Merge pull request #64 from Gawaboumga/Documentation-Update

Add documentation for Audio, Graphics and Network modules

Former-commit-id: bcad0dac73bdbd9dfb7ccc38cea5cf7da93aede4 [formerly c706de87aa6d10976cf117f115f2156debd3ffcd]
Former-commit-id: 96878c5bbac2e000c278665f50919384f654ca83
This commit is contained in:
Lynix 2016-06-08 14:29:34 +02:00
commit ece1020f4c
159 changed files with 7816 additions and 629 deletions

View File

@ -7,11 +7,21 @@
namespace Nz
{
/*!
* \ingroup audio
* \brief Mixes channels in mono
*
* \param input Input buffer with multiples channels
* \param output Output butter for mono
* \param channelCount Number of channels
* \param frameCount Number of frames
*
* \remark The input buffer may be the same as the output one
*/
template<typename T>
void MixToMono(T* input, T* output, unsigned int channelCount, unsigned int frameCount)
{
///DOC: Le buffer d'entrée peut être le même que le buffer de sortie
// Pour éviter l'overflow, on utilise comme accumulateur un type assez grand, (u)int 64 bits pour les entiers, double pour les flottants
// To avoid overflow, we use, as an accumulator, a type which is large enough: (u)int 64 bits for integers, double for floatings
typedef typename std::conditional<std::is_unsigned<T>::value, UInt64, Int64>::type BiggestInt;
typedef typename std::conditional<std::is_integral<T>::value, BiggestInt, double>::type Biggest;
@ -19,7 +29,7 @@ namespace Nz
{
Biggest acc = Biggest(0);
for (unsigned int j = 0; j < channelCount; ++j)
acc += input[i*channelCount + j];
acc += input[i * channelCount + j];
output[i] = static_cast<T>(acc / channelCount);
}

View File

@ -27,18 +27,23 @@
#ifndef NAZARA_CONFIG_AUDIO_HPP
#define NAZARA_CONFIG_AUDIO_HPP
/// Modifier la configuration d'un module nécessite une recompilation quasi-intégrale de celui-ci et de ceux en héritant
/*!
* \defgroup audio (NazaraAudio) Audio module
* Audio/System module including classes to handle music, sound, etc...
*/
// Utilise un manager de mémoire pour gérer les allocations dynamiques (détecte les leaks au prix d'allocations/libérations dynamiques plus lentes)
/// Each modification of a parameter needs a recompilation of the module
// Use the MemoryManager to manage dynamic allocations (can detect memory leak but allocations/frees are slower)
#define NAZARA_AUDIO_MANAGE_MEMORY 0
// Active les tests de sécurité supplémentaires (Teste notamment les arguments des fonctions, conseillé pour le développement)
// Activate the security tests based on the code (Advised for development)
#define NAZARA_AUDIO_SAFE 1
// Le nombre de buffers utilisés lors du streaming d'objets audio (Au moins deux)
// The number of buffers used for audio streaming (At least two)
#define NAZARA_AUDIO_STREAMED_BUFFER_COUNT 2
/// Vérification des valeurs et types de certaines constantes
/// Checking the values and types of certain constants
#include <Nazara/Audio/ConfigCheck.hpp>
#if !defined(NAZARA_STATIC)

View File

@ -7,12 +7,12 @@
#ifndef NAZARA_CONFIG_CHECK_AUDIO_HPP
#define NAZARA_CONFIG_CHECK_AUDIO_HPP
/// Ce fichier sert à vérifier la valeur des constantes du fichier Config.hpp
/// This file is used to check the constant values defined in Config.hpp
#include <type_traits>
#define NazaraCheckTypeAndVal(name, type, op, val, err) static_assert(std::is_ ##type <decltype(name)>::value && name op val, #type err)
// On force la valeur de MANAGE_MEMORY en mode debug
// We force the value of MANAGE_MEMORY in debug
#if defined(NAZARA_DEBUG) && !NAZARA_AUDIO_MANAGE_MEMORY
#undef NAZARA_AUDIO_MANAGE_MEMORY
#define NAZARA_AUDIO_MANAGE_MEMORY 0

View File

@ -2,7 +2,7 @@
// This file is part of the "Nazara Engine - Audio module"
// For conditions of distribution and use, see copyright notice in Config.hpp
// On suppose que Debug.hpp a déjà été inclus, tout comme Config.hpp
// We assume that Debug.hpp has already been included, same thing for Config.hpp
#if NAZARA_AUDIO_MANAGE_MEMORY
#undef delete
#undef new

View File

@ -13,7 +13,7 @@ namespace Nz
{
AudioFormat_Unknown = -1,
// La valeur entière est le nombre de canaux possédés par ce format
// The integer value is the number of channels used by the format
AudioFormat_Mono = 1,
AudioFormat_Stereo = 2,
AudioFormat_Quad = 4,

View File

@ -15,18 +15,18 @@
#include <Nazara/Core/String.hpp>
#include <vector>
// Inclusion des headers OpenAL
// Inclusion of OpenAL headers
// Étant donné que les headers OpenAL ne nous permettent pas de n'avoir que les signatures sans les pointeurs de fonctions
// Et que je ne souhaite pas les modifier, je suis contraint de les placer dans un espace de nom différent pour ensuite
// remettre dans l'espace global les choses intéressantes (les typedef notamment)
// OpenAL headers does not allow us to only get the signatures without the pointers to the functions
// And I do no want to modify them, I'm obliged to put them in a different namespace
// to put only interesting things back in the global namespace (specially typedef)
namespace OpenALDetail
{
#include <AL/al.h>
#include <AL/alc.h>
}
// Si quelqu'un a une meilleure idée ...
// If someone has a better idea ...
using OpenALDetail::ALboolean;
using OpenALDetail::ALbyte;
using OpenALDetail::ALchar;

View File

@ -7,6 +7,13 @@
namespace Nz
{
/*!
* \brief Creates a new sound buffer from the arguments
* \return A reference to the newly created sound buffer
*
* \param args Arguments for the sound buffer
*/
template<typename... Args>
SoundBufferRef SoundBuffer::New(Args&&... args)
{

View File

@ -12,7 +12,7 @@
#include <Nazara/Audio/Enums.hpp>
#include <Nazara/Math/Vector3.hpp>
///TODO: Faire hériter SoundEmitter de Node
///TODO: Inherit SoundEmitter from Node
namespace Nz
{

View File

@ -78,7 +78,7 @@ namespace Nz
* \param v Object to hash
*
* \remark a HashAppend specialization for type T is required
*
*
* \see ComputeHash
*/
template<typename T>

View File

@ -12,7 +12,7 @@
#include <type_traits>
#define NazaraCheckTypeAndVal(name, type, op, val, err) static_assert(std::is_ ##type <decltype(name)>::value && name op val, #type err)
// We fore the value of MANAGE_MEMORY in debug
// We force the value of MANAGE_MEMORY in debug
#if defined(NAZARA_DEBUG) && !NAZARA_CORE_MANAGE_MEMORY
#undef NAZARA_CORE_MANAGE_MEMORY
#define NAZARA_CORE_MANAGE_MEMORY 0

View File

@ -10,6 +10,17 @@
namespace Nz
{
/*!
* \ingroup core
* \class Nz::HandledObject<T>
* \brief Core class that represents a handled object
*/
/*!
* \brief Constructs a HandledObject object by assignation
*
* \param object HandledObject to assign into this
*/
template<typename T>
HandledObject<T>::HandledObject(const HandledObject& object)
{
@ -17,6 +28,11 @@ namespace Nz
// Don't copy anything, we're a copy of the object, we have no handle right now
}
/*!
* \brief Constructs a HandledObject object by move semantic
*
* \param object HandledObject to move into this
*/
template<typename T>
HandledObject<T>::HandledObject(HandledObject&& object) :
m_handles(std::move(object.m_handles))
@ -25,25 +41,46 @@ namespace Nz
handle->OnObjectMoved(static_cast<T*>(this));
}
/*!
* \brief Destructs the object and calls UnregisterAllHandles
*
* \see UnregisterAllHandles
*/
template<typename T>
HandledObject<T>::~HandledObject()
{
UnregisterAllHandles();
}
/*!
* \brief Creates a ObjectHandle for this
* \return ObjectHandle to this
*/
template<typename T>
ObjectHandle<T> HandledObject<T>::CreateHandle()
{
return ObjectHandle<T>(static_cast<T*>(this));
}
/*!
* \brief Sets the reference of the HandledObject with the handle from another
* \return A reference to this
*
* \param object The other HandledObject
*/
template<typename T>
HandledObject<T>& HandledObject<T>::operator=(const HandledObject& object)
{
// Nothing to do
return *this;
return *this;
}
/*!
* \brief Moves the HandledObject into this
* \return A reference to this
*
* \param object HandledObject to move in this
*/
template<typename T>
HandledObject<T>& HandledObject<T>::operator=(HandledObject&& object)
{
@ -54,13 +91,22 @@ namespace Nz
return *this;
}
/*!
* \brief Registers a handle
*
* \param handle Handle to register
*
* \remark One handle can only be registered once, errors can occur if it's more than once
*/
template<typename T>
void HandledObject<T>::RegisterHandle(ObjectHandle<T>* handle)
{
///DOC: Un handle ne doit être enregistré qu'une fois, des erreurs se produisent s'il l'est plus d'une fois
m_handles.push_back(handle);
}
/*!
* \brief Unregisters all handles
*/
template<typename T>
void HandledObject<T>::UnregisterAllHandles()
{
@ -71,10 +117,17 @@ namespace Nz
m_handles.clear();
}
/*!
* \brief Unregisters a handle
*
* \param handle Handle to unregister
*
* \remark One handle can only be unregistered once, crash can occur if it's more than once
* \remark Produces a NazaraAssert if handle not registered
*/
template<typename T>
void HandledObject<T>::UnregisterHandle(ObjectHandle<T>* handle) noexcept
{
///DOC: Un handle ne doit être libéré qu'une fois, et doit faire partie de la liste, sous peine de crash
auto it = std::find(m_handles.begin(), m_handles.end(), handle);
NazaraAssert(it != m_handles.end(), "Handle not registered");
@ -83,6 +136,14 @@ namespace Nz
m_handles.pop_back();
}
/*!
* \brief Updates one handle with another
*
* \param oldHandle Old handle to replace
* \param newHandle New handle to take place
*
* \remark Produces a NazaraAssert if handle not registered
*/
template<typename T>
void HandledObject<T>::UpdateHandle(ObjectHandle<T>* oldHandle, ObjectHandle<T>* newHandle) noexcept
{

View File

@ -9,12 +9,26 @@
namespace Nz
{
/*!
* \ingroup core
* \class Nz::ObjectHandle
* \brief Core class that represents a object handle
*/
/*!
* \brief Constructs a ObjectHandle object by default
*/
template<typename T>
ObjectHandle<T>::ObjectHandle() :
m_object(nullptr)
{
}
/*!
* \brief Constructs a ObjectHandle object with a pointer to an object
*
* \param object Pointer to handle like an object (can be nullptr)
*/
template<typename T>
ObjectHandle<T>::ObjectHandle(T* object) :
ObjectHandle()
@ -22,59 +36,97 @@ namespace Nz
Reset(object);
}
/*!
* \brief Constructs a ObjectHandle object by assignation
*
* \param handle ObjectHandle to assign into this
*/
template<typename T>
ObjectHandle<T>::ObjectHandle(const ObjectHandle<T>& handle) :
ObjectHandle<T>::ObjectHandle(const ObjectHandle& handle) :
ObjectHandle()
{
Reset(handle);
}
/*!
* \brief Constructs a ObjectHandle object by move semantic
*
* \param handle ObjectHandle to move into this
*/
template<typename T>
ObjectHandle<T>::ObjectHandle(ObjectHandle<T>&& handle) noexcept :
ObjectHandle<T>::ObjectHandle(ObjectHandle&& handle) noexcept :
ObjectHandle()
{
Reset(std::move(handle));
}
/*!
* \brief Destructs the object and calls reset with nullptr
*
* \see Reset
*/
template<typename T>
ObjectHandle<T>::~ObjectHandle()
{
Reset(nullptr);
}
/*!
* \brief Gets the underlying object
* \return Underlying object
*/
template<typename T>
T* ObjectHandle<T>::GetObject() const
{
return m_object;
}
/*!
* \brief Checks whether the object is valid
* \return true if object is not nullptr
*/
template<typename T>
bool ObjectHandle<T>::IsValid() const
{
return m_object != nullptr;
}
/*!
* \brief Resets the content of the ObjectHandle with another object
*
* \param object Object to handle
*/
template<typename T>
void ObjectHandle<T>::Reset(T* object)
{
// Si nous avions déjà une entité, nous devons l'informer que nous ne pointons plus sur elle
// If we already have an entity, we must alert it that we are not pointing to it anymore
if (m_object)
m_object->UnregisterHandle(this);
m_object = object;
if (m_object)
// On informe la nouvelle entité que nous pointons sur elle
// We alert the new entity that we are pointing to it
m_object->RegisterHandle(this);
}
/*!
* \brief Resets the content of this with another object
*
* \param handle New object to handle
*/
template<typename T>
void ObjectHandle<T>::Reset(const ObjectHandle<T>& handle)
void ObjectHandle<T>::Reset(const ObjectHandle& handle)
{
Reset(handle.GetObject());
}
/*!
* \brief Resets the content of this with another object by move semantic
*
* \param handle New object to handle to move into this
*/
template<typename T>
void ObjectHandle<T>::Reset(ObjectHandle<T>&& handle) noexcept
void ObjectHandle<T>::Reset(ObjectHandle&& handle) noexcept
{
if (m_object)
m_object->UnregisterHandle(this);
@ -87,12 +139,18 @@ namespace Nz
}
}
/*!
* \brief Swaps the content of the two ObjectHandle
* \return A reference to this
*
* \param handle ObjectHandle to swap
*/
template<typename T>
ObjectHandle<T>& ObjectHandle<T>::Swap(ObjectHandle<T>& handle)
ObjectHandle<T>& ObjectHandle<T>::Swap(ObjectHandle& handle)
{
// Comme nous inversons les handles, nous devons prévenir les entités
// La version par défaut de swap (à base de move) aurait fonctionné,
// mais en enregistrant les handles une fois de plus que nécessaire (à cause de la copie temporaire).
// As we swap the two handles, we must alert the entities
// The default version with swap (move) would be working,
// but will register handles one more time (due to temporary copy).
if (m_object)
{
m_object->UnregisterHandle(this);
@ -105,11 +163,15 @@ namespace Nz
handle.m_object->RegisterHandle(this);
}
// On effectue l'échange
// We do the swap
std::swap(m_object, handle.m_object);
return *this;
}
/*!
* \brief Gives a string representation
* \return A string representation of the object "ObjectHandle(object representation) or Null"
*/
template<typename T>
Nz::String ObjectHandle<T>::ToString() const
{
@ -125,24 +187,44 @@ namespace Nz
return ss;
}
/*!
* \brief Converts the ObjectHandle to bool
* \return true if reference is not nullptr
*
* \see IsValid
*/
template<typename T>
ObjectHandle<T>::operator bool() const
{
return IsValid();
}
/*!
* \brief Dereferences the ObjectHandle
* \return Underlying pointer
*/
template<typename T>
ObjectHandle<T>::operator T*() const
{
return m_object;
}
/*!
* \brief Dereferences the ObjectHandle
* \return Underlying pointer
*/
template<typename T>
T* ObjectHandle<T>::operator->() const
{
return m_object;
}
/*!
* \brief Assigns the entity into this
* \return A reference to this
*
* \param entity Pointer to handle like an object (can be nullptr)
*/
template<typename T>
ObjectHandle<T>& ObjectHandle<T>::operator=(T* entity)
{
@ -151,22 +233,37 @@ namespace Nz
return *this;
}
/*!
* \brief Sets the handle of the ObjectHandle with the handle from another
* \return A reference to this
*
* \param handle The other ObjectHandle
*/
template<typename T>
ObjectHandle<T>& ObjectHandle<T>::operator=(const ObjectHandle<T>& handle)
ObjectHandle<T>& ObjectHandle<T>::operator=(const ObjectHandle& handle)
{
Reset(handle);
return *this;
}
/*!
* \brief Moves the ObjectHandle into this
* \return A reference to this
*
* \param handle ObjectHandle to move in this
*/
template<typename T>
ObjectHandle<T>& ObjectHandle<T>::operator=(ObjectHandle<T>&& handle) noexcept
ObjectHandle<T>& ObjectHandle<T>::operator=(ObjectHandle&& handle) noexcept
{
Reset(std::move(handle));
return *this;
}
/*!
* \brief Action to do on object destruction
*/
template<typename T>
void ObjectHandle<T>::OnObjectDestroyed()
{
@ -174,6 +271,9 @@ namespace Nz
m_object = nullptr;
}
/*!
* \brief Action to do on object move
*/
template<typename T>
void ObjectHandle<T>::OnObjectMoved(T* newObject)
{
@ -181,114 +281,247 @@ namespace Nz
m_object = newObject;
}
/*!
* \brief Output operator
* \return The stream
*
* \param out The stream
* \param handle The ObjectHandle to output
*/
template<typename T>
std::ostream& operator<<(std::ostream& out, const ObjectHandle<T>& handle)
{
return handle.ToString();
}
/*!
* \brief Checks whether the first object handle is equal to the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator==(const ObjectHandle<T>& lhs, const ObjectHandle<T>& rhs)
{
return lhs.GetObject() == rhs.GetObject();
}
/*!
* \brief Checks whether the object is equal to the second object handle
* \return true if it is the case
*
* \param first Object to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator==(const T& lhs, const ObjectHandle<T>& rhs)
{
return &lhs == rhs.GetObject();
}
/*!
* \brief Checks whether the object handle is equal to the second object
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second Object to compare in right hand side
*/
template<typename T>
bool operator==(const ObjectHandle<T>& lhs, const T& rhs)
{
return lhs.GetObject() == &rhs;
}
/*!
* \brief Checks whether the first object handle is equal to the second object handle
* \return false if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator!=(const ObjectHandle<T>& lhs, const ObjectHandle<T>& rhs)
{
return !(lhs == rhs);
}
/*!
* \brief Checks whether the object is equal to the second object handle
* \return false if it is the case
*
* \param first Object to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator!=(const T& lhs, const ObjectHandle<T>& rhs)
{
return !(lhs == rhs);
}
/*!
* \brief Checks whether the object handle is equal to the second object
* \return false if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second Object to compare in right hand side
*/
template<typename T>
bool operator!=(const ObjectHandle<T>& lhs, const T& rhs)
{
return !(lhs == rhs);
}
/*!
* \brief Checks whether the first object handle is less than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator<(const ObjectHandle<T>& lhs, const ObjectHandle<T>& rhs)
{
return lhs.m_object < rhs.m_object;
}
/*!
* \brief Checks whether the first object handle is less than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator<(const T& lhs, const ObjectHandle<T>& rhs)
{
return &lhs < rhs.m_object;
}
/*!
* \brief Checks whether the first object handle is less than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator<(const ObjectHandle<T>& lhs, const T& rhs)
{
return lhs.m_object < &rhs;
}
/*!
* \brief Checks whether the first object handle is less or equal than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator<=(const ObjectHandle<T>& lhs, const ObjectHandle<T>& rhs)
{
return !(lhs > rhs);
}
/*!
* \brief Checks whether the first object handle is less or equal than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator<=(const T& lhs, const ObjectHandle<T>& rhs)
{
return !(lhs > rhs);
}
/*!
* \brief Checks whether the first object handle is less or equal than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator<=(const ObjectHandle<T>& lhs, const T& rhs)
{
return !(lhs > rhs);
}
/*!
* \brief Checks whether the first object handle is greather than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator>(const ObjectHandle<T>& lhs, const ObjectHandle<T>& rhs)
{
return rhs < lhs;
}
/*!
* \brief Checks whether the first object handle is greather than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator>(const T& lhs, const ObjectHandle<T>& rhs)
{
return rhs < lhs;
}
/*!
* \brief Checks whether the first object handle is greather than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator>(const ObjectHandle<T>& lhs, const T& rhs)
{
return rhs < lhs;
}
/*!
* \brief Checks whether the first object handle is greather or equal than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator>=(const ObjectHandle<T>& lhs, const ObjectHandle<T>& rhs)
{
return !(lhs < rhs);
}
/*!
* \brief Checks whether the first object handle is greather or equal than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator>=(const T& lhs, const ObjectHandle<T>& rhs)
{
return !(lhs < rhs);
}
/*!
* \brief Checks whether the first object handle is greather or equal than the second object handle
* \return true if it is the case
*
* \param first ObjectHandle to compare in left hand side
* \param second ObjectHandle to compare in right hand side
*/
template<typename T>
bool operator>=(const ObjectHandle<T>& lhs, const T& rhs)
{
@ -301,6 +534,12 @@ namespace Nz
namespace std
{
/*!
* \brief Swaps two ObjectHandle, specialisation of std
*
* \param lhs First object handle
* \param rhs Second object handle
*/
template<typename T>
void swap(Nz::ObjectHandle<T>& lhs, Nz::ObjectHandle<T>& rhs)
{

View File

@ -50,6 +50,8 @@ namespace Nz
void SetParameter(const String& name, void* value);
void SetParameter(const String& name, void* value, Destructor destructor);
String ToString() const;
ParameterList& operator=(const ParameterList& list);
ParameterList& operator=(ParameterList&&) = default;
@ -73,7 +75,7 @@ namespace Nz
ParameterType type;
union Value
{
// On définit un constructeur/destructeur vide, permettant de mettre des classes dans l'union
// We define an empty constructor/destructor, to be able to put classes in the union
Value() {}
Value(const Value&) {} // Placeholder
~Value() {}
@ -98,4 +100,6 @@ namespace Nz
};
}
std::ostream& operator<<(std::ostream& out, const Nz::ParameterList& parameterList);
#endif // NAZARA_PARAMETERLIST_HPP

View File

@ -66,7 +66,7 @@ namespace Nz
return false;
}
File file(path); // Ouvert seulement en cas de besoin
File file(path); // Open only if needed
bool found = false;
for (Loader& loader : Type::s_loaders)

View File

@ -7,6 +7,10 @@
namespace Nz
{
/*!
* \brief Constructs a Billboard object by default
*/
inline Billboard::Billboard()
{
SetColor(Color::White);
@ -15,6 +19,12 @@ namespace Nz
SetSize(64.f, 64.f);
}
/*!
* \brief Constructs a Billboard object with a reference to a material
*
* \param material Reference to a material
*/
inline Billboard::Billboard(MaterialRef material)
{
SetColor(Color::White);
@ -23,6 +33,12 @@ namespace Nz
SetSize(64.f, 64.f);
}
/*!
* \brief Constructs a Billboard object with a pointer to a texture
*
* \param texture Pointer to a texture
*/
inline Billboard::Billboard(Texture* texture)
{
SetColor(Color::White);
@ -31,6 +47,12 @@ namespace Nz
SetTexture(texture, true);
}
/*!
* \brief Constructs a Billboard object by assignation
*
* \param billboard Billboard to copy into this
*/
inline Billboard::Billboard(const Billboard& billboard) :
InstancedRenderable(billboard),
m_color(billboard.m_color),
@ -41,31 +63,61 @@ namespace Nz
{
}
/*!
* \brief Gets the color of the billboard
* \return Current color
*/
inline const Color& Billboard::GetColor() const
{
return m_color;
}
/*!
* \brief Gets the material of the billboard
* \return Current material
*/
inline const MaterialRef& Billboard::GetMaterial() const
{
return m_material;
}
/*!
* \brief Gets the rotation of the billboard
* \return Current rotation
*/
inline float Billboard::GetRotation() const
{
return m_rotation;
}
/*!
* \brief Gets the size of the billboard
* \return Current size
*/
inline const Vector2f& Billboard::GetSize() const
{
return m_size;
}
/*!
* \brief Sets the color of the billboard
*
* \param color Color for the billboard
*/
inline void Billboard::SetColor(const Color& color)
{
m_color = color;
}
/*!
* \brief Sets the default material of the billboard (just default material)
*/
inline void Billboard::SetDefaultMaterial()
{
MaterialRef material = Material::New();
@ -75,6 +127,13 @@ namespace Nz
SetMaterial(std::move(material));
}
/*!
* \brief Sets the material of the billboard
*
* \param material Material for the billboard
* \param resizeBillboard Should billboard be resized to the material size (diffuse map)
*/
inline void Billboard::SetMaterial(MaterialRef material, bool resizeBillboard)
{
m_material = std::move(material);
@ -86,25 +145,51 @@ namespace Nz
}
}
/*!
* \brief Sets the rotation of the billboard
*
* \param rotation Rotation for the billboard
*/
inline void Billboard::SetRotation(float rotation)
{
m_rotation = rotation;
m_sinCos.Set(std::sin(m_rotation), std::cos(m_rotation));
}
/*!
* \brief Sets the size of the billboard
*
* \param size Size for the billboard
*/
inline void Billboard::SetSize(const Vector2f& size)
{
m_size = size;
// On invalide la bounding box
// We invalidate the bounding volume
InvalidateBoundingVolume();
}
/*!
* \brief Sets the size of the billboard
*
* \param sizeX Size in X for the billboard
* \param sizeY Size in Y for the billboard
*/
inline void Billboard::SetSize(float sizeX, float sizeY)
{
SetSize(Vector2f(sizeX, sizeY));
}
/*!
* \brief Sets the texture of the billboard
*
* \param texture Texture for the billboard
* \param resizeBillboard Should billboard be resized to the texture size
*/
inline void Billboard::SetTexture(TextureRef texture, bool resizeBillboard)
{
if (!m_material)
@ -118,6 +203,13 @@ namespace Nz
m_material->SetDiffuseMap(std::move(texture));
}
/*!
* \brief Sets the current billboard with the content of the other one
* \return A reference to this
*
* \param billboard The other Billboard
*/
inline Billboard& Billboard::operator=(const Billboard& billboard)
{
InstancedRenderable::operator=(billboard);
@ -131,6 +223,13 @@ namespace Nz
return *this;
}
/*!
* \brief Creates a new billboard from the arguments
* \return A reference to the newly created billboard
*
* \param args Arguments for the billboard
*/
template<typename... Args>
BillboardRef Billboard::New(Args&&... args)
{

View File

@ -7,6 +7,13 @@
namespace Nz
{
/*!
* \brief Creates a new color background from the arguments
* \return A reference to the newly created color background
*
* \param args Arguments for the color background
*/
template<typename... Args>
ColorBackgroundRef ColorBackground::New(Args&&... args)
{

View File

@ -27,23 +27,28 @@
#ifndef NAZARA_CONFIG_GRAPHICS_HPP
#define NAZARA_CONFIG_GRAPHICS_HPP
/// Chaque modification d'un paramètre du module nécessite une recompilation de celui-ci
/*!
* \defgroup graphics (NazaraGraphics) Graphics module
* Graphics/System module including classes to handle graphical elements...
*/
// À partir de combien d'instances d'un même mesh/matériau l'instancing doit-il être utilisé ?
/// Each modification of a paramater of the module needs a recompilation of the unit
// How much instances are need of a same mesh/material to enable instancing ?
#define NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT 10
// Utilise un manager de mémoire pour gérer les allocations dynamiques (détecte les leaks au prix d'allocations/libérations dynamiques plus lentes)
// Use the MemoryManager to manage dynamic allocations (can detect memory leak but allocations/frees are slower)
#define NAZARA_GRAPHICS_MANAGE_MEMORY 0
// Active les tests de sécurité basés sur le code (Conseillé pour le développement)
// Activate the security tests based on the code (Advised for development)
#define NAZARA_GRAPHICS_SAFE 1
/// Chaque modification d'un paramètre ci-dessous implique une modification (souvent mineure) du code
/// Each modification of a parameter following implies a modification (often minor) of the code
// Le nombre maximum de lumières qu'un shader standard supportera
// The maximum number of lights in a standard shader
#define NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS 3
/// Vérification des valeurs et types de certaines constantes
/// Checking the values and types of certain constants
#include <Nazara/Graphics/ConfigCheck.hpp>
#if defined(NAZARA_STATIC)

View File

@ -7,12 +7,12 @@
#ifndef NAZARA_CONFIG_CHECK_GRAPHICS_HPP
#define NAZARA_CONFIG_CHECK_GRAPHICS_HPP
/// Ce fichier sert à vérifier la valeur des constantes du fichier Config.hpp
/// This file is used to check the constant values defined in Config.hpp
#include <type_traits>
#define NazaraCheckTypeAndVal(name, type, op, val, err) static_assert(std::is_ ##type <decltype(name)>::value && name op val, #type err)
// On force la valeur de MANAGE_MEMORY en mode debug
// We fore the value of MANAGE_MEMORY in debug
#if defined(NAZARA_DEBUG) && !NAZARA_GRAPHICS_MANAGE_MEMORY
#undef NAZARA_GRAPHICS_MANAGE_MEMORY
#define NAZARA_GRAPHICS_MANAGE_MEMORY 0

View File

@ -2,7 +2,7 @@
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
// On suppose que Debug.hpp a déjà été inclus, tout comme Config.hpp
// We suppose that Debug.hpp is already included, same goes for Config.hpp
#if NAZARA_GRAPHICS_MANAGE_MEMORY
#undef delete
#undef new

View File

@ -29,7 +29,7 @@ namespace Nz
float GetBrightThreshold() const;
Texture* GetTexture(unsigned int i) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const;
bool Resize(const Vector2ui& dimensions);
void SetBlurPassCount(unsigned int passCount);

View File

@ -23,7 +23,7 @@ namespace Nz
DeferredDOFPass();
virtual ~DeferredDOFPass();
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const;
bool Resize(const Vector2ui& dimensions);
protected:

View File

@ -21,7 +21,7 @@ namespace Nz
DeferredFXAAPass();
virtual ~DeferredFXAAPass();
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const;
protected:
RenderStates m_states;

View File

@ -21,7 +21,7 @@ namespace Nz
DeferredFinalPass();
virtual ~DeferredFinalPass();
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const;
protected:
RenderStates m_states;

View File

@ -21,7 +21,7 @@ namespace Nz
DeferredFogPass();
virtual ~DeferredFogPass();
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const;
protected:
RenderStates m_states;

View File

@ -21,7 +21,7 @@ namespace Nz
virtual ~DeferredForwardPass();
void Initialize(DeferredRenderTechnique* technique);
bool Process(const SceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const;
bool Process(const SceneData& sceneData, unsigned int workTexture, unsigned int sceneTexture) const;
protected:
const ForwardRenderTechnique* m_forwardTechnique;

View File

@ -21,7 +21,7 @@ namespace Nz
DeferredGeometryPass();
virtual ~DeferredGeometryPass();
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const;
bool Resize(const Vector2ui& dimensions);
protected:

View File

@ -28,7 +28,7 @@ namespace Nz
bool IsLightMeshesDrawingEnabled() const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const;
protected:
LightUniforms m_directionalLightUniforms;

View File

@ -38,7 +38,7 @@ namespace Nz
bool IsEnabled() const;
virtual bool Process(const SceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const = 0;
virtual bool Process(const SceneData& sceneData, unsigned int workTexture, unsigned int sceneTexture) const = 0;
virtual bool Resize(const Vector2ui& GBufferSize);
DeferredRenderPass& operator=(const DeferredRenderPass&) = delete;

View File

@ -67,7 +67,7 @@ namespace Nz
};
std::map<RenderPassType, std::map<int, std::unique_ptr<DeferredRenderPass>>, RenderPassComparator> m_passes;
ForwardRenderTechnique m_forwardTechnique; // Doit être initialisé avant la RenderQueue
ForwardRenderTechnique m_forwardTechnique; // Must be initialized before the RenderQueue
DeferredRenderQueue m_renderQueue;
mutable RenderBufferRef m_depthStencilBuffer;
mutable RenderTexture m_GBufferRTT;

View File

@ -6,6 +6,14 @@
namespace Nz
{
/*!
* \brief Checks whether the material is suitable to fit in the render queue
* \return true If it is the case
*
* \param material Material to verify
*/
bool DepthRenderQueue::IsMaterialSuitable(const Material* material) const
{
NazaraAssert(material, "Invalid material");

View File

@ -128,7 +128,7 @@ namespace Nz
SceneNodeType_Max = SceneNodeType_User
};
// Ces paramètres sont indépendants du matériau: ils peuvent être demandés à tout moment
// These parameters are independant of the material: they can not be asked for the moment
enum ShaderFlags
{
ShaderFlags_None = 0,
@ -139,7 +139,7 @@ namespace Nz
ShaderFlags_TextureOverlay = 0x08,
ShaderFlags_VertexColor = 0x10,
ShaderFlags_Max = ShaderFlags_VertexColor*2-1
ShaderFlags_Max = ShaderFlags_VertexColor * 2 - 1
};
}

View File

@ -159,6 +159,7 @@ namespace Nz
std::map<int, Layer> layers;
private:
BillboardData* GetBillboardData(int renderOrder, const Material* material, unsigned int count);
Layer& GetLayer(int i); ///TODO: Inline
void OnIndexBufferInvalidation(const IndexBuffer* indexBuffer);

View File

@ -31,7 +31,7 @@ namespace Nz
AbstractRenderQueue* GetRenderQueue() override;
RenderTechniqueType GetType() const override;
void SetMaxLightPassPerObject(unsigned int passCount);
void SetMaxLightPassPerObject(unsigned int maxLightPassPerObject);
static bool Initialize();
static void Uninitialize();
@ -70,11 +70,11 @@ namespace Nz
LightUniforms lightUniforms;
bool hasLightUniforms;
/// Moins coûteux en mémoire que de stocker un LightUniforms par index de lumière,
/// à voir si ça fonctionne chez tout le monde
int lightOffset; // "Distance" entre Lights[0].type et Lights[1].type
/// Less costly in memory than storing a LightUniforms by index of light,
/// this may not work everywhere
int lightOffset; // "Distance" between Lights[0].type and Lights[1].type
// Autre uniformes
// Other uniforms
int eyePosition;
int sceneAmbient;
int textureOverlay;

View File

@ -6,6 +6,16 @@
namespace Nz
{
/*!
* \brief Sens the uniforms for light
*
* \param shader Shader to send uniforms to
* \param uniforms Uniforms to send
* \param index Index of the light
* \param uniformOffset Offset for the uniform
* \param availableTextureUnit Unit texture available
*/
inline void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const
{
// If anyone got a better idea..
@ -104,6 +114,14 @@ namespace Nz
}
}
/*!
* \brief Computes the score for directional light
* \return 0.f
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
{
NazaraUnused(object);
@ -113,18 +131,42 @@ namespace Nz
return 0.f;
}
/*!
* \brief Computes the score for point light
* \return Distance to the light
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light)
{
///TODO: Compute a score depending on the light luminosity
return object.SquaredDistance(light.position);
}
/*!
* \brief Computes the score for spot light
* \return Distance to the light
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline float ForwardRenderTechnique::ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
{
///TODO: Compute a score depending on the light luminosity and spot direction
return object.SquaredDistance(light.position);
}
/*!
* \brief Checks whether the directional light is suitable for the computations
* \return true if light is enoughly close
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsDirectionalLightSuitable(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
{
NazaraUnused(object);
@ -134,12 +176,28 @@ namespace Nz
return true;
}
/*!
* \brief Checks whether the point light is suitable for the computations
* \return true if light is enoughly close
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light)
{
// If the object is too far away from this point light, there is not way it could light it
return object.SquaredDistance(light.position) <= light.radius * light.radius;
}
/*!
* \brief Checks whether the spot light is suitable for the computations
* \return true if light is enoughly close
*
* \param object Sphere symbolising the object
* \param light Light to compute
*/
inline bool ForwardRenderTechnique::IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
{
///TODO: Exclude spot lights based on their direction and outer angle?

View File

@ -4,6 +4,12 @@
namespace Nz
{
/*!
* \brief Constructs a InstancedRenderable object by assignation
*
* \param renderable InstancedRenderable to copy into this
*/
inline InstancedRenderable::InstancedRenderable(const InstancedRenderable& renderable) :
RefCounted(),
m_boundingVolume(renderable.m_boundingVolume),
@ -11,22 +17,43 @@ namespace Nz
{
}
/*!
* \brief Ensures that the bounding volume is up to date
*/
inline void InstancedRenderable::EnsureBoundingVolumeUpdated() const
{
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
}
/*!
* \brief Invalidates the bounding volume
*/
inline void InstancedRenderable::InvalidateBoundingVolume()
{
m_boundingVolumeUpdated = false;
}
/*!
* \brief Invalidates the instance data based on flags
*
* \param flags Flags to invalidate
*/
inline void InstancedRenderable::InvalidateInstanceData(UInt32 flags)
{
OnInstancedRenderableInvalidateData(this, flags);
}
/*!
* \brief Sets the current instanced renderable with the content of the other one
* \return A reference to this
*
* \param renderable The other InstancedRenderable
*/
inline InstancedRenderable& InstancedRenderable::operator=(const InstancedRenderable& renderable)
{
m_boundingVolume = renderable.m_boundingVolume;
@ -35,6 +62,10 @@ namespace Nz
return *this;
}
/*!
* \brief Updates the bounding volume
*/
inline void InstancedRenderable::UpdateBoundingVolume() const
{
MakeBoundingVolume();

View File

@ -7,6 +7,10 @@
namespace Nz
{
/*!
* \brief Constructs a Light object by default
*/
inline Light::Light(const Light& light) :
Renderable(light),
m_color(light.m_color),
@ -28,6 +32,12 @@ namespace Nz
{
}
/*!
* \brief Enables shadow casting
*
* \param castShadows Should shadows be cast
*/
inline void Light::EnableShadowCasting(bool castShadows)
{
if (m_shadowCastingEnabled != castShadows)
@ -37,72 +47,141 @@ namespace Nz
}
}
/*!
* \brief Ensures that the shadow map is up to date
*/
inline void Light::EnsureShadowMapUpdate() const
{
if (!m_shadowMapUpdated)
UpdateShadowMap();
}
/*!
* \brief Gets the ambient factor
* \return Current ambient factor
*/
inline float Light::GetAmbientFactor() const
{
return m_ambientFactor;
}
/*!
* \brief Gets the light attenuation (in 1 / R^2)
* \return Attenuation
*/
inline float Light::GetAttenuation() const
{
return m_attenuation;
}
/*!
* \brief Gets the color of the light
* \return Light color
*/
inline Color Light::GetColor() const
{
return m_color;
}
/*!
* \brief Gets the diffuse factor
* \return Current diffuse factor
*/
inline float Light::GetDiffuseFactor() const
{
return m_diffuseFactor;
}
/*!
* \brief Gets the inner angle in spot light
* \return Inner angle
*/
inline float Light::GetInnerAngle() const
{
return m_innerAngle;
}
/*!
* \brief Gets the cosine inner angle in spot light
* \return Cosine inner angle
*/
inline float Light::GetInnerAngleCosine() const
{
return m_innerAngleCosine;
}
/*!
* \brief Gets the inverse of the radius
* \return Inverse of the radius
*/
inline float Light::GetInvRadius() const
{
return m_invRadius;
}
/*!
* \brief Gets the type of the light
* \return Light type
*/
inline LightType Light::GetLightType() const
{
return m_type;
}
/*!
* \brief Gets the outer angle in spot light
* \return Outer angle
*/
inline float Light::GetOuterAngle() const
{
return m_outerAngle;
}
/*!
* \brief Gets the cosine outer angle in spot light
* \return Cosine outer angle
*/
inline float Light::GetOuterAngleCosine() const
{
return m_outerAngleCosine;
}
/*!
* \brief Gets the tangent outer angle in spot light
* \return Tangent outer angle
*/
inline float Light::GetOuterAngleTangent() const
{
return m_outerAngleTangent;
}
/*!
* \brief Gets the radius of the light
* \return Light radius
*/
inline float Light::GetRadius() const
{
return m_radius;
}
/*!
* \brief Gets the shadow map
* \return Reference to the shadow map texture
*/
inline TextureRef Light::GetShadowMap() const
{
EnsureShadowMapUpdate();
@ -110,47 +189,97 @@ namespace Nz
return m_shadowMap;
}
/*!
* \brief Gets the format of the shadow map
* \return Shadow map format
*/
inline PixelFormatType Light::GetShadowMapFormat() const
{
return m_shadowMapFormat;
}
/*!
* \brief Gets the size of the shadow map
* \return Shadow map size
*/
inline const Vector2ui& Light::GetShadowMapSize() const
{
return m_shadowMapSize;
}
/*!
* \brief Checks whether the shadow casting is enabled
* \return true If it is the case
*/
inline bool Light::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
/*!
* \brief Sets the ambient factor
*
* \param factor Ambient factor
*/
inline void Light::SetAmbientFactor(float factor)
{
m_ambientFactor = factor;
}
/*!
* \brief Sets the light attenuation (in 1 / R^2)
*
* \param attenuation Light attenuation
*/
inline void Light::SetAttenuation(float attenuation)
{
m_attenuation = attenuation;
}
/*!
* \brief Sets the color of the light
*
* \param color Light color
*/
inline void Light::SetColor(const Color& color)
{
m_color = color;
}
/*!
* \brief Sets the diffuse factor
*
* \param factor Diffuse factor
*/
inline void Light::SetDiffuseFactor(float factor)
{
m_diffuseFactor = factor;
}
/*!
* \brief Sets the inner angle in spot light
* \return innerAngle Inner angle
*/
inline void Light::SetInnerAngle(float innerAngle)
{
m_innerAngle = innerAngle;
m_innerAngleCosine = std::cos(DegreeToRadian(m_innerAngle));
}
/*!
* \brief Sets the type of light
*
* \param type Light type
*/
inline void Light::SetLightType(LightType type)
{
m_type = type;
@ -158,6 +287,13 @@ namespace Nz
InvalidateShadowMap();
}
/*!
* \brief Sets the outer angle in spot light
* \return outerAngle Outer angle
*
* \remark Invalidates the bounding volume
*/
inline void Light::SetOuterAngle(float outerAngle)
{
m_outerAngle = outerAngle;
@ -167,6 +303,13 @@ namespace Nz
InvalidateBoundingVolume();
}
/*!
* \brief Sets the radius of the light
* \return radius Light radius
*
* \remark Invalidates the bounding volume
*/
inline void Light::SetRadius(float radius)
{
m_radius = radius;
@ -176,6 +319,15 @@ namespace Nz
InvalidateBoundingVolume();
}
/*!
* \brief Sets the shadow map format
*
* \param shadowFormat Shadow map format
*
* \remark Invalidates the shadow map
* \remark Produces a NazaraAssert if format is not a depth type
*/
inline void Light::SetShadowMapFormat(PixelFormatType shadowFormat)
{
NazaraAssert(PixelFormat::GetContent(shadowFormat) == PixelFormatContent_DepthStencil, "Shadow format type is not a depth format");
@ -185,6 +337,15 @@ namespace Nz
InvalidateShadowMap();
}
/*!
* \brief Sets the size of the shadow map
*
* \param size Shadow map size
*
* \remark Invalidates the shadow map
* \remark Produces a NazaraAssert if size is zero
*/
inline void Light::SetShadowMapSize(const Vector2ui& size)
{
NazaraAssert(size.x > 0 && size.y > 0, "Shadow map size must have a positive size");
@ -194,6 +355,15 @@ namespace Nz
InvalidateShadowMap();
}
/*!
* \brief Sets the current light with the content of the other one
* \return A reference to this
*
* \param light The other Light
*
* \remark Invalidates the shadow map
*/
inline Light& Light::operator=(const Light& light)
{
Renderable::operator=(light);
@ -218,6 +388,10 @@ namespace Nz
return *this;
}
/*!
* \brief Invalidates the shadow map
*/
inline void Light::InvalidateShadowMap()
{
m_shadowMapUpdated = false;

View File

@ -151,7 +151,7 @@ namespace Nz
inline Material& operator=(const Material& material);
static MaterialRef GetDefault();
inline static MaterialRef GetDefault();
template<typename... Args> static MaterialRef New(Args&&... args);
// Signals:
@ -163,7 +163,7 @@ namespace Nz
{
const Shader* shader;
UberShaderInstance* uberInstance = nullptr;
int uniforms[MaterialUniform_Max+1];
int uniforms[MaterialUniform_Max + 1];
};
void Copy(const Material& material);
@ -187,7 +187,7 @@ namespace Nz
TextureRef m_normalMap;
TextureRef m_specularMap;
UberShaderConstRef m_uberShader;
mutable ShaderInstance m_shaders[ShaderFlags_Max+1];
mutable ShaderInstance m_shaders[ShaderFlags_Max + 1];
bool m_alphaTestEnabled;
bool m_depthSortingEnabled;
bool m_lightingEnabled;

View File

@ -7,11 +7,21 @@
namespace Nz
{
/*!
* \brief Constructs a Material object by default
*/
inline Material::Material()
{
Reset();
}
/*!
* \brief Constructs a Material object by assignation
*
* \param material Material to copy into this
*/
inline Material::Material(const Material& material) :
RefCounted(),
Resource(material)
@ -19,11 +29,26 @@ namespace Nz
Copy(material);
}
/*!
* \brief Destructs the object and calls OnMaterialRelease
*
* \see OnMaterialRelease
*/
inline Material::~Material()
{
OnMaterialRelease(this);
}
/*!
* \brief Enables a renderer parameter
*
* \param renderParameter Parameter for the rendering
* \param enable Should the parameter be enabled
*
* \remark Produces a NazaraAssert if enumeration is invalid
*/
inline void Material::Enable(RendererParameter renderParameter, bool enable)
{
NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
@ -31,6 +56,14 @@ namespace Nz
m_states.parameters[renderParameter] = enable;
}
/*!
* \brief Enables the alpha test
*
* \param alphaTest Should the parameter be enabled
*
* \remark Invalidates the shaders
*/
inline void Material::EnableAlphaTest(bool alphaTest)
{
m_alphaTestEnabled = alphaTest;
@ -38,12 +71,26 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Enables the depth sorting
*
* \param depthSorting Should the parameter be enabled
*/
inline void Material::EnableDepthSorting(bool depthSorting)
{
// Has no influence on shaders
m_depthSortingEnabled = depthSorting;
}
/*!
* \brief Enables the lighting
*
* \param lighting Should the parameter be enabled
*
* \remark Invalidates the shaders
*/
inline void Material::EnableLighting(bool lighting)
{
m_lightingEnabled = lighting;
@ -51,12 +98,26 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Enables the shadow casting
*
* \param castShadows Should shadow casting be enabled
*/
inline void Material::EnableShadowCasting(bool castShadows)
{
// Has no influence on shaders
m_shadowCastingEnabled = castShadows;
}
/*!
* \brief Enables the shadow on receiving object
*
* \param receiveShadow Should receiving object have shadows enabled
*
* \remark Invalidates the shaders
*/
inline void Material::EnableShadowReceive(bool receiveShadows)
{
m_shadowReceiveEnabled = receiveShadows;
@ -64,6 +125,14 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Enables the transformation
*
* \param transform Should the parameter be enabled
*
* \remark Invalidates the shaders
*/
inline void Material::EnableTransform(bool transform)
{
m_transformEnabled = transform;
@ -71,91 +140,183 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Gets the alpha map
* \return Constant reference to the current texture
*/
inline const TextureRef& Material::GetAlphaMap() const
{
return m_alphaMap;
}
/*!
* \brief Gets the alpha threshold
* \return The threshold value for the alpha
*/
inline float Material::GetAlphaThreshold() const
{
return m_alphaThreshold;
}
/*!
* \brief Gets the ambient color
* \return Ambient color
*/
inline Color Material::GetAmbientColor() const
{
return m_ambientColor;
}
/*!
* \brief Gets the function to compare depth
* \return Function comparing the depth of two materials
*/
inline RendererComparison Material::GetDepthFunc() const
{
return m_states.depthFunc;
}
/*!
* \brief Gets the depth material
* \return Constant reference to the depth material
*/
inline const MaterialRef& Material::GetDepthMaterial() const
{
return m_depthMaterial;
}
/*!
* \brief Gets the diffuse color
* \return Diffuse color
*/
inline Color Material::GetDiffuseColor() const
{
return m_diffuseColor;
}
/*!
* \brief Gets the diffuse sampler
* \return Reference to the current texture sampler for the diffuse
*/
inline TextureSampler& Material::GetDiffuseSampler()
{
return m_diffuseSampler;
}
/*!
* \brief Gets the diffuse sampler
* \return Constant reference to the current texture sampler for the diffuse
*/
inline const TextureSampler& Material::GetDiffuseSampler() const
{
return m_diffuseSampler;
}
/*!
* \brief Gets the diffuse map
* \return Constant reference to the texture
*/
const TextureRef& Material::GetDiffuseMap() const
{
return m_diffuseMap;
}
/*!
* \brief Gets the dst in blend
* \return Function for dst blending
*/
inline BlendFunc Material::GetDstBlend() const
{
return m_states.dstBlend;
}
/*!
* \brief Gets the emissive map
* \return Constant reference to the texture
*/
inline const TextureRef& Material::GetEmissiveMap() const
{
return m_emissiveMap;
}
/*!
* \brief Gets the face culling
* \return Current face culling side
*/
inline FaceSide Material::GetFaceCulling() const
{
return m_states.faceCulling;
}
/*!
* \brief Gets the face filling
* \return Current face filling
*/
inline FaceFilling Material::GetFaceFilling() const
{
return m_states.faceFilling;
}
/*!
* \brief Gets the height map
* \return Constant reference to the texture
*/
inline const TextureRef& Material::GetHeightMap() const
{
return m_heightMap;
}
/*!
* \brief Gets the normal map
* \return Constant reference to the texture
*/
inline const TextureRef& Material::GetNormalMap() const
{
return m_normalMap;
}
/*!
* \brief Gets the render states
* \return Constant reference to the render states
*/
inline const RenderStates& Material::GetRenderStates() const
{
return m_states;
}
/*!
* \brief Gets the shader of this material
* \return Constant pointer to the ubershader used
*/
inline const UberShader* Material::GetShader() const
{
return m_uberShader;
}
/*!
* \brief Gets the shader instance based on the flag
* \return Constant pointer to the ubershader instance
*
* \param flags Flag of the shader
*/
inline const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
{
const ShaderInstance& instance = m_shaders[flags];
@ -165,81 +326,165 @@ namespace Nz
return instance.uberInstance;
}
/*!
* \brief Gets the shininess
* \return Current shininess
*/
inline float Material::GetShininess() const
{
return m_shininess;
}
/*!
* \brief Gets the specular color
* \return Specular color
*/
inline Color Material::GetSpecularColor() const
{
return m_specularColor;
}
/*!
* \brief Gets the specular map
* \return Constant reference to the texture
*/
inline const TextureRef& Material::GetSpecularMap() const
{
return m_specularMap;
}
/*!
* \brief Gets the specular sampler
* \return Reference to the current texture sampler for the specular
*/
inline TextureSampler& Material::GetSpecularSampler()
{
return m_specularSampler;
}
/*!
* \brief Gets the specular sampler
* \return Constant reference to the current texture sampler for the specular
*/
inline const TextureSampler& Material::GetSpecularSampler() const
{
return m_specularSampler;
}
/*!
* \brief Gets the src in blend
* \return Function for src blending
*/
inline BlendFunc Material::GetSrcBlend() const
{
return m_states.srcBlend;
}
/*!
* \brief Checks whether this material has an alpha map
* \return true If it is the case
*/
inline bool Material::HasAlphaMap() const
{
return m_alphaMap.IsValid();
}
/*!
* \brief Checks whether this material has a depth material
* \return true If it is the case
*/
inline bool Material::HasDepthMaterial() const
{
return m_depthMaterial.IsValid();
}
/*!
* \brief Checks whether this material has a diffuse map
* \return true If it is the case
*/
inline bool Material::HasDiffuseMap() const
{
return m_diffuseMap.IsValid();
}
/*!
* \brief Checks whether this material has a emissive map
* \return true If it is the case
*/
inline bool Material::HasEmissiveMap() const
{
return m_emissiveMap.IsValid();
}
/*!
* \brief Checks whether this material has a height map
* \return true If it is the case
*/
inline bool Material::HasHeightMap() const
{
return m_heightMap.IsValid();
}
/*!
* \brief Checks whether this material has a normal map
* \return true If it is the case
*/
inline bool Material::HasNormalMap() const
{
return m_normalMap.IsValid();
}
/*!
* \brief Checks whether this material has a specular map
* \return true If it is the case
*/
inline bool Material::HasSpecularMap() const
{
return m_specularMap.IsValid();
}
/*!
* \brief Checks whether this material has alpha test enabled
* \return true If it is the case
*/
inline bool Material::IsAlphaTestEnabled() const
{
return m_alphaTestEnabled;
}
/*!
* \brief Checks whether this material has depth sorting enabled
* \return true If it is the case
*/
inline bool Material::IsDepthSortingEnabled() const
{
return m_depthSortingEnabled;
}
/*!
* \brief Checks whether this material has the render parameter enabled
* \return true If it is the case
*
* \param parameter Parameter for the rendering
*
* \remark Produces a NazaraAssert if enumeration is invalid
*/
inline bool Material::IsEnabled(RendererParameter parameter) const
{
NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
@ -247,41 +492,93 @@ namespace Nz
return m_states.parameters[parameter];
}
/*!
* \brief Checks whether this material has lightning enabled
* \return true If it is the case
*/
inline bool Material::IsLightingEnabled() const
{
return m_lightingEnabled;
}
/*!
* \brief Checks whether this material cast shadow
* \return true If it is the case
*/
inline bool Material::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
/*!
* \brief Checks whether this material receive shadow
* \return true If it is the case
*/
inline bool Material::IsShadowReceiveEnabled() const
{
return m_shadowReceiveEnabled;
}
/*!
* \brief Checks whether this material has transformation enabled
* \return true If it is the case
*/
inline bool Material::IsTransformEnabled() const
{
return m_transformEnabled;
}
/*!
* \brief Loads the material from file
* \return true if loading is successful
*
* \param filePath Path to the file
* \param params Parameters for the material
*/
inline bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
{
return MaterialLoader::LoadFromFile(this, filePath, params);
}
/*!
* \brief Loads the material from memory
* \return true if loading is successful
*
* \param data Raw memory
* \param size Size of the memory
* \param params Parameters for the material
*/
inline bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
{
return MaterialLoader::LoadFromMemory(this, data, size, params);
}
/*!
* \brief Loads the material from stream
* \return true if loading is successful
*
* \param stream Stream to the material
* \param params Parameters for the material
*/
inline bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
{
return MaterialLoader::LoadFromStream(this, stream, params);
}
/*!
* \brief Sets the alpha map by name
* \return true If successful
*
* \param textureName Named texture
*/
inline bool Material::SetAlphaMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
@ -296,6 +593,15 @@ namespace Nz
return true;
}
/*!
* \brief Sets the alpha map with a reference to a texture
* \return true If successful
*
* \param alphaMap Texture
*
* \remark Invalidates the shaders
*/
inline void Material::SetAlphaMap(TextureRef alphaMap)
{
m_alphaMap = std::move(alphaMap);
@ -303,31 +609,69 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Sets the alpha threshold
*
* \param alphaThreshold Threshold for the alpha
*/
inline void Material::SetAlphaThreshold(float alphaThreshold)
{
m_alphaThreshold = alphaThreshold;
}
/*!
* \brief Sets the color for ambient
*
* \param ambient Color for ambient
*/
inline void Material::SetAmbientColor(const Color& ambient)
{
m_ambientColor = ambient;
}
/*!
* \brief Sets the depth functor
*
* \param depthFunc
*/
inline void Material::SetDepthFunc(RendererComparison depthFunc)
{
m_states.depthFunc = depthFunc;
}
/*!
* \brief Sets the depth material
* \return true If successful
*
* \param depthMaterial Material for depth
*/
inline void Material::SetDepthMaterial(MaterialRef depthMaterial)
{
m_depthMaterial = std::move(depthMaterial);
}
/*!
* \brief Sets the color for diffuse
*
* \param diffuse Color for diffuse
*/
inline void Material::SetDiffuseColor(const Color& diffuse)
{
m_diffuseColor = diffuse;
}
/*!
* \brief Sets the diffuse map by name
* \return true If successful
*
* \param textureName Named texture
*/
inline bool Material::SetDiffuseMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
@ -342,6 +686,15 @@ namespace Nz
return true;
}
/*!
* \brief Sets the diffuse map with a reference to a texture
* \return true If successful
*
* \param diffuseMap Texture
*
* \remark Invalidates the shaders
*/
inline void Material::SetDiffuseMap(TextureRef diffuseMap)
{
m_diffuseMap = std::move(diffuseMap);
@ -349,16 +702,35 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Sets the diffuse sampler
*
* \param sampler Diffuse sample
*/
inline void Material::SetDiffuseSampler(const TextureSampler& sampler)
{
m_diffuseSampler = sampler;
}
/*!
* \brief Sets the dst in blend
*
* \param func Function for dst blending
*/
inline void Material::SetDstBlend(BlendFunc func)
{
m_states.dstBlend = func;
}
/*!
* \brief Sets the emissive map by name
* \return true If successful
*
* \param textureName Named texture
*/
inline bool Material::SetEmissiveMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
@ -373,6 +745,15 @@ namespace Nz
return true;
}
/*!
* \brief Sets the emissive map with a reference to a texture
* \return true If successful
*
* \param emissiveMap Texture
*
* \remark Invalidates the shaders
*/
inline void Material::SetEmissiveMap(TextureRef emissiveMap)
{
m_emissiveMap = std::move(emissiveMap);
@ -380,16 +761,35 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Sets the face culling
*
* \param faceSide Face to cull
*/
inline void Material::SetFaceCulling(FaceSide faceSide)
{
m_states.faceCulling = faceSide;
}
/*!
* \brief Sets the face filling
*
* \param filling Face to fill
*/
inline void Material::SetFaceFilling(FaceFilling filling)
{
m_states.faceFilling = filling;
}
/*!
* \brief Sets the height map by name
* \return true If successful
*
* \param textureName Named texture
*/
inline bool Material::SetHeightMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
@ -404,6 +804,15 @@ namespace Nz
return true;
}
/*!
* \brief Sets the height map with a reference to a texture
* \return true If successful
*
* \param heightMap Texture
*
* \remark Invalidates the shaders
*/
inline void Material::SetHeightMap(TextureRef heightMap)
{
m_heightMap = std::move(heightMap);
@ -411,6 +820,13 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Sets the normal map by name
* \return true If successful
*
* \param textureName Named texture
*/
inline bool Material::SetNormalMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
@ -425,6 +841,15 @@ namespace Nz
return true;
}
/*!
* \brief Sets the normal map with a reference to a texture
* \return true If successful
*
* \param normalMap Texture
*
* \remark Invalidates the shaders
*/
inline void Material::SetNormalMap(TextureRef normalMap)
{
m_normalMap = std::move(normalMap);
@ -432,11 +857,25 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Sets the render states
*
* \param states States for the rendering
*/
inline void Material::SetRenderStates(const RenderStates& states)
{
m_states = states;
}
/*!
* \brief Sets the shader with a constant reference to a ubershader
*
* \param uberShader Uber shader to apply
*
* \remark Invalidates the shaders
*/
inline void Material::SetShader(UberShaderConstRef uberShader)
{
m_uberShader = std::move(uberShader);
@ -444,6 +883,13 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Sets the shader by name
* \return true If successful
*
* \param uberShaderName Named shader
*/
inline bool Material::SetShader(const String& uberShaderName)
{
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
@ -454,16 +900,35 @@ namespace Nz
return true;
}
/*!
* \brief Sets the shininess of the material
*
* \param shininess Value of the shininess
*/
inline void Material::SetShininess(float shininess)
{
m_shininess = shininess;
}
/*!
* \brief Sets the color for specular
*
* \param specular Color
*/
inline void Material::SetSpecularColor(const Color& specular)
{
m_specularColor = specular;
}
/*!
* \brief Sets the specular map by name
* \return true If successful
*
* \param textureName Named texture
*/
inline bool Material::SetSpecularMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
@ -478,6 +943,15 @@ namespace Nz
return true;
}
/*!
* \brief Sets the specular map with a reference to a texture
* \return true If successful
*
* \param specularMap Texture
*
* \remark Invalidates the shaders
*/
inline void Material::SetSpecularMap(TextureRef specularMap)
{
m_specularMap = std::move(specularMap);
@ -485,16 +959,35 @@ namespace Nz
InvalidateShaders();
}
/*!
* \brief Sets the specular sampler
*
* \param sampler Specular sample
*/
inline void Material::SetSpecularSampler(const TextureSampler& sampler)
{
m_specularSampler = sampler;
}
/*!
* \brief Sets the src in blend
*
* \param func Function for src blending
*/
inline void Material::SetSrcBlend(BlendFunc func)
{
m_states.srcBlend = func;
}
/*!
* \brief Sets the current material with the content of the other one
* \return A reference to this
*
* \param material The other Material
*/
inline Material& Material::operator=(const Material& material)
{
Resource::operator=(material);
@ -503,17 +996,33 @@ namespace Nz
return *this;
}
/*!
* \brief Gets the default material
* \return Reference to the default material
*/
inline MaterialRef Material::GetDefault()
{
return s_defaultMaterial;
}
/*!
* \brief Invalidates the shaders
*/
inline void Material::InvalidateShaders()
{
for (ShaderInstance& instance : m_shaders)
instance.uberInstance = nullptr;
}
/*!
* \brief Creates a new material from the arguments
* \return A reference to the newly created material
*
* \param args Arguments for the material
*/
template<typename... Args>
MaterialRef Material::New(Args&&... args)
{

View File

@ -68,8 +68,6 @@ namespace Nz
bool SetMaterial(unsigned int skinIndex, const String& subMeshName, Material* material);
void SetMaterial(unsigned int skinIndex, unsigned int matIndex, Material* material);
virtual void SetMesh(Mesh* mesh);
bool SetSequence(const String& sequenceName);
void SetSequence(unsigned int sequenceIndex);
void SetSkin(unsigned int skin);
void SetSkinCount(unsigned int skinCount);

View File

@ -7,6 +7,13 @@
namespace Nz
{
/*!
* \brief Creates a new Model from the arguments
* \return A reference to the newly created model
*
* \param args Arguments for the model
*/
template<typename... Args>
ModelRef Model::New(Args&&... args)
{

View File

@ -62,16 +62,16 @@ namespace Nz
/*
** -Lynix:
** Il serait aussi possible de préciser le stride de façon indépendante, ce que je ne permets pas
** pour décomplexifier l'interface en enlevant quelque chose que je juge inutile.
** Si vous pensez que ça peut être utile, n'hésitez pas à me le faire savoir !
** It would be also possible to precise the stride by an independant way, what I don't allow
** to decomplexify the interface of something I consider useless.
** If you think that could be useful, don't hesitate to make me aware !
*/
};
Component m_components[ParticleComponent_Max+1];
Component m_components[ParticleComponent_Max + 1];
unsigned int m_stride;
static ParticleDeclaration s_declarations[ParticleLayout_Max+1];
static ParticleDeclaration s_declarations[ParticleLayout_Max + 1];
static ParticleDeclarationLibrary::LibraryMap s_library;
};
}

View File

@ -7,10 +7,20 @@
namespace Nz
{
/*!
* \brief Gets a pointer to iterate through same components
* \return SparsePtr pointing to same components
*
* \param component Component to get in the declaration
*
* \remark The same components are not continguous but separated by sizeof(ParticleSize)
* \remark Produces a NazaraError if component is disabled
*/
template <typename T>
SparsePtr<T> ParticleMapper::GetComponentPtr(ParticleComponent component)
{
// Ensuite le composant qui nous intéresse
// Then the component that are interesting
bool enabled;
ComponentType type;
unsigned int offset;
@ -18,7 +28,7 @@ namespace Nz
if (enabled)
{
///TODO: Vérifier le rapport entre le type de l'attribut et le type template ?
///TODO: Check the ratio between the type of the attribute and the template type ?
return SparsePtr<T>(m_ptr + offset, m_declaration->GetStride());
}
else
@ -28,10 +38,20 @@ namespace Nz
}
}
/*!
* \brief Gets a pointer to iterate through same components
* \return SparsePtr pointing to same components
*
* \param component Component to get in the declaration
*
* \remark The same components are not continguous but separated by sizeof(ParticleSize)
* \remark Produces a NazaraError if component is disabled
*/
template <typename T>
SparsePtr<const T> ParticleMapper::GetComponentPtr(ParticleComponent component) const
{
// Ensuite le composant qui nous intéresse
// Then the component that are interesting
bool enabled;
ComponentType type;
unsigned int offset;
@ -39,7 +59,7 @@ namespace Nz
if (enabled)
{
///TODO: Vérifier le rapport entre le type de l'attribut et le type template ?
///TODO: Check the ratio between the type of the attribute and the template type ?
return SparsePtr<const T>(m_ptr + offset, m_declaration->GetStride());
}
else

View File

@ -4,17 +4,31 @@
namespace Nz
{
/*!
* \brief Ensures that the bounding volume is up to date
*/
inline void Renderable::EnsureBoundingVolumeUpdated() const
{
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
}
/*!
* \brief Invalidates the bounding volume
*/
inline void Renderable::InvalidateBoundingVolume()
{
m_boundingVolumeUpdated = false;
}
/*!
* \brief Updates the bounding volume by a matrix
*
* \param transformMatrix Matrix transformation for our bounding volume
*/
inline void Renderable::UpdateBoundingVolume() const
{
MakeBoundingVolume();

View File

@ -7,31 +7,62 @@
namespace Nz
{
/*!
* \brief Gets the movement offset
* \return Offset of the movement
*/
inline const Vector3f& Nz::SkyboxBackground::GetMovementOffset() const
{
return m_movementOffset;
}
/*!
* \brief Gets the movement scale
* \return Scale of the movement
*/
inline float SkyboxBackground::GetMovementScale() const
{
return m_movementScale;
}
/*!
* \brief Gets the texture of the background
* \return Texture of the background
*/
inline const TextureRef& SkyboxBackground::GetTexture() const
{
return m_texture;
}
/*!
* \brief Gets the texture sampler of the background
* \return A reference to the texture sampler of the background
*/
inline TextureSampler& SkyboxBackground::GetTextureSampler()
{
return m_sampler;
}
/*!
* \brief Gets the texture sampler of the background
* \return A constant reference to the texture sampler of the background
*/
inline const TextureSampler& SkyboxBackground::GetTextureSampler() const
{
return m_sampler;
}
/*!
* \brief Sets the movement offset
*
* \param offset Offset of the movement
*/
inline void SkyboxBackground::SetMovementOffset(const Vector3f& offset)
{
NazaraAssert(std::isfinite(offset.x) && std::isfinite(offset.y) && std::isfinite(offset.z), "Offset must be a finite vector");
@ -39,6 +70,12 @@ namespace Nz
m_movementOffset = offset;
}
/*!
* \brief Sets the movement scale
*
* \param scale Scale of the movement
*/
inline void SkyboxBackground::SetMovementScale(float scale)
{
NazaraAssert(std::isfinite(scale), "Scale must be a finite value");
@ -46,6 +83,12 @@ namespace Nz
m_movementScale = scale;
}
/*!
* \brief Sets the texture of the background
*
* \param cubemapTexture Texture of the background
*/
inline void SkyboxBackground::SetTexture(TextureRef cubemapTexture)
{
NazaraAssert(!cubemapTexture || cubemapTexture->IsValid(), "Invalid texture");
@ -54,11 +97,24 @@ namespace Nz
m_texture = std::move(cubemapTexture);
}
/*!
* \brief Sets the texture sampler of the background
*
* \param sampler Texture sampler of the background
*/
void SkyboxBackground::SetTextureSampler(const TextureSampler& sampler)
{
m_sampler = sampler;
}
/*!
* \brief Creates a new skybox background from the arguments
* \return A reference to the newly created skybox background
*
* \param args Arguments for the skybox background
*/
template<typename... Args>
SkyboxBackgroundRef SkyboxBackground::New(Args&&... args)
{

View File

@ -8,6 +8,10 @@
namespace Nz
{
/*!
* \brief Constructs a Sprite object by default
*/
inline Sprite::Sprite() :
m_color(Color::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
@ -16,6 +20,12 @@ namespace Nz
SetDefaultMaterial();
}
/*!
* \brief Constructs a Sprite object with a reference to a material
*
* \param material Reference to a material
*/
inline Sprite::Sprite(MaterialRef material) :
m_color(Color::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
@ -24,6 +34,12 @@ namespace Nz
SetMaterial(std::move(material), true);
}
/*!
* \brief Constructs a Sprite object with a pointer to a texture
*
* \param texture Pointer to a texture
*/
inline Sprite::Sprite(Texture* texture) :
m_color(Color::White),
m_textureCoords(0.f, 0.f, 1.f, 1.f),
@ -32,6 +48,12 @@ namespace Nz
SetTexture(texture, true);
}
/*!
* \brief Constructs a Sprite object by assignation
*
* \param sprite Sprite to copy into this
*/
inline Sprite::Sprite(const Sprite& sprite) :
InstancedRenderable(sprite),
m_color(sprite.m_color),
@ -41,26 +63,52 @@ namespace Nz
{
}
/*!
* \brief Gets the color of the sprite
* \return Current color
*/
inline const Color& Sprite::GetColor() const
{
return m_color;
}
/*!
* \brief Gets the material of the sprite
* \return Current material
*/
inline const MaterialRef& Sprite::GetMaterial() const
{
return m_material;
}
/*!
* \brief Gets the size of the sprite
* \return Current size
*/
inline const Vector2f& Sprite::GetSize() const
{
return m_size;
}
/*!
* \brief Gets the texture coordinates of the sprite
* \return Current texture coordinates
*/
inline const Rectf& Sprite::GetTextureCoords() const
{
return m_textureCoords;
}
/*!
* \brief Sets the color of the billboard
*
* \param color Color for the billboard
*/
inline void Sprite::SetColor(const Color& color)
{
m_color = color;
@ -68,6 +116,10 @@ namespace Nz
InvalidateVertices();
}
/*!
* \brief Sets the default material of the sprite (just default material)
*/
inline void Sprite::SetDefaultMaterial()
{
MaterialRef material = Material::New();
@ -77,6 +129,13 @@ namespace Nz
SetMaterial(std::move(material));
}
/*!
* \brief Sets the material of the sprite
*
* \param material Material for the sprite
* \param resizeSprite Should sprite be resized to the material size (diffuse map)
*/
inline void Sprite::SetMaterial(MaterialRef material, bool resizeSprite)
{
m_material = std::move(material);
@ -88,6 +147,12 @@ namespace Nz
}
}
/*!
* \brief Sets the size of the sprite
*
* \param size Size for the sprite
*/
inline void Sprite::SetSize(const Vector2f& size)
{
m_size = size;
@ -97,11 +162,25 @@ namespace Nz
InvalidateVertices();
}
/*!
* \brief Sets the size of the sprite
*
* \param sizeX Size in X for the sprite
* \param sizeY Size in Y for the sprite
*/
inline void Sprite::SetSize(float sizeX, float sizeY)
{
SetSize(Vector2f(sizeX, sizeY));
}
/*!
* \brief Sets the texture of the sprite
*
* \param texture Texture for the sprite
* \param resizeSprite Should sprite be resized to the texture size
*/
inline void Sprite::SetTexture(TextureRef texture, bool resizeSprite)
{
if (!m_material)
@ -115,12 +194,27 @@ namespace Nz
m_material->SetDiffuseMap(std::move(texture));
}
/*!
* \brief Sets the texture coordinates of the sprite
*
* \param coords Texture coordinates
*/
inline void Sprite::SetTextureCoords(const Rectf& coords)
{
m_textureCoords = coords;
InvalidateVertices();
}
/*!
* \brief Sets the texture rectangle of the sprite
*
* \param rect Rectangles symbolizing the size of the texture
*
* \remark Produces a NazaraAssert if material is invalid
* \remark Produces a NazaraAssert if material has no diffuse map
*/
inline void Sprite::SetTextureRect(const Rectui& rect)
{
NazaraAssert(m_material, "Sprite has no material");
@ -128,12 +222,19 @@ namespace Nz
Texture* diffuseMap = m_material->GetDiffuseMap();
float invWidth = 1.f/diffuseMap->GetWidth();
float invHeight = 1.f/diffuseMap->GetHeight();
float invWidth = 1.f / diffuseMap->GetWidth();
float invHeight = 1.f / diffuseMap->GetHeight();
SetTextureCoords(Rectf(invWidth*rect.x, invHeight*rect.y, invWidth*rect.width, invHeight*rect.height));
SetTextureCoords(Rectf(invWidth * rect.x, invHeight * rect.y, invWidth * rect.width, invHeight * rect.height));
}
/*!
* \brief Sets the current sprite with the content of the other one
* \return A reference to this
*
* \param sprite The other Sprite
*/
inline Sprite& Sprite::operator=(const Sprite& sprite)
{
InstancedRenderable::operator=(sprite);
@ -143,18 +244,29 @@ namespace Nz
m_textureCoords = sprite.m_textureCoords;
m_size = sprite.m_size;
// On ne copie pas les sommets finaux car il est très probable que nos paramètres soient modifiés et qu'ils doivent être régénérés de toute façon
// We do not copy final vertices because it's highly probable that our parameters are modified and they must be regenerated
InvalidateBoundingVolume();
InvalidateVertices();
return *this;
}
/*!
* \brief Invalidates the vertices
*/
inline void Sprite::InvalidateVertices()
{
InvalidateInstanceData(0);
}
/*!
* \brief Creates a new sprite from the arguments
* \return A reference to the newly created sprite
*
* \param args Arguments for the sprite
*/
template<typename... Args>
SpriteRef Sprite::New(Args&&... args)
{

View File

@ -7,6 +7,10 @@
namespace Nz
{
/*!
* \brief Constructs a TextSprite object by default
*/
inline TextSprite::TextSprite() :
m_color(Color::White),
m_scale(1.f)
@ -14,12 +18,24 @@ namespace Nz
SetDefaultMaterial();
}
/*!
* \brief Constructs a TextSprite object with a drawer
*
* \param drawer Drawer used to compose text on the sprite
*/
inline TextSprite::TextSprite(const AbstractTextDrawer& drawer) :
TextSprite()
{
Update(drawer);
}
/*!
* \brief Constructs a TextSprite object by assignation
*
* \param sprite TextSprite to copy into this
*/
inline TextSprite::TextSprite(const TextSprite& sprite) :
InstancedRenderable(sprite),
m_renderInfos(sprite.m_renderInfos),
@ -40,6 +56,10 @@ namespace Nz
}
}
/*!
* \brief Clears the data
*/
inline void TextSprite::Clear()
{
m_atlases.clear();
@ -48,21 +68,42 @@ namespace Nz
m_renderInfos.clear();
}
/*!
* \brief Gets the color of the text sprite
* \return Current color
*/
inline const Color& TextSprite::GetColor() const
{
return m_color;
}
/*!
* \brief Gets the material of the text sprite
* \return Current material
*/
inline const MaterialRef& TextSprite::GetMaterial() const
{
return m_material;
}
/*!
* \brief Gets the current scale of the text sprite
* \return Current scale
*/
inline float TextSprite::GetScale() const
{
return m_scale;
}
/*!
* \brief Sets the color of the text sprite
*
* \param color Color for the text sprite
*/
inline void TextSprite::SetColor(const Color& color)
{
m_color = color;
@ -70,6 +111,11 @@ namespace Nz
InvalidateVertices();
}
/*!
* \brief Sets the default material of the text sprite (just default material)
*/
inline void TextSprite::SetDefaultMaterial()
{
MaterialRef material = Material::New();
@ -83,11 +129,23 @@ namespace Nz
SetMaterial(material);
}
/*!
* \brief Sets the material of the text sprite
*
* \param material Material for the text sprite
*/
inline void TextSprite::SetMaterial(MaterialRef material)
{
m_material = std::move(material);
}
/*!
* \brief Sets the current scale of the text sprite
*
* \param scale Scale of the text sprite
*/
inline void TextSprite::SetScale(float scale)
{
m_scale = scale;
@ -95,10 +153,12 @@ namespace Nz
InvalidateVertices();
}
inline void TextSprite::InvalidateVertices()
{
InvalidateInstanceData(0);
}
/*!
* \brief Sets the current text sprite with the content of the other one
* \return A reference to this
*
* \param text sprite The other TextSprite
*/
inline TextSprite& TextSprite::operator=(const TextSprite& text)
{
@ -130,6 +190,22 @@ namespace Nz
return *this;
}
/*!
* \brief Invalidates the vertices
*/
inline void TextSprite::InvalidateVertices()
{
InvalidateInstanceData(0);
}
/*!
* \brief Creates a new text sprite from the arguments
* \return A reference to the newly created text sprite
*
* \param args Arguments for the text sprite
*/
template<typename... Args>
TextSpriteRef TextSprite::New(Args&&... args)
{

View File

@ -7,11 +7,22 @@
namespace Nz
{
/*!
* \brief Gets the texture of the background
* \return Texture of the background
*/
inline const TextureRef& TextureBackground::GetTexture() const
{
return m_texture;
}
/*!
* \brief Sets the texture of the background
*
* \param texture Texture of the background
*/
inline void TextureBackground::SetTexture(TextureRef texture)
{
NazaraAssert(!texture || texture->IsValid(), "Invalid texture");
@ -19,6 +30,13 @@ namespace Nz
m_texture = std::move(texture);
}
/*!
* \brief Creates a new texture background from the arguments
* \return A reference to the newly created texture background
*
* \param args Arguments for the texture background
*/
template<typename... Args>
TextureBackgroundRef TextureBackground::New(Args&&... args)
{

View File

@ -491,8 +491,8 @@ namespace Nz
*
* \remark If volume is infinite, IntersectionSide_Intersecting is returned
* \remark If volume is null, IntersectionSide_Outside is returned
* \remark If enumeration of the volume is not defined in Extend, a NazaraError is thrown and false is returned
* \remark If enumeration of the intersection is not defined in IntersectionSide, a NazaraError is thrown and false is returned. This should not never happen for a user of the library
* \remark If enumeration of the volume is not defined in Extend, a NazaraError is thrown and IntersectionSide_Outside is returned
* \remark If enumeration of the intersection is not defined in IntersectionSide, a NazaraError is thrown and IntersectionSide_Outside is returned. This should not never happen for a user of the library
*/
template<typename T>

View File

@ -485,7 +485,7 @@ namespace Nz
template<typename T>
T Sphere<T>::SquaredDistance(const Vector3<T>& point) const
{
return Vector3f::Distance(point, GetPosition()) - radius * radius;
return Vector3f::SquaredDistance(point, GetPosition() + (point - GetPosition()).Normalize() * radius);
}
/*!

View File

@ -6,31 +6,62 @@
namespace Nz
{
/*!
* \brief Gets the last error
* \return Socket error
*/
inline SocketError AbstractSocket::GetLastError() const
{
return m_lastError;
}
/*!
* \brief Gets the internal socket handle
* \return Socket handle
*/
inline SocketHandle AbstractSocket::GetNativeHandle() const
{
return m_handle;
}
/*!
* \brief Gets the internal state
* \return Socket state
*/
inline SocketState AbstractSocket::GetState() const
{
return m_state;
}
/*!
* \brief Gets the internal type
* \return Socket type
*/
inline SocketType AbstractSocket::GetType() const
{
return m_type;
}
/*!
* \brief Checks whether the blocking is enabled
* \return true If successful
*/
inline bool AbstractSocket::IsBlockingEnabled() const
{
return m_isBlockingEnabled;
}
/*!
* \brief Updates the state of the socket
*
* \param newState Next state for the socket
*/
inline void AbstractSocket::UpdateState(SocketState newState)
{
if (m_state != newState)

View File

@ -27,17 +27,22 @@
#ifndef NAZARA_CONFIG_NETWORK_HPP
#define NAZARA_CONFIG_NETWORK_HPP
/// Chaque modification d'un paramètre du module nécessite une recompilation de celui-ci
/*!
* \defgroup network (NazaraNetwork) Network module
* Network/System module including classes to handle networking elements...
*/
// Utilise le MemoryManager pour gérer les allocations dynamiques (détecte les leaks au prix d'allocations/libérations dynamiques plus lentes)
/// Each modification of a paramater of the module needs a recompilation of the unit
// Use the MemoryManager to manage dynamic allocations (can detect memory leak but allocations/frees are slower)
#define NAZARA_NETWORK_MANAGE_MEMORY 0
// Active les tests de sécurité basés sur le code (Conseillé pour le développement)
// Activate the security tests based on the code (Advised for development)
#define NAZARA_NETWORK_SAFE 1
/// Chaque modification d'un paramètre ci-dessous implique une modification (souvent mineure) du code
/// Each modification of a parameter following implies a modification (often minor) of the code
/// Vérification des valeurs et types de certaines constantes
/// Checking the values and types of certain constants
#include <Nazara/Network/ConfigCheck.hpp>
#if defined(NAZARA_STATIC)

View File

@ -7,11 +7,11 @@
#ifndef NAZARA_CONFIG_CHECK_NETWORK_HPP
#define NAZARA_CONFIG_CHECK_NETWORK_HPP
/// Ce fichier sert à vérifier la valeur des constantes du fichier Config.hpp
/// This file is used to check the constant values defined in Config.hpp
#include <type_traits>
// On force la valeur de MANAGE_MEMORY en mode debug
// We fore the value of MANAGE_MEMORY in debug
#if defined(NAZARA_DEBUG) && !NAZARA_NETWORK_MANAGE_MEMORY
#undef NAZARA_NETWORK_MANAGE_MEMORY
#define NAZARA_NETWORK_MANAGE_MEMORY 0

View File

@ -2,7 +2,7 @@
// This file is part of the "Nazara Engine - Network module"
// For conditions of distribution and use, see copyright notice in Config.hpp
// On suppose que Debug.hpp a déjà été inclus, tout comme Config.hpp
// We suppose that Debug.hpp is already included, same goes for Config.hpp
#if NAZARA_NETWORK_MANAGE_MEMORY
#undef delete
#undef new

View File

@ -9,11 +9,22 @@
namespace Nz
{
/*!
* \brief Constructs a IpAddress object by default
*/
inline IpAddress::IpAddress() :
m_isValid(false)
{
}
/*!
* \brief Constructs a IpAddress object with an IP and a port
*
* \param ip IPv4 address
* \param port Port of the IP
*/
inline IpAddress::IpAddress(const IPv4& ip, UInt16 port) :
m_ipv4(ip),
m_protocol(NetProtocol_IPv4),
@ -22,6 +33,13 @@ namespace Nz
{
}
/*!
* \brief Constructs a IpAddress object with an IP and a port
*
* \param ip IPv6 address
* \param port Port of the IP
*/
inline IpAddress::IpAddress(const IPv6& ip, UInt16 port) :
m_ipv6(ip),
m_protocol(NetProtocol_IPv6),
@ -30,46 +48,100 @@ namespace Nz
{
}
/*!
* \brief Constructs a IpAddress object with an IP and a port
*
* \param ip IPv4 address (a.b.c.d)
* \param port Port of the IP
*/
inline IpAddress::IpAddress(const UInt8& a, const UInt8& b, const UInt8& c, const UInt8& d, UInt16 port) :
IpAddress(IPv4{a, b, c, d}, port)
{
}
/*!
* \brief Constructs a IpAddress object with an IP and a port
*
* \param ip IPv6 address (a.b.c.d.e.f.g.h)
* \param port Port of the IP
*/
inline IpAddress::IpAddress(const UInt16& a, const UInt16& b, const UInt16& c, const UInt16& d, const UInt16& e, const UInt16& f, const UInt16& g, const UInt16& h, UInt16 port) :
IpAddress(IPv6{a, b, c, d, e, f, g, h}, port)
{
}
/*!
* Constructs a IpAddress object with a C-string
*
* \param address Hostname or textual IP address
*/
inline IpAddress::IpAddress(const char* address)
{
BuildFromAddress(address);
}
/*!
* Constructs a IpAddress object with a string
*
* \param address Hostname or textual IP address
*/
inline IpAddress::IpAddress(const String& address)
{
BuildFromAddress(address.GetConstBuffer());
}
/*!
* \brief Gets the port
* \return Port attached to the IP address
*/
inline UInt16 IpAddress::GetPort() const
{
return m_port;
}
/*!
* \brief Gets the net protocol
* \return Protocol attached to the IP address
*/
inline NetProtocol IpAddress::GetProtocol() const
{
return m_protocol;
}
/*!
* \brief Checks whether the IP address is valid
* \return true If successful
*/
inline bool IpAddress::IsValid() const
{
return m_isValid;
}
/*!
* \brief Sets the port
*
* \param port Port attached to the IP address
*/
inline void IpAddress::SetPort(UInt16 port)
{
m_port = port;
}
/*!
* \brief Converts IpAddress to IPv4
* \return Corresponding IPv4
*
* \remark Produces a NazaraAssert if net protocol is not IPv4
*/
inline IpAddress::IPv4 IpAddress::ToIPv4() const
{
NazaraAssert(m_isValid && m_protocol == NetProtocol_IPv4, "Address is not a valid IPv4");
@ -77,6 +149,13 @@ namespace Nz
return m_ipv4;
}
/*!
* \brief Converts IpAddress to IPv6
* \return Corresponding IPv6
*
* \remark Produces a NazaraAssert if net protocol is not IPv6
*/
inline IpAddress::IPv6 IpAddress::ToIPv6() const
{
NazaraAssert(m_isValid && m_protocol == NetProtocol_IPv6, "IP is not a valid IPv6");
@ -84,6 +163,13 @@ namespace Nz
return m_ipv6;
}
/*!
* \brief Converts IpAddress to UInt32
* \return Corresponding UInt32
*
* \remark Produces a NazaraAssert if net protocol is not IPv4
*/
inline UInt32 IpAddress::ToUInt32() const
{
NazaraAssert(m_isValid && m_protocol == NetProtocol_IPv4, "Address is not a valid IPv4");
@ -94,17 +180,40 @@ namespace Nz
UInt32(m_ipv4[3]) << 0;
}
/*!
* \brief Converts IpAddress to boolean
* \return true If IpAddress is valid
*
* \see IsValid
*/
inline IpAddress::operator bool() const
{
return IsValid();
}
/*!
* \brief Output operator
* \return The stream
*
* \param out The stream
* \param address The address to output
*/
inline std::ostream& operator<<(std::ostream& out, const IpAddress& address)
{
out << "IpAddress(" << address.ToString() << ')';
return out;
}
/*!
* \brief Compares the IpAddress to other one
* \return true if the ip addresses are the same
*
* \param first First ip address to compare
* \param second Second ip address to compare with
*/
inline bool operator==(const IpAddress& first, const IpAddress& second)
{
// We need to check the validity of each address before comparing them
@ -146,11 +255,27 @@ namespace Nz
return true;
}
/*!
* \brief Compares the IpAddress to other one
* \return false if the ip addresses are the same
*
* \param first First ip address to compare
* \param second Second ip address to compare with
*/
inline bool operator!=(const IpAddress& first, const IpAddress& second)
{
return !operator==(first, second);
}
/*!
* \brief Compares the IpAddress to other one
* \return true if this ip address is inferior to the other one
*
* \param first First ip address to compare
* \param second Second ip address to compare with
*/
inline bool operator<(const IpAddress& first, const IpAddress& second)
{
// If the second address is invalid, there's no way we're lower than it
@ -196,16 +321,40 @@ namespace Nz
return false; //< Same address
}
/*!
* \brief Compares the IpAddress to other one
* \return true if this ip address is inferior or equal to the other one
*
* \param first First ip address to compare
* \param second Second ip address to compare with
*/
inline bool operator<=(const IpAddress& first, const IpAddress& second)
{
return !operator<(second, first);
}
/*!
* \brief Compares the IpAddress to other one
* \return true if this ip address is greather to the other one
*
* \param first First ip address to compare
* \param second Second ip address to compare with
*/
inline bool operator>(const IpAddress& first, const IpAddress& second)
{
return second < first;
}
/*!
* \brief Compares the IpAddress to other one
* \return true if this ip address is greather or equal to the other one
*
* \param first First ip address to compare
* \param second Second ip address to compare with
*/
inline bool operator>=(const IpAddress& first, const IpAddress& second)
{
return !operator<(first, second);
@ -217,6 +366,13 @@ namespace std
template<>
struct hash<Nz::IpAddress>
{
/*!
* \brief Converts IpAddress to hash
* \return Hash of the IpAddress
*
* \param ip IpAddress to hash
*/
size_t operator()(const Nz::IpAddress& ip) const
{
if (!ip)
@ -224,7 +380,7 @@ namespace std
// This is SDBM adapted for IP addresses, tested to generate the least collisions possible
// (It doesn't mean it cannot be improved though)
std::size_t h = 0;
std::size_t hash = 0;
switch (ip.GetProtocol())
{
case Nz::NetProtocol_Any:
@ -233,20 +389,20 @@ namespace std
case Nz::NetProtocol_IPv4:
{
h = ip.ToUInt32() + (h << 6) + (h << 16) - h;
hash = ip.ToUInt32() + (hash << 6) + (hash << 16) - hash;
break;
}
case Nz::NetProtocol_IPv6:
{
Nz::IpAddress::IPv6 v6 = ip.ToIPv6();
for (std::size_t i = 0; i < v6.size(); i++)
h = v6[i] + (h << 6) + (h << 16) - h;
hash = v6[i] + (hash << 6) + (hash << 16) - hash;
break;
}
}
return ip.GetPort() + (h << 6) + (h << 16) - h;
return ip.GetPort() + (hash << 6) + (hash << 16) - hash;
}
};
}

View File

@ -9,21 +9,46 @@
namespace Nz
{
/*!
* \brief Constructs a NetPacket object by default
*/
inline NetPacket::NetPacket() :
m_netCode(NetCode_Invalid)
{
}
/*!
* \brief Constructs a NetPacket object with a packet number and a minimal capacity
*
* \param netCode Packet number
* \param minCapacity Minimal capacity of the packet
*/
inline NetPacket::NetPacket(UInt16 netCode, std::size_t minCapacity)
{
Reset(netCode, minCapacity);
}
/*!
* \brief Constructs a NetPacket object with a packet number and raw memory
*
* \param netCode Packet number
* \param ptr Raw memory
* \param size Size of the memory
*/
inline NetPacket::NetPacket(UInt16 netCode, const void* ptr, std::size_t size)
{
Reset(netCode, ptr, size);
}
/*!
* \brief Constructs a NetPacket object with another one by move semantic
*
* \param packet NetPacket to move into this
*/
inline NetPacket::NetPacket(NetPacket&& packet) :
ByteStream(std::move(packet)),
m_buffer(std::move(packet.m_buffer)),
@ -35,12 +60,23 @@ namespace Nz
SetStream(&m_memoryStream);
}
/*!
* \brief Destructs the object
*/
inline NetPacket::~NetPacket()
{
FlushBits(); //< Needs to be done here as the stream will be freed before ByteStream calls it
FreeStream();
}
/*!
* \brief Gets the raw buffer
* \return Constant raw buffer
*
* \remark Produces a NazaraAssert if internal buffer is invalid
*/
inline const UInt8* NetPacket::GetConstData() const
{
NazaraAssert(m_buffer, "Invalid buffer");
@ -48,6 +84,13 @@ namespace Nz
return m_buffer->GetConstBuffer();
}
/*!
* \brief Gets the raw buffer
* \return Raw buffer
*
* \remark Produces a NazaraAssert if internal buffer is invalid
*/
inline UInt8* NetPacket::GetData() const
{
NazaraAssert(m_buffer, "Invalid buffer");
@ -55,6 +98,11 @@ namespace Nz
return m_buffer->GetBuffer();
}
/*!
* \brief Gets the size of the data
* \return Size of the data
*/
inline size_t NetPacket::GetDataSize() const
{
if (m_buffer)
@ -63,22 +111,46 @@ namespace Nz
return 0;
}
/*!
* \brief Gets the packet number
* \return Packet number
*/
inline UInt16 NetPacket::GetNetCode() const
{
return m_netCode;
}
/*!
* \brief Resets the packet
*/
inline void NetPacket::Reset()
{
FreeStream();
}
/*!
* \brief Resets the packet with a packet number and a minimal capacity
*
* \param netCode Packet number
* \param minCapacity Minimal capacity of the packet
*/
inline void NetPacket::Reset(UInt16 netCode, std::size_t minCapacity)
{
InitStream(HeaderSize + minCapacity, HeaderSize, OpenMode_ReadWrite);
m_netCode = netCode;
}
/*!
* \brief Resets the packet with a packet number and raw memory
*
* \param netCode Packet number
* \param ptr Raw memory
* \param size Size of the memory
*/
inline void NetPacket::Reset(UInt16 netCode, const void* ptr, std::size_t size)
{
InitStream(HeaderSize + size, HeaderSize, OpenMode_ReadOnly);
@ -88,6 +160,14 @@ namespace Nz
m_netCode = netCode;
}
/*!
* \brief Resizes the packet
*
* \param newSize Size for the resizing operation
*
* \remark Produces a NazaraAssert if internal buffer is invalid
*/
inline void NetPacket::Resize(std::size_t newSize)
{
NazaraAssert(m_buffer, "Invalid buffer");
@ -95,11 +175,24 @@ namespace Nz
m_buffer->Resize(newSize);
}
/*!
* \brief Sets the packet number
*
* \param netCode Packet number
*/
inline void NetPacket::SetNetCode(UInt16 netCode)
{
m_netCode = netCode;
}
/*!
* \brief Moves the NetPacket into this
* \return A reference to this
*
* \param packet NetPacket to move in this
*/
inline NetPacket& Nz::NetPacket::operator=(NetPacket&& packet)
{
FreeStream();

View File

@ -8,31 +8,66 @@
namespace Nz
{
/*!
* \brief Closes the connection
*/
inline void RUdpConnection::Close()
{
m_socket.Close();
}
/*!
* \brief Disconnects the connection
*
* \see Close
*/
inline void RUdpConnection::Disconnect()
{
Close();
}
/*!
* \brief Gets the bound address
* \return IpAddress we are linked to
*/
inline IpAddress RUdpConnection::GetBoundAddress() const
{
return m_socket.GetBoundAddress();
}
/*!
* \brief Gets the port of the bound address
* \return Port we are linked to
*/
inline UInt16 RUdpConnection::GetBoundPort() const
{
return m_socket.GetBoundPort();
}
/*!
* \brief Gets the last error
* \return Socket error
*/
inline SocketError RUdpConnection::GetLastError() const
{
return m_lastError;
}
/*!
* \brief Listens to a socket
* \return true If successfully bound
*
* \param protocol Net protocol to listen to
* \param port Port to listen to
*
* \remark Produces a NazaraAssert if protocol is unknown or any
*/
inline bool RUdpConnection::Listen(NetProtocol protocol, UInt16 port)
{
NazaraAssert(protocol != NetProtocol_Any, "Any protocol not supported for Listen"); //< TODO
@ -59,16 +94,36 @@ namespace Nz
return Listen(any);
}
/*!
* \brief Sets the protocol id
*
* \param protocolId Protocol ID like NNet
*/
inline void RUdpConnection::SetProtocolId(UInt32 protocolId)
{
m_protocol = protocolId;
}
/*!
* \brief Sets the time before ack
*
* \param Time before acking to send many together (in ms)
*/
inline void RUdpConnection::SetTimeBeforeAck(UInt32 ms)
{
m_forceAckSendTime = ms * 1000; //< Store in microseconds for easier handling
}
/*!
* \brief Computes the difference of sequence
* \return Delta between the two sequences
*
* \param sequence First sequence
* \param sequence2 Second sequence
*/
inline unsigned int RUdpConnection::ComputeSequenceDifference(SequenceIndex sequence, SequenceIndex sequence2)
{
unsigned int difference;
@ -77,9 +132,16 @@ namespace Nz
else
difference = sequence - sequence2;
return 0;
return difference;
}
/*!
* \brief Checks whether the peer has pending packets
* \return true If it is the case
*
* \param peer Data relative to the peer
*/
inline bool RUdpConnection::HasPendingPackets(PeerData& peer)
{
for (unsigned int priority = PacketPriority_Highest; priority <= PacketPriority_Lowest; ++priority)
@ -94,6 +156,14 @@ namespace Nz
return false;
}
/*!
* \brief Checks whether the ack is more recent
* \return true If it is the case
*
* \param ack First sequence
* \param ack2 Second sequence
*/
inline bool RUdpConnection::IsAckMoreRecent(SequenceIndex ack, SequenceIndex ack2)
{
constexpr SequenceIndex maxDifference = std::numeric_limits<SequenceIndex>::max() / 2;
@ -106,6 +176,13 @@ namespace Nz
return false; ///< Same ack
}
/*!
* \brief Checks whether the connection is reliable
* \return true If it is the case
*
* \remark Produces a NazaraError if enumeration is invalid
*/
inline bool RUdpConnection::IsReliable(PacketReliability reliability)
{
switch (reliability)
@ -122,6 +199,14 @@ namespace Nz
return false;
}
/*!
* \brief Simulates the loss of packets on network
*
* \param packetLoss Ratio of packet loss according to bernoulli distribution
*
* \remark Produces a NazaraAssert if packetLoss is not in between 0.0 and 1.0
*/
inline void RUdpConnection::SimulateNetwork(double packetLoss)
{
NazaraAssert(packetLoss >= 0.0 && packetLoss <= 1.0, "Packet loss must be in range [0..1]");

View File

@ -79,8 +79,8 @@ namespace Nz
PendingPacket m_pendingPacket;
UInt64 m_keepAliveInterval;
UInt64 m_keepAliveTime;
bool m_isKeepAliveEnabled;
bool m_isLowDelayEnabled;
bool m_isKeepAliveEnabled;
};
}

View File

@ -7,6 +7,10 @@
namespace Nz
{
/*!
* \brief Constructs a TcpClient object by default
*/
inline TcpClient::TcpClient() :
AbstractSocket(SocketType_TCP),
Stream(StreamOption_Sequential),
@ -17,31 +21,62 @@ namespace Nz
{
}
/*!
* \brief Disconnects the connection
*
* \see Close
*/
inline void TcpClient::Disconnect()
{
Close();
}
/*!
* \brief Gets the interval between two keep alive pings
* \return Interval in milliseconds between two pings
*/
inline UInt64 TcpClient::GetKeepAliveInterval() const
{
return m_keepAliveInterval;
}
/*!
* \brief Gets the time before expiration of connection
* \return Time in milliseconds before expiration
*/
inline UInt64 TcpClient::GetKeepAliveTime() const
{
return m_keepAliveTime;
}
/*!
* \brief Gets the remote address
* \return Address of peer
*/
inline IpAddress TcpClient::GetRemoteAddress() const
{
return m_peerAddress;
}
/*!
* \brief Checks whether low delay is enabled
* \return true If it is the case
*/
inline bool TcpClient::IsLowDelayEnabled() const
{
return m_isLowDelayEnabled;
}
/*!
* \brief Checks whether the keep alive flag is enabled
* \return true If it is the case
*/
inline bool TcpClient::IsKeepAliveEnabled() const
{
return m_isKeepAliveEnabled;

View File

@ -7,27 +7,58 @@
namespace Nz
{
/*!
* \brief Constructs a TcpServer object by default
*/
inline TcpServer::TcpServer() :
AbstractSocket(SocketType_TCP)
{
}
/*!
* \brief Constructs a TcpServer object with another one by move semantic
*
* \param tcpServer TcpServer to move into this
*/
inline TcpServer::TcpServer(TcpServer&& tcpServer) :
AbstractSocket(std::move(tcpServer)),
m_boundAddress(std::move(tcpServer.m_boundAddress))
{
}
/*!
* \brief Gets the bound address
* \return IpAddress we are linked to
*/
inline IpAddress TcpServer::GetBoundAddress() const
{
return m_boundAddress;
}
/*!
* \brief Gets the port of the bound address
* \return Port we are linked to
*/
inline UInt16 TcpServer::GetBoundPort() const
{
return m_boundAddress.GetPort();
}
/*!
* \brief Listens to a socket
* \return State of the socket
*
* \param protocol Net protocol to listen to
* \param port Port to listen to
* \param queueSize Size of the queue
*
* \remark Produces a NazaraAssert if protocol is unknown or any
*/
inline SocketState TcpServer::Listen(NetProtocol protocol, UInt16 port, unsigned int queueSize)
{
NazaraAssert(protocol != NetProtocol_Any, "Any protocol not supported for Listen"); //< TODO

View File

@ -49,7 +49,6 @@ namespace Nz
void OnOpened() override;
IpAddress m_boundAddress;
SocketState m_state;
bool m_isBroadCastingEnabled;
};
}

View File

@ -6,24 +6,46 @@
namespace Nz
{
/*!
* \brief Constructs a UdpSocket object by default
*/
inline UdpSocket::UdpSocket() :
AbstractSocket(SocketType_UDP)
{
}
/*!
* \brief Constructs a UdpSocket object with a net protocol
*
* \param protocol Net protocol to use
*/
inline UdpSocket::UdpSocket(NetProtocol protocol) :
UdpSocket()
{
Create(protocol);
}
/*!
* \brief Constructs a UdpSocket object with another one by move semantic
*
* \param udpSocket UdpSocket to move into this
*/
inline UdpSocket::UdpSocket(UdpSocket&& udpSocket) :
AbstractSocket(std::move(udpSocket)),
m_boundAddress(std::move(udpSocket.m_boundAddress)),
m_state(udpSocket.m_state)
m_boundAddress(std::move(udpSocket.m_boundAddress))
{
}
/*!
* \brief Binds a specific port
* \return State of the socket
*
* \param port Port to bind
*/
inline SocketState UdpSocket::Bind(UInt16 port)
{
IpAddress any;
@ -47,6 +69,13 @@ namespace Nz
return Bind(any);
}
/*!
* \brief Creates a UDP socket
* \return true If successful
*
* \param protocol Net protocol to use
*/
bool UdpSocket::Create(NetProtocol protocol)
{
NazaraAssert(protocol != NetProtocol_Unknown, "Invalid protocol");
@ -54,21 +83,41 @@ namespace Nz
return Open(protocol);
}
/*!
* \brief Gets the bound address
* \return IpAddress we are linked to
*/
inline IpAddress UdpSocket::GetBoundAddress() const
{
return m_boundAddress;
}
/*!
* \brief Gets the port of the bound address
* \return Port we are linked to
*/
inline UInt16 UdpSocket::GetBoundPort() const
{
return m_boundAddress.GetPort();
}
/*!
* \brief Gets the state of the socket
* \return State of the socket
*/
inline SocketState UdpSocket::GetState() const
{
return m_state;
}
/*!
* \brief Checks whether the broadcasting is enabled
* \return true If it is the case
*/
inline bool UdpSocket::IsBroadcastingEnabled() const
{
return m_isBroadCastingEnabled;

View File

@ -16,6 +16,21 @@
namespace Nz
{
/*!
* \ingroup audio
* \class Nz::Audio
* \brief Audio class that represents the module initializer of Audio
*/
/*!
* \brief Gets the format of the audio
* \return AudioFormat Enumeration type for the format
*
* \param channelCount Number of channels
*
* \remark Produces a NazaraError if the number of channels is erroneous (3 or 5) and AudioFormat_Unknown is returned
*/
AudioFormat Audio::GetAudioFormat(unsigned int channelCount)
{
switch (channelCount)
@ -34,19 +49,36 @@ namespace Nz
}
}
/*!
* \brief Gets the factor of the doppler effect
* \return Global factor of the doppler effect
*/
float Audio::GetDopplerFactor()
{
return alGetFloat(AL_DOPPLER_FACTOR);
}
/*!
* \brief Gets the global volume
* \return Float between [0, inf) with 100.f being the default
*/
float Audio::GetGlobalVolume()
{
ALfloat gain = 0.f;
alGetListenerf(AL_GAIN, &gain);
return gain*100.f;
return gain * 100.f;
}
/*!
* \brief Gets the direction of the listener
* \return Direction of the listener, in front of the listener
*
* \see GetListenerRotation
*/
Vector3f Audio::GetListenerDirection()
{
ALfloat orientation[6];
@ -55,6 +87,13 @@ namespace Nz
return Vector3f(orientation[0], orientation[1], orientation[2]);
}
/*!
* \brief Gets the position of the listener
* \return Position of the listener
*
* \see GetListenerVelocity
*/
Vector3f Audio::GetListenerPosition()
{
Vector3f position;
@ -63,6 +102,11 @@ namespace Nz
return position;
}
/*!
* \brief Gets the rotation of the listener
* \return Rotation of the listener
*/
Quaternionf Audio::GetListenerRotation()
{
ALfloat orientation[6];
@ -73,6 +117,13 @@ namespace Nz
return Quaternionf::RotationBetween(Vector3f::Forward(), forward);
}
/*!
* \brief Gets the velocity of the listener
* \return Velocity of the listener
*
* \see GetListenerPosition
*/
Vector3f Audio::GetListenerVelocity()
{
Vector3f velocity;
@ -81,20 +132,33 @@ namespace Nz
return velocity;
}
/*!
* \brief Gets the speed of sound
* \return Speed of sound
*/
float Audio::GetSpeedOfSound()
{
return alGetFloat(AL_SPEED_OF_SOUND);
}
/*!
* \brief Initializes the Audio module
* \return true if initialization is successful
*
* \remark Produces a NazaraError if initialization of modules Core, OpenAL or SoundBuffer failed
* \remark Produces a NazaraNotice
*/
bool Audio::Initialize()
{
if (s_moduleReferenceCounter > 0)
if (IsInitialized())
{
s_moduleReferenceCounter++;
return true; // Déjà initialisé
return true; // Already initialized
}
// Initialisation des dépendances
// Initialisation of dependencies
if (!Core::Initialize())
{
NazaraError("Failed to initialize core module");
@ -103,10 +167,10 @@ namespace Nz
s_moduleReferenceCounter++;
// Initialisation du module
// Initialisation of the module
CallOnExit onExit(Audio::Uninitialize);
// Initialisation d'OpenAL
// Initialisation of OpenAL
if (!OpenAL::Initialize())
{
NazaraError("Failed to initialize OpenAL");
@ -119,7 +183,7 @@ namespace Nz
return false;
}
// Définition de l'orientation par défaut
// Definition of the orientation by default
SetListenerDirection(Vector3f::Forward());
// Loaders
@ -131,6 +195,13 @@ namespace Nz
return true;
}
/*!
* \brief Checks whether the format is supported by the engine
* \return true if it is the case
*
* \param format Format to check
*/
bool Audio::IsFormatSupported(AudioFormat format)
{
if (format == AudioFormat_Unknown)
@ -139,21 +210,46 @@ namespace Nz
return OpenAL::AudioFormat[format] != 0;
}
/*!
* \brief Checks whether the module is initialized
* \return true if module is initialized
*/
bool Audio::IsInitialized()
{
return s_moduleReferenceCounter != 0;
}
/*!
* \brief Sets the factor of the doppler effect
*
* \param dopplerFactor Global factor of the doppler effect
*/
void Audio::SetDopplerFactor(float dopplerFactor)
{
alDopplerFactor(dopplerFactor);
}
/*!
* \brief Sets the global volume
*
* \param volume Float between [0, inf) with 100.f being the default
*/
void Audio::SetGlobalVolume(float volume)
{
alListenerf(AL_GAIN, volume*0.01f);
alListenerf(AL_GAIN, volume * 0.01f);
}
/*!
* \brief Sets the direction of the listener
*
* \param direction Direction of the listener, in front of the listener
*
* \see SetListenerDirection, SetListenerRotation
*/
void Audio::SetListenerDirection(const Vector3f& direction)
{
Vector3f up = Vector3f::Up();
@ -167,6 +263,14 @@ namespace Nz
alListenerfv(AL_ORIENTATION, orientation);
}
/*!
* \brief Sets the direction of the listener
*
* \param (dirX, dirY, dirZ) Direction of the listener, in front of the listener
*
* \see SetListenerDirection, SetListenerRotation
*/
void Audio::SetListenerDirection(float dirX, float dirY, float dirZ)
{
Vector3f up = Vector3f::Up();
@ -180,16 +284,38 @@ namespace Nz
alListenerfv(AL_ORIENTATION, orientation);
}
/*!
* \brief Sets the position of the listener
*
* \param position Position of the listener
*
* \see SetListenerVelocity
*/
void Audio::SetListenerPosition(const Vector3f& position)
{
alListenerfv(AL_POSITION, position);
}
/*!
* \brief Sets the position of the listener
*
* \param (x, y, z) Position of the listener
*
* \see SetListenerVelocity
*/
void Audio::SetListenerPosition(float x, float y, float z)
{
alListener3f(AL_POSITION, x, y, z);
}
/*!
* \brief Sets the rotation of the listener
*
* \param rotation Rotation of the listener
*/
void Audio::SetListenerRotation(const Quaternionf& rotation)
{
Vector3f forward = rotation * Vector3f::Forward();
@ -204,33 +330,61 @@ namespace Nz
alListenerfv(AL_ORIENTATION, orientation);
}
/*!
* \brief Sets the velocity of the listener
*
* \param velocity Velocity of the listener
*
* \see SetListenerPosition
*/
void Audio::SetListenerVelocity(const Vector3f& velocity)
{
alListenerfv(AL_VELOCITY, velocity);
}
/*!
* \brief Sets the velocity of the listener
*
* \param (velX, velY, velZ) Velocity of the listener
*
* \see SetListenerPosition
*/
void Audio::SetListenerVelocity(float velX, float velY, float velZ)
{
alListener3f(AL_VELOCITY, velX, velY, velZ);
}
/*!
* \brief Sets the speed of sound
*
* \param speed Speed of sound
*/
void Audio::SetSpeedOfSound(float speed)
{
alSpeedOfSound(speed);
}
/*!
* \brief Uninitializes the Audio module
*
* \remark Produces a NazaraNotice
*/
void Audio::Uninitialize()
{
if (s_moduleReferenceCounter != 1)
{
// Le module est soit encore utilisé, soit pas initialisé
// The module is still in use, or can not be uninitialized
if (s_moduleReferenceCounter > 1)
s_moduleReferenceCounter--;
return;
}
// Libération du module
// Free of module
s_moduleReferenceCounter = 0;
// Loaders
@ -241,7 +395,7 @@ namespace Nz
NazaraNotice("Uninitialized: Audio module");
// Libération des dépendances
// Free of dependencies
Core::Uninitialize();
}

View File

@ -14,6 +14,19 @@
namespace Nz
{
/*!
* \ingroup audio
* \class Nz::Music
* \brief Audio class that represents a music
*
* \remark Module Audio needs to be initialized to use this class
*/
/*!
* \brief Checks whether the parameters for the loading of the music are correct
* \return true If parameters are valid
*/
bool MusicParams::IsValid() const
{
return true;
@ -32,11 +45,26 @@ namespace Nz
unsigned int sampleRate;
};
/*!
* \brief Destructs the object and calls Destroy
*
* \see Destroy
*/
Music::~Music()
{
Destroy();
}
/*!
* \brief Creates a music with a sound stream
* \return true if creation was succesful
*
* \param soundStream Sound stream which is the source for the music
*
* \remark Produces a NazaraError if soundStream is invalid with NAZARA_AUDIO_SAFE defined
*/
bool Music::Create(SoundStream* soundStream)
{
NazaraAssert(soundStream, "Invalid stream");
@ -48,7 +76,7 @@ namespace Nz
m_impl = new MusicImpl;
m_impl->sampleRate = soundStream->GetSampleRate();
m_impl->audioFormat = OpenAL::AudioFormat[format];
m_impl->chunkSamples.resize(format * m_impl->sampleRate); // Une seconde de samples
m_impl->chunkSamples.resize(format * m_impl->sampleRate); // One second of samples
m_impl->stream.reset(soundStream);
SetPlayingOffset(0);
@ -56,6 +84,10 @@ namespace Nz
return true;
}
/*!
* \brief Destroys the current music and frees resources
*/
void Music::Destroy()
{
if (m_impl)
@ -67,6 +99,14 @@ namespace Nz
}
}
/*!
* \brief Enables the looping of the music
*
* \param loop Should music loop
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
void Music::EnableLooping(bool loop)
{
#if NAZARA_AUDIO_SAFE
@ -80,6 +120,13 @@ namespace Nz
m_impl->loop = loop;
}
/*!
* \brief Gets the duration of the music
* \return Duration of the music in milliseconds
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
UInt32 Music::GetDuration() const
{
#if NAZARA_AUDIO_SAFE
@ -93,6 +140,13 @@ namespace Nz
return m_impl->stream->GetDuration();
}
/*!
* \brief Gets the format of the music
* \return Enumeration of type AudioFormat (mono, stereo, ...)
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
AudioFormat Music::GetFormat() const
{
#if NAZARA_AUDIO_SAFE
@ -106,6 +160,13 @@ namespace Nz
return m_impl->stream->GetFormat();
}
/*!
* \brief Gets the current offset in the music
* \return Offset in milliseconds (works with entire seconds)
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
UInt32 Music::GetPlayingOffset() const
{
#if NAZARA_AUDIO_SAFE
@ -125,6 +186,13 @@ namespace Nz
return static_cast<UInt32>((1000ULL * (samples + (m_impl->processedSamples / m_impl->stream->GetFormat()))) / m_impl->sampleRate);
}
/*!
* \brief Gets the number of samples in the music
* \return Count of samples (number of seconds * sample rate * channel count)
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
UInt32 Music::GetSampleCount() const
{
#if NAZARA_AUDIO_SAFE
@ -138,6 +206,13 @@ namespace Nz
return m_impl->stream->GetSampleCount();
}
/*!
* \brief Gets the rates of sample in the music
* \return Rate of sample in Hertz (Hz)
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
UInt32 Music::GetSampleRate() const
{
#if NAZARA_AUDIO_SAFE
@ -151,6 +226,14 @@ namespace Nz
return m_impl->sampleRate;
}
/*!
* \brief Gets the status of the music
* \return Enumeration of type SoundStatus (Playing, Stopped, ...)
*
* \remark If the music is not playing, Stopped is returned
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
SoundStatus Music::GetStatus() const
{
#if NAZARA_AUDIO_SAFE
@ -163,13 +246,20 @@ namespace Nz
SoundStatus status = GetInternalStatus();
// Pour compenser les éventuels retards (ou le laps de temps entre Play() et la mise en route du thread)
// To compensate any delays (or the timelaps between Play() and the thread startup)
if (m_impl->streaming && status == SoundStatus_Stopped)
status = SoundStatus_Playing;
return status;
}
/*!
* \brief Checks whether the music is looping
* \return true if it is the case
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
bool Music::IsLooping() const
{
#if NAZARA_AUDIO_SAFE
@ -183,26 +273,61 @@ namespace Nz
return m_impl->loop;
}
/*!
* \brief Loads the music from file
* \return true if loading is successful
*
* \param filePath Path to the file
* \param params Parameters for the music
*/
bool Music::OpenFromFile(const String& filePath, const MusicParams& params)
{
return MusicLoader::LoadFromFile(this, filePath, params);
}
/*!
* \brief Loads the music from memory
* \return true if loading is successful
*
* \param data Raw memory
* \param size Size of the memory
* \param params Parameters for the music
*/
bool Music::OpenFromMemory(const void* data, std::size_t size, const MusicParams& params)
{
return MusicLoader::LoadFromMemory(this, data, size, params);
}
/*!
* \brief Loads the music from stream
* \return true if loading is successful
*
* \param stream Stream to the music
* \param params Parameters for the music
*/
bool Music::OpenFromStream(Stream& stream, const MusicParams& params)
{
return MusicLoader::LoadFromStream(this, stream, params);
}
/*!
* \brief Pauses the music
*/
void Music::Pause()
{
alSourcePause(m_source);
}
/*!
* \brief Plays the music
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
void Music::Play()
{
#if NAZARA_AUDIO_SAFE
@ -238,6 +363,14 @@ namespace Nz
}
}
/*!
* \brief Sets the playing offset for the music
*
* \param offset Offset in the music in milliseconds
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
void Music::SetPlayingOffset(UInt32 offset)
{
#if NAZARA_AUDIO_SAFE
@ -260,6 +393,12 @@ namespace Nz
Play();
}
/*!
* \brief Stops the music
*
* \remark Produces a NazaraError if there is no music with NAZARA_AUDIO_SAFE defined
*/
void Music::Stop()
{
#if NAZARA_AUDIO_SAFE
@ -277,6 +416,13 @@ namespace Nz
}
}
/*!
* \brief Fills the buffer and queues it up
* \return true if operation was successful
*
* \param buffer Index of the buffer
*/
bool Music::FillAndQueueBuffer(unsigned int buffer)
{
unsigned int sampleCount = m_impl->chunkSamples.size();
@ -304,27 +450,31 @@ namespace Nz
alSourceQueueBuffers(m_source, 1, &buffer);
}
return sampleRead != sampleCount; // Fin du stream (N'arrive pas en cas de loop)
return sampleRead != sampleCount; // End of stream (Does not happen when looping)
}
/*!
* \brief Thread function for the music
*/
void Music::MusicThread()
{
// Allocation des buffers de streaming
// Allocation of streaming buffers
ALuint buffers[NAZARA_AUDIO_STREAMED_BUFFER_COUNT];
alGenBuffers(NAZARA_AUDIO_STREAMED_BUFFER_COUNT, buffers);
for (unsigned int i = 0; i < NAZARA_AUDIO_STREAMED_BUFFER_COUNT; ++i)
{
if (FillAndQueueBuffer(buffers[i]))
break; // Nous avons atteint la fin du stream, inutile de rajouter des buffers
break; // We have reached the end of the stream, there is no use to add new buffers
}
alSourcePlay(m_source);
// Boucle de lecture (remplissage de nouveaux buffers au fur et à mesure)
// Reading loop (Filling new buffers as playing)
while (m_impl->streaming)
{
// La lecture s'est arrêtée, nous avons atteint la fin du stream
// The reading has stopped, we have reached the end of the stream
SoundStatus status = GetInternalStatus();
if (status == SoundStatus_Stopped)
{
@ -334,7 +484,7 @@ namespace Nz
Nz::LockGuard lock(m_impl->bufferLock);
// On traite les buffers lus
// We treat read buffers
ALint processedCount = 0;
alGetSourcei(m_source, AL_BUFFERS_PROCESSED, &processedCount);
while (processedCount--)
@ -355,14 +505,14 @@ namespace Nz
lock.Unlock();
// On retourne dormir un peu
// We go back to sleep
Thread::Sleep(50);
}
// Arrêt de la lecture du son (dans le cas où ça ne serait pas déjà fait)
// Stop playing of the sound (in the case where it has not been already done)
alSourceStop(m_source);
// On supprime les buffers du stream
// We delete buffers from the stream
ALint queuedBufferCount;
alGetSourcei(m_source, AL_BUFFERS_QUEUED, &queuedBufferCount);

View File

@ -23,6 +23,14 @@ namespace Nz
ALCcontext* s_context = nullptr;
unsigned int s_version;
/*!
* \brief Parses the devices
* \return Number of devices
*
* \param deviceString String for the device (input / output)
* \param devices List of names of the devices
*/
std::size_t ParseDevices(const char* deviceString, std::vector<String>& devices)
{
if (!deviceString)
@ -41,35 +49,77 @@ namespace Nz
}
}
/*!
* \ingroup audio
* \class Nz::OpenAL
* \brief Audio class that represents the link with OpenAL
*
* \remark This class is meant to be used by Module Audio
*/
/*!
* \brief Gets the entry for the function name
* \return Pointer to the function
*
* \param entryPoint Name of the entry
*
* \remark This does not produces a NazaraError if entry does not exist
*/
OpenALFunc OpenAL::GetEntry(const String& entryPoint)
{
return LoadEntry(entryPoint.GetConstBuffer(), false);
}
/*!
* \brief Gets the name of the renderer
* \return Name of the renderer
*/
String OpenAL::GetRendererName()
{
return s_rendererName;
}
/*!
* \brief Gets the name of the vendor
* \return Name of the vendor
*/
String OpenAL::GetVendorName()
{
return s_vendorName;
}
/*!
* \brief Gets the version of OpenAL
* \return Version of OpenAL
*/
unsigned int OpenAL::GetVersion()
{
return s_version;
}
/*!
* \brief Initializes the module OpenAL
* \return true if initialization is successful
*
* \param openDevice True to get information from the device
*
* \remark Produces a NazaraError if one of the entry failed
* \remark Produces a NazaraError if opening device failed with openDevice parameter set to true
*/
bool OpenAL::Initialize(bool openDevice)
{
if (s_library.IsLoaded())
if (IsInitialized())
return true;
#if defined(NAZARA_PLATFORM_WINDOWS)
///FIXME: Est-ce qu'OpenAL Soft est une meilleure implémentation que Creative ?
/// Si on pouvait se résigner à utiliser OpenAL Soft tout le temps, cela nous permettrait d'utiliser les extensions sonores
/// et de donner plus de possibilités techniques au niveau de l'audio.
///FIXME: Is OpenAL Soft a better implementation than Creative ?
/// If we could use OpenAL Soft everytime, this would allow us to use sonorous extensions
/// and give us more technical possibilities with audio
const char* libs[] = {
"soft_oal.dll",
"wrap_oal.dll",
@ -217,11 +267,23 @@ namespace Nz
return true;
}
/*!
* \brief Checks whether the module is initialized
* \return true if it is the case
*/
bool OpenAL::IsInitialized()
{
return s_library.IsLoaded();
}
/*!
* \brief Queries the input devices
* \return Number of devices
*
* \param devices List of names of the input devices
*/
std::size_t OpenAL::QueryInputDevices(std::vector<String>& devices)
{
const char* deviceString = reinterpret_cast<const char*>(alcGetString(nullptr, ALC_CAPTURE_DEVICE_SPECIFIER));
@ -231,6 +293,13 @@ namespace Nz
return ParseDevices(deviceString, devices);
}
/*!
* \brief Queries the output devices
* \return Number of devices
*
* \param devices List of names of the output devices
*/
std::size_t OpenAL::QueryOutputDevices(std::vector<String>& devices)
{
const char* deviceString = reinterpret_cast<const char*>(alcGetString(nullptr, ALC_ALL_DEVICES_SPECIFIER));
@ -240,6 +309,13 @@ namespace Nz
return ParseDevices(deviceString, devices);
}
/*!
* \brief Sets the active device
* \return true if device is successfully opened
*
* \param deviceName Name of the device
*/
bool OpenAL::SetDevice(const String& deviceName)
{
s_deviceName = deviceName;
@ -253,6 +329,10 @@ namespace Nz
return true;
}
/*!
* \brief Uninitializes the module
*/
void OpenAL::Uninitialize()
{
CloseDevice();
@ -262,8 +342,14 @@ namespace Nz
s_library.Unload();
}
///ATTENTION: La valeur entière est le nombre de canaux possédés par ce format
ALenum OpenAL::AudioFormat[AudioFormat_Max+1] = {0}; // Valeur ajoutées au chargement d'OpenAL
///WARNING: The integer value is the number of canals owned by the format
ALenum OpenAL::AudioFormat[AudioFormat_Max+1] = {0}; // Added values with loading of OpenAL
/*!
* \brief Closes the device
*
* \remark Produces a NazaraWarning if you try to close an active device
*/
void OpenAL::CloseDevice()
{
@ -277,24 +363,31 @@ namespace Nz
}
if (!alcCloseDevice(s_device))
// Nous n'avons pas pu fermer le device, ce qui signifie qu'il est en cours d'utilisation
// We could not close the close, this means that it's still in use
NazaraWarning("Failed to close device");
s_device = nullptr;
}
}
/*!
* \brief Opens the device
* \return true if open is successful
*
* \remark Produces a NazaraError if it could not create the context
*/
bool OpenAL::OpenDevice()
{
// Initialisation du module
s_device = alcOpenDevice(s_deviceName.IsEmpty() ? nullptr : s_deviceName.GetConstBuffer()); // On choisit le device par défaut
// Initialisation of the module
s_device = alcOpenDevice(s_deviceName.IsEmpty() ? nullptr : s_deviceName.GetConstBuffer()); // We choose the default device
if (!s_device)
{
NazaraError("Failed to open default device");
return false;
}
// Un seul contexte nous suffira
// One context is enough
s_context = alcCreateContext(s_device, nullptr);
if (!s_context)
{
@ -341,7 +434,7 @@ namespace Nz
s_version = 0;
}
// On complète le tableau de formats
// We complete the formats table
AudioFormat[AudioFormat_Mono] = AL_FORMAT_MONO16;
AudioFormat[AudioFormat_Stereo] = AL_FORMAT_STEREO16;
@ -359,6 +452,16 @@ namespace Nz
return true;
}
/*!
* \brief Loads the entry for the function name
* \return Pointer to the function
*
* \param name Name of the entry
* \param throwException Should throw exception if failed ?
*
* \remark Produces a std::runtime_error if entry does not exist and throwException is set to true
*/
OpenALFunc OpenAL::LoadEntry(const char* name, bool throwException)
{
OpenALFunc entry = reinterpret_cast<OpenALFunc>(s_library.GetSymbol(name));

View File

@ -14,32 +14,76 @@
namespace Nz
{
/*!
* \ingroup audio
* \class Nz::Sound
* \brief Audio class that represents a sound
*
* \remark Module Audio needs to be initialized to use this class
*/
/*!
* \brief Constructs a Sound object
*
* \param soundBuffer Buffer to read sound from
*/
Sound::Sound(const SoundBuffer* soundBuffer)
{
SetBuffer(soundBuffer);
}
/*!
* \brief Constructs a Sound object which is a copy of another
*
* \param sound Sound to copy
*/
Sound::Sound(const Sound& sound) :
SoundEmitter(sound)
{
SetBuffer(sound.m_buffer);
}
/*!
* \brief Destructs the object and calls Stop
*
* \see Stop
*/
Sound::~Sound()
{
Stop();
}
/*!
* \brief Enables the looping of the music
*
* \param loop Should sound loop
*/
void Sound::EnableLooping(bool loop)
{
alSourcei(m_source, AL_LOOPING, loop);
}
/*!
* \brief Gets the internal buffer
* \return Internal buffer
*/
const SoundBuffer* Sound::GetBuffer() const
{
return m_buffer;
}
/*!
* \brief Gets the duration of the sound
* \return Duration of the music in milliseconds
*
* \remark Produces a NazaraError if there is no buffer
*/
UInt32 Sound::GetDuration() const
{
NazaraAssert(m_buffer, "Invalid sound buffer");
@ -47,6 +91,11 @@ namespace Nz
return m_buffer->GetDuration();
}
/*!
* \brief Gets the current offset in the sound
* \return Offset in milliseconds (works with entire seconds)
*/
UInt32 Sound::GetPlayingOffset() const
{
ALint samples = 0;
@ -55,11 +104,21 @@ namespace Nz
return static_cast<UInt32>(1000ULL * samples / m_buffer->GetSampleRate());
}
/*!
* \brief Gets the status of the music
* \return Enumeration of type SoundStatus (Playing, Stopped, ...)
*/
SoundStatus Sound::GetStatus() const
{
return GetInternalStatus();
}
/*!
* \brief Checks whether the sound is looping
* \return true if it is the case
*/
bool Sound::IsLooping() const
{
ALint loop;
@ -68,16 +127,36 @@ namespace Nz
return loop != AL_FALSE;
}
/*!
* \brief Checks whether the sound is playable
* \return true if it is the case
*/
bool Sound::IsPlayable() const
{
return m_buffer != nullptr;
}
/*!
* \brief Checks whether the sound is playing
* \return true if it is the case
*/
bool Sound::IsPlaying() const
{
return GetStatus() == SoundStatus_Playing;
}
/*!
* \brief Loads the sound from file
* \return true if loading is successful
*
* \param filePath Path to the file
* \param params Parameters for the sound
*
* \remark Produces a NazaraError if loading failed
*/
bool Sound::LoadFromFile(const String& filePath, const SoundBufferParams& params)
{
SoundBufferRef buffer = SoundBuffer::New();
@ -91,6 +170,17 @@ namespace Nz
return true;
}
/*!
* \brief Loads the sound from memory
* \return true if loading is successful
*
* \param data Raw memory
* \param size Size of the memory
* \param params Parameters for the sound
*
* \remark Produces a NazaraError if loading failed
*/
bool Sound::LoadFromMemory(const void* data, std::size_t size, const SoundBufferParams& params)
{
SoundBufferRef buffer = SoundBuffer::New();
@ -104,6 +194,16 @@ namespace Nz
return true;
}
/*!
* \brief Loads the sound from stream
* \return true if loading is successful
*
* \param stream Stream to the sound
* \param params Parameters for the sound
*
* \remark Produces a NazaraError if loading failed
*/
bool Sound::LoadFromStream(Stream& stream, const SoundBufferParams& params)
{
SoundBufferRef buffer = SoundBuffer::New();
@ -117,15 +217,25 @@ namespace Nz
return true;
}
/*!
* \brief Pauses the sound
*/
void Sound::Pause()
{
alSourcePause(m_source);
}
/*!
* \brief Plays the music
*
* \remark Produces a NazaraError if the sound is not playable with NAZARA_AUDIO_SAFE defined
*/
void Sound::Play()
{
#if NAZARA_AUDIO_SAFE
if (!m_buffer)
if (!IsPlayable())
{
NazaraError("Invalid sound buffer");
return;
@ -135,6 +245,14 @@ namespace Nz
alSourcePlay(m_source);
}
/*!
* \brief Sets the internal buffer
*
* \param buffer Internal buffer
*
* \remark Produces a NazaraError if buffer is invalid with NAZARA_AUDIO_SAFE defined
*/
void Sound::SetBuffer(const SoundBuffer* buffer)
{
#if NAZARA_AUDIO_SAFE
@ -158,11 +276,21 @@ namespace Nz
alSourcei(m_source, AL_BUFFER, AL_NONE);
}
/*!
* \brief Sets the playing offset for the sound
*
* \param offset Offset in the sound in milliseconds
*/
void Sound::SetPlayingOffset(UInt32 offset)
{
alSourcei(m_source, AL_SAMPLE_OFFSET, static_cast<ALint>(offset/1000.f * m_buffer->GetSampleRate()));
}
/*!
* \brief Stops the sound
*/
void Sound::Stop()
{
alSourceStop(m_source);

View File

@ -12,10 +12,23 @@
#include <stdexcept>
#include <Nazara/Audio/Debug.hpp>
///FIXME: Adapter la création
///FIXME: Adapt the creation
namespace Nz
{
/*!
* \ingroup audio
* \class Nz::SoundBuffer
* \brief Audio class that represents a buffer for sound
*
* \remark Module Audio needs to be initialized to use this class
*/
/*!
* \brief Checks whether the parameters for the buffer' sound are correct
* \return true If parameters are valid
*/
bool SoundBufferParams::IsValid() const
{
return true;
@ -31,6 +44,20 @@ namespace Nz
UInt32 sampleRate;
};
/*!
* \brief Constructs a SoundBuffer object
*
* \param format Format for the audio
* \param sampleCount Number of samples
* \param sampleRate Rate of samples
* \param samples Samples raw data
*
* \remark Produces a NazaraError if creation went wrong with NAZARA_AUDIO_SAFE defined
* \remark Produces a std::runtime_error if creation went wrong with NAZARA_AUDIO_SAFE defined
*
* \see Create
*/
SoundBuffer::SoundBuffer(AudioFormat format, unsigned int sampleCount, unsigned int sampleRate, const Int16* samples)
{
Create(format, sampleCount, sampleRate, samples);
@ -44,6 +71,12 @@ namespace Nz
#endif
}
/*!
* \brief Destructs the object and calls Destroy
*
* \see Destroy
*/
SoundBuffer::~SoundBuffer()
{
OnSoundBufferRelease(this);
@ -51,6 +84,19 @@ namespace Nz
Destroy();
}
/*!
* \brief Creates the SoundBuffer object
* \return true if creation is successful
*
* \param format Format for the audio
* \param sampleCount Number of samples
* \param sampleRate Rate of samples
* \param samples Samples raw data
*
* \remark Produces a NazaraError if creation went wrong with NAZARA_AUDIO_SAFE defined,
* this could happen if parameters are invalid or creation of OpenAL buffers failed
*/
bool SoundBuffer::Create(AudioFormat format, unsigned int sampleCount, unsigned int sampleRate, const Int16* samples)
{
Destroy();
@ -81,7 +127,7 @@ namespace Nz
}
#endif
// On vide le stack d'erreurs
// We empty the error stack
while (alGetError() != AL_NO_ERROR);
ALuint buffer;
@ -115,6 +161,10 @@ namespace Nz
return true;
}
/*!
* \brief Destroys the current sound buffer and frees resources
*/
void SoundBuffer::Destroy()
{
if (m_impl)
@ -126,6 +176,13 @@ namespace Nz
}
}
/*!
* \brief Gets the duration of the sound buffer
* \return Duration of the sound buffer in milliseconds
*
* \remark Produces a NazaraError if there is no sound buffer with NAZARA_AUDIO_SAFE defined
*/
UInt32 SoundBuffer::GetDuration() const
{
#if NAZARA_AUDIO_SAFE
@ -139,6 +196,13 @@ namespace Nz
return m_impl->duration;
}
/*!
* \brief Gets the format of the sound buffer
* \return Enumeration of type AudioFormat (mono, stereo, ...)
*
* \remark Produces a NazaraError if there is no sound buffer with NAZARA_AUDIO_SAFE defined
*/
AudioFormat SoundBuffer::GetFormat() const
{
#if NAZARA_AUDIO_SAFE
@ -152,6 +216,13 @@ namespace Nz
return m_impl->format;
}
/*!
* \brief Gets the internal raw samples
* \return Pointer to raw data
*
* \remark Produces a NazaraError if there is no sound buffer with NAZARA_AUDIO_SAFE defined
*/
const Int16* SoundBuffer::GetSamples() const
{
#if NAZARA_AUDIO_SAFE
@ -165,6 +236,13 @@ namespace Nz
return m_impl->samples.get();
}
/*!
* \brief Gets the number of samples in the sound buffer
* \return Count of samples (number of seconds * sample rate * channel count)
*
* \remark Produces a NazaraError if there is no sound buffer with NAZARA_AUDIO_SAFE defined
*/
unsigned int SoundBuffer::GetSampleCount() const
{
#if NAZARA_AUDIO_SAFE
@ -178,6 +256,13 @@ namespace Nz
return m_impl->sampleCount;
}
/*!
* \brief Gets the rates of sample in the sound buffer
* \return Rate of sample in Hertz (Hz)
*
* \remark Produces a NazaraError if there is no sound buffer with NAZARA_AUDIO_SAFE defined
*/
unsigned int SoundBuffer::GetSampleRate() const
{
#if NAZARA_AUDIO_SAFE
@ -191,31 +276,75 @@ namespace Nz
return m_impl->sampleRate;
}
/*!
* \brief Checks whether the sound buffer is valid
* \return true if it is the case
*/
bool SoundBuffer::IsValid() const
{
return m_impl != nullptr;
}
/*!
* \brief Loads the sound buffer from file
* \return true if loading is successful
*
* \param filePath Path to the file
* \param params Parameters for the sound buffer
*/
bool SoundBuffer::LoadFromFile(const String& filePath, const SoundBufferParams& params)
{
return SoundBufferLoader::LoadFromFile(this, filePath, params);
}
/*!
* \brief Loads the sound buffer from memory
* \return true if loading is successful
*
* \param data Raw memory
* \param size Size of the memory
* \param params Parameters for the sound buffer
*/
bool SoundBuffer::LoadFromMemory(const void* data, std::size_t size, const SoundBufferParams& params)
{
return SoundBufferLoader::LoadFromMemory(this, data, size, params);
}
/*!
* \brief Loads the sound buffer from stream
* \return true if loading is successful
*
* \param stream Stream to the sound buffer
* \param params Parameters for the sound buffer
*/
bool SoundBuffer::LoadFromStream(Stream& stream, const SoundBufferParams& params)
{
return SoundBufferLoader::LoadFromStream(this, stream, params);
}
/*!
* \brief Checks whether the format is supported by the engine
* \return true if it is the case
*
* \param format Format to check
*/
bool SoundBuffer::IsFormatSupported(AudioFormat format)
{
return Audio::IsFormatSupported(format);
}
/*!
* \brief Gets the internal OpenAL buffer
* \return The index of the OpenAL buffer
*
* \remark Produces a NazaraError if there is no sound buffer with NAZARA_AUDIO_SAFE defined
*/
unsigned int SoundBuffer::GetOpenALBuffer() const
{
#ifdef NAZARA_DEBUG
@ -229,6 +358,13 @@ namespace Nz
return m_impl->buffer;
}
/*!
* \brief Initializes the libraries and managers
* \return true if initialization is successful
*
* \remark Produces a NazaraError if sub-initialization failed
*/
bool SoundBuffer::Initialize()
{
if (!SoundBufferLibrary::Initialize())
@ -246,6 +382,10 @@ namespace Nz
return true;
}
/*!
* \brief Uninitializes the libraries and managers
*/
void SoundBuffer::Uninitialize()
{
SoundBufferManager::Uninitialize();

View File

@ -11,11 +11,32 @@
namespace Nz
{
/*!
* \ingroup audio
* \class Nz::SoundEmitter
* \brief Audio class that represents a sound source, that emits sound
*
* \remark Module Audio needs to be initialized to use this class
* \remark This class is abstract
*/
/*!
* \brief Constructs a SoundEmitter object
*/
SoundEmitter::SoundEmitter()
{
alGenSources(1, &m_source);
}
/*!
* \brief Constructs a SoundEmitter object which is a copy of another
*
* \param emitter SoundEmitter to copy
*
* \remark Position and velocity are not copied
*/
SoundEmitter::SoundEmitter(const SoundEmitter& emitter)
{
alGenSources(1, &m_source);
@ -23,20 +44,35 @@ namespace Nz
SetAttenuation(emitter.GetAttenuation());
SetMinDistance(emitter.GetMinDistance());
SetPitch(emitter.GetPitch());
// Pas de copie de position ou de vitesse
// No copy for position or velocity
SetVolume(emitter.GetVolume());
}
/*!
* \brief Destructs the object
*/
SoundEmitter::~SoundEmitter()
{
alDeleteSources(1, &m_source);
}
/*!
* \brief Enables spatialization
*
* \param spatialization True if spatialization is enabled
*/
void SoundEmitter::EnableSpatialization(bool spatialization)
{
alSourcei(m_source, AL_SOURCE_RELATIVE, !spatialization);
}
/*!
* \brief Gets the attenuation
* \return Amount that your sound will drop off as by the inverse square law
*/
float SoundEmitter::GetAttenuation() const
{
ALfloat attenuation;
@ -45,6 +81,11 @@ namespace Nz
return attenuation;
}
/*!
* \brief Gets the minimum distance to hear
* \return Distance to begin to hear
*/
float SoundEmitter::GetMinDistance() const
{
ALfloat distance;
@ -53,6 +94,11 @@ namespace Nz
return distance;
}
/*!
* \brief Gets the pitch
* \return Pitch of the sound
*/
float SoundEmitter::GetPitch() const
{
ALfloat pitch;
@ -61,6 +107,11 @@ namespace Nz
return pitch;
}
/*!
* \brief Gets the position of the emitter
* \return Position of the sound
*/
Vector3f SoundEmitter::GetPosition() const
{
Vector3f position;
@ -69,6 +120,11 @@ namespace Nz
return position;
}
/*!
* \brief Gets the velocity of the emitter
* \return Velocity of the sound
*/
Vector3f SoundEmitter::GetVelocity() const
{
Vector3f velocity;
@ -77,6 +133,11 @@ namespace Nz
return velocity;
}
/*!
* \brief Gets the volume of the emitter
* \param volume Float between [0, inf) with 100.f being the default
*/
float SoundEmitter::GetVolume() const
{
ALfloat gain;
@ -85,6 +146,11 @@ namespace Nz
return gain * 100.f;
}
/*!
* \brief Checks whether the sound emitter has spatialization enabled
* \return true if it the case
*/
bool SoundEmitter::IsSpatialized() const
{
ALint relative;
@ -93,46 +159,99 @@ namespace Nz
return relative == AL_FALSE;
}
/*!
* \brief Sets the attenuation
*
* \param attenuation Amount that your sound will drop off as by the inverse square law
*/
void SoundEmitter::SetAttenuation(float attenuation)
{
alSourcef(m_source, AL_ROLLOFF_FACTOR, attenuation);
}
/*!
* \brief Sets the minimum distance to hear
*
* \param minDistance to begin to hear
*/
void SoundEmitter::SetMinDistance(float minDistance)
{
alSourcef(m_source, AL_REFERENCE_DISTANCE, minDistance);
}
/*!
* \brief Sets the pitch
*
* \param pitch of the sound
*/
void SoundEmitter::SetPitch(float pitch)
{
alSourcef(m_source, AL_PITCH, pitch);
}
/*!
* \brief Sets the position of the emitter
*
* \param position Position of the sound
*/
void SoundEmitter::SetPosition(const Vector3f& position)
{
alSourcefv(m_source, AL_POSITION, position);
}
/*!
* \brief Sets the position of the emitter
*
* \param position Position of the sound with (x, y, z)
*/
void SoundEmitter::SetPosition(float x, float y, float z)
{
alSource3f(m_source, AL_POSITION, x, y, z);
}
/*!
* \brief Sets the velocity of the emitter
*
* \param velocity Velocity of the sound
*/
void SoundEmitter::SetVelocity(const Vector3f& velocity)
{
alSourcefv(m_source, AL_VELOCITY, velocity);
}
/*!
* \brief Sets the velocity of the emitter
*
* \param velocity Velocity with (velX, velY, velZ)
*/
void SoundEmitter::SetVelocity(float velX, float velY, float velZ)
{
alSource3f(m_source, AL_VELOCITY, velX, velY, velZ);
}
/*!
* \brief Sets the volume of the emitter
*
* \param volume Float between [0, inf) with 100.f being the default
*/
void SoundEmitter::SetVolume(float volume)
{
alSourcef(m_source, AL_GAIN, volume*0.01f);
alSourcef(m_source, AL_GAIN, volume * 0.01f);
}
/*!
* \brief Gets the status of the sound emitter
* \return Enumeration of type SoundStatus (Playing, Stopped, ...)
*/
SoundStatus SoundEmitter::GetInternalStatus() const
{
ALint state;

View File

@ -6,5 +6,13 @@
namespace Nz
{
/*!
* \ingroup audio
* \class Nz::SoundStream
* \brief Audio class that represents a sound stream
*
* \remark This class is abstract
*/
SoundStream::~SoundStream() = default;
}

View File

@ -28,7 +28,7 @@ namespace Nz
bool Core::Initialize()
{
if (s_moduleReferenceCounter > 0)
if (IsInitialized())
{
s_moduleReferenceCounter++;
return true; // Already initialized

View File

@ -385,7 +385,7 @@ namespace Nz
}
/*!
* \brief Sets the position of the cursor
* \brief Sets the position of the cursor
* \return true if cursor is successfully positioned
*
* \param pos Position of the cursor
@ -404,7 +404,7 @@ namespace Nz
}
/*!
* \brief Sets the position of the cursor
* \brief Sets the position of the cursor
* \return true if cursor is successfully positioned
*
* \param offset Offset according to the cursor begin position
@ -906,5 +906,5 @@ namespace Nz
}
return true;
}
};
}

View File

@ -607,6 +607,54 @@ namespace Nz
parameter.value.ptrVal = value;
}
/*!
* \brief Gives a string representation
* \return A string representation of the object: "ParameterList(Name: Type(value), ...)"
*/
String ParameterList::ToString() const
{
StringStream ss;
ss << "ParameterList(";
for (auto it = m_parameters.cbegin(); it != m_parameters.cend();)
{
ss << it->first << ": ";
switch (it->second.type)
{
case ParameterType_Boolean:
ss << "Boolean(" << String::Boolean(it->second.value.boolVal) << ")";
break;
case ParameterType_Color:
ss << "Color(" << it->second.value.colorVal.ToString() << ")";
break;
case ParameterType_Float:
ss << "Float(" << it->second.value.floatVal << ")";
break;
case ParameterType_Integer:
ss << "Integer(" << it->second.value.intVal << ")";
break;
case ParameterType_String:
ss << "String(" << it->second.value.stringVal << ")";
break;
case ParameterType_Pointer:
ss << "Pointer(" << String::Pointer(it->second.value.ptrVal) << ")";
break;
case ParameterType_Userdata:
ss << "Userdata(" << String::Pointer(it->second.value.userdataVal->ptr) << ")";
break;
case ParameterType_None:
ss << "None";
break;
}
if (++it != m_parameters.cend())
ss << ", ";
}
ss << ")";
return ss;
}
/*!
* \brief Sets a userdata parameter named `name`
*
@ -724,3 +772,17 @@ namespace Nz
}
}
}
/*!
* \brief Output operator
* \return The stream
*
* \param out The stream
* \param parameterList The ParameterList to output
*/
std::ostream& operator<<(std::ostream& out, const Nz::ParameterList& parameterList)
{
out << parameterList.ToString();
return out;
}

View File

@ -143,7 +143,18 @@ namespace Nz
return false;
}
mode_t permissions; // TODO : get permission from first file
mode_t permissions;
struct stat sb;
if (fstat(fd1, &sb) == -1) // get permission from first file
{
NazaraWarning("Could not get permissions of source file");
permissions = S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH;
}
else
{
permissions = sb.st_mode & ~S_IFMT; // S_IFMT: bit mask for the file type bit field -> ~S_IFMT: general permissions
}
int fd2 = open64(targetPath.GetConstBuffer(), O_WRONLY | O_TRUNC, permissions);
if (fd2 == -1)
{

View File

@ -7,6 +7,14 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::AbstractBackground
* \brief Graphics class that represents the background for our scene
*
* \remark This class is abstract
*/
AbstractBackground::~AbstractBackground() = default;
BackgroundLibrary::LibraryMap AbstractBackground::s_library;

View File

@ -7,23 +7,55 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::AbstractRenderQueue
* \brief Graphics class that represents the rendering queue for our scene
*
* \remark This class is abstract
*/
AbstractRenderQueue::~AbstractRenderQueue() = default;
/*!
* \brief Adds a directional light to the rendering queue
*
* \param light Directional light
*/
void AbstractRenderQueue::AddDirectionalLight(const DirectionalLight& light)
{
directionalLights.push_back(light);
}
/*!
* \brief Adds a point light to the rendering queue
*
* \param light Point light
*/
void AbstractRenderQueue::AddPointLight(const PointLight& light)
{
pointLights.push_back(light);
}
/*!
* \brief Adds a spot light to the rendering queue
*
* \param light Spot light
*/
void AbstractRenderQueue::AddSpotLight(const SpotLight& light)
{
spotLights.push_back(light);
}
/*!
* \brief Clears the rendering queue
*
* \param fully Should everything be cleared ?
*/
void AbstractRenderQueue::Clear(bool fully)
{
NazaraUnused(fully);

View File

@ -10,6 +10,18 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::AbstractRenderTechnique
* \brief Graphics class that represents the rendering technique for our scene
*
* \remark This class is abstract
*/
/*!
* \brief Constructs a AbstractRenderTechnique object
*/
AbstractRenderTechnique::AbstractRenderTechnique() :
m_instancingEnabled(true)
{
@ -17,16 +29,34 @@ namespace Nz
AbstractRenderTechnique::~AbstractRenderTechnique() = default;
/*!
* \brief Enables the instancing
*
* \param instancing Should instancing be enabled
*
* \remark This may improve performances
*/
void AbstractRenderTechnique::EnableInstancing(bool instancing)
{
m_instancingEnabled = instancing;
}
/*!
* \brief Gets the name of the actual technique
* \return Name of the technique being used
*/
String AbstractRenderTechnique::GetName() const
{
return RenderTechniques::ToString(GetType());
}
/*!
* \brief Checks whether the instancing is enabled
* \return true If it is the case
*/
bool AbstractRenderTechnique::IsInstancingEnabled() const
{
return m_instancingEnabled;

View File

@ -7,5 +7,13 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::AbstractViewer
* \brief Graphics class that represents the viewer for our scene
*
* \remark This class is abstract
*/
AbstractViewer::~AbstractViewer() = default;
}

View File

@ -12,6 +12,19 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::Billboard
* \brief Graphics class that represents a billboard, a 2D surface which simulates a 3D object
*/
/*!
* \brief Adds this billboard to the render queue
*
* \param renderQueue Queue to be added
* \param instanceData Data used for instance
*/
void Billboard::AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
{
if (!m_material)
@ -20,11 +33,15 @@ namespace Nz
renderQueue->AddBillboard(instanceData.renderOrder, m_material, instanceData.transformMatrix.GetTranslation(), m_size, m_sinCos, m_color);
}
/*
* \brief Makes the bounding volume of this billboard
*/
void Billboard::MakeBoundingVolume() const
{
constexpr float sqrt2 = float(M_SQRT2);
m_boundingVolume.Set(Vector3f(0.f), sqrt2*m_size.x*Vector3f::Right() + sqrt2*m_size.y*Vector3f::Down());
m_boundingVolume.Set(Vector3f(0.f), sqrt2 * m_size.x * Vector3f::Right() + sqrt2 * m_size.y * Vector3f::Down());
}
BillboardLibrary::LibraryMap Billboard::s_library;

View File

@ -11,6 +11,11 @@ namespace Nz
{
namespace
{
/*!
* \brief Defines render states
* \return RenderStates for the color background
*/
RenderStates BuildRenderStates()
{
RenderStates states;
@ -24,6 +29,18 @@ namespace Nz
}
}
/*!
* \ingroup graphics
* \class Nz::ColorBackground
* \brief Graphics class that represents a background with uniform color
*/
/*!
* \brief Constructs a ColorBackground object with a color
*
* \param color Uniform color (by default Black)
*/
ColorBackground::ColorBackground(const Color& color) :
m_color(color)
{
@ -38,6 +55,12 @@ namespace Nz
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
}
/*!
* \brief Draws this relatively to the viewer
*
* \param viewer Viewer for the background
*/
void ColorBackground::Draw(const AbstractViewer* viewer) const
{
NazaraUnused(viewer);
@ -55,16 +78,32 @@ namespace Nz
Renderer::DrawFullscreenQuad();
}
/*!
* \brief Gets the background type
* \return Type of background
*/
BackgroundType ColorBackground::GetBackgroundType() const
{
return BackgroundType_Color;
}
/*!
* \brief Gets the color of the background
* \return Background color
*/
Color ColorBackground::GetColor() const
{
return m_color;
}
/*!
* \brief Sets the color of the background
*
* \param color Background color
*/
void ColorBackground::SetColor(const Color& color)
{
m_color = color;

View File

@ -9,6 +9,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredBloomPass
* \brief Graphics class that represents the pass for bloom in deferred rendering
*/
/*!
* \brief Constructs a DeferredBloomPass object by default
*/
DeferredBloomPass::DeferredBloomPass() :
m_uniformUpdated(false),
m_brightLuminance(0.8f),
@ -32,26 +42,55 @@ namespace Nz
DeferredBloomPass::~DeferredBloomPass() = default;
/*!
* \brief Gets the number of pass for blur
* \return Number of pass for blur
*/
unsigned int DeferredBloomPass::GetBlurPassCount() const
{
return m_blurPassCount;
}
/*!
* \brief Gets the coefficiant for luminosity
* \return Luminosity of bright elements
*/
float DeferredBloomPass::GetBrightLuminance() const
{
return m_brightLuminance;
}
/*!
* \brief Gets the coefficiant for the middle grey
* \return Luminosity of grey elements
*/
float DeferredBloomPass::GetBrightMiddleGrey() const
{
return m_brightMiddleGrey;
}
/*!
* \brief Gets the coefficiant for things to be bright
* \return Threshold for bright elements
*/
float DeferredBloomPass::GetBrightThreshold() const
{
return m_brightThreshold;
}
/*!
* \brief Gets the ith texture
* \return Texture computed
*
* \param i Index of the texture
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE defined if index is invalid
*/
Texture* DeferredBloomPass::GetTexture(unsigned int i) const
{
#if NAZARA_GRAPHICS_SAFE
@ -65,7 +104,16 @@ namespace Nz
return m_bloomTextures[i];
}
bool DeferredBloomPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return true
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredBloomPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraUnused(sceneData);
@ -91,7 +139,7 @@ namespace Nz
Renderer::DrawFullscreenQuad();
Renderer::SetTarget(&m_bloomRTT);
Renderer::SetViewport(Recti(0, 0, m_dimensions.x/8, m_dimensions.y/8));
Renderer::SetViewport(Recti(0, 0, m_dimensions.x / 8, m_dimensions.y / 8));
Renderer::SetShader(m_gaussianBlurShader);
@ -124,6 +172,13 @@ namespace Nz
return true;
}
/*!
* \brief Resizes the texture sizes
* \return true If successful
*
* \param dimensions Dimensions for the compute texture
*/
bool DeferredBloomPass::Resize(const Vector2ui& dimensions)
{
DeferredRenderPass::Resize(dimensions);
@ -131,7 +186,7 @@ namespace Nz
m_bloomRTT.Create(true);
for (unsigned int i = 0; i < 2; ++i)
{
m_bloomTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, dimensions.x/8, dimensions.y/8);
m_bloomTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, dimensions.x / 8, dimensions.y / 8);
m_bloomRTT.AttachTexture(AttachmentPoint_Color, i, m_bloomTextures[i]);
}
m_bloomRTT.Unlock();
@ -145,23 +200,47 @@ namespace Nz
return true;
}
/*!
* \brief Sets the number of pass for blur
*
* \param passCount Number of pass for blur
*/
void DeferredBloomPass::SetBlurPassCount(unsigned int passCount)
{
m_blurPassCount = passCount; // N'est pas une uniforme
}
/*!
* \brief Sets the coefficiant for luminosity
*
* \param luminance Luminosity of bright elements
*/
void DeferredBloomPass::SetBrightLuminance(float luminance)
{
m_brightLuminance = luminance;
m_uniformUpdated = false;
}
/*!
* \brief Sets the coefficiant for the middle grey
*
* \param middleGrey Luminosity of grey elements
*/
void DeferredBloomPass::SetBrightMiddleGrey(float middleGrey)
{
m_brightMiddleGrey = middleGrey;
m_uniformUpdated = false;
}
/*!
* \brief Sets the coefficiant for things to be bright
*
* \param threshold Threshold for bright elements
*/
void DeferredBloomPass::SetBrightThreshold(float threshold)
{
m_brightThreshold = threshold;

View File

@ -13,6 +13,10 @@ namespace Nz
{
namespace
{
/*!
* \brief Builds the shader for the depth of field
* \return Reference to the shader newly created
*/
// http://digitalerr0r.wordpress.com/2009/05/16/xna-shader-programming-tutorial-20-depth-of-field/
ShaderRef BuildDepthOfFieldShader()
{
@ -92,6 +96,16 @@ namespace Nz
}
}
/*!
* \ingroup graphics
* \class Nz::DeferredDOFPass
* \brief Graphics class that represents the pass for depth of field in deferred rendering
*/
/*!
* \brief Constructs a DeferredDOFPass object by default
*/
DeferredDOFPass::DeferredDOFPass()
{
m_dofShader = BuildDepthOfFieldShader();
@ -118,7 +132,16 @@ namespace Nz
DeferredDOFPass::~DeferredDOFPass() = default;
bool DeferredDOFPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return true
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredDOFPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraUnused(sceneData);
@ -162,6 +185,13 @@ namespace Nz
return true;
}
/*!
* \brief Resizes the texture sizes
* \return true If successful
*
* \param dimensions Dimensions for the compute texture
*/
bool DeferredDOFPass::Resize(const Vector2ui& dimensions)
{
DeferredRenderPass::Resize(dimensions);
@ -181,5 +211,5 @@ namespace Nz
}
return true;
}
}
}

View File

@ -10,6 +10,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredFXAAPass
* \brief Graphics class that represents the pass for FXAA in deferred rendering
*/
/*!
* \brief Constructs a DeferredFXAAPass object by default
*/
DeferredFXAAPass::DeferredFXAAPass()
{
m_fxaaShader = ShaderLibrary::Get("DeferredFXAA");
@ -23,7 +33,16 @@ namespace Nz
DeferredFXAAPass::~DeferredFXAAPass() = default;
bool DeferredFXAAPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return true
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredFXAAPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraUnused(sceneData);

View File

@ -10,6 +10,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredFinalPass
* \brief Graphics class that represents the final pass in deferred rendering
*/
/*!
* \brief Constructs a DeferredFinalPass object by default
*/
DeferredFinalPass::DeferredFinalPass()
{
m_pointSampler.SetAnisotropyLevel(1);
@ -34,7 +44,16 @@ namespace Nz
DeferredFinalPass::~DeferredFinalPass() = default;
bool DeferredFinalPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return true
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredFinalPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");

View File

@ -13,6 +13,11 @@ namespace Nz
{
namespace
{
/*!
* \brief Builds the shader for the fog
* \return Reference to the shader newly created
*/
ShaderRef BuildFogShader()
{
/*const UInt8 fragmentSource[] = {
@ -117,6 +122,16 @@ namespace Nz
}
}
/*!
* \ingroup graphics
* \class Nz::DeferredFogPass
* \brief Graphics class that represents the pass for fog in deferred rendering
*/
/*!
* \brief Constructs a DeferredFogPass object by default
*/
DeferredFogPass::DeferredFogPass()
{
m_pointSampler.SetAnisotropyLevel(1);
@ -131,7 +146,16 @@ namespace Nz
DeferredFogPass::~DeferredFogPass() = default;
bool DeferredFogPass::Process( const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return true
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredFogPass::Process( const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");

View File

@ -13,9 +13,21 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredForwardPass
* \brief Graphics class that represents the forward pass in deferred rendering
*/
DeferredForwardPass::DeferredForwardPass() = default;
DeferredForwardPass::~DeferredForwardPass() = default;
/*!
* \brief Initializes the deferred forward pass which needs the forward technique
*
* \param technique Rendering technique
*/
void DeferredForwardPass::Initialize(DeferredRenderTechnique* technique)
{
DeferredRenderPass::Initialize(technique);
@ -23,7 +35,16 @@ namespace Nz
m_forwardTechnique = technique->GetForwardTechnique();
}
bool DeferredForwardPass::Process(const SceneData& sceneData, unsigned int workTexture, unsigned sceneTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return true
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredForwardPass::Process(const SceneData& sceneData, unsigned int workTexture, unsigned int sceneTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
NazaraUnused(workTexture);

View File

@ -18,6 +18,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredGeometryPass
* \brief Graphics class that represents the pass for geometries in deferred rendering
*/
/*!
* \brief Constructs a DeferredGeometryPass object by default
*/
DeferredGeometryPass::DeferredGeometryPass()
{
m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
@ -31,7 +41,16 @@ namespace Nz
DeferredGeometryPass::~DeferredGeometryPass() = default;
bool DeferredGeometryPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
/*!
* \brief Processes the work on the data while working with textures
* \return false
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredGeometryPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
NazaraUnused(firstWorkTexture);
@ -72,22 +91,22 @@ namespace Nz
bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
// On commence par récupérer le programme du matériau
// We begin by getting the program for materials
UInt32 flags = ShaderFlags_Deferred;
if (useInstancing)
flags |= ShaderFlags_Instancing;
const Shader* shader = material->Apply(flags);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// The uniforms are conserved in our program, there's no point to send them back if they don't change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
// Ambient color for the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
@ -105,7 +124,7 @@ namespace Nz
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
@ -128,33 +147,33 @@ namespace Nz
if (useInstancing)
{
// On récupère le buffer d'instancing du Renderer et on le configure pour fonctionner avec des matrices
// We get the buffer for instance of Renderer and we configure it to work with matrices
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre de matrices que peut contenir le buffer
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // The number of matrices that can be hold in the buffer
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
// We compute the number of instances that we will be able to show this time (Depending on the instance buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
// And we show
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
// Without instancing, we must do one draw call for each instance
// This may be faster than instancing under a threshold
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
@ -167,16 +186,23 @@ namespace Nz
}
}
// Et on remet à zéro les données
// Abd we set it back data to zero
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
return false; // On ne fait que remplir le G-Buffer, les work texture ne sont pas affectées
return false; // We only fill the G-Buffer, the work texture are unchanged
}
/*!
* \brief Resizes the texture sizes
* \return true If successful
*
* \param dimensions Dimensions for the compute texture
*/
bool DeferredGeometryPass::Resize(const Vector2ui& dimensions)
{
DeferredRenderPass::Resize(dimensions);
@ -241,6 +267,13 @@ namespace Nz
}
}
/*!
* \brief Gets the uniforms of a shader
* \return Uniforms of the shader
*
* \param shader Shader to get uniforms from
*/
const DeferredGeometryPass::ShaderUniforms* DeferredGeometryPass::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
@ -260,6 +293,12 @@ namespace Nz
return &it->second;
}
/*!
* \brief Handle the invalidation of a shader
*
* \param shader Shader being invalidated
*/
void DeferredGeometryPass::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);

View File

@ -13,6 +13,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredPhongLightingPass
* \brief Graphics class that represents the pass for phong lighting in deferred rendering
*/
/*!
* \brief Constructs a DeferredPhongLightingPass object by default
*/
DeferredPhongLightingPass::DeferredPhongLightingPass() :
m_lightMeshesDrawing(false)
{
@ -21,7 +31,7 @@ namespace Nz
m_directionalLightShaderSceneAmbientLocation = m_directionalLightShader->GetUniformLocation("SceneAmbient");
m_directionalLightUniforms.ubo = false;
m_directionalLightUniforms.locations.type = -1; // Type déjà connu
m_directionalLightUniforms.locations.type = -1; // Type already known
m_directionalLightUniforms.locations.color = m_directionalLightShader->GetUniformLocation("LightColor");
m_directionalLightUniforms.locations.factors = m_directionalLightShader->GetUniformLocation("LightFactors");
m_directionalLightUniforms.locations.parameters1 = m_directionalLightShader->GetUniformLocation("LightDirection");
@ -56,16 +66,36 @@ namespace Nz
DeferredPhongLightingPass::~DeferredPhongLightingPass() = default;
/*!
* \brief Enables the drawing of meshes with light
*
* \param enable Should meshes with light parameter be drawed
*/
void DeferredPhongLightingPass::EnableLightMeshesDrawing(bool enable)
{
m_lightMeshesDrawing = enable;
}
/*!
* \brief Checks whether the drawing of meshes with light is enabled
* \return true If it is the case
*/
bool DeferredPhongLightingPass::IsLightMeshesDrawingEnabled() const
{
return m_lightMeshesDrawing;
}
/*!
* \brief Processes the work on the data while working with textures
* \return true
*
* \param sceneData Data for the scene
* \param firstWorkTexture Index of the first texture to work with
* \param firstWorkTexture Index of the second texture to work with
*/
bool DeferredPhongLightingPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -151,12 +181,12 @@ namespace Nz
m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters1, Vector4f(light.position, light.attenuation));
m_pointSpotLightShader->SendVector(m_pointSpotLightUniforms.locations.parameters2, Vector4f(0.f, 0.f, 0.f, light.invRadius));
lightMatrix.SetScale(Vector3f(light.radius * 1.1f)); // Pour corriger les imperfections liées à la sphère
lightMatrix.SetScale(Vector3f(light.radius * 1.1f)); // To correct imperfections due to the sphere
lightMatrix.SetTranslation(light.position);
Renderer::SetMatrix(MatrixType_World, lightMatrix);
// Rendu de la sphère dans le stencil buffer
// Sphere rendering in the stencil buffer
Renderer::Enable(RendererParameter_ColorWrite, false);
Renderer::Enable(RendererParameter_DepthBuffer, true);
Renderer::Enable(RendererParameter_FaceCulling, false);
@ -166,7 +196,7 @@ namespace Nz
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
// Rendu de la sphère comme zone d'effet
// Sphere rendering as effect zone
Renderer::Enable(RendererParameter_ColorWrite, true);
Renderer::Enable(RendererParameter_DepthBuffer, false);
Renderer::Enable(RendererParameter_FaceCulling, true);
@ -192,7 +222,7 @@ namespace Nz
Renderer::SetShader(shader);
for (const auto& light : m_renderQueue->pointLights)
{
lightMatrix.SetScale(Vector3f(light.radius * 1.1f)); // Pour corriger les imperfections liées à la sphère
lightMatrix.SetScale(Vector3f(light.radius * 1.1f)); // To correct imperfections due to the sphere
lightMatrix.SetTranslation(light.position);
Renderer::SetMatrix(MatrixType_World, lightMatrix);
@ -230,7 +260,7 @@ namespace Nz
Renderer::SetMatrix(MatrixType_World, lightMatrix);
// Rendu de la sphère dans le stencil buffer
// Sphere rendering in the stencil buffer
Renderer::Enable(RendererParameter_ColorWrite, false);
Renderer::Enable(RendererParameter_DepthBuffer, true);
Renderer::Enable(RendererParameter_FaceCulling, false);
@ -240,7 +270,7 @@ namespace Nz
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, indexBuffer->GetIndexCount());
// Rendu de la sphère comme zone d'effet
// Sphere rendering as effect zone
Renderer::Enable(RendererParameter_ColorWrite, true);
Renderer::Enable(RendererParameter_DepthBuffer, false);
Renderer::Enable(RendererParameter_FaceCulling, true);

View File

@ -9,6 +9,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredRenderPass
* \brief Graphics class that represents the pass for rendering in deferred rendering
*/
/*!
* \brief Constructs a DeferredRenderPass object by default
*/
DeferredRenderPass::DeferredRenderPass() :
m_enabled(true)
{
@ -16,11 +26,23 @@ namespace Nz
DeferredRenderPass::~DeferredRenderPass() = default;
/*!
* \brief Enables the deferred rendering
*
* \param enable Should deferred rendering be activated
*/
void DeferredRenderPass::Enable(bool enable)
{
m_enabled = enable;
}
/*!
* \brief Initializes the deferred forward pass which needs the deferred technique
*
* \param technique Rendering technique
*/
void DeferredRenderPass::Initialize(DeferredRenderTechnique* technique)
{
m_deferredTechnique = technique;
@ -37,11 +59,23 @@ namespace Nz
m_workTextures[i] = technique->GetWorkTexture(i);
}
/*!
* \brief Checks whether the deferred rendering is enabled
* \return true If it the case
*/
bool DeferredRenderPass::IsEnabled() const
{
return m_enabled;
}
/*!
* \brief Resizes the texture sizes
* \return true If successful
*
* \param dimensions Dimensions for the compute texture
*/
bool DeferredRenderPass::Resize(const Vector2ui& dimensions)
{
m_dimensions = dimensions;

View File

@ -8,69 +8,207 @@
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Rendre les billboards via Deferred Shading si possible
///TODO: Render billboards using Deferred Shading if possible
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DeferredRenderQueue
* \brief Graphics class that represents the rendering queue for deferred rendering
*/
/*!
* \brief Constructs a DeferredRenderQueue object with the rendering queue of forward rendering
*
* \param forwardQueue Queue of data to render
*/
DeferredRenderQueue::DeferredRenderQueue(ForwardRenderQueue* forwardQueue) :
m_forwardQueue(forwardQueue)
{
}
/*!
* \brief Adds billboard to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboard
* \param position Position of the billboard
* \param size Sizes of the billboard
* \param sinCos Rotation of the billboard
* \param color Color of the billboard
*/
void DeferredRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
m_forwardQueue->AddBillboard(renderOrder, material, position, size, sinCos, color);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*/
void DeferredRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
m_forwardQueue->AddBillboards(renderOrder, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
/*!
* \brief Adds drawable to the queue
*
* \param renderOrder Order of rendering
* \param drawable Drawable user defined
*
* \remark Produces a NazaraError if drawable is invalid
*/
void DeferredRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
{
m_forwardQueue->AddDrawable(renderOrder, drawable);
}
/*!
* \brief Adds mesh to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the mesh
* \param meshData Data of the mesh
* \param meshAABB Box of the mesh
* \param transformMatrix Matrix of the mesh
*/
void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
if (material->IsEnabled(RendererParameter_Blend))
// Un matériau transparent ? J'aime pas, va voir dans la forward queue si j'y suis
// One transparent material ? I don't like it, go see if I'm in the forward queue
m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
else
{
@ -103,21 +241,37 @@ namespace Nz
it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
}
// On ajoute la matrice à la liste des instances de cet objet
// We add matrices to the list of instances of this object
std::vector<Matrix4f>& instances = it2->second.instances;
instances.push_back(transformMatrix);
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
// Do we have enough instances to perform instancing ?
if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
entry.instancingEnabled = true; // Thus we can activate it
}
}
/*!
* \brief Adds sprites to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the sprites
* \param vertices Buffer of data for the sprites
* \param spriteCount Number of sprites
* \param overlay Texture of the sprites
*/
void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
}
/*!
* \brief Clears the queue
*
* \param fully Should everything be cleared or we can keep layers
*/
void DeferredRenderQueue::Clear(bool fully)
{
AbstractRenderQueue::Clear(fully);
@ -137,6 +291,13 @@ namespace Nz
m_forwardQueue->Clear(fully);
}
/*!
* \brief Gets the ith layer
* \return Reference to the ith layer for the queue
*
* \param i Index of the layer
*/
DeferredRenderQueue::Layer& DeferredRenderQueue::GetLayer(unsigned int i)
{
auto it = layers.find(i);
@ -149,6 +310,12 @@ namespace Nz
return layer;
}
/*!
* \brief Handle the invalidation of an index buffer
*
* \param indexBuffer Index buffer being invalidated
*/
void DeferredRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
{
for (auto& pair : layers)
@ -170,6 +337,12 @@ namespace Nz
}
}
/*!
* \brief Handle the invalidation of a material
*
* \param material Material being invalidated
*/
void DeferredRenderQueue::OnMaterialInvalidation(const Material* material)
{
for (auto& pair : layers)
@ -180,6 +353,12 @@ namespace Nz
}
}
/*!
* \brief Handle the invalidation of a vertex buffer
*
* \param vertexBuffer Vertex buffer being invalidated
*/
void DeferredRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
{
for (auto& pair : layers)
@ -201,6 +380,14 @@ namespace Nz
}
}
/*!
* \brief Functor to compare two batched model with material
* \return true If first material is "smaller" than the second one
*
* \param mat1 First material to compare
* \param mat2 Second material to compare
*/
bool DeferredRenderQueue::BatchedModelMaterialComparator::operator()(const Material* mat1, const Material* mat2) const
{
const UberShader* uberShader1 = mat1->GetShader();
@ -221,6 +408,14 @@ namespace Nz
return mat1 < mat2;
}
/*!
* \brief Functor to compare two mesh data
* \return true If first mesh is "smaller" than the second one
*
* \param data1 First mesh to compare
* \param data2 Second mesh to compare
*/
bool DeferredRenderQueue::MeshDataComparator::operator()(const MeshData& data1, const MeshData& data2) const
{
const Buffer* buffer1;

View File

@ -77,7 +77,18 @@ namespace Nz
3, // RenderPassType_SSAO
};
static_assert(sizeof(RenderPassPriority)/sizeof(unsigned int) == RenderPassType_Max+1, "Render pass priority array is incomplete");
static_assert(sizeof(RenderPassPriority) / sizeof(unsigned int) == RenderPassType_Max + 1, "Render pass priority array is incomplete");
/*!
* \brief Registers the deferred shader
* \return Reference to the newly created shader
*
* \param name Name of the shader
* \param fragmentSource Raw data to fragment shader
* \param fragmentSourceLength Size of the fragment source
* \param vertexStage Stage of the shader
* \param err Pointer to string to contain error message
*/
inline ShaderRef RegisterDeferredShader(const String& name, const UInt8* fragmentSource, unsigned int fragmentSourceLength, const ShaderStage& vertexStage, String* err)
{
@ -109,6 +120,18 @@ namespace Nz
}
}
/*!
* \ingroup graphics
* \class Nz::DeferredRenderTechnique
* \brief Graphics class that represents the technique used in deferred rendering
*/
/*!
* \brief Constructs a DeferredRenderTechnique object by default
*
* \remark Produces a NazaraError if one pass could not be created
*/
DeferredRenderTechnique::DeferredRenderTechnique() :
m_renderQueue(static_cast<ForwardRenderQueue*>(m_forwardTechnique.GetRenderQueue())),
m_GBufferSize(0U)
@ -204,11 +227,27 @@ namespace Nz
DeferredRenderTechnique::~DeferredRenderTechnique() = default;
/*!
* \brief Clears the data
*
* \param sceneData Data of the scene
*/
void DeferredRenderTechnique::Clear(const SceneData& sceneData) const
{
NazaraUnused(sceneData);
}
/*!
* \brief Draws the data of the scene
* \return true If successful
*
* \param sceneData Data of the scene
*
* \remark Produces a NazaraAssert if viewer of the scene is invalid
* \remark Produces a NazaraError if updating viewport dimensions failed
*/
bool DeferredRenderTechnique::Draw(const SceneData& sceneData) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -242,6 +281,14 @@ namespace Nz
return true;
}
/*!
* \brief Enables a pass
*
* \param renderPass Enumeration for the pass
* \param position Position of the pass
* \param enable Should the pass be enabled
*/
void DeferredRenderTechnique::EnablePass(RenderPassType renderPass, int position, bool enable)
{
auto it = m_passes.find(renderPass);
@ -253,11 +300,25 @@ namespace Nz
}
}
/*!
* \brief Gets the stencil buffer
* \return Pointer to the rendering buffer
*/
RenderBuffer* DeferredRenderTechnique::GetDepthStencilBuffer() const
{
return m_depthStencilBuffer;
}
/*!
* \brief Gets the G-buffer
* \return Pointer to the ith texture
*
* \param i Index of the G-buffer
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE defined if index is invalid
*/
Texture* DeferredRenderTechnique::GetGBuffer(unsigned int i) const
{
#if NAZARA_GRAPHICS_SAFE
@ -271,16 +332,34 @@ namespace Nz
return m_GBuffer[i];
}
/*!
* \brief Gets the rendering texture of the G-buffer
* \return Pointer to the rendering buffer
*/
RenderTexture* DeferredRenderTechnique::GetGBufferRTT() const
{
return &m_GBufferRTT;
}
/*!
* \brief Gets the forward technique
* \return Constant pointer to the forward technique
*/
const ForwardRenderTechnique* DeferredRenderTechnique::GetForwardTechnique() const
{
return &m_forwardTechnique;
}
/*!
* \brief Gets the pass
* \return Pointer to the deferred render pass
*
* \param renderPass Enumeration for the pass
* \param position Position of the pass
*/
DeferredRenderPass* DeferredRenderTechnique::GetPass(RenderPassType renderPass, int position)
{
auto it = m_passes.find(renderPass);
@ -294,21 +373,45 @@ namespace Nz
return nullptr;
}
/*!
* \brief Gets the render queue
* \return Pointer to the render queue
*/
AbstractRenderQueue* DeferredRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
/*!
* \brief Gets the type of the current technique
* \return Type of the render technique
*/
RenderTechniqueType DeferredRenderTechnique::GetType() const
{
return RenderTechniqueType_DeferredShading;
}
/*!
* \brief Gets the render texture used to work
* \return Pointer to the rendering texture
*/
RenderTexture* DeferredRenderTechnique::GetWorkRTT() const
{
return &m_workRTT;
}
/*!
* \brief Gets the ith texture to work
* \return Pointer to the texture
*
* \param i Index of the texture used to work
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE defined if index is invalid
*/
Texture* DeferredRenderTechnique::GetWorkTexture(unsigned int i) const
{
#if NAZARA_GRAPHICS_SAFE
@ -322,6 +425,14 @@ namespace Nz
return m_workTextures[i];
}
/*!
* \brief Checks whether the pass is enable
* \return true If it is the case
*
* \param renderPass Enumeration for the pass
* \param position Position of the pass
*/
bool DeferredRenderTechnique::IsPassEnabled(RenderPassType renderPass, int position)
{
auto it = m_passes.find(renderPass);
@ -335,9 +446,17 @@ namespace Nz
return false;
}
/*!
* \brief Resets the pass
* \return Pointer to the new deferred render pass
*
* \param renderPass Enumeration for the pass
* \param position Position of the pass
*/
DeferredRenderPass* DeferredRenderTechnique::ResetPass(RenderPassType renderPass, int position)
{
std::unique_ptr<DeferredRenderPass> smartPtr; // Nous évite un leak en cas d'exception
std::unique_ptr<DeferredRenderPass> smartPtr; // We avoid to leak in case of exception
switch (renderPass)
{
@ -386,6 +505,14 @@ namespace Nz
return smartPtr.release();
}
/*!
* \brief Sets the pass
*
* \param relativeTo Enumeration for the pass
* \param position Position of the pass
* \param pass Render pass to set
*/
void DeferredRenderTechnique::SetPass(RenderPassType relativeTo, int position, DeferredRenderPass* pass)
{
if (pass)
@ -400,12 +527,26 @@ namespace Nz
m_passes[relativeTo].erase(position);
}
/*!
* \brief Checks whether the technique is supported
* \return true if it is the case
*/
bool DeferredRenderTechnique::IsSupported()
{
// Depuis qu'OpenGL 3.3 est la version minimale, le Renderer supporte ce qu'il faut, mais par acquis de conscience...
// Since OpenGL 3.3 is the minimal version, the Renderer supports what it needs, but we are never sure...
return Renderer::GetMaxColorAttachments() >= 4 && Renderer::GetMaxRenderTargets() >= 4;
}
/*!
* \brief Resizes the texture sizes used for the render technique
* \return true If successful
*
* \param dimensions Dimensions for the render technique
*
* \param Produces a NazaraError if one pass could not be resized
*/
bool DeferredRenderTechnique::Resize(const Vector2ui& dimensions) const
{
try
@ -427,6 +568,13 @@ namespace Nz
}
}
/*!
* \brief Initializes the deferred render technique
* \return true If successful
*
* \remark Produces a NazaraError if one shader creation failed
*/
bool DeferredRenderTechnique::Initialize()
{
const char vertexSource_Basic[] =
@ -560,6 +708,10 @@ namespace Nz
return true;
}
/*!
* \brief Uninitializes the deferred render technique
*/
void DeferredRenderTechnique::Uninitialize()
{
ShaderLibrary::Unregister("DeferredGBufferClear");
@ -571,6 +723,14 @@ namespace Nz
ShaderLibrary::Unregister("DeferredGaussianBlur");
}
/*!
* \brief Functor to compare two render pass
* \return true If first render pass is "smaller" than the second one
*
* \param pass1 First render pass to compare
* \param pass2 Second render pass to compare
*/
bool DeferredRenderTechnique::RenderPassComparator::operator()(RenderPassType pass1, RenderPassType pass2) const
{
return RenderPassPriority[pass1] < RenderPassPriority[pass2];

View File

@ -9,6 +9,16 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::DepthRenderQueue
* \brief Graphics class that represents the rendering queue for depth rendering
*/
/*!
* \brief Constructs a DepthRenderTechnique object by default
*/
DepthRenderQueue::DepthRenderQueue()
{
// Material
@ -18,6 +28,19 @@ namespace Nz
//m_baseMaterial->SetFaceCulling(FaceSide_Front);
}
/*!
* \brief Adds billboard to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboard
* \param position Position of the billboard
* \param size Sizes of the billboard
* \param sinCos Rotation of the billboard
* \param color Color of the billboard
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
NazaraAssert(material, "Invalid material");
@ -34,6 +57,20 @@ namespace Nz
ForwardRenderQueue::AddBillboard(0, material, position, size, sinCos, color);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -50,6 +87,20 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -66,6 +117,20 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -82,6 +147,20 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -98,6 +177,20 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -114,6 +207,20 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -130,6 +237,20 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
@ -146,6 +267,20 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
@ -162,12 +297,32 @@ namespace Nz
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
}
/*!
* \brief Adds a direcitonal light to the queue
*
* \param light Light to add
*
* \remark Produces a NazaraAssert
*/
void DepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
/*!
* \brief Adds mesh to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the mesh
* \param meshData Data of the mesh
* \param meshAABB Box of the mesh
* \param transformMatrix Matrix of the mesh
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
NazaraAssert(material, "Invalid material");
@ -185,18 +340,46 @@ namespace Nz
ForwardRenderQueue::AddMesh(0, material, meshData, meshAABB, transformMatrix);
}
/*!
* \brief Adds a point light to the queue
*
* \param light Light to add
*
* \remark Produces a NazaraAssert
*/
void DepthRenderQueue::AddPointLight(const PointLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
/*!
* \brief Adds a spot light to the queue
*
* \param light Light to add
*
* \remark Produces a NazaraAssert
*/
void DepthRenderQueue::AddSpotLight(const SpotLight& light)
{
NazaraAssert(false, "Depth render queue doesn't handle lights");
NazaraUnused(light);
}
/*!
* \brief Adds sprites to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the sprites
* \param vertices Buffer of data for the sprites
* \param spriteCount Number of sprites
* \param overlay Texture of the sprites
*
* \remark Produces a NazaraAssert if material is invalid
*/
void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
NazaraAssert(material, "Invalid material");

View File

@ -37,6 +37,16 @@ namespace Nz
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
}
/*!
* \ingroup graphics
* \class Nz::DepthRenderTechnique
* \brief Graphics class that represents the technique used in depth rendering
*/
/*!
* \brief Constructs a DepthRenderTechnique object by default
*/
DepthRenderTechnique::DepthRenderTechnique() :
m_vertexBuffer(BufferType_Vertex)
{
@ -48,6 +58,12 @@ namespace Nz
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
}
/*!
* \brief Clears the data
*
* \param sceneData Data of the scene
*/
void DepthRenderTechnique::Clear(const SceneData& sceneData) const
{
Renderer::Enable(RendererParameter_DepthBuffer, true);
@ -59,6 +75,13 @@ namespace Nz
// sceneData.background->Draw(sceneData.viewer);
}
/*!
* \brief Draws the data of the scene
* \return true If successful
*
* \param sceneData Data of the scene
*/
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
{
for (auto& pair : m_renderQueue.layers)
@ -81,16 +104,33 @@ namespace Nz
return true;
}
/*!
* \brief Gets the render queue
* \return Pointer to the render queue
*/
AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
/*!
* \brief Gets the type of the current technique
* \return Type of the render technique
*/
RenderTechniqueType DepthRenderTechnique::GetType() const
{
return RenderTechniqueType_Depth;
}
/*!
* \brief Initializes the depth render technique
* \return true If successful
*
* \remark Produces a NazaraError if one shader creation failed
*/
bool DepthRenderTechnique::Initialize()
{
try
@ -149,12 +189,23 @@ namespace Nz
return true;
}
/*!
* \brief Uninitializes the depth render technique
*/
void DepthRenderTechnique::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
/*!
* \brief Draws basic sprites
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*/
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
const Shader* lastShader = nullptr;
@ -180,7 +231,7 @@ namespace Nz
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
UInt32 flags = 0;
if (overlay)
flags |= ShaderFlags_TextureOverlay;
@ -195,26 +246,26 @@ namespace Nz
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
}
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
unsigned int spriteChain = 0; // Which chain of sprites are we treating
unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
do
{
// On ouvre le buffer en écriture
// We open the buffer in writing mode
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
@ -232,7 +283,7 @@ namespace Nz
spriteCount += count;
spriteChainOffset += count;
// Avons-nous traité la chaîne entière ?
// Have we treated the entire chain ?
if (spriteChainOffset == currentChain.spriteCount)
{
spriteChain++;
@ -257,6 +308,13 @@ namespace Nz
}
}
/*!
* \brief Draws billboards
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*/
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
const Shader* lastShader = nullptr;
@ -278,16 +336,16 @@ namespace Nz
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
@ -325,16 +383,16 @@ namespace Nz
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
lastShader = shader;
@ -396,6 +454,13 @@ namespace Nz
}
}
/*!
* \brief Draws opaques models
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*/
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
const Shader* lastShader = nullptr;
@ -415,14 +480,14 @@ namespace Nz
bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
lastShader = shader;
}
@ -441,7 +506,7 @@ namespace Nz
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
@ -464,33 +529,33 @@ namespace Nz
if (instancing)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // The maximum number of instances in one batch
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
// And we draw
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
// Without instancing, we must do a draw call for each instance
// This may be faster than instancing under a certain number
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
@ -502,13 +567,20 @@ namespace Nz
}
}
// Et on remet à zéro les données
// And we set the data back to zero
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
/*!
* \brief Gets the shader uniforms
* \return Uniforms of the shader
*
* \param shader Shader to get uniforms from
*/
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
@ -527,6 +599,12 @@ namespace Nz
return &it->second;
}
/*!
* \brief Handle the invalidation of a shader
*
* \param shader Shader being invalidated
*/
void DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);

View File

@ -7,5 +7,13 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::Drawable
* \brief Graphics class that represents something drawable for our scene
*
* \remark This class is abstract
*/
Drawable::~Drawable() = default;
}

View File

@ -27,6 +27,12 @@ namespace Nz
String filePath;
if (matData.GetStringParameter(MaterialData::FilePath, &filePath))
{
if (!File::Exists(filePath))
{
NazaraWarning("Shader name does not refer to an existing file, \".tga\" is used by default");
filePath += ".tga";
}
MaterialRef material = Material::New();
if (material->LoadFromFile(filePath, parameters.material))
model->SetMaterial(i, std::move(material));

View File

@ -7,10 +7,29 @@
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Remplacer les sinus/cosinus par une lookup table (va booster les perfs d'un bon x10)
///TODO: Replace sinus/cosinus by a lookup table (which will lead to a speed up about 10x)
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::ForwardRenderQueue
* \brief Graphics class that represents the rendering queue for forward rendering
*/
/*!
* \brief Adds billboard to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboard
* \param position Position of the billboard
* \param size Sizes of the billboard
* \param sinCos Rotation of the billboard
* \param color Color of the billboard
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
{
NazaraAssert(material, "Invalid material");
@ -32,37 +51,33 @@ namespace Nz
billboardVector.push_back(BillboardData{color, position, size, sinCos});
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
colorPtr.Reset(&Color::White, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
@ -73,39 +88,35 @@ namespace Nz
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
alphaPtr.Reset(&defaultAlpha, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
@ -116,37 +127,33 @@ namespace Nz
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
colorPtr.Reset(&Color::White, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
@ -161,39 +168,35 @@ namespace Nz
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Sizes of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
alphaPtr.Reset(&defaultAlpha, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
@ -208,37 +211,33 @@ namespace Nz
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
colorPtr.Reset(&Color::White, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
@ -249,39 +248,35 @@ namespace Nz
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param sinCosPtr Rotation of the billboards if null, Vector2f(0.f, 1.f) is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
if (!sinCosPtr)
sinCosPtr.Reset(&defaultSinCos, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
sinCosPtr.Reset(&defaultSinCos, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
alphaPtr.Reset(&defaultAlpha, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
billboardData->center = *positionPtr++;
@ -292,37 +287,33 @@ namespace Nz
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param colorPtr Color of the billboards if null, Color::White is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const Color> colorPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
if (!colorPtr)
colorPtr.Reset(&Color::White, 0); // Pareil
colorPtr.Reset(&Color::White, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
@ -337,39 +328,35 @@ namespace Nz
}
}
/*!
* \brief Adds multiple billboards to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the billboards
* \param count Number of billboards
* \param positionPtr Position of the billboards
* \param sizePtr Size of the billboards
* \param anglePtr Rotation of the billboards if null, 0.f is used
* \param alphaPtr Alpha parameters of the billboards if null, 1.f is used
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const float> anglePtr, SparsePtr<const float> alphaPtr)
{
NazaraAssert(material, "Invalid material");
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
float defaultRotation = 0.f;
if (!anglePtr)
anglePtr.Reset(&defaultRotation, 0); // L'astuce ici est de mettre le stride sur zéro, rendant le pointeur immobile
anglePtr.Reset(&defaultRotation, 0); // The trick here is to put the stride to zero, which leads the pointer to be immobile
float defaultAlpha = 1.f;
if (!alphaPtr)
alphaPtr.Reset(&defaultAlpha, 0); // Pareil
alphaPtr.Reset(&defaultAlpha, 0); // Same
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
BillboardData* billboardData = &billboardVector[prevSize];
BillboardData* billboardData = GetBillboardData(renderOrder, material, count);
for (unsigned int i = 0; i < count; ++i)
{
float sin = std::sin(ToRadians(*anglePtr));
@ -384,6 +371,15 @@ namespace Nz
}
}
/*!
* \brief Adds drawable to the queue
*
* \param renderOrder Order of rendering
* \param drawable Drawable user defined
*
* \remark Produces a NazaraError if drawable is invalid
*/
void ForwardRenderQueue::AddDrawable(int renderOrder, const Drawable* drawable)
{
#if NAZARA_GRAPHICS_SAFE
@ -399,15 +395,29 @@ namespace Nz
otherDrawables.push_back(drawable);
}
/*!
* \brief Adds mesh to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the mesh
* \param meshData Data of the mesh
* \param meshAABB Box of the mesh
* \param transformMatrix Matrix of the mesh
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
{
NazaraAssert(material, "Invalid material");
if (material->IsEnabled(RendererParameter_Blend))
{
Layer& currentLayer = GetLayer(renderOrder);
auto& transparentModels = currentLayer.transparentModels;
auto& transparentModelData = currentLayer.transparentModelData;
// Le matériau est transparent, nous devons rendre ce mesh d'une autre façon (après le rendu des objets opaques et en les triant)
// The material is transparent, we must draw this mesh using another way (after the rendering of opages objects while sorting them)
unsigned int index = transparentModelData.size();
transparentModelData.resize(index+1);
@ -455,14 +465,28 @@ namespace Nz
std::vector<Matrix4f>& instances = it2->second.instances;
instances.push_back(transformMatrix);
// Avons-nous suffisamment d'instances pour que le coût d'utilisation de l'instancing soit payé ?
// Do we have enough instances to perform instancing ?
if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
entry.instancingEnabled = true; // Apparemment oui, activons l'instancing avec ce matériau
entry.instancingEnabled = true; // Thus we can activate it
}
}
/*!
* \brief Adds sprites to the queue
*
* \param renderOrder Order of rendering
* \param material Material of the sprites
* \param vertices Buffer of data for the sprites
* \param spriteCount Number of sprites
* \param overlay Texture of the sprites
*
* \remark Produces a NazaraAssert if material is invalid
*/
void ForwardRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
{
NazaraAssert(material, "Invalid material");
Layer& currentLayer = GetLayer(renderOrder);
auto& basicSprites = currentLayer.basicSprites;
@ -494,6 +518,12 @@ namespace Nz
spriteVector.push_back(SpriteChain_XYZ_Color_UV({vertices, spriteCount}));
}
/*!
* \brief Clears the queue
*
* \param fully Should everything be cleared or we can keep layers
*/
void ForwardRenderQueue::Clear(bool fully)
{
AbstractRenderQueue::Clear(fully);
@ -518,15 +548,21 @@ namespace Nz
}
}
/*!
* \brief Sorts the object according to the viewer position, furthest to nearest
*
* \param viewer Viewer of the scene
*/
void ForwardRenderQueue::Sort(const AbstractViewer* viewer)
{
Planef nearPlane = viewer->GetFrustum().GetPlane(FrustumPlane_Near);
Vector3f viewerPos = viewer->GetEyePosition();
Vector3f viewerNormal = viewer->GetForward();
for (auto& layerPair : layers)
for (auto& pair : layers)
{
Layer& layer = layerPair.second;
Layer& layer = pair.second;
std::sort(layer.transparentModels.begin(), layer.transparentModels.end(), [&layer, &nearPlane, &viewerNormal] (unsigned int index1, unsigned int index2)
{
@ -557,18 +593,61 @@ namespace Nz
}
}
/*!
* \brief Gets the billboard data
* \return Pointer to the data of the billboards
*
* \param renderOrder Order of rendering
* \param material Material of the billboard
*/
ForwardRenderQueue::BillboardData* ForwardRenderQueue::GetBillboardData(int renderOrder, const Material* material, unsigned int count)
{
auto& billboards = GetLayer(renderOrder).billboards;
auto it = billboards.find(material);
if (it == billboards.end())
{
BatchedBillboardEntry entry;
entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &ForwardRenderQueue::OnMaterialInvalidation);
it = billboards.insert(std::make_pair(material, std::move(entry))).first;
}
BatchedBillboardEntry& entry = it->second;
auto& billboardVector = entry.billboards;
unsigned int prevSize = billboardVector.size();
billboardVector.resize(prevSize + count);
return &billboardVector[prevSize];
}
/*!
* \brief Gets the ith layer
* \return Reference to the ith layer for the queue
*
* \param i Index of the layer
*/
ForwardRenderQueue::Layer& ForwardRenderQueue::GetLayer(int i)
{
auto it = layers.find(i);
if (it == layers.end())
it = layers.insert(std::make_pair(i, Layer())).first;
Layer& layer = it->second;
layer.clearCount = 0;
return layer;
}
/*!
* \brief Handle the invalidation of an index buffer
*
* \param indexBuffer Index buffer being invalidated
*/
void ForwardRenderQueue::OnIndexBufferInvalidation(const IndexBuffer* indexBuffer)
{
for (auto& pair : layers)
@ -590,6 +669,12 @@ namespace Nz
}
}
/*!
* \brief Handle the invalidation of a material
*
* \param material Material being invalidated
*/
void ForwardRenderQueue::OnMaterialInvalidation(const Material* material)
{
for (auto& pair : layers)
@ -602,6 +687,12 @@ namespace Nz
}
}
/*!
* \brief Handle the invalidation of a texture
*
* \param texture Texture being invalidated
*/
void ForwardRenderQueue::OnTextureInvalidation(const Texture* texture)
{
for (auto& pair : layers)
@ -615,6 +706,12 @@ namespace Nz
}
}
/*!
* \brief Handle the invalidation of a vertex buffer
*
* \param vertexBuffer Vertex buffer being invalidated
*/
void ForwardRenderQueue::OnVertexBufferInvalidation(const VertexBuffer* vertexBuffer)
{
for (auto& pair : layers)
@ -635,6 +732,14 @@ namespace Nz
}
}
/*!
* \brief Functor to compare two batched billboard with material
* \return true If first material is "smaller" than the second one
*
* \param mat1 First material to compare
* \param mat2 Second material to compare
*/
bool ForwardRenderQueue::BatchedBillboardComparator::operator()(const Material* mat1, const Material* mat2) const
{
const UberShader* uberShader1 = mat1->GetShader();
@ -655,6 +760,14 @@ namespace Nz
return mat1 < mat2;
}
/*!
* \brief Functor to compare two batched model with material
* \return true If first material is "smaller" than the second one
*
* \param mat1 First material to compare
* \param mat2 Second material to compare
*/
bool ForwardRenderQueue::BatchedModelMaterialComparator::operator()(const Material* mat1, const Material* mat2) const
{
const UberShader* uberShader1 = mat1->GetShader();
@ -675,6 +788,14 @@ namespace Nz
return mat1 < mat2;
}
/*!
* \brief Functor to compare two batched sprites with material
* \return true If first material is "smaller" than the second one
*
* \param mat1 First material to compare
* \param mat2 Second material to compare
*/
bool ForwardRenderQueue::BatchedSpriteMaterialComparator::operator()(const Material* mat1, const Material* mat2)
{
const UberShader* uberShader1 = mat1->GetShader();
@ -695,6 +816,14 @@ namespace Nz
return mat1 < mat2;
}
/*!
* \brief Functor to compare two mesh data
* \return true If first mesh is "smaller" than the second one
*
* \param data1 First mesh to compare
* \param data2 Second mesh to compare
*/
bool ForwardRenderQueue::MeshDataComparator::operator()(const MeshData& data1, const MeshData& data2) const
{
const Buffer* buffer1;

View File

@ -33,10 +33,20 @@ namespace Nz
Vector2f uv;
};
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max()/6;
unsigned int s_vertexBufferSize = 4*1024*1024; // 4 MiB
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
}
/*!
* \ingroup graphics
* \class Nz::ForwardRenderTechnique
* \brief Graphics class that represents the technique used in forward rendering
*/
/*!
* \brief Constructs a ForwardRenderTechnique object by default
*/
ForwardRenderTechnique::ForwardRenderTechnique() :
m_vertexBuffer(BufferType_Vertex),
m_maxLightPassPerObject(3)
@ -49,6 +59,12 @@ namespace Nz
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
}
/*!
* \brief Clears the data
*
* \param sceneData Data of the scene
*/
void ForwardRenderTechnique::Clear(const SceneData& sceneData) const
{
Renderer::Enable(RendererParameter_DepthBuffer, true);
@ -59,6 +75,15 @@ namespace Nz
sceneData.background->Draw(sceneData.viewer);
}
/*!
* \brief Draws the data of the scene
* \return true If successful
*
* \param sceneData Data of the scene
*
* \remark Produces a NazaraAssert if viewer of the scene is invalid
*/
bool ForwardRenderTechnique::Draw(const SceneData& sceneData) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -88,55 +113,83 @@ namespace Nz
return true;
}
/*!
* \brief Gets the maximum number of lights available per pass per object
* \return Maximum number of light simulatenously per object
*/
unsigned int ForwardRenderTechnique::GetMaxLightPassPerObject() const
{
return m_maxLightPassPerObject;
}
/*!
* \brief Gets the render queue
* \return Pointer to the render queue
*/
AbstractRenderQueue* ForwardRenderTechnique::GetRenderQueue()
{
return &m_renderQueue;
}
/*!
* \brief Gets the type of the current technique
* \return Type of the render technique
*/
RenderTechniqueType ForwardRenderTechnique::GetType() const
{
return RenderTechniqueType_BasicForward;
}
void ForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int passCount)
/*!
* \brief Sets the maximum number of lights available per pass per object
*
* \param passCount Maximum number of light simulatenously per object
*/
void ForwardRenderTechnique::SetMaxLightPassPerObject(unsigned int maxLightPassPerObject)
{
m_maxLightPassPerObject = passCount;
m_maxLightPassPerObject = maxLightPassPerObject;
}
/*!
* \brief Initializes the forward render technique
* \return true If successful
*
* \remark Produces a NazaraError if one shader creation failed
*/
bool ForwardRenderTechnique::Initialize()
{
try
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
s_quadIndexBuffer.Reset(false, s_maxQuads*6, DataStorage_Hardware, BufferUsage_Static);
s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
for (unsigned int i = 0; i < s_maxQuads; ++i)
{
*indices++ = i*4 + 0;
*indices++ = i*4 + 2;
*indices++ = i*4 + 1;
*indices++ = i * 4 + 0;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 1;
*indices++ = i*4 + 2;
*indices++ = i*4 + 3;
*indices++ = i*4 + 1;
*indices++ = i * 4 + 2;
*indices++ = i * 4 + 3;
*indices++ = i * 4 + 1;
}
mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
mapper.Unmap(); // No point to keep the buffer open any longer
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
//Note: Les UV sont calculés dans le shader
// Quad buffer (used for instancing of billboards and sprites)
//Note: UV are computed in the shader
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
float vertices[2*4] = {
float vertices[2 * 4] = {
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
@ -145,14 +198,14 @@ namespace Nz
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
// Déclaration lors du rendu des billboards par sommet
// Declaration used when rendering the vertex billboards
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Color, ComponentType_Color, NazaraOffsetOf(BillboardPoint, color));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Position, ComponentType_Float3, NazaraOffsetOf(BillboardPoint, position));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_TexCoord, ComponentType_Float2, NazaraOffsetOf(BillboardPoint, uv));
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Englobe sincos
s_billboardVertexDeclaration.EnableComponent(VertexComponent_Userdata0, ComponentType_Float4, NazaraOffsetOf(BillboardPoint, size)); // Includes sincos
// Declaration utilisée lors du rendu des billboards par instancing
// L'avantage ici est la copie directe (std::memcpy) des données de la RenderQueue vers le buffer GPU
// Declaration used when rendering the billboards with intancing
// The main advantage is the direct copy (std::memcpy) of data in the RenderQueue to the GPU buffer
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
@ -169,12 +222,23 @@ namespace Nz
return true;
}
/*!
* \brief Uninitializes the forward render technique
*/
void ForwardRenderTechnique::Uninitialize()
{
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
/*!
* \brief Chooses the nearest lights for one object
*
* \param object Sphere symbolising the object
* \param includeDirectionalLights Should directional lights be included in the computation
*/
void ForwardRenderTechnique::ChooseLights(const Spheref& object, bool includeDirectionalLights) const
{
m_lights.clear();
@ -213,6 +277,15 @@ namespace Nz
});
}
/*!
* \brief Draws basic sprites
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -240,7 +313,7 @@ namespace Nz
unsigned int spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
UInt32 flags = ShaderFlags_VertexColor;
if (overlay)
flags |= ShaderFlags_TextureOverlay;
@ -255,46 +328,46 @@ namespace Nz
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
}
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Overlay
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
unsigned int spriteChain = 0; // Quelle chaîne de sprite traitons-nous
unsigned int spriteChainOffset = 0; // À quel offset dans la dernière chaîne nous sommes-nous arrêtés
unsigned int spriteChain = 0; // Which chain of sprites are we treating
unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
do
{
// On ouvre le buffer en écriture
// We open the buffer in writing mode
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
unsigned int spriteCount = 0;
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount()/4);
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
do
{
ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain.vertices + spriteChainOffset*4, 4*count*sizeof(VertexStruct_XYZ_Color_UV));
vertices += count*4;
std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
vertices += count * 4;
spriteCount += count;
spriteChainOffset += count;
// Avons-nous traité la chaîne entière ?
// Have we treated the entire chain ?
if (spriteChainOffset == currentChain.spriteCount)
{
spriteChain++;
@ -305,7 +378,7 @@ namespace Nz
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount * 6);
}
while (spriteChain < spriteChainCount);
@ -313,12 +386,21 @@ namespace Nz
}
}
// On remet à zéro
// We set it back to zero
matEntry.enabled = false;
}
}
}
/*!
* \brief Draws billboards
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -342,18 +424,18 @@ namespace Nz
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_Instancing | ShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
@ -391,32 +473,32 @@ namespace Nz
unsigned int billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
const Shader* shader = material->Apply(ShaderFlags_Billboard | ShaderFlags_VertexColor);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
}
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount()/4);
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount*4);
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
BillboardPoint* vertices = static_cast<BillboardPoint*>(vertexMapper.GetPointer());
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
@ -454,7 +536,7 @@ namespace Nz
vertexMapper.Unmap();
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount * 6);
}
while (billboardCount > 0);
@ -464,6 +546,15 @@ namespace Nz
}
}
/*!
* \brief Draws opaques models
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -483,25 +574,25 @@ namespace Nz
{
const Material* material = matIt.first;
// Nous utilisons de l'instancing que lorsqu'aucune lumière (autre que directionnelle) n'est active
// Ceci car l'instancing n'est pas compatible avec la recherche des lumières les plus proches
// (Le deferred shading n'a pas ce problème)
// We only use instancing when no light (other than directional) is active
// This is because instancing is not compatible with the search of nearest lights
// Deferred shading does not have this problem
bool noPointSpotLight = m_renderQueue.pointLights.empty() && m_renderQueue.spotLights.empty();
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0, 0, &freeTextureUnit);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
lastShader = shader;
@ -521,7 +612,7 @@ namespace Nz
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
// Handle draw call before rendering loop
Renderer::DrawCall drawFunc;
Renderer::DrawCallInstanced instancedDrawFunc;
unsigned int indexCount;
@ -544,17 +635,17 @@ namespace Nz
if (instancing)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
// Avec l'instancing, impossible de sélectionner les lumières pour chaque objet
// Du coup, il n'est activé que pour les lumières directionnelles
// With instancing, impossible to select the lights for each object
// So, it's only activated for directional lights
unsigned int lightCount = m_renderQueue.directionalLights.size();
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc();
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
if (shaderUniforms->hasLightUniforms)
@ -564,10 +655,10 @@ namespace Nz
if (pass == 1)
{
// Pour additionner le résultat des calculs de lumière
// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
// (Autrement dit, sans blending)
// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
// To add the result of light computations
// We won't interfeer with materials parameters because we only render opaques objects
// (A.K.A., without blending)
// About the depth function, it must be applied only the first time
Renderer::Enable(RendererParameter_Blend, true);
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
Renderer::SetDepthFunc(RendererComparison_Equal);
@ -575,32 +666,32 @@ namespace Nz
// Sends the uniforms
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i);
// Et on passe à l'affichage
// And we give them to draw
drawFunc(meshData.primitiveMode, 0, indexCount);
}
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Le nombre maximum d'instances en une fois
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
while (instanceCount > 0)
{
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// On remplit l'instancing buffer avec nos matrices world
// We fill the instancing buffer with our world matrices
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
instanceMatrices += renderedInstanceCount;
// Et on affiche
// And we draw
instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
}
}
// On n'oublie pas de désactiver le blending pour ne pas interférer sur le reste du rendu
// We don't forget to disable the blending to avoid to interfeer with the rest of the rendering
Renderer::Enable(RendererParameter_Blend, false);
Renderer::SetDepthFunc(oldDepthFunc);
}
@ -617,19 +708,19 @@ namespace Nz
Renderer::SetMatrix(MatrixType_World, matrix);
unsigned int lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // Dans le cas où nous aurions à le changer
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount-1)/NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
{
lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
if (pass == 1)
{
// Pour additionner le résultat des calculs de lumière
// Aucune chance d'interférer avec les paramètres du matériau car nous ne rendons que les objets opaques
// (Autrement dit, sans blending)
// Quant à la fonction de profondeur, elle ne doit être appliquée que la première fois
// To add the result of light computations
// We won't interfeer with materials parameters because we only render opaques objects
// (A.K.A., without blending)
// About the depth function, it must be applied only the first time
Renderer::Enable(RendererParameter_Blend, true);
Renderer::SetBlendFunc(BlendFunc_One, BlendFunc_One);
Renderer::SetDepthFunc(RendererComparison_Equal);
@ -639,7 +730,7 @@ namespace Nz
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
// Et on passe à l'affichage
// And we draw
drawFunc(meshData.primitiveMode, 0, indexCount);
}
@ -649,9 +740,9 @@ namespace Nz
}
else
{
// Sans instancing, on doit effectuer un draw call pour chaque instance
// Cela reste néanmoins plus rapide que l'instancing en dessous d'un certain nombre d'instances
// À cause du temps de modification du buffer d'instancing
// Without instancing, we must do a draw call for each instance
// This may be faster than instancing under a certain number
// Due to the time to modify the instancing buffer
for (const Matrix4f& matrix : instances)
{
Renderer::SetMatrix(MatrixType_World, matrix);
@ -664,13 +755,22 @@ namespace Nz
}
}
// Et on remet à zéro les données
// And we set the data back to zero
matEntry.enabled = false;
matEntry.instancingEnabled = false;
}
}
}
/*!
* \brief Draws transparent models
*
* \param sceneData Data of the scene
* \param layer Layer of the rendering
*
* \remark Produces a NazaraAssert is viewer is invalid
*/
void ForwardRenderTechnique::DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
{
NazaraAssert(sceneData.viewer, "Invalid viewer");
@ -683,25 +783,25 @@ namespace Nz
{
const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
// Matériau
// Material
const Material* material = modelData.material;
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
// We begin to apply the material (and get the shader activated doing so)
UInt8 freeTextureUnit;
const Shader* shader = material->Apply(0, 0, &freeTextureUnit);
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
// Uniforms are conserved in our program, there's no point to send them back until they change
if (shader != lastShader)
{
// Index des uniformes dans le shader
// Index of uniforms in the shader
shaderUniforms = GetShaderUniforms(shader);
// Couleur ambiante de la scène
// Ambiant color of the scene
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
// Position de la caméra
// Position of the camera
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
// We send the directional lights if there is one (same for all)
if (shaderUniforms->hasLightUniforms)
{
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
@ -720,7 +820,7 @@ namespace Nz
const IndexBuffer* indexBuffer = meshData.indexBuffer;
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
// Gestion du draw call avant la boucle de rendu
// Handle draw call before the rendering loop
Renderer::DrawCall drawFunc;
unsigned int indexCount;
@ -754,6 +854,13 @@ namespace Nz
}
}
/*!
* \brief Gets the shader uniforms
* \return Uniforms of the shader
*
* \param shader Shader to get uniforms from
*/
const ForwardRenderTechnique::ShaderUniforms* ForwardRenderTechnique::GetShaderUniforms(const Shader* shader) const
{
auto it = m_shaderUniforms.find(shader);
@ -795,6 +902,12 @@ namespace Nz
return &it->second;
}
/*!
* \brief Handle the invalidation of a shader
*
* \param shader Shader being invalidated
*/
void ForwardRenderTechnique::OnShaderInvalidated(const Shader* shader) const
{
m_shaderUniforms.erase(shader);

View File

@ -28,15 +28,29 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::Graphics
* \brief Graphics class that represents the module initializer of Graphics
*/
/*!
* \brief Initializes the Graphics module
* \return true if initialization is successful
*
* \remark Produces a NazaraNotice
* \remark Produces a NazaraError if one submodule failed
*/
bool Graphics::Initialize()
{
if (s_moduleReferenceCounter > 0)
if (IsInitialized())
{
s_moduleReferenceCounter++;
return true; // Déjà initialisé
return true; // Already initialized
}
// Initialisation des dépendances
// Initialisation of dependances
if (!Renderer::Initialize())
{
NazaraError("Failed to initialize Renderer module");
@ -45,7 +59,7 @@ namespace Nz
s_moduleReferenceCounter++;
// Initialisation du module
// Initialisation of the module
CallOnExit onExit(Graphics::Uninitialize);
if (!Material::Initialize())
@ -96,7 +110,7 @@ namespace Nz
return false;
}
// Loaders génériques
// Generic loaders
Loaders::RegisterMesh();
Loaders::RegisterTexture();
@ -133,43 +147,54 @@ namespace Nz
return true;
}
/*!
* \brief Checks whether the module is initialized
* \return true if module is initialized
*/
bool Graphics::IsInitialized()
{
return s_moduleReferenceCounter != 0;
}
/*!
* \brief Uninitializes the Core module
*
* \remark Produces a NazaraNotice
*/
void Graphics::Uninitialize()
{
if (s_moduleReferenceCounter != 1)
{
// Le module est soit encore utilisé, soit pas initialisé
// The module is still in use, or can not be uninitialized
if (s_moduleReferenceCounter > 1)
s_moduleReferenceCounter--;
return;
}
// Libération du module
// Free of module
s_moduleReferenceCounter = 0;
// Libération de l'atlas s'il vient de nous
// Free of atlas if it is ours
std::shared_ptr<AbstractAtlas> defaultAtlas = Font::GetDefaultAtlas();
if (defaultAtlas && defaultAtlas->GetStorage() & DataStorage_Hardware)
{
Font::SetDefaultAtlas(nullptr);
// La police par défaut peut faire vivre un atlas hardware après la libération du module (ce qui va être problématique)
// du coup, si la police par défaut utilise un atlas hardware, on lui enlève.
// Je n'aime pas cette solution mais je n'en ai pas de meilleure sous la main pour l'instant
// The default police can make live one hardware atlas after the free of a module (which could be problematic)
// So, if the default police use a hardware atlas, we stole it.
// I don't like this solution, but I don't have any better
if (!defaultAtlas.unique())
{
// Encore au moins une police utilise l'atlas
// Still at least one police use the atlas
Font* defaultFont = Font::GetDefault();
defaultFont->SetAtlas(nullptr);
if (!defaultAtlas.unique())
{
// Toujours pas seuls propriétaires ? Ah ben zut.
// Still not the only one to own it ? Then crap.
NazaraWarning("Default font atlas uses hardware storage and is still used");
}
}
@ -195,7 +220,7 @@ namespace Nz
NazaraNotice("Uninitialized: Graphics module");
// Libération des dépendances
// Free of dependances
Renderer::Uninitialize();
}

View File

@ -9,11 +9,32 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::GuillotineTextureAtlas
* \brief Graphics class that represents an atlas texture for guillotine
*/
/*!
* \brief Gets the underlying data storage
* \return Value of the enumeration of the underlying data storage
*/
UInt32 GuillotineTextureAtlas::GetStorage() const
{
return DataStorage_Hardware;
}
/*!
* \brief Resizes the image
* \return Updated texture
*
* \param oldImage Old image to resize
* \param size New image size
*
* \remark Produces a NazaraError if resize failed
*/
AbstractImage* GuillotineTextureAtlas::ResizeImage(AbstractImage* oldImage, const Vector2ui& size) const
{
std::unique_ptr<Texture> newTexture(new Texture);
@ -23,8 +44,8 @@ namespace Nz
{
Texture* oldTexture = static_cast<Texture*>(oldImage);
// Copie des anciennes données
///TODO: Copie de texture à texture
// Copy of old data
///TODO: Copy from texture to texture
Image image;
if (!oldTexture->Download(&image))
{
@ -43,8 +64,7 @@ namespace Nz
}
else
{
// Si on arrive ici c'est que la taille demandée est trop grande pour la carte graphique
// ou que nous manquons de mémoire
// If we are here, it is that the size is too big for the graphic card or we don't have enough
return nullptr;
}
}

View File

@ -7,16 +7,43 @@
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::InstancedRenderable
* \brief Graphics class that represents an instancer renderable
*
* \remark This class is abstract
*/
/*!
* \brief Destructs the object and calls OnInstancedRenderableRelease
*
* \see OnInstancedRenderableRelease
*/
InstancedRenderable::~InstancedRenderable()
{
OnInstancedRenderableRelease(this);
}
/*!
* \brief Culls the instanced if not in the frustum
* \return true If instanced is in the frustum
*
* \param frustum Symbolizing the field of view
* \param transformMatrix Matrix transformation for our object
*/
bool InstancedRenderable::Cull(const Frustumf& frustum, const InstanceData& instanceData) const
{
return frustum.Contains(instanceData.volume);
}
/*!
* \brief Gets the bounding volume
* \return Bounding volume of the instanced
*/
const BoundingVolumef& InstancedRenderable::GetBoundingVolume() const
{
EnsureBoundingVolumeUpdated();
@ -24,11 +51,30 @@ namespace Nz
return m_boundingVolume;
}
/*!
* \brief Invalidates data for instanced
*
* \param instanceData Pointer to data of instances
* \param flags Flags for the instances
*
* \remark Produces a NazaraAssert if instanceData is invalid
*/
void InstancedRenderable::InvalidateData(InstanceData* instanceData, UInt32 flags) const
{
NazaraAssert(instanceData, "Invalid instance data");
instanceData->flags |= flags;
}
/*!
* \brief Updates the bounding volume
*
* \param instanceData Pointer to data of instances
*
* \remark Produces a NazaraAssert if instanceData is invalid
*/
void InstancedRenderable::UpdateBoundingVolume(InstanceData* instanceData) const
{
NazaraAssert(instanceData, "Invalid instance data");
@ -37,6 +83,14 @@ namespace Nz
instanceData->volume.Update(instanceData->transformMatrix);
}
/*!
* \brief Updates the instance data
*
* \param instanceData Pointer to data of instances
*
* \remark Produces a NazaraAssert if instanceData is invalid
*/
void InstancedRenderable::UpdateData(InstanceData* instanceData) const
{
NazaraAssert(instanceData, "Invalid instance data");

View File

@ -13,11 +13,23 @@
#include <cstring>
#include <Nazara/Graphics/Debug.hpp>
///TODO: Utilisation des UBOs
///TODO: Use of UBOs
///TODO: Scale ?
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::Light
* \brief Graphics class that represents a light
*/
/*!
* \brief Constructs a Light object with a type
*
* \param type Type of the light
*/
Light::Light(LightType type) :
m_type(type),
m_shadowMapFormat(PixelFormatType_Depth16),
@ -34,6 +46,15 @@ namespace Nz
SetRadius(5.f);
}
/*!
* \brief Adds this light to the render queue
*
* \param renderQueue Queue to be added
* \param transformMatrix Matrix transformation for this light
*
* \remark Produces a NazaraError if type is invalid
*/
void Light::AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const
{
static Matrix4f biasMatrix(0.5f, 0.f, 0.f, 0.f,
@ -100,16 +121,36 @@ namespace Nz
}
}
/*!
* \brief Clones this light
* \return Pointer to newly allocated Light
*/
Light* Light::Clone() const
{
return new Light(*this);
}
/*!
* \brief Creates a default light
* \return Pointer to newly allocated light
*/
Light* Light::Create() const
{
return new Light;
}
/*!
* \brief Culls the light if not in the frustum
* \return true If light is in the frustum
*
* \param frustum Symbolizing the field of view
* \param transformMatrix Matrix transformation for our object
*
* \remark Produces a NazaraError if type is invalid
*/
bool Light::Cull(const Frustumf& frustum, const Matrix4f& transformMatrix) const
{
switch (m_type)
@ -128,6 +169,14 @@ namespace Nz
return false;
}
/*!
* \brief Updates the bounding volume by a matrix
*
* \param transformMatrix Matrix transformation for our bounding volume
*
* \remark Produces a NazaraError if type is invalid
*/
void Light::UpdateBoundingVolume(const Matrix4f& transformMatrix)
{
switch (m_type)
@ -149,6 +198,12 @@ namespace Nz
}
}
/*
* \brief Makes the bounding volume of this light
*
* \remark Produces a NazaraError if type is invalid
*/
void Light::MakeBoundingVolume() const
{
switch (m_type)
@ -166,19 +221,19 @@ namespace Nz
case LightType_Spot:
{
// On forme une boite sur l'origine
// We make a box center in the origin
Boxf box(Vector3f::Zero());
// On calcule le reste des points
Vector3f base(Vector3f::Forward()*m_radius);
// We compute the other points
Vector3f base(Vector3f::Forward() * m_radius);
// Il nous faut maintenant le rayon du cercle projeté à cette distance
// Tangente = Opposé/Adjaçent <=> Opposé = Adjaçent*Tangente
// Now we need the radius of the projected circle depending on the distance
// Tangent = Opposite/Adjacent <=> Opposite = Adjacent * Tangent
float radius = m_radius * m_outerAngleTangent;
Vector3f lExtend = Vector3f::Left()*radius;
Vector3f uExtend = Vector3f::Up()*radius;
Vector3f lExtend = Vector3f::Left() * radius;
Vector3f uExtend = Vector3f::Up() * radius;
// Et on ajoute ensuite les quatres extrémités de la pyramide
// And we add the four extremities of our pyramid
box.ExtendTo(base + lExtend + uExtend);
box.ExtendTo(base + lExtend - uExtend);
box.ExtendTo(base - lExtend + uExtend);
@ -194,6 +249,10 @@ namespace Nz
}
}
/*!
* \brief Updates the shadow map
*/
void Light::UpdateShadowMap() const
{
if (m_shadowCastingEnabled)

View File

@ -3,7 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#ifndef NAZARA_RENDERER_OPENGL
#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
#define NAZARA_RENDERER_OPENGL // Mandatory to include the OpenGL headers
#endif
#include <Nazara/Graphics/Material.hpp>
@ -36,6 +36,17 @@ namespace Nz
};
}
/*!
* \ingroup graphics
* \class Nz::Material
* \brief Graphics class that represents a material
*/
/*!
* \brief Checks whether the parameters for the material are correct
* \return true If parameters are valid
*/
bool MaterialParams::IsValid() const
{
if (!UberShaderLibrary::Has(shaderName))
@ -44,6 +55,15 @@ namespace Nz
return true;
}
/*!
* \brief Applies shader to the material
* \return Constant pointer to the shader
*
* \param shaderFlags Flags for the shader
* \param textureUnit Unit for the texture GL_TEXTURE"i"
* \param lastUsedUnit Optional argument to get the last texture unit
*/
const Shader* Material::Apply(UInt32 shaderFlags, UInt8 textureUnit, UInt8* lastUsedUnit) const
{
const ShaderInstance& instance = m_shaders[shaderFlags];
@ -123,6 +143,13 @@ namespace Nz
return instance.shader;
}
/*!
* \brief Builds the material from parameters
*
* \param matData Data information for the material
* \param matParams Parameters for the material
*/
void Material::BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams)
{
Color color;
@ -283,6 +310,10 @@ namespace Nz
SetShader(matParams.shaderName);
}
/*!
* \brief Resets the material, cleans everything
*/
void Material::Reset()
{
OnMaterialReset(this);
@ -319,9 +350,15 @@ namespace Nz
SetShader("Basic");
}
/*!
* \brief Copies the other material
*
* \param material Material to copy into this
*/
void Material::Copy(const Material& material)
{
// Copie des états de base
// Copy of base states
m_alphaTestEnabled = material.m_alphaTestEnabled;
m_alphaThreshold = material.m_alphaThreshold;
m_ambientColor = material.m_ambientColor;
@ -337,7 +374,7 @@ namespace Nz
m_states = material.m_states;
m_transformEnabled = material.m_transformEnabled;
// Copie des références de texture
// Copy of reference to the textures
m_alphaMap = material.m_alphaMap;
m_depthMaterial = material.m_depthMaterial;
m_diffuseMap = material.m_diffuseMap;
@ -347,10 +384,16 @@ namespace Nz
m_specularMap = material.m_specularMap;
m_uberShader = material.m_uberShader;
// On copie les instances de shader par la même occasion
std::memcpy(&m_shaders[0], &material.m_shaders[0], (ShaderFlags_Max+1)*sizeof(ShaderInstance));
// We copy the instances of the shader too
std::memcpy(&m_shaders[0], &material.m_shaders[0], (ShaderFlags_Max + 1) * sizeof(ShaderInstance));
}
/*!
* \brief Generates the shader based on flag
*
* \param flags Flag for the shaer
*/
void Material::GenerateShader(UInt32 flags) const
{
ParameterList list;
@ -396,6 +439,13 @@ namespace Nz
#undef CacheUniform
}
/*!
* \brief Initializes the material librairies
* \return true If successful
*
* \remark Produces a NazaraError if the material library failed to be initialized
*/
bool Material::Initialize()
{
if (!MaterialLibrary::Initialize())
@ -462,6 +512,10 @@ namespace Nz
return true;
}
/*!
* \brief Uninitializes the material librairies
*/
void Material::Uninitialize()
{
s_defaultMaterial.Reset();

Some files were not shown because too many files have changed in this diff Show More