz
|
||||
{
|
||||
if (header.ddsCaps[1] & DDSCAPS2_CUBEMAP)
|
||||
{
|
||||
if (header.ddsCaps[1] & DDSCAPS2_CUBEMAP_ALLFACES != DDSCAPS2_CUBEMAP_ALLFACES)
|
||||
if ((header.ddsCaps[1] & DDSCAPS2_CUBEMAP_ALLFACES) != DDSCAPS2_CUBEMAP_ALLFACES)
|
||||
{
|
||||
NazaraError("Partial cubemap are not yet supported, sorry");
|
||||
return false;
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include <Nazara/Math/Algorithm.hpp>
|
||||
#include <Nazara/Math/Quaternion.hpp>
|
||||
#include <Nazara/Utility/BufferMapper.hpp>
|
||||
#include <Nazara/Utility/MaterialData.hpp>
|
||||
#include <Nazara/Utility/Mesh.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/Utility/Formats/MD2Constants.hpp>
|
||||
@@ -99,7 +100,11 @@ namespace Nz
|
||||
for (unsigned int i = 0; i < header.num_skins; ++i)
|
||||
{
|
||||
stream.Read(skin, 68*sizeof(char));
|
||||
mesh->SetMaterial(i, baseDir + skin);
|
||||
|
||||
ParameterList matData;
|
||||
matData.SetParameter(MaterialData::FilePath, baseDir + skin);
|
||||
|
||||
mesh->SetMaterialData(i, std::move(matData));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include <Nazara/Utility/Formats/MD5MeshLoader.hpp>
|
||||
#include <Nazara/Utility/IndexIterator.hpp>
|
||||
#include <Nazara/Utility/IndexMapper.hpp>
|
||||
#include <Nazara/Utility/MaterialData.hpp>
|
||||
#include <Nazara/Utility/SkeletalMesh.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/Utility/Formats/MD5MeshParser.hpp>
|
||||
@@ -41,7 +42,7 @@ namespace Nz
|
||||
|
||||
// Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette
|
||||
Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
|
||||
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
|
||||
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
|
||||
|
||||
String baseDir = stream.GetDirectory();
|
||||
|
||||
@@ -189,7 +190,10 @@ namespace Nz
|
||||
vertexMapper.Unmap();
|
||||
|
||||
// Material
|
||||
mesh->SetMaterial(i, baseDir + md5Mesh.shader);
|
||||
ParameterList matData;
|
||||
matData.SetParameter(MaterialData::FilePath, baseDir + md5Mesh.shader);
|
||||
|
||||
mesh->SetMaterialData(i, std::move(matData));
|
||||
|
||||
// Submesh
|
||||
SkeletalMeshRef subMesh = SkeletalMesh::New(mesh);
|
||||
@@ -285,7 +289,10 @@ namespace Nz
|
||||
mesh->AddSubMesh(subMesh);
|
||||
|
||||
// Material
|
||||
mesh->SetMaterial(i, baseDir + md5Mesh.shader);
|
||||
ParameterList matData;
|
||||
matData.SetParameter(MaterialData::FilePath, baseDir + md5Mesh.shader);
|
||||
|
||||
mesh->SetMaterialData(i, std::move(matData));
|
||||
}
|
||||
|
||||
if (parameters.center)
|
||||
|
||||
@@ -194,6 +194,7 @@ namespace Nz
|
||||
m_currentLine = m_stream.ReadLine();
|
||||
m_currentLine = m_currentLine.SubStringTo("//"); // On ignore les commentaires
|
||||
m_currentLine.Simplify(); // Pour un traitement plus simple
|
||||
m_currentLine.Trim();
|
||||
}
|
||||
while (m_currentLine.IsEmpty());
|
||||
}
|
||||
|
||||
@@ -1,14 +1,13 @@
|
||||
// Copyright (C) 2015 Jérôme Leclercq
|
||||
// This file is part of the "Nazara Engine - Graphics module"
|
||||
// Copyright (C) 2016 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 <Nazara/Graphics/Formats/OBJLoader.hpp>
|
||||
#include <Nazara/Utility/Formats/OBJLoader.hpp>
|
||||
#include <Nazara/Core/Algorithm.hpp>
|
||||
#include <Nazara/Core/ErrorFlags.hpp>
|
||||
#include <Nazara/Graphics/Material.hpp>
|
||||
#include <Nazara/Graphics/Model.hpp>
|
||||
#include <Nazara/Utility/BufferMapper.hpp>
|
||||
#include <Nazara/Utility/IndexMapper.hpp>
|
||||
#include <Nazara/Utility/MaterialData.hpp>
|
||||
#include <Nazara/Utility/Mesh.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/Utility/Formats/MTLParser.hpp>
|
||||
@@ -17,7 +16,7 @@
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <Nazara/Graphics/Debug.hpp>
|
||||
#include <Nazara/Utility/Debug.hpp>
|
||||
|
||||
///TODO: N'avoir qu'un seul VertexBuffer communs à tous les meshes
|
||||
|
||||
@@ -30,7 +29,7 @@ namespace Nz
|
||||
return (extension == "obj");
|
||||
}
|
||||
|
||||
Ternary Check(Stream& stream, const ModelParameters& parameters)
|
||||
Ternary Check(Stream& stream, const MeshParams& parameters)
|
||||
{
|
||||
NazaraUnused(stream);
|
||||
|
||||
@@ -41,7 +40,7 @@ namespace Nz
|
||||
return Ternary_Unknown;
|
||||
}
|
||||
|
||||
bool LoadMaterials(Model* model, const String& filePath, const MaterialParams& parameters, const String* materials, const OBJParser::Mesh* meshes, unsigned int meshCount)
|
||||
bool ParseMTL(Mesh* mesh, const String& filePath, const String* materials, const OBJParser::Mesh* meshes, unsigned int meshCount)
|
||||
{
|
||||
File file(filePath);
|
||||
if (!file.Open(OpenMode_ReadOnly | OpenMode_Text))
|
||||
@@ -57,7 +56,7 @@ namespace Nz
|
||||
return false;
|
||||
}
|
||||
|
||||
std::unordered_map<String, MaterialRef> materialCache;
|
||||
std::unordered_map<String, ParameterList> materialCache;
|
||||
String baseDir = file.GetDirectory();
|
||||
for (unsigned int i = 0; i < meshCount; ++i)
|
||||
{
|
||||
@@ -72,8 +71,9 @@ namespace Nz
|
||||
auto it = materialCache.find(matName);
|
||||
if (it == materialCache.end())
|
||||
{
|
||||
MaterialRef material = Material::New();
|
||||
material->SetShader(parameters.shaderName);
|
||||
ParameterList data;
|
||||
|
||||
data.SetParameter(MaterialData::CustomDefined);
|
||||
|
||||
UInt8 alphaValue = static_cast<UInt8>(mtlMat->alpha*255.f);
|
||||
|
||||
@@ -84,54 +84,40 @@ namespace Nz
|
||||
diffuseColor.a = alphaValue;
|
||||
specularColor.a = alphaValue;
|
||||
|
||||
material->SetAmbientColor(ambientColor);
|
||||
material->SetDiffuseColor(diffuseColor);
|
||||
material->SetSpecularColor(specularColor);
|
||||
material->SetShininess(mtlMat->shininess);
|
||||
data.SetParameter(MaterialData::AmbientColor, ambientColor);
|
||||
data.SetParameter(MaterialData::DiffuseColor, diffuseColor);
|
||||
data.SetParameter(MaterialData::Shininess, mtlMat->shininess);
|
||||
data.SetParameter(MaterialData::SpecularColor, specularColor);
|
||||
|
||||
bool isTranslucent = (alphaValue != 255);
|
||||
if (!mtlMat->alphaMap.IsEmpty())
|
||||
data.SetParameter(MaterialData::AlphaTexturePath, baseDir + mtlMat->alphaMap);
|
||||
|
||||
if (parameters.loadAlphaMap && !mtlMat->alphaMap.IsEmpty())
|
||||
if (!mtlMat->diffuseMap.IsEmpty())
|
||||
data.SetParameter(MaterialData::DiffuseTexturePath, baseDir + mtlMat->diffuseMap);
|
||||
|
||||
if (!mtlMat->specularMap.IsEmpty())
|
||||
data.SetParameter(MaterialData::SpecularTexturePath, baseDir + mtlMat->specularMap);
|
||||
|
||||
// If we either have an alpha value or an alpha map, let's configure the material for transparency
|
||||
if (alphaValue != 255 || !mtlMat->alphaMap.IsEmpty())
|
||||
{
|
||||
if (material->SetAlphaMap(baseDir + mtlMat->alphaMap))
|
||||
isTranslucent = true; // Une alpha map indique de la transparence
|
||||
else
|
||||
NazaraWarning("Failed to load alpha map (" + mtlMat->alphaMap + ')');
|
||||
// Some default settings
|
||||
data.SetParameter(MaterialData::Blending, true);
|
||||
data.SetParameter(MaterialData::DepthWrite, true);
|
||||
data.SetParameter(MaterialData::DstBlend, static_cast<int>(BlendFunc_InvSrcAlpha));
|
||||
data.SetParameter(MaterialData::SrcBlend, static_cast<int>(BlendFunc_SrcAlpha));
|
||||
}
|
||||
|
||||
if (parameters.loadDiffuseMap && !mtlMat->diffuseMap.IsEmpty())
|
||||
{
|
||||
if (!material->SetDiffuseMap(baseDir + mtlMat->diffuseMap))
|
||||
NazaraWarning("Failed to load diffuse map (" + mtlMat->diffuseMap + ')');
|
||||
}
|
||||
|
||||
if (parameters.loadSpecularMap && !mtlMat->specularMap.IsEmpty())
|
||||
{
|
||||
if (!material->SetSpecularMap(baseDir + mtlMat->specularMap))
|
||||
NazaraWarning("Failed to load specular map (" + mtlMat->specularMap + ')');
|
||||
}
|
||||
|
||||
// Si nous avons une alpha map ou des couleurs transparentes,
|
||||
// nous devons configurer le matériau pour accepter la transparence au mieux
|
||||
if (isTranslucent)
|
||||
{
|
||||
// On paramètre le matériau pour accepter la transparence au mieux
|
||||
material->Enable(RendererParameter_Blend, true);
|
||||
material->Enable(RendererParameter_DepthWrite, false);
|
||||
material->SetDstBlend(BlendFunc_InvSrcAlpha);
|
||||
material->SetSrcBlend(BlendFunc_SrcAlpha);
|
||||
}
|
||||
|
||||
it = materialCache.emplace(matName, std::move(material)).first;
|
||||
it = materialCache.emplace(matName, std::move(data)).first;
|
||||
}
|
||||
|
||||
model->SetMaterial(meshes[i].material, it->second);
|
||||
mesh->SetMaterialData(meshes[i].material, it->second);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Load(Model* model, Stream& stream, const ModelParameters& parameters)
|
||||
bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
|
||||
{
|
||||
int reservedVertexCount;
|
||||
if (!parameters.custom.GetIntegerParameter("NativeOBJLoader_VertexCount", &reservedVertexCount))
|
||||
@@ -144,12 +130,7 @@ namespace Nz
|
||||
return false;
|
||||
}
|
||||
|
||||
MeshRef mesh = Mesh::New();
|
||||
if (!mesh->CreateStatic()) // Ne devrait jamais échouer
|
||||
{
|
||||
NazaraInternalError("Failed to create mesh");
|
||||
return false;
|
||||
}
|
||||
mesh->CreateStatic();
|
||||
|
||||
const String* materials = parser.GetMaterials();
|
||||
const Vector4f* positions = parser.GetPositions();
|
||||
@@ -160,8 +141,8 @@ namespace Nz
|
||||
unsigned int meshCount = parser.GetMeshCount();
|
||||
|
||||
NazaraAssert(materials != nullptr && positions != nullptr && normals != nullptr &&
|
||||
texCoords != nullptr && meshes != nullptr && meshCount > 0,
|
||||
"Invalid OBJParser output");
|
||||
texCoords != nullptr && meshes != nullptr && meshCount > 0,
|
||||
"Invalid OBJParser output");
|
||||
|
||||
// Un conteneur temporaire pour contenir les indices de face avant triangulation
|
||||
std::vector<unsigned int> faceIndices(3); // Comme il y aura au moins trois sommets
|
||||
@@ -197,8 +178,8 @@ namespace Nz
|
||||
bool operator()(const OBJParser::FaceVertex& lhs, const OBJParser::FaceVertex& rhs) const
|
||||
{
|
||||
return lhs.normal == rhs.normal &&
|
||||
lhs.position == rhs.position &&
|
||||
lhs.texCoord == rhs.texCoord;
|
||||
lhs.position == rhs.position &&
|
||||
lhs.texCoord == rhs.texCoord;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -230,8 +211,8 @@ namespace Nz
|
||||
}
|
||||
|
||||
// Création des buffers
|
||||
IndexBufferRef indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits<UInt16>::max(), indices.size(), parameters.mesh.storage, BufferUsage_Static);
|
||||
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.mesh.storage, BufferUsage_Static);
|
||||
IndexBufferRef indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits<UInt16>::max(), indices.size(), parameters.storage, BufferUsage_Static);
|
||||
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.storage, BufferUsage_Static);
|
||||
|
||||
// Remplissage des indices
|
||||
IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly);
|
||||
@@ -254,7 +235,7 @@ namespace Nz
|
||||
|
||||
const Vector4f& vec = positions[vertexIndices.position];
|
||||
vertex.position.Set(vec.x, vec.y, vec.z);
|
||||
vertex.position *= parameters.mesh.scale/vec.w;
|
||||
vertex.position *= parameters.scale/vec.w;
|
||||
|
||||
if (vertexIndices.normal >= 0)
|
||||
vertex.normal = normals[vertexIndices.normal];
|
||||
@@ -264,7 +245,7 @@ namespace Nz
|
||||
if (vertexIndices.texCoord >= 0)
|
||||
{
|
||||
const Vector3f& uvw = texCoords[vertexIndices.texCoord];
|
||||
vertex.uv.Set(uvw.x, (parameters.mesh.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
|
||||
vertex.uv.Set(uvw.x, (parameters.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
|
||||
}
|
||||
else
|
||||
hasTexCoords = false;
|
||||
@@ -279,7 +260,7 @@ namespace Nz
|
||||
continue;
|
||||
}
|
||||
|
||||
if (parameters.mesh.optimizeIndexBuffers)
|
||||
if (parameters.optimizeIndexBuffers)
|
||||
indexBuffer->Optimize();
|
||||
|
||||
subMesh->GenerateAABB();
|
||||
@@ -299,17 +280,15 @@ namespace Nz
|
||||
}
|
||||
mesh->SetMaterialCount(parser.GetMaterialCount());
|
||||
|
||||
if (parameters.mesh.center)
|
||||
if (parameters.center)
|
||||
mesh->Recenter();
|
||||
|
||||
model->SetMesh(mesh);
|
||||
|
||||
// On charge les matériaux si demandé
|
||||
String mtlLib = parser.GetMtlLib();
|
||||
if (parameters.loadMaterials && !mtlLib.IsEmpty())
|
||||
if (!mtlLib.IsEmpty())
|
||||
{
|
||||
ErrorFlags flags(ErrorFlag_ThrowExceptionDisabled);
|
||||
LoadMaterials(model, stream.GetDirectory() + mtlLib, parameters.material, materials, meshes, meshCount);
|
||||
ParseMTL(mesh, stream.GetDirectory() + mtlLib, materials, meshes, meshCount);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -320,12 +299,12 @@ namespace Nz
|
||||
{
|
||||
void RegisterOBJ()
|
||||
{
|
||||
ModelLoader::RegisterLoader(IsSupported, Check, Load);
|
||||
MeshLoader::RegisterLoader(IsSupported, Check, Load);
|
||||
}
|
||||
|
||||
void UnregisterOBJ()
|
||||
{
|
||||
ModelLoader::UnregisterLoader(IsSupported, Check, Load);
|
||||
MeshLoader::UnregisterLoader(IsSupported, Check, Load);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -52,11 +52,11 @@ namespace Nz
|
||||
{
|
||||
MeshImpl()
|
||||
{
|
||||
materials.resize(1); // Un matériau par défaut
|
||||
materialData.resize(1); // Un matériau par défaut
|
||||
}
|
||||
|
||||
std::unordered_map<String, unsigned int> subMeshMap;
|
||||
std::vector<String> materials;
|
||||
std::vector<ParameterList> materialData;
|
||||
std::vector<SubMeshRef> subMeshes;
|
||||
AnimationType animationType;
|
||||
Boxf aabb;
|
||||
@@ -75,93 +75,36 @@ namespace Nz
|
||||
|
||||
void Mesh::AddSubMesh(SubMesh* subMesh)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(subMesh, "Invalid submesh");
|
||||
NazaraAssert(subMesh->GetAnimationType() == m_impl->animationType, "Submesh animation type doesn't match mesh animation type");
|
||||
|
||||
if (!subMesh)
|
||||
{
|
||||
NazaraError("Invalid submesh");
|
||||
return;
|
||||
}
|
||||
|
||||
if (subMesh->GetAnimationType() != m_impl->animationType)
|
||||
{
|
||||
NazaraError("Submesh animation type must match mesh animation type");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_impl->aabbUpdated = false; // On invalide l'AABB
|
||||
m_impl->subMeshes.push_back(subMesh);
|
||||
|
||||
InvalidateAABB();
|
||||
}
|
||||
|
||||
void Mesh::AddSubMesh(const String& identifier, SubMesh* subMesh)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
|
||||
if (identifier.IsEmpty())
|
||||
{
|
||||
NazaraError("Identifier is empty");
|
||||
return;
|
||||
}
|
||||
|
||||
auto it = m_impl->subMeshMap.find(identifier);
|
||||
if (it != m_impl->subMeshMap.end())
|
||||
{
|
||||
NazaraError("SubMesh identifier \"" + identifier + "\" is already used");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!subMesh)
|
||||
{
|
||||
NazaraError("Invalid submesh");
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_impl->animationType != subMesh->GetAnimationType())
|
||||
{
|
||||
NazaraError("Submesh animation type must match mesh animation type");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(!identifier.IsEmpty(), "Identifier is empty");
|
||||
NazaraAssert(m_impl->subMeshMap.find(identifier) == m_impl->subMeshMap.end(), "SubMesh identifier \"" + identifier + "\" is already in use");
|
||||
NazaraAssert(subMesh, "Invalid submesh");
|
||||
NazaraAssert(subMesh->GetAnimationType() == m_impl->animationType, "Submesh animation type doesn't match mesh animation type");
|
||||
|
||||
int index = m_impl->subMeshes.size();
|
||||
|
||||
m_impl->aabbUpdated = false; // On invalide l'AABB
|
||||
m_impl->subMeshes.push_back(subMesh);
|
||||
m_impl->subMeshMap[identifier] = index;
|
||||
|
||||
InvalidateAABB();
|
||||
}
|
||||
|
||||
SubMesh* Mesh::BuildSubMesh(const Primitive& primitive, const MeshParams& params)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (m_impl->animationType != AnimationType_Static)
|
||||
{
|
||||
NazaraError("Mesh must be static");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!params.IsValid())
|
||||
{
|
||||
NazaraError("Parameters must be valid");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(m_impl->animationType == AnimationType_Static, "Submesh building only works for static meshes");
|
||||
NazaraAssert(params.IsValid(), "Invalid parameters");
|
||||
|
||||
Boxf aabb;
|
||||
IndexBufferRef indexBuffer;
|
||||
@@ -333,17 +276,7 @@ namespace Nz
|
||||
|
||||
void Mesh::BuildSubMeshes(const PrimitiveList& list, const MeshParams& params)
|
||||
{
|
||||
unsigned int primitiveCount = list.GetSize();
|
||||
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (primitiveCount == 0)
|
||||
{
|
||||
NazaraError("PrimitiveList must have at least one primitive");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
for (unsigned int i = 0; i < primitiveCount; ++i)
|
||||
for (unsigned int i = 0; i < list.GetSize(); ++i)
|
||||
BuildSubMesh(list.GetPrimitive(i), params);
|
||||
}
|
||||
|
||||
@@ -351,18 +284,17 @@ namespace Nz
|
||||
{
|
||||
Destroy();
|
||||
|
||||
m_impl = new MeshImpl;
|
||||
m_impl->animationType = AnimationType_Skeletal;
|
||||
m_impl->jointCount = jointCount;
|
||||
if (!m_impl->skeleton.Create(jointCount))
|
||||
std::unique_ptr<MeshImpl> impl(new MeshImpl);
|
||||
impl->animationType = AnimationType_Skeletal;
|
||||
impl->jointCount = jointCount;
|
||||
if (!impl->skeleton.Create(jointCount))
|
||||
{
|
||||
delete m_impl;
|
||||
m_impl = nullptr;
|
||||
|
||||
NazaraError("Failed to create skeleton");
|
||||
return false;
|
||||
}
|
||||
|
||||
m_impl = impl.release();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -389,13 +321,7 @@ namespace Nz
|
||||
|
||||
void Mesh::GenerateNormals()
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
subMesh->GenerateNormals();
|
||||
@@ -403,13 +329,7 @@ namespace Nz
|
||||
|
||||
void Mesh::GenerateNormalsAndTangents()
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
subMesh->GenerateNormalsAndTangents();
|
||||
@@ -417,13 +337,7 @@ namespace Nz
|
||||
|
||||
void Mesh::GenerateTangents()
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
subMesh->GenerateTangents();
|
||||
@@ -431,15 +345,7 @@ namespace Nz
|
||||
|
||||
const Boxf& Mesh::GetAABB() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
|
||||
static Boxf dummy;
|
||||
return dummy;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
if (!m_impl->aabbUpdated)
|
||||
{
|
||||
@@ -461,248 +367,121 @@ namespace Nz
|
||||
|
||||
String Mesh::GetAnimation() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return String();
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
return m_impl->animationPath;
|
||||
}
|
||||
|
||||
AnimationType Mesh::GetAnimationType() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return AnimationType_Static;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
return m_impl->animationType;
|
||||
}
|
||||
|
||||
unsigned int Mesh::GetJointCount() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (m_impl->animationType != AnimationType_Skeletal)
|
||||
{
|
||||
NazaraError("Mesh's animation type is not skeletal");
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(m_impl->animationType == AnimationType_Skeletal, "Mesh is not skeletal");
|
||||
|
||||
return m_impl->jointCount;
|
||||
}
|
||||
|
||||
String Mesh::GetMaterial(unsigned int index) const
|
||||
ParameterList& Mesh::GetMaterialData(unsigned int index)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return String();
|
||||
}
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(index < m_impl->materialData.size(), "Material index out of range");
|
||||
|
||||
if (index >= m_impl->materials.size())
|
||||
{
|
||||
NazaraError("Material index out of range (" + String::Number(index) + " >= " + String::Number(m_impl->materials.size()) + ')');
|
||||
return String();
|
||||
}
|
||||
#endif
|
||||
return m_impl->materialData[index];
|
||||
}
|
||||
|
||||
return m_impl->materials[index];
|
||||
const ParameterList& Mesh::GetMaterialData(unsigned int index) const
|
||||
{
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(index < m_impl->materialData.size(), "Material index out of range");
|
||||
|
||||
return m_impl->materialData[index];
|
||||
}
|
||||
|
||||
unsigned int Mesh::GetMaterialCount() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
return m_impl->materials.size();
|
||||
return m_impl->materialData.size();
|
||||
}
|
||||
|
||||
Skeleton* Mesh::GetSkeleton()
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Animation not created");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (m_impl->animationType != AnimationType_Skeletal)
|
||||
{
|
||||
NazaraError("Mesh's animation type is not skeletal");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(m_impl->animationType == AnimationType_Skeletal, "Mesh is not skeletal");
|
||||
|
||||
return &m_impl->skeleton;
|
||||
}
|
||||
|
||||
const Skeleton* Mesh::GetSkeleton() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Animation not created");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (m_impl->animationType != AnimationType_Skeletal)
|
||||
{
|
||||
NazaraError("Mesh's animation type is not skeletal");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(m_impl->animationType == AnimationType_Skeletal, "Mesh is not skeletal");
|
||||
|
||||
return &m_impl->skeleton;
|
||||
}
|
||||
|
||||
SubMesh* Mesh::GetSubMesh(const String& identifier)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
auto it = m_impl->subMeshMap.find(identifier);
|
||||
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (it == m_impl->subMeshMap.end())
|
||||
{
|
||||
NazaraError("SubMesh not found");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(it != m_impl->subMeshMap.end(), "SubMesh " + identifier + " not found");
|
||||
|
||||
return m_impl->subMeshes[it->second];
|
||||
}
|
||||
|
||||
SubMesh* Mesh::GetSubMesh(unsigned int index)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (index >= m_impl->subMeshes.size())
|
||||
{
|
||||
NazaraError("SubMesh index out of range (" + String::Number(index) + " >= " + String::Number(m_impl->subMeshes.size()) + ')');
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(index < m_impl->subMeshes.size(), "Submesh index out of range");
|
||||
|
||||
return m_impl->subMeshes[index];
|
||||
}
|
||||
|
||||
const SubMesh* Mesh::GetSubMesh(const String& identifier) const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
auto it = m_impl->subMeshMap.find(identifier);
|
||||
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (it == m_impl->subMeshMap.end())
|
||||
{
|
||||
NazaraError("SubMesh not found");
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(it != m_impl->subMeshMap.end(), "SubMesh " + identifier + " not found");
|
||||
|
||||
return m_impl->subMeshes[it->second];
|
||||
}
|
||||
|
||||
const SubMesh* Mesh::GetSubMesh(unsigned int index) const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (index >= m_impl->subMeshes.size())
|
||||
{
|
||||
NazaraError("SubMesh index out of range (" + String::Number(index) + " >= " + String::Number(m_impl->subMeshes.size()) + ')');
|
||||
return nullptr;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(index < m_impl->subMeshes.size(), "Submesh index out of range");
|
||||
|
||||
return m_impl->subMeshes[index];
|
||||
}
|
||||
|
||||
unsigned int Mesh::GetSubMeshCount() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
return m_impl->subMeshes.size();
|
||||
}
|
||||
|
||||
int Mesh::GetSubMeshIndex(const String& identifier) const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return -1;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
auto it = m_impl->subMeshMap.find(identifier);
|
||||
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (it == m_impl->subMeshMap.end())
|
||||
{
|
||||
NazaraError("SubMesh not found");
|
||||
return -1;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(it != m_impl->subMeshMap.end(), "SubMesh " + identifier + " not found");
|
||||
|
||||
return it->second;
|
||||
}
|
||||
|
||||
unsigned int Mesh::GetTriangleCount() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
unsigned int triangleCount = 0;
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
@@ -713,13 +492,7 @@ namespace Nz
|
||||
|
||||
unsigned int Mesh::GetVertexCount() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
unsigned int vertexCount = 0;
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
@@ -730,52 +503,28 @@ namespace Nz
|
||||
|
||||
void Mesh::InvalidateAABB() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
m_impl->aabbUpdated = false;
|
||||
}
|
||||
|
||||
bool Mesh::HasSubMesh(const String& identifier) const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
return m_impl->subMeshMap.find(identifier) != m_impl->subMeshMap.end();
|
||||
}
|
||||
|
||||
bool Mesh::HasSubMesh(unsigned int index) const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
return index < m_impl->subMeshes.size();
|
||||
}
|
||||
|
||||
bool Mesh::IsAnimable() const
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
return m_impl->animationType != AnimationType_Static;
|
||||
}
|
||||
@@ -802,21 +551,10 @@ namespace Nz
|
||||
|
||||
void Mesh::Recenter()
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(m_impl->animationType == AnimationType_Static, "Mesh is not static");
|
||||
|
||||
if (m_impl->animationType != AnimationType_Static)
|
||||
{
|
||||
NazaraError("Mesh must be static");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Le centre de notre mesh est le centre de l'AABB *globale*
|
||||
// The center of our mesh is the center of our *global* AABB
|
||||
Vector3f center = GetAABB().GetCenter();
|
||||
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
@@ -833,119 +571,62 @@ namespace Nz
|
||||
vertices++;
|
||||
}
|
||||
|
||||
// l'AABB ne change pas de dimensions mais seulement de position, appliquons-lui le même procédé
|
||||
// Our AABB doesn't change shape, only position
|
||||
Boxf aabb = staticMesh->GetAABB();
|
||||
aabb.Translate(-center);
|
||||
|
||||
staticMesh->SetAABB(aabb);
|
||||
}
|
||||
|
||||
// Il ne faut pas oublier d'invalider notre AABB
|
||||
m_impl->aabbUpdated = false;
|
||||
InvalidateAABB();
|
||||
}
|
||||
|
||||
void Mesh::RemoveSubMesh(const String& identifier)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
|
||||
auto it = m_impl->subMeshMap.find(identifier);
|
||||
if (it == m_impl->subMeshMap.end())
|
||||
{
|
||||
NazaraError("SubMesh not found");
|
||||
return;
|
||||
}
|
||||
|
||||
unsigned int index = it->second;
|
||||
#else
|
||||
unsigned int index = m_impl->subMeshMap[identifier];
|
||||
#endif
|
||||
unsigned int index = GetSubMeshIndex(identifier);
|
||||
|
||||
// On déplace l'itérateur du début d'une distance de x
|
||||
auto it2 = m_impl->subMeshes.begin();
|
||||
std::advance(it2, index);
|
||||
m_impl->subMeshes.erase(it2);
|
||||
|
||||
m_impl->aabbUpdated = false; // On invalide l'AABB
|
||||
InvalidateAABB();
|
||||
}
|
||||
|
||||
void Mesh::RemoveSubMesh(unsigned int index)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
|
||||
if (index >= m_impl->subMeshes.size())
|
||||
{
|
||||
NazaraError("SubMesh index out of range (" + String::Number(index) + " >= " + String::Number(m_impl->subMeshes.size()) + ')');
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(index < m_impl->subMeshes.size(), "Submesh index out of range");
|
||||
|
||||
// On déplace l'itérateur du début de x
|
||||
auto it = m_impl->subMeshes.begin();
|
||||
std::advance(it, index);
|
||||
m_impl->subMeshes.erase(it);
|
||||
|
||||
m_impl->aabbUpdated = false; // On invalide l'AABB
|
||||
InvalidateAABB();
|
||||
}
|
||||
|
||||
void Mesh::SetAnimation(const String& animationPath)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
|
||||
m_impl->animationPath = animationPath;
|
||||
}
|
||||
|
||||
void Mesh::SetMaterial(unsigned int matIndex, const String& materialPath)
|
||||
void Mesh::SetMaterialData(unsigned int matIndex, ParameterList data)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(matIndex < m_impl->materialData.size(), "Material index out of range");
|
||||
|
||||
if (matIndex >= m_impl->materials.size())
|
||||
{
|
||||
NazaraError("Material index out of range (" + String::Number(matIndex) + " >= " + String::Number(m_impl->materials.size()) + ')');
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_impl->materials[matIndex] = materialPath;
|
||||
m_impl->materialData[matIndex] = std::move(data);
|
||||
}
|
||||
|
||||
void Mesh::SetMaterialCount(unsigned int matCount)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(matCount > 0, "A mesh should have at least a material");
|
||||
|
||||
if (matCount == 0)
|
||||
{
|
||||
NazaraError("A mesh should have at least a material");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_impl->materials.resize(matCount);
|
||||
m_impl->materialData.resize(matCount);
|
||||
|
||||
#ifdef NAZARA_DEBUG
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
@@ -953,7 +634,7 @@ namespace Nz
|
||||
unsigned int matIndex = subMesh->GetMaterialIndex();
|
||||
if (matIndex >= matCount)
|
||||
{
|
||||
subMesh->SetMaterialIndex(0); // Pour empêcher un crash
|
||||
subMesh->SetMaterialIndex(0); // To prevent a crash
|
||||
NazaraWarning("SubMesh " + String::Pointer(subMesh) + " material index is over mesh new material count (" + String::Number(matIndex) + " >= " + String::Number(matCount) + "), setting it to first material");
|
||||
}
|
||||
}
|
||||
@@ -962,22 +643,8 @@ namespace Nz
|
||||
|
||||
void Mesh::Transform(const Matrix4f& matrix)
|
||||
{
|
||||
#if NAZARA_UTILITY_SAFE
|
||||
if (!m_impl)
|
||||
{
|
||||
NazaraError("Mesh not created");
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_impl->animationType != AnimationType_Static)
|
||||
{
|
||||
NazaraError("Mesh must be static");
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (matrix.IsIdentity())
|
||||
return;
|
||||
NazaraAssert(m_impl, "Mesh should be created first");
|
||||
NazaraAssert(m_impl->animationType == AnimationType_Static, "Mesh is not static");
|
||||
|
||||
for (SubMesh* subMesh : m_impl->subMeshes)
|
||||
{
|
||||
@@ -1000,8 +667,7 @@ namespace Nz
|
||||
staticMesh->SetAABB(aabb);
|
||||
}
|
||||
|
||||
// Il ne faut pas oublier d'invalider notre AABB
|
||||
m_impl->aabbUpdated = false;
|
||||
InvalidateAABB();
|
||||
}
|
||||
|
||||
bool Mesh::Initialize()
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace Nz
|
||||
ClearGlyphs();
|
||||
}
|
||||
|
||||
const Rectui& SimpleTextDrawer::GetBounds() const
|
||||
const Recti& SimpleTextDrawer::GetBounds() const
|
||||
{
|
||||
if (!m_glyphUpdated)
|
||||
UpdateGlyphs();
|
||||
|
||||
@@ -209,5 +209,5 @@ namespace Nz
|
||||
void SubMesh::SetMaterialIndex(unsigned int matIndex)
|
||||
{
|
||||
m_matIndex = matIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
#include <Nazara/Utility/Formats/MD2Loader.hpp>
|
||||
#include <Nazara/Utility/Formats/MD5AnimLoader.hpp>
|
||||
#include <Nazara/Utility/Formats/MD5MeshLoader.hpp>
|
||||
#include <Nazara/Utility/Formats/OBJLoader.hpp>
|
||||
#include <Nazara/Utility/Formats/PCXLoader.hpp>
|
||||
#include <Nazara/Utility/Formats/STBLoader.hpp>
|
||||
#include <Nazara/Utility/Formats/STBSaver.hpp>
|
||||
@@ -114,7 +115,7 @@ namespace Nz
|
||||
Loaders::RegisterFreeType();
|
||||
|
||||
// Image
|
||||
Loaders::RegisterDDSLoader(); // Generic loader (STB)
|
||||
Loaders::RegisterDDSLoader(); // DDS Loader (DirectX format)
|
||||
Loaders::RegisterSTBLoader(); // Generic loader (STB)
|
||||
Loaders::RegisterSTBSaver(); // Generic saver (STB)
|
||||
|
||||
@@ -122,6 +123,9 @@ namespace Nz
|
||||
// Animation
|
||||
Loaders::RegisterMD5Anim(); // Loader de fichiers .md5anim (v10)
|
||||
|
||||
// Mesh (text)
|
||||
Loaders::RegisterOBJ();
|
||||
|
||||
// Mesh
|
||||
Loaders::RegisterMD2(); // Loader de fichiers .md2 (v8)
|
||||
Loaders::RegisterMD5Mesh(); // Loader de fichiers .md5mesh (v10)
|
||||
@@ -158,6 +162,7 @@ namespace Nz
|
||||
Loaders::UnregisterMD2();
|
||||
Loaders::UnregisterMD5Anim();
|
||||
Loaders::UnregisterMD5Mesh();
|
||||
Loaders::UnregisterOBJ();
|
||||
Loaders::UnregisterPCX();
|
||||
Loaders::UnregisterSTBLoader();
|
||||
Loaders::UnregisterSTBSaver();
|
||||
|
||||
Reference in New Issue
Block a user