DebugDrawer no longer create shader

Former-commit-id: a7f0f19b01b96fde835624d4a0ac7b029a40a039
This commit is contained in:
Lynix 2014-02-28 12:14:48 +01:00
parent 62a1c4f593
commit dcccc8a5ad
1 changed files with 13 additions and 83 deletions

View File

@ -8,6 +8,7 @@
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderLibrary.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/Skeleton.hpp>
@ -21,7 +22,7 @@
namespace
{
static std::unique_ptr<NzShader> s_shader = nullptr;
static NzShader* s_shader = nullptr;
static NzColor s_primaryColor;
static NzColor s_secondaryColor;
static NzRenderStates s_renderStates;
@ -128,7 +129,7 @@ void NzDebugDrawer::Draw(const NzBoxf& box)
mapper.Unmap();
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -215,7 +216,7 @@ void NzDebugDrawer::Draw(const NzFrustumf& frustum)
mapper.Unmap();
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -297,7 +298,7 @@ void NzDebugDrawer::Draw(const NzOrientedBoxf& orientedBox)
mapper.Unmap();
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -345,7 +346,7 @@ void NzDebugDrawer::Draw(const NzSkeleton* skeleton)
if (vertexCount > 0)
{
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -395,7 +396,7 @@ void NzDebugDrawer::DrawBinormals(const NzStaticMesh* subMesh)
if (vertexCount > 0)
{
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -471,7 +472,7 @@ void NzDebugDrawer::DrawCone(const NzVector3f& origin, const NzQuaternionf& rota
mapper.Unmap();
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -518,7 +519,7 @@ void NzDebugDrawer::DrawNormals(const NzStaticMesh* subMesh)
if (vertexCount > 0)
{
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -565,7 +566,7 @@ void NzDebugDrawer::DrawTangents(const NzStaticMesh* subMesh)
if (vertexCount > 0)
{
NzRenderer::SetRenderStates(s_renderStates);
NzRenderer::SetShader(s_shader.get());
NzRenderer::SetShader(s_shader);
NzRenderer::SetVertexBuffer(&s_vertexBuffer);
s_shader->SendColor(s_colorLocation, s_primaryColor);
@ -603,79 +604,8 @@ bool NzDebugDrawer::Initialize()
if (!s_initialized)
{
// s_shader
{
const char* fragmentSource110 =
"#version 110\n"
"uniform vec3 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(color, 1.0);\n"
"}\n";
const char* fragmentSource140 =
"#version 140\n"
"uniform vec3 color;\n"
"out vec4 RenderTarget0;\n"
"void main()\n"
"{\n"
" RenderTarget0 = vec4(color, 1.0);\n"
"}\n";
const char* vertexSource110 =
"#version 110\n"
"attribute vec3 Position;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjMatrix * vec4(Position, 1.0);\n"
"}\n";
const char* vertexSource140 =
"#version 140\n"
"in vec3 Position;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjMatrix * vec4(Position, 1.0);\n"
"}\n";
bool useGLSL140 = (NzOpenGL::GetVersion() >= 310);
s_shader.reset(new NzShader);
if (!s_shader->Create())
{
Uninitialize();
NazaraError("Failed to create shader");
return false;
}
if (!s_shader->AttachStageFromSource(nzShaderStage_Fragment, (useGLSL140) ? fragmentSource140 : fragmentSource110))
{
Uninitialize();
NazaraError("Failed to load fragment shader");
return false;
}
if (!s_shader->AttachStageFromSource(nzShaderStage_Vertex, (useGLSL140) ? vertexSource140 : vertexSource110))
{
Uninitialize();
NazaraError("Failed to load vertex shader");
return false;
}
if (!s_shader->Link())
{
Uninitialize();
NazaraError("Failed to link shader");
return false;
}
s_colorLocation = s_shader->GetUniformLocation("color");
}
s_shader = NzShaderLibrary::Get("DebugSimple");
s_colorLocation = s_shader->GetUniformLocation("Color");
// s_vertexBuffer
try
@ -728,7 +658,7 @@ void NzDebugDrawer::SetSecondaryColor(const NzColor& color)
void NzDebugDrawer::Uninitialize()
{
s_shader.reset();
s_shader = nullptr;
s_vertexBuffer.Reset();
s_initialized = false;
}