Refactored mathematics module

Added AABBs
Added code examples
Added experimental support for texture arrays (1D/2D)
Added initialisers (new way of initialising modules)
Added global headers (Plus a global header generator script)
Added pattern support for directory
Added support for spinlocks critical section on Windows
Added NzRenderWindow::SetFramerateLimit
Core project now includes Mathematics files
Fixed color implementation using double
Fixed declaration needing renderer include
Fixed MLT not clearing nextFree(File/Line) after Free
Fixed move operators not being noexcept
Fixed thread-safety (Now working correctly - If I'm lucky)
Moved Resource to core
New interface for modules
New interface for the renderer
Put some global functions to anonymous namespace
Removed empty modules
Renamed ThreadCondition to ConditionVariable
Replaced redirect to cerr log option by duplicate to cout
Setting mouse position relative to a window will make this window ignore
the event
Shaders sending methods no longer takes the uniform variable name (it's
using ID instead)
Using new OpenGL 4.3 header
This commit is contained in:
Lynix
2012-08-08 04:44:17 +02:00
parent 06eda4eba9
commit b442ab0bd2
142 changed files with 6861 additions and 2326 deletions

View File

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#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/Utility.hpp>
#include <iostream>
int main()
{
// Pour charger des ressources, il est impératif d'initialiser le module utilitaire
NzInitializer<NzUtility> utility;
if (!utility)
{
// Ça n'a pas fonctionné, le pourquoi se trouve dans le fichier NazaraLog.log
std::cout << "Failed to initialize Nazara, see NazaraLog.log for further informations" << std::endl;
std::getchar(); // On laise le temps de voir l'erreur
return EXIT_FAILURE;
}
// Le Renderer n'étant pas chargé, nous devons indiquer que nous désirons un stockage software de notre mesh
NzMeshParams parameters;
parameters.storage = nzBufferStorage_Software;
NzMesh drfreak;
if (!drfreak.LoadFromFile("resources/drfreak.md2", parameters))
{
std::cout << "Failed to load Dr. Freak's mesh" << std::endl;
std::getchar();
return EXIT_FAILURE;
}
if (drfreak.HasAnimation()) // Si le mesh possède des animations
{
std::cout << "Mesh has animation" << std::endl;
// Un objet NzAnimation représente un ensemble d'informations sur des animations
const NzAnimation* animation = drfreak.GetAnimation();
// Une séquence définit une "action", chaque séquence possède un nom, une frame de départ, une d'arrivée ainsi qu'un framerate
unsigned int sequenceCount = animation->GetSequenceCount();
std::cout << sequenceCount << " sequences:" << std::endl;
for (unsigned int i = 0; i < sequenceCount; ++i)
std::cout << "-" << (i+1) << ": " << animation->GetSequence(i)->name << std::endl;
}
else
std::cout << "Mesh has no animation" << std::endl;
std::getchar(); // Une attente pour avoir le temps de lire :-)
// Le module utilitaire et le mesh sont déchargés automatiquement
return EXIT_SUCCESS;
}