Added NzTexture
Added levelCount parameter to NzImageParams Added NzPixelFormat::HasAlpha Reformatted OpenGL debug messages
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@@ -6,6 +6,8 @@
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#include <Nazara/Renderer/GLSLShader.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/VertexDeclaration.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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@@ -26,6 +28,9 @@ namespace
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GL_GEOMETRY_SHADER, // nzShaderType_Geometry
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GL_VERTEX_SHADER // nzShaderType_Vertex
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};
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GLuint lockedPrevious = 0;
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nzUInt8 lockedLevel = 0;
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}
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NzGLSLShader::NzGLSLShader(NzShader* parent) :
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@@ -39,9 +44,24 @@ NzGLSLShader::~NzGLSLShader()
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bool NzGLSLShader::Bind()
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{
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#if NAZARA_RENDERER_SAFE
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if (lockedLevel > 0)
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{
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NazaraError("Cannot bind shader while a shader is locked");
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return false;
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}
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#endif
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glUseProgram(m_program);
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return true; ///FIXME: Comment détecter une erreur d'OpenGL sans ralentir le programme ?
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for (auto it = m_textures.begin(); it != m_textures.end(); ++it)
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{
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glActiveTexture(GL_TEXTURE0 + it->second.unit);
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if (!it->second.texture->Bind())
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NazaraWarning("Failed to bind texture");
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}
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return true;
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}
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bool NzGLSLShader::Compile()
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@@ -106,6 +126,8 @@ bool NzGLSLShader::Create()
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for (int i = 0; i < nzShaderType_Count; ++i)
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m_shaders[i] = 0;
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m_textureFreeID = 0;
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return true;
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}
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@@ -218,16 +240,16 @@ bool NzGLSLShader::Load(nzShaderType type, const NzString& source)
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}
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}
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bool NzGLSLShader::Lock() const
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bool NzGLSLShader::Lock()
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{
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if (m_lockedLevel++ == 0)
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if (lockedLevel++ == 0)
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{
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GLint previous;
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glGetIntegerv(GL_CURRENT_PROGRAM, &previous);
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m_lockedPrevious = previous;
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lockedPrevious = previous;
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if (m_lockedPrevious != m_program)
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if (lockedPrevious != m_program)
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glUseProgram(m_program);
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}
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@@ -288,19 +310,72 @@ bool NzGLSLShader::SendMatrix(const NzString& name, const NzMatrix4f& matrix)
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return true;
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}
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bool NzGLSLShader::SendTexture(const NzString& name, NzTexture* texture)
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{
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static const unsigned int maxUnits = NazaraRenderer->GetMaxTextureUnits();
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unsigned int unitUsed = m_textures.size();
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if (unitUsed >= maxUnits)
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{
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NazaraError("Unable to use texture \"" + name + "\" for shader: all available texture units are used");
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return false;
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}
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// À partir d'ici nous savons qu'il y a au moins un identifiant de texture libre
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GLint location = GetUniformLocation(name);
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if (location == -1)
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{
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NazaraError("Parameter name \"" + name + "\" not found in shader");
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return false;
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}
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nzUInt8 unit;
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if (unitUsed == 0)
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// Pas d'unité utilisée, la tâche est simple
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unit = 0;
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else
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{
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auto it = m_textures.rbegin(); // Itérateur vers la fin de la map
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unit = it->second.unit;
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if (unit == maxUnits-1)
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{
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// Il y a une place libre, mais pas à la fin
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for (; it != m_textures.rend(); ++it)
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{
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if (unit - it->second.unit > 1) // Si l'espace entre les indices est supérieur à 1, alors il y a une place libre
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{
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unit--;
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break;
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}
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}
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}
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else
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// Il y a une place libre à la fin
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unit++;
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}
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m_textures[location] = TextureSlot{unit, texture};
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Lock();
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glUniform1i(location, unit);
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Unlock();
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return true;
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}
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void NzGLSLShader::Unbind()
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{
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glUseProgram(0);
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}
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void NzGLSLShader::Unlock() const
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void NzGLSLShader::Unlock()
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{
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if (m_lockedLevel == 0)
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if (lockedLevel == 0)
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{
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NazaraWarning("Unlock called on non-locked texture");
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return;
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}
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if (--m_lockedLevel == 0 && m_lockedPrevious != m_program)
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glUseProgram(m_lockedPrevious);
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if (--lockedLevel == 0 && lockedPrevious != m_program)
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glUseProgram(lockedPrevious);
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}
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