Added CopyTo(Image/Texture) to NzRenderWindow
Added several methods to NzRenderer Optimized NzRenderer::GetMax*(); Nz(Render)Window::GetSize now returns an unsigned vector Fixed textures being flipped
This commit is contained in:
@@ -30,6 +30,21 @@ namespace
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4 // nzElementUsage_TexCoord
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};
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const GLenum faceCullingMode[] =
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{
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GL_BACK, // nzFaceCulling_Back
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GL_FRONT, // nzFaceCulling_Front
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GL_FRONT_AND_BACK // nzFaceCulling_FrontAndBack
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};
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const GLenum faceFillingMode[] =
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{
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GL_POINT, // nzFaceFilling_Point
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GL_LINE, // nzFaceFilling_Line
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GL_FILL // nzFaceFilling_Fill
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};
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const GLenum openglPrimitive[] =
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{
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GL_LINES, // nzPrimitiveType_LineList,
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@@ -65,15 +80,42 @@ namespace
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GL_FLOAT, // nzElementType_Float3
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GL_FLOAT // nzElementType_Float4
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};
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const GLenum rendererComparison[] =
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{
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GL_ALWAYS, // nzRendererComparison_Always
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GL_EQUAL, // nzRendererComparison_Equal
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GL_GREATER, // nzRendererComparison_Greater
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GL_GEQUAL, // nzRendererComparison_GreaterOrEqual
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GL_LESS, // nzRendererComparison_Less
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GL_LEQUAL, // nzRendererComparison_LessOrEqual
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GL_NEVER // nzRendererComparison_Never
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};
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const GLenum rendererParameter[] =
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{
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GL_BLEND, // nzRendererParameter_Blend
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GL_NONE, // nzRendererParameter_ColorWrite
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GL_DEPTH_TEST, // nzRendererParameter_DepthTest
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GL_NONE, // nzRendererParameter_DepthWrite
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GL_CULL_FACE, // nzRendererParameter_FaceCulling
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GL_STENCIL_TEST // nzRendererParameter_Stencil
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};
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const GLenum stencilOperation[] =
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{
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GL_DECR, // nzStencilOperation_Decrement
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GL_DECR_WRAP, // nzStencilOperation_DecrementToSaturation
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GL_INCR, // nzStencilOperation_Increment
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GL_INCR_WRAP, // nzStencilOperation_IncrementToSaturation
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GL_INVERT, // nzStencilOperation_Invert
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GL_KEEP, // nzStencilOperation_Keep
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GL_REPLACE, // nzStencilOperation_Replace
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GL_ZERO // nzStencilOperation_Zero
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};
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}
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NzRenderer::NzRenderer() :
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m_indexBuffer(nullptr),
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m_target(nullptr),
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m_shader(nullptr),
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m_vertexBuffer(nullptr),
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m_vertexDeclaration(nullptr),
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m_statesUpdated(false)
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NzRenderer::NzRenderer()
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{
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#if NAZARA_RENDERER_SAFE
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if (s_instance)
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@@ -121,6 +163,12 @@ void NzRenderer::Clear(unsigned long flags)
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void NzRenderer::DrawIndexedPrimitives(nzPrimitiveType primitive, unsigned int firstIndex, unsigned int indexCount)
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{
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#ifdef NAZARA_DEBUG
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if (NzContext::GetCurrent() == nullptr)
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{
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NazaraError("No active context");
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return;
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}
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if (!m_indexBuffer)
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{
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NazaraError("No index buffer");
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@@ -128,13 +176,10 @@ void NzRenderer::DrawIndexedPrimitives(nzPrimitiveType primitive, unsigned int f
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}
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#endif
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if (!m_statesUpdated)
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if (!EnsureStateUpdate())
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{
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if (!UpdateStates())
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{
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NazaraError("Failed to update states");
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return;
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}
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NazaraError("Failed to update states");
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return;
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}
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nzUInt8 indexSize = m_indexBuffer->GetIndexSize();
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@@ -164,30 +209,58 @@ void NzRenderer::DrawIndexedPrimitives(nzPrimitiveType primitive, unsigned int f
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void NzRenderer::DrawPrimitives(nzPrimitiveType primitive, unsigned int firstVertex, unsigned int vertexCount)
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{
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if (!m_statesUpdated)
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#ifdef NAZARA_DEBUG
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if (NzContext::GetCurrent() == nullptr)
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{
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if (!UpdateStates())
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{
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NazaraError("Failed to update states");
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return;
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}
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NazaraError("No active context");
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return;
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}
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#endif
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if (!EnsureStateUpdate())
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{
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NazaraError("Failed to update states");
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return;
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}
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glDrawArrays(openglPrimitive[primitive], firstVertex, vertexCount);
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}
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void NzRenderer::Enable(nzRendererParameter parameter, bool enable)
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{
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switch (parameter)
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{
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case nzRendererParameter_ColorWrite:
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glColorMask(enable, enable, enable, enable);
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break;
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case nzRendererParameter_DepthWrite:
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glDepthMask(enable);
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break;
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default:
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if (enable)
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glEnable(rendererParameter[parameter]);
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else
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glDisable(rendererParameter[parameter]);
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break;
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}
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}
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unsigned int NzRenderer::GetMaxAnisotropyLevel() const
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{
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return m_maxAnisotropyLevel;
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}
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unsigned int NzRenderer::GetMaxRenderTargets() const
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{
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return m_maxRenderTarget;
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}
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unsigned int NzRenderer::GetMaxTextureUnits() const
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{
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static int maxTextureUnits = -1;
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if (maxTextureUnits == -1)
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{
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if (m_capabilities[nzRendererCap_TextureMulti])
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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else
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maxTextureUnits = 1;
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}
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return maxTextureUnits;
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return m_maxTextureUnit;
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}
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NzShader* NzRenderer::GetShader() const
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@@ -224,6 +297,22 @@ bool NzRenderer::Initialize()
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if (NzOpenGL::Initialize())
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{
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m_vaoUpdated = false;
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m_indexBuffer = nullptr;
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m_shader = nullptr;
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m_stencilCompare = nzRendererComparison_Always;
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m_stencilFail = nzStencilOperation_Keep;
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m_stencilFuncUpdated = true;
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m_stencilMask = 0xFFFFFFFF;
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m_stencilOpUpdated = true;
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m_stencilPass = nzStencilOperation_Keep;
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m_stencilReference = 0;
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m_stencilZFail = nzStencilOperation_Keep;
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m_target = nullptr;
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m_vertexBuffer = nullptr;
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m_vertexDeclaration = nullptr;
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// Récupération des capacités
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m_capabilities[nzRendererCap_AnisotropicFilter] = NzOpenGL::IsSupported(NzOpenGL::AnisotropicFilter);
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m_capabilities[nzRendererCap_FP64] = NzOpenGL::IsSupported(NzOpenGL::FP64);
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m_capabilities[nzRendererCap_HardwareBuffer] = true; // Natif depuis OpenGL 1.5
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@@ -235,6 +324,40 @@ bool NzRenderer::Initialize()
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m_capabilities[nzRendererCap_TextureMulti] = true; // Natif depuis OpenGL 1.3
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m_capabilities[nzRendererCap_TextureNPOT] = true; // Natif depuis OpenGL 2.0
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if (m_capabilities[nzRendererCap_AnisotropicFilter])
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{
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GLint maxAnisotropy;
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glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
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m_maxAnisotropyLevel = static_cast<unsigned int>(maxAnisotropy);
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}
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else
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m_maxAnisotropyLevel = 1;
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if (m_capabilities[nzRendererCap_MultipleRenderTargets])
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{
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// Permettre de gérer plus de targets que de nombre de sorties dans le shader ne servirait à rien
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GLint maxDrawBuffers;
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glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
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GLint maxRenderTextureTargets;
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxRenderTextureTargets);
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m_maxRenderTarget = static_cast<unsigned int>(std::min(maxDrawBuffers, maxRenderTextureTargets));
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}
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else
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m_maxRenderTarget = 1;
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if (m_capabilities[nzRendererCap_TextureMulti])
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{
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GLint maxTextureUnits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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m_maxTextureUnit = static_cast<unsigned int>(maxTextureUnits);
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}
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else
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m_maxTextureUnit = 1;
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s_initialized = true;
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return true;
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@@ -295,12 +418,39 @@ void NzRenderer::SetClearStencil(unsigned int value)
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glClearStencil(value);
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}
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void NzRenderer::SetFaceCulling(nzFaceCulling cullingMode)
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{
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#ifdef NAZARA_DEBUG
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if (NzContext::GetCurrent() == nullptr)
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{
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NazaraError("No active context");
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return;
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}
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#endif
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glCullFace(faceCullingMode[cullingMode]);
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}
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void NzRenderer::SetFaceFilling(nzFaceFilling fillingMode)
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{
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#ifdef NAZARA_DEBUG
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if (NzContext::GetCurrent() == nullptr)
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{
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NazaraError("No active context");
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return;
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}
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#endif
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glPolygonMode(GL_FRONT_AND_BACK, faceFillingMode[fillingMode]);
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}
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bool NzRenderer::SetIndexBuffer(const NzIndexBuffer* indexBuffer)
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{
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if (indexBuffer != m_indexBuffer)
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{
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m_indexBuffer = indexBuffer;
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m_statesUpdated = false;
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m_vaoUpdated = false;
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}
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return true;
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@@ -332,13 +482,67 @@ bool NzRenderer::SetShader(NzShader* shader)
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NazaraError("Failed to bind shader");
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return false;
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}
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m_shader = shader;
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}
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m_shader = shader;
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return true;
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}
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void NzRenderer::SetStencilCompareFunction(nzRendererComparison compareFunc)
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{
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if (compareFunc != m_stencilCompare)
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{
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m_stencilCompare = compareFunc;
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m_stencilFuncUpdated = false;
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}
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}
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void NzRenderer::SetStencilFailOperation(nzStencilOperation failOperation)
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{
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if (failOperation != m_stencilFail)
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{
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m_stencilFail = failOperation;
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m_stencilOpUpdated = false;
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}
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}
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void NzRenderer::SetStencilMask(nzUInt32 mask)
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{
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if (mask != m_stencilMask)
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{
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m_stencilMask = mask;
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m_stencilFuncUpdated = false;
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}
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}
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void NzRenderer::SetStencilPassOperation(nzStencilOperation passOperation)
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{
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if (passOperation != m_stencilPass)
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{
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m_stencilPass = passOperation;
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m_stencilOpUpdated = false;
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}
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}
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void NzRenderer::SetStencilReferenceValue(unsigned int refValue)
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{
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if (refValue != m_stencilReference)
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{
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m_stencilReference = refValue;
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m_stencilFuncUpdated = false;
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}
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}
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void NzRenderer::SetStencilZFailOperation(nzStencilOperation zfailOperation)
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{
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if (zfailOperation != m_stencilZFail)
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{
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m_stencilZFail = zfailOperation;
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m_stencilOpUpdated = false;
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}
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}
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bool NzRenderer::SetTarget(NzRenderTarget* target)
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{
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if (target == m_target)
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@@ -378,7 +582,7 @@ bool NzRenderer::SetVertexBuffer(const NzVertexBuffer* vertexBuffer)
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if (m_vertexBuffer != vertexBuffer)
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{
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m_vertexBuffer = vertexBuffer;
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m_statesUpdated = false;
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m_vaoUpdated = false;
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}
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return true;
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@@ -389,7 +593,7 @@ bool NzRenderer::SetVertexDeclaration(const NzVertexDeclaration* vertexDeclarati
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if (m_vertexDeclaration != vertexDeclaration)
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{
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m_vertexDeclaration = vertexDeclaration;
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m_statesUpdated = false;
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m_vaoUpdated = false;
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}
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return true;
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@@ -438,98 +642,113 @@ bool NzRenderer::IsInitialized()
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return s_initialized;
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}
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bool NzRenderer::UpdateStates()
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bool NzRenderer::EnsureStateUpdate()
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_vertexBuffer)
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if (!m_stencilFuncUpdated)
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{
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NazaraError("No vertex buffer");
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return false;
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glStencilFunc(rendererComparison[m_stencilCompare], m_stencilReference, m_stencilMask);
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m_stencilFuncUpdated = true;
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}
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if (!m_vertexDeclaration)
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if (!m_stencilOpUpdated)
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{
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NazaraError("No vertex declaration");
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return false;
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glStencilOp(stencilOperation[m_stencilFail], stencilOperation[m_stencilZFail], stencilOperation[m_stencilPass]);
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m_stencilOpUpdated = true;
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}
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#endif
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static const bool vaoSupported = NzOpenGL::IsSupported(NzOpenGL::VertexArrayObject);
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bool update;
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GLuint vao;
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// Si les VAOs sont supportés, on entoure nos appels par ceux-ci
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if (vaoSupported)
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if (!m_vaoUpdated)
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{
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// On recherche si un VAO existe déjà avec notre configuration
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// Note: Les VAOs ne sont pas partagés entre les contextes, ces derniers font donc partie de notre configuration
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auto key = std::make_tuple(NzContext::GetCurrent(), m_indexBuffer, m_vertexBuffer, m_vertexDeclaration);
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auto it = m_vaos.find(key);
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if (it == m_vaos.end())
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#if NAZARA_RENDERER_SAFE
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if (!m_vertexBuffer)
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{
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// On créé notre VAO
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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NazaraError("No vertex buffer");
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return false;
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}
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// On l'ajoute à notre liste
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m_vaos.insert(std::make_pair(key, static_cast<unsigned int>(vao)));
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if (!m_vertexDeclaration)
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{
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NazaraError("No vertex declaration");
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return false;
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}
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#endif
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// Et on indique qu'on veut le programmer
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update = true;
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static const bool vaoSupported = NzOpenGL::IsSupported(NzOpenGL::VertexArrayObject);
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bool update;
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GLuint vao;
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// Si les VAOs sont supportés, on entoure nos appels par ceux-ci
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if (vaoSupported)
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{
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// On recherche si un VAO existe déjà avec notre configuration
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// Note: Les VAOs ne sont pas partagés entre les contextes, ces derniers font donc partie de notre configuration
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auto key = std::make_tuple(NzContext::GetCurrent(), m_indexBuffer, m_vertexBuffer, m_vertexDeclaration);
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auto it = m_vaos.find(key);
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if (it == m_vaos.end())
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{
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// On créé notre VAO
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// On l'ajoute à notre liste
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m_vaos.insert(std::make_pair(key, static_cast<unsigned int>(vao)));
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// Et on indique qu'on veut le programmer
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update = true;
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}
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else
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{
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// Notre VAO existe déjà, il est donc inutile de le reprogrammer
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vao = it->second;
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update = false;
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}
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}
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else
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{
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// Notre VAO existe déjà, il est donc inutile de le reprogrammer
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vao = it->second;
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update = true; // Fallback si les VAOs ne sont pas supportés
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update = false;
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}
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}
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else
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update = true; // Fallback si les VAOs ne sont pas supportés
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if (update)
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{
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m_vertexBuffer->GetBuffer()->GetImpl()->Bind();
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const nzUInt8* buffer = reinterpret_cast<const nzUInt8*>(m_vertexBuffer->GetBufferPtr());
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///FIXME: Améliorer les déclarations pour permettre de faire ça plus simplement
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for (int i = 0; i < 12; ++i) // Solution temporaire, à virer
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glDisableVertexAttribArray(i); // Chaque itération tue un chaton :(
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unsigned int stride = m_vertexDeclaration->GetStride();
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unsigned int elementCount = m_vertexDeclaration->GetElementCount();
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for (unsigned int i = 0; i < elementCount; ++i)
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{
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const NzVertexDeclaration::Element* element = m_vertexDeclaration->GetElement(i);
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glEnableVertexAttribArray(attribIndex[element->usage]+element->usageIndex);
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glVertexAttribPointer(attribIndex[element->usage]+element->usageIndex,
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openglSize[element->type],
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openglType[element->type],
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(element->type == nzElementType_Color) ? GL_TRUE : GL_FALSE,
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stride,
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&buffer[element->offset]);
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}
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if (m_indexBuffer)
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m_indexBuffer->GetBuffer()->GetImpl()->Bind();
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}
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||||
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||||
if (vaoSupported)
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||||
{
|
||||
// Si nous venons de définir notre VAO, nous devons le débinder pour indiquer la fin de sa construction
|
||||
if (update)
|
||||
glBindVertexArray(0);
|
||||
{
|
||||
m_vertexBuffer->GetBuffer()->GetImpl()->Bind();
|
||||
|
||||
// Nous (re)bindons le VAO pour définir les attributs de vertice
|
||||
glBindVertexArray(vao);
|
||||
const nzUInt8* buffer = reinterpret_cast<const nzUInt8*>(m_vertexBuffer->GetBufferPtr());
|
||||
|
||||
///FIXME: Améliorer les déclarations pour permettre de faire ça plus simplement
|
||||
for (int i = 0; i < 12; ++i) // Solution temporaire, à virer
|
||||
glDisableVertexAttribArray(i); // Chaque itération tue un chaton :(
|
||||
|
||||
unsigned int stride = m_vertexDeclaration->GetStride();
|
||||
unsigned int elementCount = m_vertexDeclaration->GetElementCount();
|
||||
for (unsigned int i = 0; i < elementCount; ++i)
|
||||
{
|
||||
const NzVertexDeclaration::Element* element = m_vertexDeclaration->GetElement(i);
|
||||
|
||||
glEnableVertexAttribArray(attribIndex[element->usage]+element->usageIndex);
|
||||
glVertexAttribPointer(attribIndex[element->usage]+element->usageIndex,
|
||||
openglSize[element->type],
|
||||
openglType[element->type],
|
||||
(element->type == nzElementType_Color) ? GL_TRUE : GL_FALSE,
|
||||
stride,
|
||||
&buffer[element->offset]);
|
||||
}
|
||||
|
||||
if (m_indexBuffer)
|
||||
m_indexBuffer->GetBuffer()->GetImpl()->Bind();
|
||||
}
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
// Si nous venons de définir notre VAO, nous devons le débinder pour indiquer la fin de sa construction
|
||||
if (update)
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Nous (re)bindons le VAO pour définir les attributs de vertice
|
||||
glBindVertexArray(vao);
|
||||
}
|
||||
|
||||
m_vaoUpdated = true;
|
||||
}
|
||||
|
||||
m_statesUpdated = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user