Added RenderTextures (And many others things)

-Added Forward, left and up vector (Vector3)
-Added Matrix4::ConcatenateAffine shortcut
-Added Quaternion::GetInverse() and Quaternion::Inverse()
-Added Resource listeners
-Added Depth and stencil pixel formats
-All enums now have an ending "max" entry
-Animation/Mesh::Add[Sequence/Skin/SubMesh] now returns a boolean
-Contexts are now resources
-Enhanced AnimatedMesh demo
-Fixed MD2 facing
-Fixed Vector3::CrossProduct
-Made Resource thread-safe
-Made OpenGL translation table global
-Many bugfixes
-MLT will now write malloc failure to the log
-Most of the strcpy were replaced with faster memcpy
-Occlusion queries availability is now always tested
-OpenGL-related includes now requires NAZARA_RENDERER_OPENGL to be
defined to have any effect
-Pixel formats now have a type
-Renamed RenderTarget::IsValid to IsRenderable
-Renamed Quaternion::GetNormalized() to GetNormal()
-Renamed Texture::Bind() to Prepare()
-Renamed VectorX::Make[Ceil|Floor] to Maximize/Minimize
-Removed MATH_MATRIX_COLUMN_MAJOR option (all matrices are column-major)
-Removed RENDERER_ACTIVATE_RENDERWINDOW_ON_CREATION option (Render
windows are active upon their creation)


Former-commit-id: 0d1da1e32c156a958221edf04a5315c75b354450
This commit is contained in:
Jérôme Leclercq
2012-09-20 22:07:30 +02:00
parent a6ed70123b
commit cd5a1b7a5e
65 changed files with 24385 additions and 22703 deletions

View File

@@ -1,73 +1,81 @@
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GLSLSHADER_HPP
#define NAZARA_GLSLSHADER_HPP
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderImpl.hpp>
#include <map>
class NzGLSLShader : public NzShaderImpl
{
public:
NzGLSLShader(NzShader* parent);
~NzGLSLShader();
bool Bind();
bool BindTextures();
bool Compile();
bool Create();
void Destroy();
NzString GetLog() const;
nzShaderLanguage GetLanguage() const;
NzString GetSourceCode(nzShaderType type) const;
int GetUniformLocation(const NzString& name) const;
bool IsLoaded(nzShaderType type) const;
bool Load(nzShaderType type, const NzString& source);
bool Lock();
bool SendBoolean(int location, bool value);
bool SendDouble(int location, double value);
bool SendFloat(int location, float value);
bool SendInteger(int location, int value);
bool SendMatrix(int location, const NzMatrix4d& matrix);
bool SendMatrix(int location, const NzMatrix4f& matrix);
bool SendTexture(int location, const NzTexture* texture);
bool SendVector(int location, const NzVector2d& vector);
bool SendVector(int location, const NzVector2f& vector);
bool SendVector(int location, const NzVector3d& vector);
bool SendVector(int location, const NzVector3f& vector);
bool SendVector(int location, const NzVector4d& vector);
bool SendVector(int location, const NzVector4f& vector);
void Unbind();
void Unlock();
private:
struct TextureSlot
{
bool updated = false;
nzUInt8 unit;
const NzTexture* texture;
};
mutable std::map<NzString, GLint> m_idCache;
std::map<GLint, TextureSlot> m_textures;
GLuint m_program;
GLuint m_shaders[nzShaderType_Max+1];
NzShader* m_parent;
NzString m_log;
};
#endif // NAZARA_GLSLSHADER_HPPs
// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GLSLSHADER_HPP
#define NAZARA_GLSLSHADER_HPP
#include <Nazara/Core/ResourceListener.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderImpl.hpp>
#include <map>
class NzResource;
class NzGLSLShader : public NzShaderImpl, NzResourceListener
{
public:
NzGLSLShader(NzShader* parent);
~NzGLSLShader();
bool Bind();
bool BindTextures();
bool Compile();
bool Create();
void Destroy();
NzString GetLog() const;
nzShaderLanguage GetLanguage() const;
NzString GetSourceCode(nzShaderType type) const;
int GetUniformLocation(const NzString& name) const;
bool IsLoaded(nzShaderType type) const;
bool Load(nzShaderType type, const NzString& source);
bool Lock();
bool SendBoolean(int location, bool value);
bool SendDouble(int location, double value);
bool SendFloat(int location, float value);
bool SendInteger(int location, int value);
bool SendMatrix(int location, const NzMatrix4d& matrix);
bool SendMatrix(int location, const NzMatrix4f& matrix);
bool SendTexture(int location, const NzTexture* texture);
bool SendVector(int location, const NzVector2d& vector);
bool SendVector(int location, const NzVector2f& vector);
bool SendVector(int location, const NzVector3d& vector);
bool SendVector(int location, const NzVector3f& vector);
bool SendVector(int location, const NzVector4d& vector);
bool SendVector(int location, const NzVector4f& vector);
void Unbind();
void Unlock();
private:
void OnResourceCreated(const NzResource* resource, int index) override;
void OnResourceDestroy(const NzResource* resource, int index) override;
void OnResourceReleased(const NzResource* resource, int index) override;
struct TextureSlot
{
bool enabled;
bool updated = false;
nzUInt8 unit;
const NzTexture* texture;
};
mutable std::map<NzString, GLint> m_idCache;
std::map<GLint, TextureSlot> m_textures;
GLuint m_program;
GLuint m_shaders[nzShaderType_Max+1];
NzShader* m_parent;
NzString m_log;
};
#endif // NAZARA_GLSLSHADER_HPPs