Laid the basis for rendering

This commit is contained in:
Lynix
2012-05-02 16:45:44 +02:00
parent e8ef4b59da
commit 7d117ce97c
25 changed files with 412 additions and 95 deletions

View File

@@ -6,15 +6,53 @@
#include <Nazara/Renderer/GLSLShader.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/BufferImpl.hpp>
#include <Nazara/Renderer/VertexBuffer.hpp>
#include <Nazara/Renderer/VertexDeclaration.hpp>
#include <Nazara/Renderer/Debug.hpp>
namespace
{
GLenum shaderType[nzShaderType_Count] = {
nzUInt8 attribIndex[] =
{
2, // nzElementUsage_Diffuse
1, // nzElementUsage_Normal
0, // nzElementUsage_Position
3, // nzElementUsage_Tangent
4 // nzElementUsage_TexCoord
};
const GLenum shaderType[nzShaderType_Count] = {
GL_FRAGMENT_SHADER, // nzShaderType_Fragment
GL_GEOMETRY_SHADER, // nzShaderType_Geometry
GL_VERTEX_SHADER // nzShaderType_Vertex
};
const nzUInt8 size[] =
{
4, // nzElementType_Color
1, // nzElementType_Double1
2, // nzElementType_Double2
3, // nzElementType_Double3
4, // nzElementType_Double4
1, // nzElementType_Float1
2, // nzElementType_Float2
3, // nzElementType_Float3
4 // nzElementType_Float4
};
const GLenum type[] =
{
GL_UNSIGNED_BYTE, // nzElementType_Color
GL_DOUBLE, // nzElementType_Double1
GL_DOUBLE, // nzElementType_Double2
GL_DOUBLE, // nzElementType_Double3
GL_DOUBLE, // nzElementType_Double4
GL_FLOAT, // nzElementType_Float1
GL_FLOAT, // nzElementType_Float2
GL_FLOAT, // nzElementType_Float3
GL_FLOAT // nzElementType_Float4
};
}
NzGLSLShader::NzGLSLShader(NzShader* parent) :
@@ -80,15 +118,16 @@ bool NzGLSLShader::Create()
return false;
}
glBindAttribLocation(m_program, 0, "Position");
glBindAttribLocation(m_program, 1, "Normal");
//glBindAttribLocation(m_program, 2, "Diffuse");
glBindAttribLocation(m_program, 3, "Tangent");
glBindAttribLocation(m_program, attribIndex[nzElementUsage_Position], "Position");
glBindAttribLocation(m_program, attribIndex[nzElementUsage_Normal], "Normal");
glBindAttribLocation(m_program, attribIndex[nzElementUsage_Diffuse], "Diffuse");
glBindAttribLocation(m_program, attribIndex[nzElementUsage_Tangent], "Tangent");
NzString uniformName = "TexCoord0";
for (unsigned int i = 0; i < 8; ++i)
{
NzString uniformName = "TexCoord" + NzString::Number(i);
glBindAttribLocation(m_program, 4+i, uniformName.GetConstBuffer());
uniformName[8] = '0'+i;
glBindAttribLocation(m_program, attribIndex[nzElementUsage_TexCoord]+i, uniformName.GetConstBuffer());
}
for (int i = 0; i < nzShaderType_Count; ++i)
@@ -252,3 +291,29 @@ void NzGLSLShader::Unbind()
{
glUseProgram(0);
}
bool NzGLSLShader::UpdateVertexBuffer(const NzVertexBuffer* vertexBuffer, const NzVertexDeclaration* vertexDeclaration)
{
vertexBuffer->GetBuffer()->GetImpl()->Bind();
const nzUInt8* buffer = reinterpret_cast<const nzUInt8*>(vertexBuffer->GetBufferPtr());
///FIXME: Améliorer les déclarations pour permettre de faire ça plus simplement
for (int i = 0; i < 12; ++i) // Solution temporaire, à virer
glDisableVertexAttribArray(i); // Chaque itération tue un chaton :(
unsigned int stride = vertexDeclaration->GetStride();
unsigned int elementCount = vertexDeclaration->GetElementCount();
for (unsigned int i = 0; i < elementCount; ++i)
{
const NzVertexDeclaration::Element* element = vertexDeclaration->GetElement(i);
glEnableVertexAttribArray(attribIndex[element->usage]+element->usageIndex);
glVertexAttribPointer(attribIndex[element->usage]+element->usageIndex,
size[element->type],
type[element->type],
(element->type == nzElementType_Color) ? GL_TRUE : GL_FALSE,
stride,
&buffer[element->offset]);
}
return true;
}