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

@@ -23,6 +23,7 @@ class NzShaderImpl
virtual ~NzShaderImpl();
virtual bool Bind() = 0;
virtual bool BindTextures() = 0;
virtual bool Compile() = 0;
virtual bool Create() = 0;
@@ -32,6 +33,7 @@ class NzShaderImpl
virtual NzString GetLog() const = 0;
virtual nzShaderLanguage GetLanguage() const = 0;
virtual NzString GetSourceCode(nzShaderType type) const = 0;
virtual int GetUniformLocation(const NzString& name) const = 0;
virtual bool IsLoaded(nzShaderType type) const = 0;
@@ -39,19 +41,19 @@ class NzShaderImpl
virtual bool Lock() = 0;
virtual bool SendBoolean(const NzString& name, bool value) = 0;
virtual bool SendDouble(const NzString& name, double value) = 0;
virtual bool SendFloat(const NzString& name, float value) = 0;
virtual bool SendInteger(const NzString& name, int value) = 0;
virtual bool SendMatrix(const NzString& name, const NzMatrix4d& matrix) = 0;
virtual bool SendMatrix(const NzString& name, const NzMatrix4f& matrix) = 0;
virtual bool SendVector(const NzString& name, const NzVector2d& vector) = 0;
virtual bool SendVector(const NzString& name, const NzVector2f& vector) = 0;
virtual bool SendVector(const NzString& name, const NzVector3d& vector) = 0;
virtual bool SendVector(const NzString& name, const NzVector3f& vector) = 0;
virtual bool SendVector(const NzString& name, const NzVector4d& vector) = 0;
virtual bool SendVector(const NzString& name, const NzVector4f& vector) = 0;
virtual bool SendTexture(const NzString& name, NzTexture* texture) = 0;
virtual bool SendBoolean(int location, bool value) = 0;
virtual bool SendDouble(int location, double value) = 0;
virtual bool SendFloat(int location, float value) = 0;
virtual bool SendInteger(int location, int value) = 0;
virtual bool SendMatrix(int location, const NzMatrix4d& matrix) = 0;
virtual bool SendMatrix(int location, const NzMatrix4f& matrix) = 0;
virtual bool SendTexture(int location, const NzTexture* texture) = 0;
virtual bool SendVector(int location, const NzVector2d& vector) = 0;
virtual bool SendVector(int location, const NzVector2f& vector) = 0;
virtual bool SendVector(int location, const NzVector3d& vector) = 0;
virtual bool SendVector(int location, const NzVector3f& vector) = 0;
virtual bool SendVector(int location, const NzVector4d& vector) = 0;
virtual bool SendVector(int location, const NzVector4f& vector) = 0;
virtual void Unbind() = 0;
virtual void Unlock() = 0;