Merge branch 'master' into vulkan
Former-commit-id: 5e11ffb71a4deddeaa44a1b1e93aeea97525bd9c
This commit is contained in:
commit
ef66c09719
|
|
@ -1,6 +1,8 @@
|
||||||
# Nazara build
|
# Nazara build
|
||||||
examples/bin/*.exe
|
examples/bin/*.exe
|
||||||
examples/bin/*.pdb
|
examples/bin/*.pdb
|
||||||
|
examples/bin/*.dll
|
||||||
|
examples/bin/*.so
|
||||||
tests/*.exe
|
tests/*.exe
|
||||||
tests/*.pdb
|
tests/*.pdb
|
||||||
lib/*
|
lib/*
|
||||||
|
|
|
||||||
|
|
@ -2,9 +2,9 @@
|
||||||
// This file is part of the "Nazara Development Kit"
|
// This file is part of the "Nazara Development Kit"
|
||||||
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
|
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
|
||||||
|
|
||||||
|
#include <NDK/Components/CameraComponent.hpp>
|
||||||
#include <Nazara/Core/Error.hpp>
|
#include <Nazara/Core/Error.hpp>
|
||||||
#include <Nazara/Math/Algorithm.hpp>
|
#include <Nazara/Math/Algorithm.hpp>
|
||||||
#include "CameraComponent.hpp"
|
|
||||||
|
|
||||||
namespace Ndk
|
namespace Ndk
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -17,7 +17,7 @@ namespace Ndk
|
||||||
EntityOwner() = default;
|
EntityOwner() = default;
|
||||||
explicit EntityOwner(Entity* entity);
|
explicit EntityOwner(Entity* entity);
|
||||||
EntityOwner(const EntityOwner& handle) = delete;
|
EntityOwner(const EntityOwner& handle) = delete;
|
||||||
EntityOwner(EntityOwner&& handle);
|
EntityOwner(EntityOwner&& handle) noexcept = default;
|
||||||
~EntityOwner();
|
~EntityOwner();
|
||||||
|
|
||||||
void Reset(Entity* entity = nullptr);
|
void Reset(Entity* entity = nullptr);
|
||||||
|
|
@ -25,7 +25,7 @@ namespace Ndk
|
||||||
|
|
||||||
EntityOwner& operator=(Entity* entity);
|
EntityOwner& operator=(Entity* entity);
|
||||||
EntityOwner& operator=(const EntityOwner& handle) = delete;
|
EntityOwner& operator=(const EntityOwner& handle) = delete;
|
||||||
EntityOwner& operator=(EntityOwner&& handle);
|
EntityOwner& operator=(EntityOwner&& handle) noexcept = default;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -14,11 +14,6 @@ namespace Ndk
|
||||||
Reset(entity);
|
Reset(entity);
|
||||||
}
|
}
|
||||||
|
|
||||||
inline EntityOwner::EntityOwner(EntityOwner&& handle) :
|
|
||||||
EntityHandle(std::move(handle))
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
inline EntityOwner::~EntityOwner()
|
inline EntityOwner::~EntityOwner()
|
||||||
{
|
{
|
||||||
Reset(nullptr);
|
Reset(nullptr);
|
||||||
|
|
@ -44,13 +39,6 @@ namespace Ndk
|
||||||
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
inline EntityOwner& EntityOwner::operator=(EntityOwner&& handle)
|
|
||||||
{
|
|
||||||
Reset(std::move(handle));
|
|
||||||
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
namespace std
|
namespace std
|
||||||
|
|
|
||||||
|
|
@ -170,7 +170,7 @@ namespace Nz
|
||||||
return 1;
|
return 1;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
*address = *(*static_cast<IpAddress**>(instance.CheckUserdata(index, "IpAddress")));
|
*address = *static_cast<IpAddress*>(instance.CheckUserdata(index, "IpAddress"));
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -37,29 +37,6 @@ namespace Ndk
|
||||||
|
|
||||||
void RegisterClasses(Nz::LuaInstance& instance);
|
void RegisterClasses(Nz::LuaInstance& instance);
|
||||||
|
|
||||||
private:
|
|
||||||
void BindCore();
|
|
||||||
void BindMath();
|
|
||||||
void BindNetwork();
|
|
||||||
void BindSDK();
|
|
||||||
void BindUtility();
|
|
||||||
|
|
||||||
void RegisterCore(Nz::LuaInstance& instance);
|
|
||||||
void RegisterMath(Nz::LuaInstance& instance);
|
|
||||||
void RegisterNetwork(Nz::LuaInstance& instance);
|
|
||||||
void RegisterSDK(Nz::LuaInstance& instance);
|
|
||||||
void RegisterUtility(Nz::LuaInstance& instance);
|
|
||||||
|
|
||||||
#ifndef NDK_SERVER
|
|
||||||
void BindAudio();
|
|
||||||
void BindGraphics();
|
|
||||||
void BindRenderer();
|
|
||||||
|
|
||||||
void RegisterAudio(Nz::LuaInstance& instance);
|
|
||||||
void RegisterGraphics(Nz::LuaInstance& instance);
|
|
||||||
void RegisterRenderer(Nz::LuaInstance& instance);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Core
|
// Core
|
||||||
Nz::LuaClass<Nz::Clock> clockClass;
|
Nz::LuaClass<Nz::Clock> clockClass;
|
||||||
Nz::LuaClass<Nz::Directory> directoryClass;
|
Nz::LuaClass<Nz::Directory> directoryClass;
|
||||||
|
|
@ -89,19 +66,6 @@ namespace Ndk
|
||||||
Nz::LuaClass<VelocityComponentHandle> velocityComponent;
|
Nz::LuaClass<VelocityComponentHandle> velocityComponent;
|
||||||
Nz::LuaClass<WorldHandle> worldClass;
|
Nz::LuaClass<WorldHandle> worldClass;
|
||||||
|
|
||||||
using AddComponentFunc = int(*)(Nz::LuaInstance&, EntityHandle&);
|
|
||||||
using GetComponentFunc = int(*)(Nz::LuaInstance&, BaseComponent&);
|
|
||||||
|
|
||||||
struct ComponentBinding
|
|
||||||
{
|
|
||||||
AddComponentFunc adder;
|
|
||||||
ComponentIndex index;
|
|
||||||
GetComponentFunc getter;
|
|
||||||
Nz::String name;
|
|
||||||
};
|
|
||||||
|
|
||||||
std::vector<ComponentBinding> m_componentBinding;
|
|
||||||
|
|
||||||
#ifndef NDK_SERVER
|
#ifndef NDK_SERVER
|
||||||
// Audio
|
// Audio
|
||||||
Nz::LuaClass<Nz::Music> musicClass;
|
Nz::LuaClass<Nz::Music> musicClass;
|
||||||
|
|
@ -117,6 +81,46 @@ namespace Ndk
|
||||||
Nz::LuaClass<ConsoleHandle> consoleClass;
|
Nz::LuaClass<ConsoleHandle> consoleClass;
|
||||||
Nz::LuaClass<GraphicsComponentHandle> graphicsComponent;
|
Nz::LuaClass<GraphicsComponentHandle> graphicsComponent;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
private:
|
||||||
|
void BindCore();
|
||||||
|
void BindMath();
|
||||||
|
void BindNetwork();
|
||||||
|
void BindSDK();
|
||||||
|
void BindUtility();
|
||||||
|
|
||||||
|
void RegisterCore(Nz::LuaInstance& instance);
|
||||||
|
void RegisterMath(Nz::LuaInstance& instance);
|
||||||
|
void RegisterNetwork(Nz::LuaInstance& instance);
|
||||||
|
void RegisterSDK(Nz::LuaInstance& instance);
|
||||||
|
void RegisterUtility(Nz::LuaInstance& instance);
|
||||||
|
|
||||||
|
#ifndef NDK_SERVER
|
||||||
|
void BindAudio();
|
||||||
|
void BindGraphics();
|
||||||
|
void BindRenderer();
|
||||||
|
|
||||||
|
void RegisterAudio(Nz::LuaInstance& instance);
|
||||||
|
void RegisterGraphics(Nz::LuaInstance& instance);
|
||||||
|
void RegisterRenderer(Nz::LuaInstance& instance);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
using AddComponentFunc = int(*)(Nz::LuaInstance&, EntityHandle&);
|
||||||
|
using GetComponentFunc = int(*)(Nz::LuaInstance&, BaseComponent&);
|
||||||
|
|
||||||
|
struct ComponentBinding
|
||||||
|
{
|
||||||
|
AddComponentFunc adder;
|
||||||
|
ComponentIndex index;
|
||||||
|
GetComponentFunc getter;
|
||||||
|
Nz::String name;
|
||||||
|
};
|
||||||
|
|
||||||
|
ComponentBinding* QueryComponentIndex(Nz::LuaInstance& lua, int argIndex = 1);
|
||||||
|
|
||||||
|
std::vector<ComponentBinding> m_componentBinding;
|
||||||
|
std::unordered_map<Nz::String, ComponentIndex> m_componentBindingByName;
|
||||||
};
|
};
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
|
|
|
||||||
|
|
@ -21,6 +21,7 @@ namespace Ndk
|
||||||
m_componentBinding.resize(T::componentIndex + 1);
|
m_componentBinding.resize(T::componentIndex + 1);
|
||||||
|
|
||||||
m_componentBinding[T::componentIndex] = std::move(binding);
|
m_componentBinding[T::componentIndex] = std::move(binding);
|
||||||
|
m_componentBindingByName[name] = T::componentIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,9 @@
|
||||||
#define NDK_SYSTEMS_RENDERSYSTEM_HPP
|
#define NDK_SYSTEMS_RENDERSYSTEM_HPP
|
||||||
|
|
||||||
#include <Nazara/Graphics/AbstractBackground.hpp>
|
#include <Nazara/Graphics/AbstractBackground.hpp>
|
||||||
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
|
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
|
||||||
|
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
|
||||||
|
#include <Nazara/Renderer/RenderTexture.hpp>
|
||||||
#include <NDK/EntityList.hpp>
|
#include <NDK/EntityList.hpp>
|
||||||
#include <NDK/System.hpp>
|
#include <NDK/System.hpp>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
|
@ -48,13 +50,19 @@ namespace Ndk
|
||||||
void OnEntityRemoved(Entity* entity) override;
|
void OnEntityRemoved(Entity* entity) override;
|
||||||
void OnEntityValidation(Entity* entity, bool justAdded) override;
|
void OnEntityValidation(Entity* entity, bool justAdded) override;
|
||||||
void OnUpdate(float elapsedTime) override;
|
void OnUpdate(float elapsedTime) override;
|
||||||
|
void UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer);
|
||||||
|
void UpdatePointSpotShadowMaps();
|
||||||
|
|
||||||
std::unique_ptr<Nz::AbstractRenderTechnique> m_renderTechnique;
|
std::unique_ptr<Nz::AbstractRenderTechnique> m_renderTechnique;
|
||||||
EntityList m_cameras;
|
EntityList m_cameras;
|
||||||
EntityList m_drawables;
|
EntityList m_drawables;
|
||||||
|
EntityList m_directionalLights;
|
||||||
EntityList m_lights;
|
EntityList m_lights;
|
||||||
|
EntityList m_pointSpotLights;
|
||||||
Nz::BackgroundRef m_background;
|
Nz::BackgroundRef m_background;
|
||||||
|
Nz::DepthRenderTechnique m_shadowTechnique;
|
||||||
Nz::Matrix4f m_coordinateSystemMatrix;
|
Nz::Matrix4f m_coordinateSystemMatrix;
|
||||||
|
Nz::RenderTexture m_shadowRT;
|
||||||
bool m_coordinateSystemInvalidated;
|
bool m_coordinateSystemInvalidated;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -59,56 +59,29 @@ namespace Ndk
|
||||||
entityClass.BindMethod("Kill", &Entity::Kill);
|
entityClass.BindMethod("Kill", &Entity::Kill);
|
||||||
entityClass.BindMethod("IsEnabled", &Entity::IsEnabled);
|
entityClass.BindMethod("IsEnabled", &Entity::IsEnabled);
|
||||||
entityClass.BindMethod("IsValid", &Entity::IsValid);
|
entityClass.BindMethod("IsValid", &Entity::IsValid);
|
||||||
entityClass.BindMethod("RemoveComponent", (void(Entity::*)(ComponentIndex)) &Entity::RemoveComponent);
|
|
||||||
entityClass.BindMethod("RemoveAllComponents", &Entity::RemoveAllComponents);
|
entityClass.BindMethod("RemoveAllComponents", &Entity::RemoveAllComponents);
|
||||||
entityClass.BindMethod("__tostring", &EntityHandle::ToString);
|
entityClass.BindMethod("__tostring", &EntityHandle::ToString);
|
||||||
|
|
||||||
entityClass.BindMethod("AddComponent", [this] (Nz::LuaInstance& lua, EntityHandle& handle) -> int
|
entityClass.BindMethod("AddComponent", [this] (Nz::LuaInstance& instance, EntityHandle& handle) -> int
|
||||||
{
|
{
|
||||||
int index = 1;
|
ComponentBinding* binding = QueryComponentIndex(instance);
|
||||||
ComponentIndex componentIndex = lua.Check<ComponentIndex>(&index);
|
|
||||||
|
|
||||||
if (componentIndex > m_componentBinding.size())
|
return binding->adder(instance, handle);
|
||||||
{
|
|
||||||
lua.Error("Invalid component index");
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
ComponentBinding& binding = m_componentBinding[componentIndex];
|
|
||||||
if (binding.name.IsEmpty())
|
|
||||||
{
|
|
||||||
lua.Error("This component is not available to the LuaAPI");
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
return binding.adder(lua, handle);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
entityClass.BindMethod("GetComponent", [this] (Nz::LuaInstance& lua, EntityHandle& handle) -> int
|
entityClass.BindMethod("GetComponent", [this] (Nz::LuaInstance& instance, EntityHandle& handle) -> int
|
||||||
{
|
{
|
||||||
int index = 1;
|
ComponentBinding* binding = QueryComponentIndex(instance);
|
||||||
ComponentIndex componentIndex = lua.Check<ComponentIndex>(&index);
|
|
||||||
|
|
||||||
if (!handle->HasComponent(componentIndex))
|
return binding->getter(instance, handle->GetComponent(binding->index));
|
||||||
{
|
});
|
||||||
lua.PushNil();
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (componentIndex > m_componentBinding.size())
|
entityClass.BindMethod("RemoveComponent", [this] (Nz::LuaInstance& instance, EntityHandle& handle) -> int
|
||||||
{
|
{
|
||||||
lua.Error("Invalid component index");
|
ComponentBinding* binding = QueryComponentIndex(instance);
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
ComponentBinding& binding = m_componentBinding[componentIndex];
|
handle->RemoveComponent(binding->index);
|
||||||
if (binding.name.IsEmpty())
|
return 0;
|
||||||
{
|
|
||||||
lua.Error("This component is not available to the LuaAPI");
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
return binding.getter(lua, handle->GetComponent(componentIndex));
|
|
||||||
});
|
});
|
||||||
|
|
||||||
/*********************************** Ndk::NodeComponent **********************************/
|
/*********************************** Ndk::NodeComponent **********************************/
|
||||||
|
|
@ -199,4 +172,45 @@ namespace Ndk
|
||||||
}
|
}
|
||||||
instance.SetGlobal("ComponentType");
|
instance.SetGlobal("ComponentType");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
LuaBinding::ComponentBinding* LuaBinding::QueryComponentIndex(Nz::LuaInstance& instance, int argIndex)
|
||||||
|
{
|
||||||
|
switch (instance.GetType(argIndex))
|
||||||
|
{
|
||||||
|
case Nz::LuaType_Number:
|
||||||
|
{
|
||||||
|
ComponentIndex componentIndex = instance.Check<ComponentIndex>(&argIndex);
|
||||||
|
if (componentIndex > m_componentBinding.size())
|
||||||
|
{
|
||||||
|
instance.Error("Invalid component index");
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
ComponentBinding& binding = m_componentBinding[componentIndex];
|
||||||
|
if (binding.name.IsEmpty())
|
||||||
|
{
|
||||||
|
instance.Error("Invalid component index");
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
return &binding;
|
||||||
|
}
|
||||||
|
|
||||||
|
case Nz::LuaType_String:
|
||||||
|
{
|
||||||
|
const char* key = instance.CheckString(argIndex);
|
||||||
|
auto it = m_componentBindingByName.find(key);
|
||||||
|
if (it == m_componentBindingByName.end())
|
||||||
|
{
|
||||||
|
instance.Error("Invalid component name");
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
return &m_componentBinding[it->second];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
instance.Error("Invalid component index at #" + Nz::String::Number(argIndex));
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -4,6 +4,8 @@
|
||||||
|
|
||||||
#include <NDK/Systems/RenderSystem.hpp>
|
#include <NDK/Systems/RenderSystem.hpp>
|
||||||
#include <Nazara/Graphics/ColorBackground.hpp>
|
#include <Nazara/Graphics/ColorBackground.hpp>
|
||||||
|
#include <Nazara/Math/Rect.hpp>
|
||||||
|
#include <Nazara/Renderer/Renderer.hpp>
|
||||||
#include <NDK/Components/CameraComponent.hpp>
|
#include <NDK/Components/CameraComponent.hpp>
|
||||||
#include <NDK/Components/GraphicsComponent.hpp>
|
#include <NDK/Components/GraphicsComponent.hpp>
|
||||||
#include <NDK/Components/LightComponent.hpp>
|
#include <NDK/Components/LightComponent.hpp>
|
||||||
|
|
@ -48,9 +50,27 @@ namespace Ndk
|
||||||
m_drawables.Remove(entity);
|
m_drawables.Remove(entity);
|
||||||
|
|
||||||
if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
|
if (entity->HasComponent<LightComponent>() && entity->HasComponent<NodeComponent>())
|
||||||
|
{
|
||||||
|
LightComponent& lightComponent = entity->GetComponent<LightComponent>();
|
||||||
|
if (lightComponent.GetLightType() == Nz::LightType_Directional)
|
||||||
|
{
|
||||||
|
m_directionalLights.Insert(entity);
|
||||||
|
m_pointSpotLights.Remove(entity);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_directionalLights.Remove(entity);
|
||||||
|
m_pointSpotLights.Insert(entity);
|
||||||
|
}
|
||||||
|
|
||||||
m_lights.Insert(entity);
|
m_lights.Insert(entity);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
|
m_directionalLights.Remove(entity);
|
||||||
m_lights.Remove(entity);
|
m_lights.Remove(entity);
|
||||||
|
m_pointSpotLights.Remove(entity);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RenderSystem::OnUpdate(float elapsedTime)
|
void RenderSystem::OnUpdate(float elapsedTime)
|
||||||
|
|
@ -69,10 +89,13 @@ namespace Ndk
|
||||||
m_coordinateSystemInvalidated = false;
|
m_coordinateSystemInvalidated = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UpdatePointSpotShadowMaps();
|
||||||
|
|
||||||
for (const Ndk::EntityHandle& camera : m_cameras)
|
for (const Ndk::EntityHandle& camera : m_cameras)
|
||||||
{
|
{
|
||||||
CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
|
CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
|
||||||
camComponent.ApplyView();
|
|
||||||
|
//UpdateDirectionalShadowMaps(camComponent);
|
||||||
|
|
||||||
Nz::AbstractRenderQueue* renderQueue = m_renderTechnique->GetRenderQueue();
|
Nz::AbstractRenderQueue* renderQueue = m_renderTechnique->GetRenderQueue();
|
||||||
renderQueue->Clear();
|
renderQueue->Clear();
|
||||||
|
|
@ -89,12 +112,14 @@ namespace Ndk
|
||||||
for (const Ndk::EntityHandle& light : m_lights)
|
for (const Ndk::EntityHandle& light : m_lights)
|
||||||
{
|
{
|
||||||
LightComponent& lightComponent = light->GetComponent<LightComponent>();
|
LightComponent& lightComponent = light->GetComponent<LightComponent>();
|
||||||
NodeComponent& drawableNode = light->GetComponent<NodeComponent>();
|
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
|
||||||
|
|
||||||
///TODO: Cache somehow?
|
///TODO: Cache somehow?
|
||||||
lightComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::ConcatenateAffine(m_coordinateSystemMatrix, drawableNode.GetTransformMatrix()));
|
lightComponent.AddToRenderQueue(renderQueue, Nz::Matrix4f::ConcatenateAffine(m_coordinateSystemMatrix, lightNode.GetTransformMatrix()));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
camComponent.ApplyView();
|
||||||
|
|
||||||
Nz::SceneData sceneData;
|
Nz::SceneData sceneData;
|
||||||
sceneData.ambientColor = Nz::Color(25, 25, 25);
|
sceneData.ambientColor = Nz::Color(25, 25, 25);
|
||||||
sceneData.background = m_background;
|
sceneData.background = m_background;
|
||||||
|
|
@ -105,5 +130,146 @@ namespace Ndk
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void RenderSystem::UpdateDirectionalShadowMaps(const Nz::AbstractViewer& viewer)
|
||||||
|
{
|
||||||
|
if (!m_shadowRT.IsValid())
|
||||||
|
m_shadowRT.Create();
|
||||||
|
|
||||||
|
Nz::SceneData dummySceneData;
|
||||||
|
dummySceneData.ambientColor = Nz::Color(0, 0, 0);
|
||||||
|
dummySceneData.background = nullptr;
|
||||||
|
dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
|
||||||
|
|
||||||
|
for (const Ndk::EntityHandle& light : m_directionalLights)
|
||||||
|
{
|
||||||
|
LightComponent& lightComponent = light->GetComponent<LightComponent>();
|
||||||
|
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
|
||||||
|
|
||||||
|
if (!lightComponent.IsShadowCastingEnabled())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
|
||||||
|
|
||||||
|
m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
|
||||||
|
Nz::Renderer::SetTarget(&m_shadowRT);
|
||||||
|
Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
|
||||||
|
|
||||||
|
Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
|
||||||
|
renderQueue->Clear();
|
||||||
|
|
||||||
|
///TODO: Culling
|
||||||
|
for (const Ndk::EntityHandle& drawable : m_drawables)
|
||||||
|
{
|
||||||
|
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
|
||||||
|
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
|
||||||
|
|
||||||
|
graphicsComponent.AddToRenderQueue(renderQueue);
|
||||||
|
}
|
||||||
|
|
||||||
|
///TODO: Cache the matrices in the light?
|
||||||
|
Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f));
|
||||||
|
Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetRotation() * Nz::Vector3f::Forward() * 100.f, lightNode.GetRotation()));
|
||||||
|
|
||||||
|
m_shadowTechnique.Clear(dummySceneData);
|
||||||
|
m_shadowTechnique.Draw(dummySceneData);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderSystem::UpdatePointSpotShadowMaps()
|
||||||
|
{
|
||||||
|
if (!m_shadowRT.IsValid())
|
||||||
|
m_shadowRT.Create();
|
||||||
|
|
||||||
|
Nz::SceneData dummySceneData;
|
||||||
|
dummySceneData.ambientColor = Nz::Color(0, 0, 0);
|
||||||
|
dummySceneData.background = nullptr;
|
||||||
|
dummySceneData.viewer = nullptr; //< Depth technique doesn't require any viewer
|
||||||
|
|
||||||
|
for (const Ndk::EntityHandle& light : m_pointSpotLights)
|
||||||
|
{
|
||||||
|
LightComponent& lightComponent = light->GetComponent<LightComponent>();
|
||||||
|
NodeComponent& lightNode = light->GetComponent<NodeComponent>();
|
||||||
|
|
||||||
|
if (!lightComponent.IsShadowCastingEnabled())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
Nz::Vector2ui shadowMapSize(lightComponent.GetShadowMap()->GetSize());
|
||||||
|
|
||||||
|
switch (lightComponent.GetLightType())
|
||||||
|
{
|
||||||
|
case Nz::LightType_Directional:
|
||||||
|
NazaraInternalError("Directional lights included in point/spot light list");
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Nz::LightType_Point:
|
||||||
|
{
|
||||||
|
static Nz::Quaternionf rotations[6] =
|
||||||
|
{
|
||||||
|
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitX()), // nzCubemapFace_PositiveX
|
||||||
|
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitX()), // nzCubemapFace_NegativeX
|
||||||
|
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitY()), // nzCubemapFace_PositiveY
|
||||||
|
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitY()), // nzCubemapFace_NegativeY
|
||||||
|
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), -Nz::Vector3f::UnitZ()), // nzCubemapFace_PositiveZ
|
||||||
|
Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), Nz::Vector3f::UnitZ()) // nzCubemapFace_NegativeZ
|
||||||
|
};
|
||||||
|
|
||||||
|
for (unsigned int face = 0; face < 6; ++face)
|
||||||
|
{
|
||||||
|
m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap(), face);
|
||||||
|
Nz::Renderer::SetTarget(&m_shadowRT);
|
||||||
|
Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
|
||||||
|
|
||||||
|
///TODO: Cache the matrices in the light?
|
||||||
|
Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(Nz::FromDegrees(90.f), 1.f, 0.1f, lightComponent.GetRadius()));
|
||||||
|
Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), rotations[face]));
|
||||||
|
|
||||||
|
Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
|
||||||
|
renderQueue->Clear();
|
||||||
|
|
||||||
|
///TODO: Culling
|
||||||
|
for (const Ndk::EntityHandle& drawable : m_drawables)
|
||||||
|
{
|
||||||
|
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
|
||||||
|
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
|
||||||
|
|
||||||
|
graphicsComponent.AddToRenderQueue(renderQueue);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_shadowTechnique.Clear(dummySceneData);
|
||||||
|
m_shadowTechnique.Draw(dummySceneData);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
case Nz::LightType_Spot:
|
||||||
|
{
|
||||||
|
m_shadowRT.AttachTexture(Nz::AttachmentPoint_Depth, 0, lightComponent.GetShadowMap());
|
||||||
|
Nz::Renderer::SetTarget(&m_shadowRT);
|
||||||
|
Nz::Renderer::SetViewport(Nz::Recti(0, 0, shadowMapSize.x, shadowMapSize.y));
|
||||||
|
|
||||||
|
///TODO: Cache the matrices in the light?
|
||||||
|
Nz::Renderer::SetMatrix(Nz::MatrixType_Projection, Nz::Matrix4f::Perspective(lightComponent.GetOuterAngle()*2.f, 1.f, 0.1f, lightComponent.GetRadius()));
|
||||||
|
Nz::Renderer::SetMatrix(Nz::MatrixType_View, Nz::Matrix4f::ViewMatrix(lightNode.GetPosition(), lightNode.GetRotation()));
|
||||||
|
|
||||||
|
Nz::AbstractRenderQueue* renderQueue = m_shadowTechnique.GetRenderQueue();
|
||||||
|
renderQueue->Clear();
|
||||||
|
|
||||||
|
///TODO: Culling
|
||||||
|
for (const Ndk::EntityHandle& drawable : m_drawables)
|
||||||
|
{
|
||||||
|
GraphicsComponent& graphicsComponent = drawable->GetComponent<GraphicsComponent>();
|
||||||
|
NodeComponent& drawableNode = drawable->GetComponent<NodeComponent>();
|
||||||
|
|
||||||
|
graphicsComponent.AddToRenderQueue(renderQueue);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_shadowTechnique.Clear(dummySceneData);
|
||||||
|
m_shadowTechnique.Draw(dummySceneData);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
SystemIndex RenderSystem::systemIndex;
|
SystemIndex RenderSystem::systemIndex;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -298,6 +298,14 @@ function NazaraBuild:Execute()
|
||||||
targetdir("../plugins/" .. toolTable.Name .. "/lib/" .. makeLibDir .. "/x64")
|
targetdir("../plugins/" .. toolTable.Name .. "/lib/" .. makeLibDir .. "/x64")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Copy the module binaries to the example folder
|
||||||
|
if (toolTable.CopyTargetToExampleDir) then
|
||||||
|
if (os.is("windows")) then
|
||||||
|
configuration({})
|
||||||
|
postbuildcommands({[[xcopy "%{path.translate(cfg.linktarget.relpath):sub(1, -5) .. ".dll"}" "..\..\..\examples\bin\" /E /Y]]})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
configuration({"vs*", "x32"})
|
configuration({"vs*", "x32"})
|
||||||
libdirs("../extlibs/lib/msvc/x86")
|
libdirs("../extlibs/lib/msvc/x86")
|
||||||
libdirs("../lib/msvc/x86")
|
libdirs("../lib/msvc/x86")
|
||||||
|
|
|
||||||
|
|
@ -3,6 +3,8 @@ TOOL.Name = "Assimp"
|
||||||
TOOL.Directory = "../SDK/lib"
|
TOOL.Directory = "../SDK/lib"
|
||||||
TOOL.Kind = "Plugin"
|
TOOL.Kind = "Plugin"
|
||||||
|
|
||||||
|
TOOL.CopyTargetToExampleDir = true
|
||||||
|
|
||||||
TOOL.Includes = {
|
TOOL.Includes = {
|
||||||
"../include",
|
"../include",
|
||||||
"../plugins/Assimp"
|
"../plugins/Assimp"
|
||||||
|
|
|
||||||
|
|
@ -2,6 +2,7 @@
|
||||||
#include <Nazara/Core/File.hpp>
|
#include <Nazara/Core/File.hpp>
|
||||||
#include <Nazara/Math/Box.hpp>
|
#include <Nazara/Math/Box.hpp>
|
||||||
#include <Nazara/Utility/Animation.hpp>
|
#include <Nazara/Utility/Animation.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
#include <Nazara/Utility/Mesh.hpp>
|
#include <Nazara/Utility/Mesh.hpp>
|
||||||
#include <Nazara/Utility/Utility.hpp>
|
#include <Nazara/Utility/Utility.hpp>
|
||||||
#include <cctype>
|
#include <cctype>
|
||||||
|
|
@ -22,7 +23,7 @@ int main()
|
||||||
|
|
||||||
for (;;)
|
for (;;)
|
||||||
{
|
{
|
||||||
Nz::Directory resourceDirectory("resources/");
|
Nz::Directory resourceDirectory("resources");
|
||||||
if (!resourceDirectory.Open())
|
if (!resourceDirectory.Open())
|
||||||
{
|
{
|
||||||
std::cerr << "Failed to open resource directory" << std::endl;
|
std::cerr << "Failed to open resource directory" << std::endl;
|
||||||
|
|
@ -68,7 +69,7 @@ int main()
|
||||||
break;
|
break;
|
||||||
|
|
||||||
Nz::Mesh mesh;
|
Nz::Mesh mesh;
|
||||||
if (!mesh.LoadFromFile("resources/" + models[iChoice-1]))
|
if (!mesh.LoadFromFile(resourceDirectory.GetPath() + '/' + models[iChoice-1]))
|
||||||
{
|
{
|
||||||
std::cout << "Failed to load mesh" << std::endl;
|
std::cout << "Failed to load mesh" << std::endl;
|
||||||
std::getchar();
|
std::getchar();
|
||||||
|
|
@ -168,8 +169,18 @@ int main()
|
||||||
{
|
{
|
||||||
for (unsigned int i = 0; i < materialCount; ++i)
|
for (unsigned int i = 0; i < materialCount; ++i)
|
||||||
{
|
{
|
||||||
std::cout << "\t" << (i+1) << ": " << mesh.GetMaterial(i) << std::endl;
|
const Nz::ParameterList& matData = mesh.GetMaterialData(i);
|
||||||
std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
|
|
||||||
|
Nz::String data;
|
||||||
|
if (!matData.GetStringParameter(Nz::MaterialData::FilePath, &data))
|
||||||
|
{
|
||||||
|
if (matData.HasParameter(Nz::MaterialData::CustomDefined))
|
||||||
|
data = "<Custom>";
|
||||||
|
else
|
||||||
|
data = "<No data>";
|
||||||
|
}
|
||||||
|
|
||||||
|
std::cout << "\t" << (i+1) << ": " << data << std::endl;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
// This file was automatically generated on 03 Feb 2016 at 00:06:56
|
// This file was automatically generated on 09 May 2016 at 17:07:09
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Nazara Engine - Core module
|
Nazara Engine - Core module
|
||||||
|
|
@ -51,6 +51,7 @@
|
||||||
#include <Nazara/Core/FileLogger.hpp>
|
#include <Nazara/Core/FileLogger.hpp>
|
||||||
#include <Nazara/Core/Functor.hpp>
|
#include <Nazara/Core/Functor.hpp>
|
||||||
#include <Nazara/Core/GuillotineBinPack.hpp>
|
#include <Nazara/Core/GuillotineBinPack.hpp>
|
||||||
|
#include <Nazara/Core/HandledObject.hpp>
|
||||||
#include <Nazara/Core/HardwareInfo.hpp>
|
#include <Nazara/Core/HardwareInfo.hpp>
|
||||||
#include <Nazara/Core/Initializer.hpp>
|
#include <Nazara/Core/Initializer.hpp>
|
||||||
#include <Nazara/Core/LockGuard.hpp>
|
#include <Nazara/Core/LockGuard.hpp>
|
||||||
|
|
@ -61,6 +62,7 @@
|
||||||
#include <Nazara/Core/MemoryStream.hpp>
|
#include <Nazara/Core/MemoryStream.hpp>
|
||||||
#include <Nazara/Core/MemoryView.hpp>
|
#include <Nazara/Core/MemoryView.hpp>
|
||||||
#include <Nazara/Core/Mutex.hpp>
|
#include <Nazara/Core/Mutex.hpp>
|
||||||
|
#include <Nazara/Core/ObjectHandle.hpp>
|
||||||
#include <Nazara/Core/ObjectLibrary.hpp>
|
#include <Nazara/Core/ObjectLibrary.hpp>
|
||||||
#include <Nazara/Core/ObjectRef.hpp>
|
#include <Nazara/Core/ObjectRef.hpp>
|
||||||
#include <Nazara/Core/OffsetOf.hpp>
|
#include <Nazara/Core/OffsetOf.hpp>
|
||||||
|
|
@ -72,8 +74,10 @@
|
||||||
#include <Nazara/Core/Resource.hpp>
|
#include <Nazara/Core/Resource.hpp>
|
||||||
#include <Nazara/Core/ResourceLoader.hpp>
|
#include <Nazara/Core/ResourceLoader.hpp>
|
||||||
#include <Nazara/Core/ResourceManager.hpp>
|
#include <Nazara/Core/ResourceManager.hpp>
|
||||||
|
#include <Nazara/Core/ResourceParameters.hpp>
|
||||||
|
#include <Nazara/Core/ResourceSaver.hpp>
|
||||||
#include <Nazara/Core/Semaphore.hpp>
|
#include <Nazara/Core/Semaphore.hpp>
|
||||||
#include <Nazara/Core/Serialization.hpp>
|
#include <Nazara/Core/SerializationContext.hpp>
|
||||||
#include <Nazara/Core/Signal.hpp>
|
#include <Nazara/Core/Signal.hpp>
|
||||||
#include <Nazara/Core/SparsePtr.hpp>
|
#include <Nazara/Core/SparsePtr.hpp>
|
||||||
#include <Nazara/Core/StdLogger.hpp>
|
#include <Nazara/Core/StdLogger.hpp>
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,7 @@
|
||||||
|
|
||||||
#include <Nazara/Prerequesites.hpp>
|
#include <Nazara/Prerequesites.hpp>
|
||||||
#include <Nazara/Core/Enums.hpp>
|
#include <Nazara/Core/Enums.hpp>
|
||||||
#include <Nazara/Core/Serialization.hpp>
|
#include <Nazara/Core/SerializationContext.hpp>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
#include <tuple>
|
#include <tuple>
|
||||||
#include <type_traits>
|
#include <type_traits>
|
||||||
|
|
|
||||||
|
|
@ -209,14 +209,8 @@ namespace Nz
|
||||||
template<typename T>
|
template<typename T>
|
||||||
std::enable_if_t<std::is_arithmetic<T>::value, bool> Serialize(SerializationContext& context, T value)
|
std::enable_if_t<std::is_arithmetic<T>::value, bool> Serialize(SerializationContext& context, T value)
|
||||||
{
|
{
|
||||||
// Flush bits if a writing is in progress
|
// Flush bits in case a writing is in progress
|
||||||
if (context.currentBitPos != 8)
|
context.FlushBits();
|
||||||
{
|
|
||||||
context.currentBitPos = 8;
|
|
||||||
|
|
||||||
if (!Serialize<UInt8>(context, context.currentByte))
|
|
||||||
NazaraWarning("Failed to flush bits");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (context.endianness != Endianness_Unknown && context.endianness != GetPlatformEndianness())
|
if (context.endianness != Endianness_Unknown && context.endianness != GetPlatformEndianness())
|
||||||
SwapBytes(&value, sizeof(T));
|
SwapBytes(&value, sizeof(T));
|
||||||
|
|
@ -269,8 +263,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(value, "Invalid data pointer");
|
NazaraAssert(value, "Invalid data pointer");
|
||||||
|
|
||||||
// Reset bit position
|
context.ResetBitPosition();
|
||||||
context.currentBitPos = 8;
|
|
||||||
|
|
||||||
if (context.stream->Read(value, sizeof(T)) == sizeof(T))
|
if (context.stream->Read(value, sizeof(T)) == sizeof(T))
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -31,7 +31,7 @@ namespace Nz
|
||||||
Bitset(const char* bits, unsigned int bitCount);
|
Bitset(const char* bits, unsigned int bitCount);
|
||||||
Bitset(const Bitset& bitset) = default;
|
Bitset(const Bitset& bitset) = default;
|
||||||
explicit Bitset(const String& bits);
|
explicit Bitset(const String& bits);
|
||||||
template<typename T> explicit Bitset(T value);
|
template<typename T> Bitset(T value);
|
||||||
Bitset(Bitset&& bitset) noexcept = default;
|
Bitset(Bitset&& bitset) noexcept = default;
|
||||||
~Bitset() noexcept = default;
|
~Bitset() noexcept = default;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -120,19 +120,16 @@ namespace Nz
|
||||||
{
|
{
|
||||||
if (sizeof(T) <= sizeof(Block))
|
if (sizeof(T) <= sizeof(Block))
|
||||||
{
|
{
|
||||||
m_bitCount = CountBits(value);
|
m_bitCount = std::numeric_limits<T>::digits;
|
||||||
m_blocks.push_back(value);
|
m_blocks.push_back(value);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Note: I was kinda tired when I wrote this, there's probably a much easier method than checking bits to write bits
|
// Note: I was kinda tired when I wrote this, there's probably a much easier method than checking bits to write bits
|
||||||
unsigned int bitPos = 0;
|
for (unsigned int bitPos = 0; bitPos < std::numeric_limits<T>::digits; bitPos++)
|
||||||
for (T bit = 1; bit < std::numeric_limits<T>::digits; bit <<= 1)
|
|
||||||
{
|
{
|
||||||
if (value & bit)
|
if (value & (T(1U) << bitPos))
|
||||||
UnboundedSet(bitPos, true);
|
UnboundedSet(bitPos, true);
|
||||||
|
|
||||||
bitPos++;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -838,7 +835,7 @@ namespace Nz
|
||||||
|
|
||||||
Block block = m_blocks[i];
|
Block block = m_blocks[i];
|
||||||
|
|
||||||
// Compute the position of LSB in the block (and adjustement of the position)
|
// Compute the position of LSB in the block (and adjustment of the position)
|
||||||
return IntegralLog2Pot(block & -block) + i*bitsPerBlock;
|
return IntegralLog2Pot(block & -block) + i*bitsPerBlock;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,7 @@
|
||||||
|
|
||||||
#include <Nazara/Prerequesites.hpp>
|
#include <Nazara/Prerequesites.hpp>
|
||||||
#include <Nazara/Core/ByteArray.hpp>
|
#include <Nazara/Core/ByteArray.hpp>
|
||||||
#include <Nazara/Core/Serialization.hpp>
|
#include <Nazara/Core/SerializationContext.hpp>
|
||||||
#include <Nazara/Core/Stream.hpp>
|
#include <Nazara/Core/Stream.hpp>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -25,6 +25,8 @@ namespace Nz
|
||||||
inline Color(const Color& color) = default;
|
inline Color(const Color& color) = default;
|
||||||
inline ~Color() = default;
|
inline ~Color() = default;
|
||||||
|
|
||||||
|
inline bool IsOpaque() const;
|
||||||
|
|
||||||
inline String ToString() const;
|
inline String ToString() const;
|
||||||
|
|
||||||
inline Color operator+(const Color& angles) const;
|
inline Color operator+(const Color& angles) const;
|
||||||
|
|
|
||||||
|
|
@ -72,6 +72,15 @@ namespace Nz
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Return true is the color has no degree of transparency
|
||||||
|
* \return true if the color has an alpha value of 255
|
||||||
|
*/
|
||||||
|
inline bool Color::IsOpaque() const
|
||||||
|
{
|
||||||
|
return a == 255;
|
||||||
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Converts this to string
|
* \brief Converts this to string
|
||||||
* \return String representation of the object "Color(r, g, b[, a])"
|
* \return String representation of the object "Color(r, g, b[, a])"
|
||||||
|
|
|
||||||
|
|
@ -93,6 +93,7 @@ namespace Nz
|
||||||
enum ParameterType
|
enum ParameterType
|
||||||
{
|
{
|
||||||
ParameterType_Boolean,
|
ParameterType_Boolean,
|
||||||
|
ParameterType_Color,
|
||||||
ParameterType_Float,
|
ParameterType_Float,
|
||||||
ParameterType_Integer,
|
ParameterType_Integer,
|
||||||
ParameterType_None,
|
ParameterType_None,
|
||||||
|
|
|
||||||
|
|
@ -36,7 +36,8 @@ namespace Nz
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void RegisterHandle(ObjectHandle<T>* handle);
|
void RegisterHandle(ObjectHandle<T>* handle);
|
||||||
void UnregisterHandle(ObjectHandle<T>* handle);
|
void UnregisterHandle(ObjectHandle<T>* handle) noexcept;
|
||||||
|
void UpdateHandle(ObjectHandle<T>* oldHandle, ObjectHandle<T>* newHandle) noexcept;
|
||||||
|
|
||||||
std::vector<ObjectHandle<T>*> m_handles;
|
std::vector<ObjectHandle<T>*> m_handles;
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -71,14 +71,24 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
void HandledObject<T>::UnregisterHandle(ObjectHandle<T>* handle)
|
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
|
///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);
|
auto it = std::find(m_handles.begin(), m_handles.end(), handle);
|
||||||
NazaraAssert(it != m_handles.end(), "Handle not registred");
|
NazaraAssert(it != m_handles.end(), "Handle not registered");
|
||||||
|
|
||||||
// On échange cet élément avec le dernier, et on diminue la taille du vector de 1
|
// Swap and pop idiom, more efficient than vector::erase
|
||||||
std::swap(*it, m_handles.back());
|
std::swap(*it, m_handles.back());
|
||||||
m_handles.pop_back();
|
m_handles.pop_back();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void HandledObject<T>::UpdateHandle(ObjectHandle<T>* oldHandle, ObjectHandle<T>* newHandle) noexcept
|
||||||
|
{
|
||||||
|
auto it = std::find(m_handles.begin(), m_handles.end(), oldHandle);
|
||||||
|
NazaraAssert(it != m_handles.end(), "Handle not registered");
|
||||||
|
|
||||||
|
// Simply update the handle
|
||||||
|
*it = newHandle;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -23,6 +23,7 @@ namespace Nz
|
||||||
ObjectHandle();
|
ObjectHandle();
|
||||||
explicit ObjectHandle(T* object);
|
explicit ObjectHandle(T* object);
|
||||||
ObjectHandle(const ObjectHandle& handle);
|
ObjectHandle(const ObjectHandle& handle);
|
||||||
|
ObjectHandle(ObjectHandle&& handle) noexcept;
|
||||||
~ObjectHandle();
|
~ObjectHandle();
|
||||||
|
|
||||||
T* GetObject() const;
|
T* GetObject() const;
|
||||||
|
|
@ -31,6 +32,7 @@ namespace Nz
|
||||||
|
|
||||||
void Reset(T* object = nullptr);
|
void Reset(T* object = nullptr);
|
||||||
void Reset(const ObjectHandle& handle);
|
void Reset(const ObjectHandle& handle);
|
||||||
|
void Reset(ObjectHandle&& handle) noexcept;
|
||||||
|
|
||||||
ObjectHandle& Swap(ObjectHandle& handle);
|
ObjectHandle& Swap(ObjectHandle& handle);
|
||||||
|
|
||||||
|
|
@ -42,6 +44,7 @@ namespace Nz
|
||||||
|
|
||||||
ObjectHandle& operator=(T* object);
|
ObjectHandle& operator=(T* object);
|
||||||
ObjectHandle& operator=(const ObjectHandle& handle);
|
ObjectHandle& operator=(const ObjectHandle& handle);
|
||||||
|
ObjectHandle& operator=(ObjectHandle&& handle) noexcept;
|
||||||
|
|
||||||
static const ObjectHandle InvalidHandle;
|
static const ObjectHandle InvalidHandle;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -24,11 +24,18 @@ namespace Nz
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
ObjectHandle<T>::ObjectHandle(const ObjectHandle<T>& handle) :
|
ObjectHandle<T>::ObjectHandle(const ObjectHandle<T>& handle) :
|
||||||
ObjectHandle()
|
ObjectHandle()
|
||||||
{
|
{
|
||||||
Reset(handle);
|
Reset(handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
ObjectHandle<T>::ObjectHandle(ObjectHandle<T>&& handle) noexcept :
|
||||||
|
ObjectHandle()
|
||||||
|
{
|
||||||
|
Reset(std::move(handle));
|
||||||
|
}
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
ObjectHandle<T>::~ObjectHandle()
|
ObjectHandle<T>::~ObjectHandle()
|
||||||
{
|
{
|
||||||
|
|
@ -66,6 +73,20 @@ namespace Nz
|
||||||
Reset(handle.GetObject());
|
Reset(handle.GetObject());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
void ObjectHandle<T>::Reset(ObjectHandle<T>&& handle) noexcept
|
||||||
|
{
|
||||||
|
if (m_object)
|
||||||
|
m_object->UnregisterHandle(this);
|
||||||
|
|
||||||
|
if (T* object = handle.GetObject())
|
||||||
|
{
|
||||||
|
m_object = handle.m_object;
|
||||||
|
handle.m_object = nullptr;
|
||||||
|
object->UpdateHandle(&handle, this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
ObjectHandle<T>& ObjectHandle<T>::Swap(ObjectHandle<T>& handle)
|
ObjectHandle<T>& ObjectHandle<T>::Swap(ObjectHandle<T>& handle)
|
||||||
{
|
{
|
||||||
|
|
@ -138,6 +159,14 @@ namespace Nz
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
ObjectHandle<T>& ObjectHandle<T>::operator=(ObjectHandle<T>&& handle) noexcept
|
||||||
|
{
|
||||||
|
Reset(std::move(handle));
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
void ObjectHandle<T>::OnObjectDestroyed()
|
void ObjectHandle<T>::OnObjectDestroyed()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -17,8 +17,6 @@ namespace Nz
|
||||||
template<typename T>
|
template<typename T>
|
||||||
class ObjectRef
|
class ObjectRef
|
||||||
{
|
{
|
||||||
static_assert(std::is_base_of<RefCounted, T>::value, "ObjectRef shall only be used with RefCounted-derived type");
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
ObjectRef();
|
ObjectRef();
|
||||||
ObjectRef(T* object);
|
ObjectRef(T* object);
|
||||||
|
|
|
||||||
|
|
@ -8,6 +8,7 @@
|
||||||
#define NAZARA_PARAMETERLIST_HPP
|
#define NAZARA_PARAMETERLIST_HPP
|
||||||
|
|
||||||
#include <Nazara/Prerequesites.hpp>
|
#include <Nazara/Prerequesites.hpp>
|
||||||
|
#include <Nazara/Core/Color.hpp>
|
||||||
#include <Nazara/Core/String.hpp>
|
#include <Nazara/Core/String.hpp>
|
||||||
#include <atomic>
|
#include <atomic>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
|
@ -27,6 +28,7 @@ namespace Nz
|
||||||
void Clear();
|
void Clear();
|
||||||
|
|
||||||
bool GetBooleanParameter(const String& name, bool* value) const;
|
bool GetBooleanParameter(const String& name, bool* value) const;
|
||||||
|
bool GetColorParameter(const String& name, Color* value) const;
|
||||||
bool GetFloatParameter(const String& name, float* value) const;
|
bool GetFloatParameter(const String& name, float* value) const;
|
||||||
bool GetIntegerParameter(const String& name, int* value) const;
|
bool GetIntegerParameter(const String& name, int* value) const;
|
||||||
bool GetParameterType(const String& name, ParameterType* type) const;
|
bool GetParameterType(const String& name, ParameterType* type) const;
|
||||||
|
|
@ -39,13 +41,14 @@ namespace Nz
|
||||||
void RemoveParameter(const String& name);
|
void RemoveParameter(const String& name);
|
||||||
|
|
||||||
void SetParameter(const String& name);
|
void SetParameter(const String& name);
|
||||||
|
void SetParameter(const String& name, const Color& value);
|
||||||
void SetParameter(const String& name, const String& value);
|
void SetParameter(const String& name, const String& value);
|
||||||
void SetParameter(const String& name, const char* value);
|
void SetParameter(const String& name, const char* value);
|
||||||
void SetParameter(const String& name, void* value);
|
|
||||||
void SetParameter(const String& name, void* value, Destructor destructor);
|
|
||||||
void SetParameter(const String& name, bool value);
|
void SetParameter(const String& name, bool value);
|
||||||
void SetParameter(const String& name, float value);
|
void SetParameter(const String& name, float value);
|
||||||
void SetParameter(const String& name, int value);
|
void SetParameter(const String& name, int value);
|
||||||
|
void SetParameter(const String& name, void* value);
|
||||||
|
void SetParameter(const String& name, void* value, Destructor destructor);
|
||||||
|
|
||||||
ParameterList& operator=(const ParameterList& list);
|
ParameterList& operator=(const ParameterList& list);
|
||||||
ParameterList& operator=(ParameterList&&) = default;
|
ParameterList& operator=(ParameterList&&) = default;
|
||||||
|
|
@ -79,6 +82,7 @@ namespace Nz
|
||||||
float floatVal;
|
float floatVal;
|
||||||
int intVal;
|
int intVal;
|
||||||
void* ptrVal;
|
void* ptrVal;
|
||||||
|
Color colorVal;
|
||||||
String stringVal;
|
String stringVal;
|
||||||
UserdataValue* userdataVal;
|
UserdataValue* userdataVal;
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -8,6 +8,7 @@
|
||||||
#define NAZARA_SERIALIZATION_HPP
|
#define NAZARA_SERIALIZATION_HPP
|
||||||
|
|
||||||
#include <Nazara/Prerequesites.hpp>
|
#include <Nazara/Prerequesites.hpp>
|
||||||
|
#include <Nazara/Core/Config.hpp>
|
||||||
#include <Nazara/Core/Endianness.hpp>
|
#include <Nazara/Core/Endianness.hpp>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
#include <tuple>
|
#include <tuple>
|
||||||
|
|
@ -17,13 +18,18 @@ namespace Nz
|
||||||
{
|
{
|
||||||
class Stream;
|
class Stream;
|
||||||
|
|
||||||
struct SerializationContext
|
struct NAZARA_CORE_API SerializationContext
|
||||||
{
|
{
|
||||||
Stream* stream;
|
Stream* stream;
|
||||||
Endianness endianness = Endianness_BigEndian; //< Default to Big Endian encoding
|
Endianness endianness = Endianness_BigEndian; //< Default to Big Endian encoding
|
||||||
UInt8 currentBitPos = 8; //< 8 means no bit is currently wrote
|
UInt8 currentBitPos = 8; //< 8 means no bit is currently wrote
|
||||||
UInt8 currentByte; //< Undefined value, will be initialized at the first bit write
|
UInt8 currentByte; //< Undefined value, will be initialized at the first bit write
|
||||||
|
|
||||||
|
void FlushBits();
|
||||||
|
inline void ResetBitPosition();
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#include <Nazara/Core/SerializationContext.inl>
|
||||||
|
|
||||||
#endif // NAZARA_SERIALIZATION_HPP
|
#endif // NAZARA_SERIALIZATION_HPP
|
||||||
|
|
@ -0,0 +1,24 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Core module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <Nazara/Core/SerializationContext.hpp>
|
||||||
|
#include <Nazara/Core/Debug.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
/*!
|
||||||
|
* \brief Reset the current bit cursor
|
||||||
|
|
||||||
|
* \remark This function only reset the cursor position, it doesn't do any writing
|
||||||
|
if you wish to write all bits and reset bit position, call FlushBits
|
||||||
|
|
||||||
|
\see FlushBits
|
||||||
|
*/
|
||||||
|
inline void SerializationContext::ResetBitPosition()
|
||||||
|
{
|
||||||
|
currentBitPos = 8;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#include <Nazara/Core/DebugOff.hpp>
|
||||||
|
|
@ -9,7 +9,7 @@
|
||||||
|
|
||||||
#include <Nazara/Prerequesites.hpp>
|
#include <Nazara/Prerequesites.hpp>
|
||||||
#include <Nazara/Core/Endianness.hpp>
|
#include <Nazara/Core/Endianness.hpp>
|
||||||
#include <Nazara/Core/Serialization.hpp>
|
#include <Nazara/Core/SerializationContext.hpp>
|
||||||
#include <atomic>
|
#include <atomic>
|
||||||
#include <iosfwd>
|
#include <iosfwd>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
|
||||||
|
|
@ -62,7 +62,9 @@ namespace Nz
|
||||||
struct DirectionalLight
|
struct DirectionalLight
|
||||||
{
|
{
|
||||||
Color color;
|
Color color;
|
||||||
|
Matrix4f transformMatrix;
|
||||||
Vector3f direction;
|
Vector3f direction;
|
||||||
|
Texture* shadowMap;
|
||||||
float ambientFactor;
|
float ambientFactor;
|
||||||
float diffuseFactor;
|
float diffuseFactor;
|
||||||
};
|
};
|
||||||
|
|
@ -71,6 +73,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
Color color;
|
Color color;
|
||||||
Vector3f position;
|
Vector3f position;
|
||||||
|
Texture* shadowMap;
|
||||||
float ambientFactor;
|
float ambientFactor;
|
||||||
float attenuation;
|
float attenuation;
|
||||||
float diffuseFactor;
|
float diffuseFactor;
|
||||||
|
|
@ -81,8 +84,10 @@ namespace Nz
|
||||||
struct SpotLight
|
struct SpotLight
|
||||||
{
|
{
|
||||||
Color color;
|
Color color;
|
||||||
|
Matrix4f transformMatrix;
|
||||||
Vector3f direction;
|
Vector3f direction;
|
||||||
Vector3f position;
|
Vector3f position;
|
||||||
|
Texture* shadowMap;
|
||||||
float ambientFactor;
|
float ambientFactor;
|
||||||
float attenuation;
|
float attenuation;
|
||||||
float diffuseFactor;
|
float diffuseFactor;
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,53 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#ifndef NAZARA_DEPTHRENDERQUEUE_HPP
|
||||||
|
#define NAZARA_DEPTHRENDERQUEUE_HPP
|
||||||
|
|
||||||
|
#include <Nazara/Prerequesites.hpp>
|
||||||
|
#include <Nazara/Core/Color.hpp>
|
||||||
|
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
|
||||||
|
#include <Nazara/Graphics/ForwardRenderQueue.hpp>
|
||||||
|
#include <Nazara/Math/Box.hpp>
|
||||||
|
#include <Nazara/Math/Matrix4.hpp>
|
||||||
|
#include <Nazara/Utility/IndexBuffer.hpp>
|
||||||
|
#include <Nazara/Utility/VertexBuffer.hpp>
|
||||||
|
#include <map>
|
||||||
|
#include <tuple>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
class NAZARA_GRAPHICS_API DepthRenderQueue : public ForwardRenderQueue
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
DepthRenderQueue();
|
||||||
|
~DepthRenderQueue() = default;
|
||||||
|
|
||||||
|
void AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos = Vector2f(0.f, 1.f), const Color& color = Color::White) override;
|
||||||
|
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const Vector2f> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
|
||||||
|
void 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) override;
|
||||||
|
void 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 = nullptr) override;
|
||||||
|
void 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) override;
|
||||||
|
void AddBillboards(int renderOrder, const Material* material, unsigned int count, SparsePtr<const Vector3f> positionPtr, SparsePtr<const float> sizePtr, SparsePtr<const Vector2f> sinCosPtr = nullptr, SparsePtr<const Color> colorPtr = nullptr) override;
|
||||||
|
void 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) override;
|
||||||
|
void 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 = nullptr) override;
|
||||||
|
void 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) override;
|
||||||
|
void AddDirectionalLight(const DirectionalLight& light) override;
|
||||||
|
void AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix) override;
|
||||||
|
void AddPointLight(const PointLight& light) override;
|
||||||
|
void AddSpotLight(const SpotLight& light) override;
|
||||||
|
void AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay = nullptr) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
inline bool IsMaterialSuitable(const Material* material) const;
|
||||||
|
|
||||||
|
MaterialRef m_baseMaterial;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/DepthRenderQueue.inl>
|
||||||
|
|
||||||
|
#endif // NAZARA_DEPTHRENDERQUEUE_HPP
|
||||||
|
|
@ -0,0 +1,17 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/Debug.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
bool DepthRenderQueue::IsMaterialSuitable(const Material* material) const
|
||||||
|
{
|
||||||
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
|
return material->HasDepthMaterial() || (material->IsEnabled(RendererParameter_DepthBuffer) && material->IsEnabled(RendererParameter_DepthWrite) && material->IsShadowCastingEnabled());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/DebugOff.hpp>
|
||||||
|
|
@ -0,0 +1,79 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#ifndef NAZARA_DEPTHRENDERTECHNIQUE_HPP
|
||||||
|
#define NAZARA_DEPTHRENDERTECHNIQUE_HPP
|
||||||
|
|
||||||
|
#include <Nazara/Prerequesites.hpp>
|
||||||
|
#include <Nazara/Graphics/AbstractRenderTechnique.hpp>
|
||||||
|
#include <Nazara/Graphics/Config.hpp>
|
||||||
|
#include <Nazara/Graphics/DepthRenderQueue.hpp>
|
||||||
|
#include <Nazara/Graphics/Light.hpp>
|
||||||
|
#include <Nazara/Renderer/Shader.hpp>
|
||||||
|
#include <Nazara/Utility/IndexBuffer.hpp>
|
||||||
|
#include <Nazara/Utility/VertexBuffer.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
class NAZARA_GRAPHICS_API DepthRenderTechnique : public AbstractRenderTechnique
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
DepthRenderTechnique();
|
||||||
|
~DepthRenderTechnique() = default;
|
||||||
|
|
||||||
|
void Clear(const SceneData& sceneData) const override;
|
||||||
|
bool Draw(const SceneData& sceneData) const override;
|
||||||
|
|
||||||
|
AbstractRenderQueue* GetRenderQueue() override;
|
||||||
|
RenderTechniqueType GetType() const override;
|
||||||
|
|
||||||
|
static bool Initialize();
|
||||||
|
static void Uninitialize();
|
||||||
|
|
||||||
|
private:
|
||||||
|
struct ShaderUniforms;
|
||||||
|
|
||||||
|
void DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
|
||||||
|
void DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
|
||||||
|
void DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
|
||||||
|
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
|
||||||
|
void OnShaderInvalidated(const Shader* shader) const;
|
||||||
|
|
||||||
|
struct LightIndex
|
||||||
|
{
|
||||||
|
LightType type;
|
||||||
|
float score;
|
||||||
|
unsigned int index;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct ShaderUniforms
|
||||||
|
{
|
||||||
|
NazaraSlot(Shader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot);
|
||||||
|
NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
|
||||||
|
|
||||||
|
// Autre uniformes
|
||||||
|
int eyePosition;
|
||||||
|
int sceneAmbient;
|
||||||
|
int textureOverlay;
|
||||||
|
};
|
||||||
|
|
||||||
|
mutable std::unordered_map<const Shader*, ShaderUniforms> m_shaderUniforms;
|
||||||
|
Buffer m_vertexBuffer;
|
||||||
|
mutable DepthRenderQueue m_renderQueue;
|
||||||
|
VertexBuffer m_billboardPointBuffer;
|
||||||
|
VertexBuffer m_spriteBuffer;
|
||||||
|
|
||||||
|
static IndexBuffer s_quadIndexBuffer;
|
||||||
|
static VertexBuffer s_quadVertexBuffer;
|
||||||
|
static VertexDeclaration s_billboardInstanceDeclaration;
|
||||||
|
static VertexDeclaration s_billboardVertexDeclaration;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/dEPTHRenderTechnique.inl>
|
||||||
|
|
||||||
|
#endif // NAZARA_DEPTHRENDERTECHNIQUE_HPP
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
@ -108,6 +108,7 @@ namespace Nz
|
||||||
RenderTechniqueType_AdvancedForward, // AdvancedForwardRenderTechnique
|
RenderTechniqueType_AdvancedForward, // AdvancedForwardRenderTechnique
|
||||||
RenderTechniqueType_BasicForward, // BasicForwardRenderTechnique
|
RenderTechniqueType_BasicForward, // BasicForwardRenderTechnique
|
||||||
RenderTechniqueType_DeferredShading, // DeferredRenderTechnique
|
RenderTechniqueType_DeferredShading, // DeferredRenderTechnique
|
||||||
|
RenderTechniqueType_Depth, // DepthRenderTechnique
|
||||||
RenderTechniqueType_LightPrePass, // LightPrePassRenderTechnique
|
RenderTechniqueType_LightPrePass, // LightPrePassRenderTechnique
|
||||||
RenderTechniqueType_User,
|
RenderTechniqueType_User,
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -36,7 +36,7 @@ namespace Nz
|
||||||
static bool Initialize();
|
static bool Initialize();
|
||||||
static void Uninitialize();
|
static void Uninitialize();
|
||||||
|
|
||||||
private:
|
protected:
|
||||||
struct ShaderUniforms;
|
struct ShaderUniforms;
|
||||||
|
|
||||||
void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
|
void ChooseLights(const Spheref& object, bool includeDirectionalLights = true) const;
|
||||||
|
|
@ -46,7 +46,7 @@ namespace Nz
|
||||||
void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
|
void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
|
||||||
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
|
const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
|
||||||
void OnShaderInvalidated(const Shader* shader) const;
|
void OnShaderInvalidated(const Shader* shader) const;
|
||||||
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
|
void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const;
|
||||||
|
|
||||||
static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
|
static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
|
||||||
static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
|
static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
|
||||||
|
|
@ -89,6 +89,7 @@ namespace Nz
|
||||||
unsigned int m_maxLightPassPerObject;
|
unsigned int m_maxLightPassPerObject;
|
||||||
|
|
||||||
static IndexBuffer s_quadIndexBuffer;
|
static IndexBuffer s_quadIndexBuffer;
|
||||||
|
static TextureSampler s_shadowSampler;
|
||||||
static VertexBuffer s_quadVertexBuffer;
|
static VertexBuffer s_quadVertexBuffer;
|
||||||
static VertexDeclaration s_billboardInstanceDeclaration;
|
static VertexDeclaration s_billboardInstanceDeclaration;
|
||||||
static VertexDeclaration s_billboardVertexDeclaration;
|
static VertexDeclaration s_billboardVertexDeclaration;
|
||||||
|
|
|
||||||
|
|
@ -2,10 +2,16 @@
|
||||||
// This file is part of the "Nazara Engine - Graphics module"
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <Nazara/Renderer/Renderer.hpp>
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
inline void ForwardRenderTechnique::SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const
|
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..
|
||||||
|
int dummyCubemap = Renderer::GetMaxTextureUnits() - 1;
|
||||||
|
int dummyTexture = Renderer::GetMaxTextureUnits() - 2;
|
||||||
|
|
||||||
if (index < m_lights.size())
|
if (index < m_lights.size())
|
||||||
{
|
{
|
||||||
const LightIndex& lightIndex = m_lights[index];
|
const LightIndex& lightIndex = m_lights[index];
|
||||||
|
|
@ -21,6 +27,20 @@ namespace Nz
|
||||||
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
|
shader->SendColor(uniforms.locations.color + uniformOffset, light.color);
|
||||||
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
|
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
|
||||||
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.direction));
|
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.direction));
|
||||||
|
|
||||||
|
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
|
||||||
|
if (light.shadowMap)
|
||||||
|
{
|
||||||
|
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
|
||||||
|
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
|
||||||
|
|
||||||
|
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
|
||||||
|
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||||
|
|
||||||
|
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -32,6 +52,19 @@ namespace Nz
|
||||||
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
|
shader->SendVector(uniforms.locations.factors + uniformOffset, Vector2f(light.ambientFactor, light.diffuseFactor));
|
||||||
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
|
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
|
||||||
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(0.f, 0.f, 0.f, light.invRadius));
|
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(0.f, 0.f, 0.f, light.invRadius));
|
||||||
|
|
||||||
|
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
|
||||||
|
if (light.shadowMap)
|
||||||
|
{
|
||||||
|
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
|
||||||
|
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
|
||||||
|
|
||||||
|
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, availableTextureUnit);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||||
|
|
||||||
|
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -44,12 +77,31 @@ namespace Nz
|
||||||
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
|
shader->SendVector(uniforms.locations.parameters1 + uniformOffset, Vector4f(light.position, light.attenuation));
|
||||||
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(light.direction, light.invRadius));
|
shader->SendVector(uniforms.locations.parameters2 + uniformOffset, Vector4f(light.direction, light.invRadius));
|
||||||
shader->SendVector(uniforms.locations.parameters3 + uniformOffset, Vector2f(light.innerAngleCosine, light.outerAngleCosine));
|
shader->SendVector(uniforms.locations.parameters3 + uniformOffset, Vector2f(light.innerAngleCosine, light.outerAngleCosine));
|
||||||
|
|
||||||
|
shader->SendBoolean(uniforms.locations.shadowMapping + uniformOffset, light.shadowMap != nullptr);
|
||||||
|
if (light.shadowMap)
|
||||||
|
{
|
||||||
|
Renderer::SetTexture(availableTextureUnit, light.shadowMap);
|
||||||
|
Renderer::SetTextureSampler(availableTextureUnit, s_shadowSampler);
|
||||||
|
|
||||||
|
shader->SendMatrix(uniforms.locations.lightViewProjMatrix + index, light.transformMatrix);
|
||||||
|
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, availableTextureUnit);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||||
|
|
||||||
|
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
|
shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
|
||||||
|
shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
|
||||||
|
shader->SendInteger(uniforms.locations.pointLightShadowMap + index, dummyCubemap);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
|
inline float ForwardRenderTechnique::ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light)
|
||||||
|
|
@ -78,7 +130,7 @@ namespace Nz
|
||||||
NazaraUnused(object);
|
NazaraUnused(object);
|
||||||
NazaraUnused(light);
|
NazaraUnused(light);
|
||||||
|
|
||||||
// Directional light are always suitables
|
// Directional light are always suitable
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -11,6 +11,8 @@
|
||||||
#include <Nazara/Core/Color.hpp>
|
#include <Nazara/Core/Color.hpp>
|
||||||
#include <Nazara/Graphics/Enums.hpp>
|
#include <Nazara/Graphics/Enums.hpp>
|
||||||
#include <Nazara/Graphics/Renderable.hpp>
|
#include <Nazara/Graphics/Renderable.hpp>
|
||||||
|
#include <Nazara/Renderer/RenderTexture.hpp>
|
||||||
|
#include <Nazara/Renderer/Texture.hpp>
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
|
|
@ -21,7 +23,8 @@ namespace Nz
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Light(LightType type = LightType_Point);
|
Light(LightType type = LightType_Point);
|
||||||
Light(const Light& light) = default;
|
inline Light(const Light& light);
|
||||||
|
Light(Light&& light) = default;
|
||||||
~Light() = default;
|
~Light() = default;
|
||||||
|
|
||||||
void AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const override;
|
void AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const override;
|
||||||
|
|
@ -31,37 +34,56 @@ namespace Nz
|
||||||
|
|
||||||
bool Cull(const Frustumf& frustum, const Matrix4f& transformMatrix) const override;
|
bool Cull(const Frustumf& frustum, const Matrix4f& transformMatrix) const override;
|
||||||
|
|
||||||
float GetAmbientFactor() const;
|
inline void EnableShadowCasting(bool castShadows);
|
||||||
float GetAttenuation() const;
|
|
||||||
Color GetColor() const;
|
|
||||||
float GetDiffuseFactor() const;
|
|
||||||
float GetInnerAngle() const;
|
|
||||||
float GetInnerAngleCosine() const;
|
|
||||||
float GetInvRadius() const;
|
|
||||||
LightType GetLightType() const;
|
|
||||||
float GetOuterAngle() const;
|
|
||||||
float GetOuterAngleCosine() const;
|
|
||||||
float GetOuterAngleTangent() const;
|
|
||||||
float GetRadius() const;
|
|
||||||
|
|
||||||
void SetAmbientFactor(float factor);
|
inline void EnsureShadowMapUpdate() const;
|
||||||
void SetAttenuation(float attenuation);
|
|
||||||
void SetColor(const Color& color);
|
inline float GetAmbientFactor() const;
|
||||||
void SetDiffuseFactor(float factor);
|
inline float GetAttenuation() const;
|
||||||
void SetInnerAngle(float innerAngle);
|
inline Color GetColor() const;
|
||||||
void SetLightType(LightType type);
|
inline float GetDiffuseFactor() const;
|
||||||
void SetOuterAngle(float outerAngle);
|
inline float GetInnerAngle() const;
|
||||||
void SetRadius(float radius);
|
inline float GetInnerAngleCosine() const;
|
||||||
|
inline float GetInvRadius() const;
|
||||||
|
inline LightType GetLightType() const;
|
||||||
|
inline float GetOuterAngle() const;
|
||||||
|
inline float GetOuterAngleCosine() const;
|
||||||
|
inline float GetOuterAngleTangent() const;
|
||||||
|
inline float GetRadius() const;
|
||||||
|
inline TextureRef GetShadowMap() const;
|
||||||
|
inline PixelFormatType GetShadowMapFormat() const;
|
||||||
|
inline const Vector2ui& GetShadowMapSize() const;
|
||||||
|
|
||||||
|
inline bool IsShadowCastingEnabled() const;
|
||||||
|
|
||||||
|
inline void SetAmbientFactor(float factor);
|
||||||
|
inline void SetAttenuation(float attenuation);
|
||||||
|
inline void SetColor(const Color& color);
|
||||||
|
inline void SetDiffuseFactor(float factor);
|
||||||
|
inline void SetInnerAngle(float innerAngle);
|
||||||
|
inline void SetLightType(LightType type);
|
||||||
|
inline void SetOuterAngle(float outerAngle);
|
||||||
|
inline void SetRadius(float radius);
|
||||||
|
inline void SetShadowMapFormat(PixelFormatType shadowFormat);
|
||||||
|
inline void SetShadowMapSize(const Vector2ui& size);
|
||||||
|
|
||||||
void UpdateBoundingVolume(const Matrix4f& transformMatrix) override;
|
void UpdateBoundingVolume(const Matrix4f& transformMatrix) override;
|
||||||
|
|
||||||
Light& operator=(const Light& light) = default;
|
Light& operator=(const Light& light);
|
||||||
|
Light& operator=(Light&& light) = default;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void MakeBoundingVolume() const override;
|
void MakeBoundingVolume() const override;
|
||||||
|
inline void InvalidateShadowMap();
|
||||||
|
void UpdateShadowMap() const;
|
||||||
|
|
||||||
LightType m_type;
|
|
||||||
Color m_color;
|
Color m_color;
|
||||||
|
LightType m_type;
|
||||||
|
PixelFormatType m_shadowMapFormat;
|
||||||
|
Vector2ui m_shadowMapSize;
|
||||||
|
mutable TextureRef m_shadowMap;
|
||||||
|
bool m_shadowCastingEnabled;
|
||||||
|
mutable bool m_shadowMapUpdated;
|
||||||
float m_ambientFactor;
|
float m_ambientFactor;
|
||||||
float m_attenuation;
|
float m_attenuation;
|
||||||
float m_diffuseFactor;
|
float m_diffuseFactor;
|
||||||
|
|
@ -80,10 +102,14 @@ namespace Nz
|
||||||
{
|
{
|
||||||
int type;
|
int type;
|
||||||
int color;
|
int color;
|
||||||
|
int directionalSpotLightShadowMap;
|
||||||
int factors;
|
int factors;
|
||||||
|
int lightViewProjMatrix;
|
||||||
int parameters1;
|
int parameters1;
|
||||||
int parameters2;
|
int parameters2;
|
||||||
int parameters3;
|
int parameters3;
|
||||||
|
int pointLightShadowMap;
|
||||||
|
int shadowMapping;
|
||||||
};
|
};
|
||||||
|
|
||||||
bool ubo;
|
bool ubo;
|
||||||
|
|
|
||||||
|
|
@ -7,6 +7,42 @@
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
|
inline Light::Light(const Light& light) :
|
||||||
|
Renderable(light),
|
||||||
|
m_type(light.m_type),
|
||||||
|
m_shadowMapFormat(light.m_shadowMapFormat),
|
||||||
|
m_color(light.m_color),
|
||||||
|
m_shadowMapSize(light.m_shadowMapSize),
|
||||||
|
m_shadowCastingEnabled(light.m_shadowCastingEnabled),
|
||||||
|
m_shadowMapUpdated(false),
|
||||||
|
m_ambientFactor(light.m_ambientFactor),
|
||||||
|
m_attenuation(light.m_attenuation),
|
||||||
|
m_diffuseFactor(light.m_diffuseFactor),
|
||||||
|
m_innerAngle(light.m_innerAngle),
|
||||||
|
m_innerAngleCosine(light.m_innerAngleCosine),
|
||||||
|
m_invRadius(light.m_invRadius),
|
||||||
|
m_outerAngle(light.m_outerAngle),
|
||||||
|
m_outerAngleCosine(light.m_outerAngleCosine),
|
||||||
|
m_outerAngleTangent(light.m_outerAngleTangent),
|
||||||
|
m_radius(light.m_radius)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Light::EnableShadowCasting(bool castShadows)
|
||||||
|
{
|
||||||
|
if (m_shadowCastingEnabled != castShadows)
|
||||||
|
{
|
||||||
|
m_shadowCastingEnabled = castShadows;
|
||||||
|
m_shadowMapUpdated = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Light::EnsureShadowMapUpdate() const
|
||||||
|
{
|
||||||
|
if (!m_shadowMapUpdated)
|
||||||
|
UpdateShadowMap();
|
||||||
|
}
|
||||||
|
|
||||||
inline float Light::GetAmbientFactor() const
|
inline float Light::GetAmbientFactor() const
|
||||||
{
|
{
|
||||||
return m_ambientFactor;
|
return m_ambientFactor;
|
||||||
|
|
@ -67,6 +103,28 @@ namespace Nz
|
||||||
return m_radius;
|
return m_radius;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline TextureRef Light::GetShadowMap() const
|
||||||
|
{
|
||||||
|
EnsureShadowMapUpdate();
|
||||||
|
|
||||||
|
return m_shadowMap;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline PixelFormatType Light::GetShadowMapFormat() const
|
||||||
|
{
|
||||||
|
return m_shadowMapFormat;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const Vector2ui& Light::GetShadowMapSize() const
|
||||||
|
{
|
||||||
|
return m_shadowMapSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Light::IsShadowCastingEnabled() const
|
||||||
|
{
|
||||||
|
return m_shadowCastingEnabled;
|
||||||
|
}
|
||||||
|
|
||||||
inline void Light::SetAmbientFactor(float factor)
|
inline void Light::SetAmbientFactor(float factor)
|
||||||
{
|
{
|
||||||
m_ambientFactor = factor;
|
m_ambientFactor = factor;
|
||||||
|
|
@ -96,6 +154,8 @@ namespace Nz
|
||||||
inline void Light::SetLightType(LightType type)
|
inline void Light::SetLightType(LightType type)
|
||||||
{
|
{
|
||||||
m_type = type;
|
m_type = type;
|
||||||
|
|
||||||
|
InvalidateShadowMap();
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void Light::SetOuterAngle(float outerAngle)
|
inline void Light::SetOuterAngle(float outerAngle)
|
||||||
|
|
@ -115,6 +175,53 @@ namespace Nz
|
||||||
|
|
||||||
InvalidateBoundingVolume();
|
InvalidateBoundingVolume();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
inline void Light::SetShadowMapFormat(PixelFormatType shadowFormat)
|
||||||
|
{
|
||||||
|
NazaraAssert(PixelFormat::GetType(shadowFormat) == PixelFormatTypeType_Depth, "Shadow format type is not a depth format");
|
||||||
|
|
||||||
|
m_shadowMapFormat = shadowFormat;
|
||||||
|
|
||||||
|
InvalidateShadowMap();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Light::SetShadowMapSize(const Vector2ui& size)
|
||||||
|
{
|
||||||
|
NazaraAssert(size.x > 0 && size.y > 0, "Shadow map size must have a positive size");
|
||||||
|
|
||||||
|
m_shadowMapSize = size;
|
||||||
|
|
||||||
|
InvalidateShadowMap();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Light& Light::operator=(const Light& light)
|
||||||
|
{
|
||||||
|
Renderable::operator=(light);
|
||||||
|
|
||||||
|
m_ambientFactor = light.m_ambientFactor;
|
||||||
|
m_attenuation = light.m_attenuation;
|
||||||
|
m_color = light.m_color;
|
||||||
|
m_diffuseFactor = light.m_diffuseFactor;
|
||||||
|
m_innerAngle = light.m_innerAngle;
|
||||||
|
m_innerAngleCosine = light.m_innerAngleCosine;
|
||||||
|
m_invRadius = light.m_invRadius;
|
||||||
|
m_outerAngle = light.m_outerAngle;
|
||||||
|
m_outerAngleCosine = light.m_outerAngleCosine;
|
||||||
|
m_outerAngleTangent = light.m_outerAngleTangent;
|
||||||
|
m_radius = light.m_radius;
|
||||||
|
m_shadowCastingEnabled = light.m_shadowCastingEnabled;
|
||||||
|
m_shadowMapFormat = light.m_shadowMapFormat;
|
||||||
|
m_shadowMapSize = light.m_shadowMapSize;
|
||||||
|
m_type = light.m_type;
|
||||||
|
|
||||||
|
InvalidateShadowMap();
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Light::InvalidateShadowMap()
|
||||||
|
{
|
||||||
|
m_shadowMapUpdated = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#include <Nazara/Renderer/DebugOff.hpp>
|
#include <Nazara/Renderer/DebugOff.hpp>
|
||||||
|
|
|
||||||
|
|
@ -24,6 +24,7 @@
|
||||||
#include <Nazara/Renderer/Texture.hpp>
|
#include <Nazara/Renderer/Texture.hpp>
|
||||||
#include <Nazara/Renderer/TextureSampler.hpp>
|
#include <Nazara/Renderer/TextureSampler.hpp>
|
||||||
#include <Nazara/Renderer/UberShader.hpp>
|
#include <Nazara/Renderer/UberShader.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
|
|
@ -56,90 +57,99 @@ namespace Nz
|
||||||
friend class Graphics;
|
friend class Graphics;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Material();
|
inline Material();
|
||||||
Material(const Material& material);
|
inline Material(const Material& material);
|
||||||
~Material();
|
inline ~Material();
|
||||||
|
|
||||||
const Shader* Apply(UInt32 shaderFlags = 0, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const;
|
const Shader* Apply(UInt32 shaderFlags = 0, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const;
|
||||||
|
|
||||||
void Enable(RendererParameter renderParameter, bool enable);
|
void BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams = MaterialParams());
|
||||||
void EnableAlphaTest(bool alphaTest);
|
|
||||||
void EnableDepthSorting(bool depthSorting);
|
|
||||||
void EnableLighting(bool lighting);
|
|
||||||
void EnableTransform(bool transform);
|
|
||||||
|
|
||||||
Texture* GetAlphaMap() const;
|
inline void Enable(RendererParameter renderParameter, bool enable);
|
||||||
float GetAlphaThreshold() const;
|
inline void EnableAlphaTest(bool alphaTest);
|
||||||
Color GetAmbientColor() const;
|
inline void EnableDepthSorting(bool depthSorting);
|
||||||
RendererComparison GetDepthFunc() const;
|
inline void EnableLighting(bool lighting);
|
||||||
Color GetDiffuseColor() const;
|
inline void EnableShadowCasting(bool castShadows);
|
||||||
Texture* GetDiffuseMap() const;
|
inline void EnableShadowReceive(bool receiveShadows);
|
||||||
TextureSampler& GetDiffuseSampler();
|
inline void EnableTransform(bool transform);
|
||||||
const TextureSampler& GetDiffuseSampler() const;
|
|
||||||
BlendFunc GetDstBlend() const;
|
|
||||||
Texture* GetEmissiveMap() const;
|
|
||||||
FaceSide GetFaceCulling() const;
|
|
||||||
FaceFilling GetFaceFilling() const;
|
|
||||||
Texture* GetHeightMap() const;
|
|
||||||
Texture* GetNormalMap() const;
|
|
||||||
const RenderStates& GetRenderStates() const;
|
|
||||||
const UberShader* GetShader() const;
|
|
||||||
const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
|
|
||||||
float GetShininess() const;
|
|
||||||
Color GetSpecularColor() const;
|
|
||||||
Texture* GetSpecularMap() const;
|
|
||||||
TextureSampler& GetSpecularSampler();
|
|
||||||
const TextureSampler& GetSpecularSampler() const;
|
|
||||||
BlendFunc GetSrcBlend() const;
|
|
||||||
|
|
||||||
bool HasAlphaMap() const;
|
inline const TextureRef& GetAlphaMap() const;
|
||||||
bool HasDiffuseMap() const;
|
inline float GetAlphaThreshold() const;
|
||||||
bool HasEmissiveMap() const;
|
inline Color GetAmbientColor() const;
|
||||||
bool HasHeightMap() const;
|
inline RendererComparison GetDepthFunc() const;
|
||||||
bool HasNormalMap() const;
|
inline const MaterialRef& GetDepthMaterial() const;
|
||||||
bool HasSpecularMap() const;
|
inline Color GetDiffuseColor() const;
|
||||||
|
inline const TextureRef& GetDiffuseMap() const;
|
||||||
|
inline TextureSampler& GetDiffuseSampler();
|
||||||
|
inline const TextureSampler& GetDiffuseSampler() const;
|
||||||
|
inline BlendFunc GetDstBlend() const;
|
||||||
|
inline const TextureRef& GetEmissiveMap() const;
|
||||||
|
inline FaceSide GetFaceCulling() const;
|
||||||
|
inline FaceFilling GetFaceFilling() const;
|
||||||
|
inline const TextureRef& GetHeightMap() const;
|
||||||
|
inline const TextureRef& GetNormalMap() const;
|
||||||
|
inline const RenderStates& GetRenderStates() const;
|
||||||
|
inline const UberShader* GetShader() const;
|
||||||
|
inline const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
|
||||||
|
inline float GetShininess() const;
|
||||||
|
inline Color GetSpecularColor() const;
|
||||||
|
inline const TextureRef& GetSpecularMap() const;
|
||||||
|
inline TextureSampler& GetSpecularSampler();
|
||||||
|
inline const TextureSampler& GetSpecularSampler() const;
|
||||||
|
inline BlendFunc GetSrcBlend() const;
|
||||||
|
|
||||||
bool IsAlphaTestEnabled() const;
|
inline bool HasAlphaMap() const;
|
||||||
bool IsDepthSortingEnabled() const;
|
inline bool HasDepthMaterial() const;
|
||||||
bool IsEnabled(RendererParameter renderParameter) const;
|
inline bool HasDiffuseMap() const;
|
||||||
bool IsLightingEnabled() const;
|
inline bool HasEmissiveMap() const;
|
||||||
bool IsTransformEnabled() const;
|
inline bool HasHeightMap() const;
|
||||||
|
inline bool HasNormalMap() const;
|
||||||
|
inline bool HasSpecularMap() const;
|
||||||
|
|
||||||
bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
|
inline bool IsAlphaTestEnabled() const;
|
||||||
bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
|
inline bool IsDepthSortingEnabled() const;
|
||||||
bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
|
inline bool IsEnabled(RendererParameter renderParameter) const;
|
||||||
|
inline bool IsLightingEnabled() const;
|
||||||
|
inline bool IsShadowCastingEnabled() const;
|
||||||
|
inline bool IsShadowReceiveEnabled() const;
|
||||||
|
inline bool IsTransformEnabled() const;
|
||||||
|
|
||||||
|
inline bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
|
||||||
|
inline bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
|
||||||
|
inline bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
|
||||||
|
|
||||||
void Reset();
|
void Reset();
|
||||||
|
|
||||||
bool SetAlphaMap(const String& textureName);
|
inline bool SetAlphaMap(const String& textureName);
|
||||||
void SetAlphaMap(TextureRef alphaMap);
|
inline void SetAlphaMap(TextureRef alphaMap);
|
||||||
void SetAlphaThreshold(float alphaThreshold);
|
inline void SetAlphaThreshold(float alphaThreshold);
|
||||||
void SetAmbientColor(const Color& ambient);
|
inline void SetAmbientColor(const Color& ambient);
|
||||||
void SetDepthFunc(RendererComparison depthFunc);
|
inline void SetDepthFunc(RendererComparison depthFunc);
|
||||||
void SetDiffuseColor(const Color& diffuse);
|
inline void SetDepthMaterial(MaterialRef depthMaterial);
|
||||||
bool SetDiffuseMap(const String& textureName);
|
inline void SetDiffuseColor(const Color& diffuse);
|
||||||
void SetDiffuseMap(TextureRef diffuseMap);
|
inline bool SetDiffuseMap(const String& textureName);
|
||||||
void SetDiffuseSampler(const TextureSampler& sampler);
|
inline void SetDiffuseMap(TextureRef diffuseMap);
|
||||||
void SetDstBlend(BlendFunc func);
|
inline void SetDiffuseSampler(const TextureSampler& sampler);
|
||||||
bool SetEmissiveMap(const String& textureName);
|
inline void SetDstBlend(BlendFunc func);
|
||||||
void SetEmissiveMap(TextureRef textureName);
|
inline bool SetEmissiveMap(const String& textureName);
|
||||||
void SetFaceCulling(FaceSide faceSide);
|
inline void SetEmissiveMap(TextureRef textureName);
|
||||||
void SetFaceFilling(FaceFilling filling);
|
inline void SetFaceCulling(FaceSide faceSide);
|
||||||
bool SetHeightMap(const String& textureName);
|
inline void SetFaceFilling(FaceFilling filling);
|
||||||
void SetHeightMap(TextureRef textureName);
|
inline bool SetHeightMap(const String& textureName);
|
||||||
bool SetNormalMap(const String& textureName);
|
inline void SetHeightMap(TextureRef textureName);
|
||||||
void SetNormalMap(TextureRef textureName);
|
inline bool SetNormalMap(const String& textureName);
|
||||||
void SetRenderStates(const RenderStates& states);
|
inline void SetNormalMap(TextureRef textureName);
|
||||||
void SetShader(UberShaderConstRef uberShader);
|
inline void SetRenderStates(const RenderStates& states);
|
||||||
bool SetShader(const String& uberShaderName);
|
inline void SetShader(UberShaderConstRef uberShader);
|
||||||
void SetShininess(float shininess);
|
inline bool SetShader(const String& uberShaderName);
|
||||||
void SetSpecularColor(const Color& specular);
|
inline void SetShininess(float shininess);
|
||||||
bool SetSpecularMap(const String& textureName);
|
inline void SetSpecularColor(const Color& specular);
|
||||||
void SetSpecularMap(TextureRef specularMap);
|
inline bool SetSpecularMap(const String& textureName);
|
||||||
void SetSpecularSampler(const TextureSampler& sampler);
|
inline void SetSpecularMap(TextureRef specularMap);
|
||||||
void SetSrcBlend(BlendFunc func);
|
inline void SetSpecularSampler(const TextureSampler& sampler);
|
||||||
|
inline void SetSrcBlend(BlendFunc func);
|
||||||
|
|
||||||
Material& operator=(const Material& material);
|
inline Material& operator=(const Material& material);
|
||||||
|
|
||||||
static MaterialRef GetDefault();
|
static MaterialRef GetDefault();
|
||||||
template<typename... Args> static MaterialRef New(Args&&... args);
|
template<typename... Args> static MaterialRef New(Args&&... args);
|
||||||
|
|
@ -158,7 +168,7 @@ namespace Nz
|
||||||
|
|
||||||
void Copy(const Material& material);
|
void Copy(const Material& material);
|
||||||
void GenerateShader(UInt32 flags) const;
|
void GenerateShader(UInt32 flags) const;
|
||||||
void InvalidateShaders();
|
inline void InvalidateShaders();
|
||||||
|
|
||||||
static bool Initialize();
|
static bool Initialize();
|
||||||
static void Uninitialize();
|
static void Uninitialize();
|
||||||
|
|
@ -166,6 +176,7 @@ namespace Nz
|
||||||
Color m_ambientColor;
|
Color m_ambientColor;
|
||||||
Color m_diffuseColor;
|
Color m_diffuseColor;
|
||||||
Color m_specularColor;
|
Color m_specularColor;
|
||||||
|
MaterialRef m_depthMaterial; //< Materialception
|
||||||
RenderStates m_states;
|
RenderStates m_states;
|
||||||
TextureSampler m_diffuseSampler;
|
TextureSampler m_diffuseSampler;
|
||||||
TextureSampler m_specularSampler;
|
TextureSampler m_specularSampler;
|
||||||
|
|
@ -180,6 +191,8 @@ namespace Nz
|
||||||
bool m_alphaTestEnabled;
|
bool m_alphaTestEnabled;
|
||||||
bool m_depthSortingEnabled;
|
bool m_depthSortingEnabled;
|
||||||
bool m_lightingEnabled;
|
bool m_lightingEnabled;
|
||||||
|
bool m_shadowCastingEnabled;
|
||||||
|
bool m_shadowReceiveEnabled;
|
||||||
bool m_transformEnabled;
|
bool m_transformEnabled;
|
||||||
float m_alphaThreshold;
|
float m_alphaThreshold;
|
||||||
float m_shininess;
|
float m_shininess;
|
||||||
|
|
|
||||||
|
|
@ -7,6 +7,513 @@
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
|
inline Material::Material()
|
||||||
|
{
|
||||||
|
Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Material::Material(const Material& material) :
|
||||||
|
RefCounted(),
|
||||||
|
Resource(material)
|
||||||
|
{
|
||||||
|
Copy(material);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Material::~Material()
|
||||||
|
{
|
||||||
|
OnMaterialRelease(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::Enable(RendererParameter renderParameter, bool enable)
|
||||||
|
{
|
||||||
|
NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
|
||||||
|
|
||||||
|
m_states.parameters[renderParameter] = enable;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::EnableAlphaTest(bool alphaTest)
|
||||||
|
{
|
||||||
|
m_alphaTestEnabled = alphaTest;
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::EnableDepthSorting(bool depthSorting)
|
||||||
|
{
|
||||||
|
// Has no influence on shaders
|
||||||
|
m_depthSortingEnabled = depthSorting;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::EnableLighting(bool lighting)
|
||||||
|
{
|
||||||
|
m_lightingEnabled = lighting;
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::EnableShadowCasting(bool castShadows)
|
||||||
|
{
|
||||||
|
// Has no influence on shaders
|
||||||
|
m_shadowCastingEnabled = castShadows;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::EnableShadowReceive(bool receiveShadows)
|
||||||
|
{
|
||||||
|
m_shadowReceiveEnabled = receiveShadows;
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::EnableTransform(bool transform)
|
||||||
|
{
|
||||||
|
m_transformEnabled = transform;
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const TextureRef& Material::GetAlphaMap() const
|
||||||
|
{
|
||||||
|
return m_alphaMap;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline float Material::GetAlphaThreshold() const
|
||||||
|
{
|
||||||
|
return m_alphaThreshold;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Color Material::GetAmbientColor() const
|
||||||
|
{
|
||||||
|
return m_ambientColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline RendererComparison Material::GetDepthFunc() const
|
||||||
|
{
|
||||||
|
return m_states.depthFunc;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const MaterialRef& Material::GetDepthMaterial() const
|
||||||
|
{
|
||||||
|
return m_depthMaterial;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Color Material::GetDiffuseColor() const
|
||||||
|
{
|
||||||
|
return m_diffuseColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline TextureSampler& Material::GetDiffuseSampler()
|
||||||
|
{
|
||||||
|
return m_diffuseSampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const TextureSampler& Material::GetDiffuseSampler() const
|
||||||
|
{
|
||||||
|
return m_diffuseSampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
const TextureRef& Material::GetDiffuseMap() const
|
||||||
|
{
|
||||||
|
return m_diffuseMap;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline BlendFunc Material::GetDstBlend() const
|
||||||
|
{
|
||||||
|
return m_states.dstBlend;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const TextureRef& Material::GetEmissiveMap() const
|
||||||
|
{
|
||||||
|
return m_emissiveMap;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline FaceSide Material::GetFaceCulling() const
|
||||||
|
{
|
||||||
|
return m_states.faceCulling;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline FaceFilling Material::GetFaceFilling() const
|
||||||
|
{
|
||||||
|
return m_states.faceFilling;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const TextureRef& Material::GetHeightMap() const
|
||||||
|
{
|
||||||
|
return m_heightMap;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const TextureRef& Material::GetNormalMap() const
|
||||||
|
{
|
||||||
|
return m_normalMap;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const RenderStates& Material::GetRenderStates() const
|
||||||
|
{
|
||||||
|
return m_states;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const UberShader* Material::GetShader() const
|
||||||
|
{
|
||||||
|
return m_uberShader;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
|
||||||
|
{
|
||||||
|
const ShaderInstance& instance = m_shaders[flags];
|
||||||
|
if (!instance.uberInstance)
|
||||||
|
GenerateShader(flags);
|
||||||
|
|
||||||
|
return instance.uberInstance;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline float Material::GetShininess() const
|
||||||
|
{
|
||||||
|
return m_shininess;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Color Material::GetSpecularColor() const
|
||||||
|
{
|
||||||
|
return m_specularColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const TextureRef& Material::GetSpecularMap() const
|
||||||
|
{
|
||||||
|
return m_specularMap;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline TextureSampler& Material::GetSpecularSampler()
|
||||||
|
{
|
||||||
|
return m_specularSampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline const TextureSampler& Material::GetSpecularSampler() const
|
||||||
|
{
|
||||||
|
return m_specularSampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline BlendFunc Material::GetSrcBlend() const
|
||||||
|
{
|
||||||
|
return m_states.srcBlend;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::HasAlphaMap() const
|
||||||
|
{
|
||||||
|
return m_alphaMap.IsValid();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::HasDepthMaterial() const
|
||||||
|
{
|
||||||
|
return m_depthMaterial.IsValid();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::HasDiffuseMap() const
|
||||||
|
{
|
||||||
|
return m_diffuseMap.IsValid();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::HasEmissiveMap() const
|
||||||
|
{
|
||||||
|
return m_emissiveMap.IsValid();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::HasHeightMap() const
|
||||||
|
{
|
||||||
|
return m_heightMap.IsValid();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::HasNormalMap() const
|
||||||
|
{
|
||||||
|
return m_normalMap.IsValid();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::HasSpecularMap() const
|
||||||
|
{
|
||||||
|
return m_specularMap.IsValid();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::IsAlphaTestEnabled() const
|
||||||
|
{
|
||||||
|
return m_alphaTestEnabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::IsDepthSortingEnabled() const
|
||||||
|
{
|
||||||
|
return m_depthSortingEnabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::IsEnabled(RendererParameter parameter) const
|
||||||
|
{
|
||||||
|
NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
|
||||||
|
|
||||||
|
return m_states.parameters[parameter];
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::IsLightingEnabled() const
|
||||||
|
{
|
||||||
|
return m_lightingEnabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::IsShadowCastingEnabled() const
|
||||||
|
{
|
||||||
|
return m_shadowCastingEnabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::IsShadowReceiveEnabled() const
|
||||||
|
{
|
||||||
|
return m_shadowReceiveEnabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::IsTransformEnabled() const
|
||||||
|
{
|
||||||
|
return m_transformEnabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
|
||||||
|
{
|
||||||
|
return MaterialLoader::LoadFromFile(this, filePath, params);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
|
||||||
|
{
|
||||||
|
return MaterialLoader::LoadFromMemory(this, data, size, params);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
|
||||||
|
{
|
||||||
|
return MaterialLoader::LoadFromStream(this, stream, params);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::SetAlphaMap(const String& textureName)
|
||||||
|
{
|
||||||
|
TextureRef texture = TextureLibrary::Query(textureName);
|
||||||
|
if (!texture)
|
||||||
|
{
|
||||||
|
texture = TextureManager::Get(textureName);
|
||||||
|
if (!texture)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetAlphaMap(std::move(texture));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetAlphaMap(TextureRef alphaMap)
|
||||||
|
{
|
||||||
|
m_alphaMap = std::move(alphaMap);
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetAlphaThreshold(float alphaThreshold)
|
||||||
|
{
|
||||||
|
m_alphaThreshold = alphaThreshold;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetAmbientColor(const Color& ambient)
|
||||||
|
{
|
||||||
|
m_ambientColor = ambient;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetDepthFunc(RendererComparison depthFunc)
|
||||||
|
{
|
||||||
|
m_states.depthFunc = depthFunc;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetDepthMaterial(MaterialRef depthMaterial)
|
||||||
|
{
|
||||||
|
m_depthMaterial = std::move(depthMaterial);
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetDiffuseColor(const Color& diffuse)
|
||||||
|
{
|
||||||
|
m_diffuseColor = diffuse;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::SetDiffuseMap(const String& textureName)
|
||||||
|
{
|
||||||
|
TextureRef texture = TextureLibrary::Query(textureName);
|
||||||
|
if (!texture)
|
||||||
|
{
|
||||||
|
texture = TextureManager::Get(textureName);
|
||||||
|
if (!texture)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetDiffuseMap(std::move(texture));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetDiffuseMap(TextureRef diffuseMap)
|
||||||
|
{
|
||||||
|
m_diffuseMap = std::move(diffuseMap);
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetDiffuseSampler(const TextureSampler& sampler)
|
||||||
|
{
|
||||||
|
m_diffuseSampler = sampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetDstBlend(BlendFunc func)
|
||||||
|
{
|
||||||
|
m_states.dstBlend = func;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::SetEmissiveMap(const String& textureName)
|
||||||
|
{
|
||||||
|
TextureRef texture = TextureLibrary::Query(textureName);
|
||||||
|
if (!texture)
|
||||||
|
{
|
||||||
|
texture = TextureManager::Get(textureName);
|
||||||
|
if (!texture)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetEmissiveMap(std::move(texture));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetEmissiveMap(TextureRef emissiveMap)
|
||||||
|
{
|
||||||
|
m_emissiveMap = std::move(emissiveMap);
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetFaceCulling(FaceSide faceSide)
|
||||||
|
{
|
||||||
|
m_states.faceCulling = faceSide;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetFaceFilling(FaceFilling filling)
|
||||||
|
{
|
||||||
|
m_states.faceFilling = filling;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::SetHeightMap(const String& textureName)
|
||||||
|
{
|
||||||
|
TextureRef texture = TextureLibrary::Query(textureName);
|
||||||
|
if (!texture)
|
||||||
|
{
|
||||||
|
texture = TextureManager::Get(textureName);
|
||||||
|
if (!texture)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetHeightMap(std::move(texture));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetHeightMap(TextureRef heightMap)
|
||||||
|
{
|
||||||
|
m_heightMap = std::move(heightMap);
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::SetNormalMap(const String& textureName)
|
||||||
|
{
|
||||||
|
TextureRef texture = TextureLibrary::Query(textureName);
|
||||||
|
if (!texture)
|
||||||
|
{
|
||||||
|
texture = TextureManager::Get(textureName);
|
||||||
|
if (!texture)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetNormalMap(std::move(texture));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetNormalMap(TextureRef normalMap)
|
||||||
|
{
|
||||||
|
m_normalMap = std::move(normalMap);
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetRenderStates(const RenderStates& states)
|
||||||
|
{
|
||||||
|
m_states = states;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetShader(UberShaderConstRef uberShader)
|
||||||
|
{
|
||||||
|
m_uberShader = std::move(uberShader);
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::SetShader(const String& uberShaderName)
|
||||||
|
{
|
||||||
|
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
|
||||||
|
if (!uberShader)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
SetShader(std::move(uberShader));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetShininess(float shininess)
|
||||||
|
{
|
||||||
|
m_shininess = shininess;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetSpecularColor(const Color& specular)
|
||||||
|
{
|
||||||
|
m_specularColor = specular;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline bool Material::SetSpecularMap(const String& textureName)
|
||||||
|
{
|
||||||
|
TextureRef texture = TextureLibrary::Query(textureName);
|
||||||
|
if (!texture)
|
||||||
|
{
|
||||||
|
texture = TextureManager::Get(textureName);
|
||||||
|
if (!texture)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetSpecularMap(std::move(texture));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetSpecularMap(TextureRef specularMap)
|
||||||
|
{
|
||||||
|
m_specularMap = std::move(specularMap);
|
||||||
|
|
||||||
|
InvalidateShaders();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetSpecularSampler(const TextureSampler& sampler)
|
||||||
|
{
|
||||||
|
m_specularSampler = sampler;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::SetSrcBlend(BlendFunc func)
|
||||||
|
{
|
||||||
|
m_states.srcBlend = func;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Material& Material::operator=(const Material& material)
|
||||||
|
{
|
||||||
|
Resource::operator=(material);
|
||||||
|
|
||||||
|
Copy(material);
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline MaterialRef Material::GetDefault()
|
||||||
|
{
|
||||||
|
return s_defaultMaterial;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline void Material::InvalidateShaders()
|
||||||
|
{
|
||||||
|
for (ShaderInstance& instance : m_shaders)
|
||||||
|
instance.uberInstance = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
template<typename... Args>
|
template<typename... Args>
|
||||||
MaterialRef Material::New(Args&&... args)
|
MaterialRef Material::New(Args&&... args)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -77,7 +77,7 @@ namespace Nz
|
||||||
mutable std::vector<VertexStruct_XY_Color_UV> m_localVertices;
|
mutable std::vector<VertexStruct_XY_Color_UV> m_localVertices;
|
||||||
Color m_color;
|
Color m_color;
|
||||||
MaterialRef m_material;
|
MaterialRef m_material;
|
||||||
Rectui m_localBounds;
|
Recti m_localBounds;
|
||||||
mutable bool m_verticesUpdated;
|
mutable bool m_verticesUpdated;
|
||||||
float m_scale;
|
float m_scale;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -132,7 +132,7 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Returns the distance from the center of the sphere to the point
|
* \brief Returns the distance from the sphere to the point (is negative when the point is inside the sphere)
|
||||||
* \return Distance to the point
|
* \return Distance to the point
|
||||||
*
|
*
|
||||||
* \param X X position of the point
|
* \param X X position of the point
|
||||||
|
|
@ -145,12 +145,11 @@ namespace Nz
|
||||||
template<typename T>
|
template<typename T>
|
||||||
T Sphere<T>::Distance(T X, T Y, T Z) const
|
T Sphere<T>::Distance(T X, T Y, T Z) const
|
||||||
{
|
{
|
||||||
Vector3<T> distance(X-x, Y-y, Z-z);
|
return Distance({X, Y, Z});
|
||||||
return distance.GetLength();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Returns the distance from the center of the sphere to the point
|
* \brief Returns the distance from the sphere to the point (is negative when the point is inside the sphere)
|
||||||
* \return Distance to the point
|
* \return Distance to the point
|
||||||
*
|
*
|
||||||
* \param point Position of the point
|
* \param point Position of the point
|
||||||
|
|
@ -161,7 +160,7 @@ namespace Nz
|
||||||
template<typename T>
|
template<typename T>
|
||||||
T Sphere<T>::Distance(const Vector3<T>& point) const
|
T Sphere<T>::Distance(const Vector3<T>& point) const
|
||||||
{
|
{
|
||||||
return Distance(point.x, point.y, point.z);
|
return Vector3f::Distance(point, GetPosition()) - radius;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
|
|
@ -305,7 +304,7 @@ namespace Nz
|
||||||
template<typename T>
|
template<typename T>
|
||||||
bool Sphere<T>::Intersect(const Sphere& sphere) const
|
bool Sphere<T>::Intersect(const Sphere& sphere) const
|
||||||
{
|
{
|
||||||
return SquaredDistance(sphere.x, sphere.y, sphere.z) - radius * radius <= sphere.radius * sphere.radius;
|
return SquaredDistance(sphere.x, sphere.y, sphere.z) <= sphere.radius * sphere.radius;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
|
|
@ -460,7 +459,7 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Returns the squared distance from the center of the sphere to the point
|
* \brief Returns the squared distance from the sphere to the point (can be negative if the point is inside the sphere)
|
||||||
* \return Squared distance to the point
|
* \return Squared distance to the point
|
||||||
*
|
*
|
||||||
* \param X X position of the point
|
* \param X X position of the point
|
||||||
|
|
@ -469,27 +468,24 @@ namespace Nz
|
||||||
*
|
*
|
||||||
* \see Distance
|
* \see Distance
|
||||||
*/
|
*/
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
T Sphere<T>::SquaredDistance(T X, T Y, T Z) const
|
T Sphere<T>::SquaredDistance(T X, T Y, T Z) const
|
||||||
{
|
{
|
||||||
Vector3<T> distance(X - x, Y - y, Z - z);
|
return SquaredDistance({X, Y, Z});
|
||||||
return distance.GetSquaredLength();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Returns the squared distance from the center of the sphere to the point
|
* \brief Returns the squared distance from the sphere to the point (can be negative if the point is inside the sphere)
|
||||||
* \return Squared distance to the point
|
* \return Squared distance to the point
|
||||||
*
|
*
|
||||||
* \param point Position of the point
|
* \param point Position of the point
|
||||||
*
|
*
|
||||||
* \see Distance
|
* \see Distance
|
||||||
*/
|
*/
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
T Sphere<T>::SquaredDistance(const Vector3<T>& point) const
|
T Sphere<T>::SquaredDistance(const Vector3<T>& point) const
|
||||||
{
|
{
|
||||||
return SquaredDistance(point.x, point.y, point.z);
|
return Vector3f::Distance(point, GetPosition()) - radius * radius;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
|
|
|
||||||
|
|
@ -105,12 +105,15 @@ namespace Nz
|
||||||
static Vector3 Backward();
|
static Vector3 Backward();
|
||||||
static Vector3 CrossProduct(const Vector3& vec1, const Vector3& vec2);
|
static Vector3 CrossProduct(const Vector3& vec1, const Vector3& vec2);
|
||||||
static T DotProduct(const Vector3& vec1, const Vector3& vec2);
|
static T DotProduct(const Vector3& vec1, const Vector3& vec2);
|
||||||
|
static T Distance(const Vector3& vec1, const Vector3& vec2);
|
||||||
|
static float Distancef(const Vector3& vec1, const Vector3& vec2);
|
||||||
static Vector3 Down();
|
static Vector3 Down();
|
||||||
static Vector3 Forward();
|
static Vector3 Forward();
|
||||||
static Vector3 Left();
|
static Vector3 Left();
|
||||||
static Vector3 Lerp(const Vector3& from, const Vector3& to, T interpolation);
|
static Vector3 Lerp(const Vector3& from, const Vector3& to, T interpolation);
|
||||||
static Vector3 Normalize(const Vector3& vec);
|
static Vector3 Normalize(const Vector3& vec);
|
||||||
static Vector3 Right();
|
static Vector3 Right();
|
||||||
|
static T SquaredDistance(const Vector3& vec1, const Vector3& vec2);
|
||||||
static Vector3 Unit();
|
static Vector3 Unit();
|
||||||
static Vector3 UnitX();
|
static Vector3 UnitX();
|
||||||
static Vector3 UnitY();
|
static Vector3 UnitY();
|
||||||
|
|
|
||||||
|
|
@ -1011,6 +1011,40 @@ namespace Nz
|
||||||
return vector;
|
return vector;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Measure the distance between two points
|
||||||
|
* Shorthand for vec1.Distance(vec2)
|
||||||
|
*
|
||||||
|
* param vec1 the first point
|
||||||
|
* param vec2 the second point
|
||||||
|
*
|
||||||
|
* \return The distance between the two vectors
|
||||||
|
*
|
||||||
|
* \see SquaredDistance
|
||||||
|
*/
|
||||||
|
template<typename T>
|
||||||
|
T Vector3<T>::Distance(const Vector3& vec1, const Vector3& vec2)
|
||||||
|
{
|
||||||
|
return vec1.Distance(vec2);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Measure the distance between two points as a float
|
||||||
|
* Shorthand for vec1.Distancef(vec2)
|
||||||
|
*
|
||||||
|
* param vec1 the first point
|
||||||
|
* param vec2 the second point
|
||||||
|
*
|
||||||
|
* \return The distance between the two vectors as a float
|
||||||
|
*
|
||||||
|
* \see SquaredDistancef
|
||||||
|
*/
|
||||||
|
template<typename T>
|
||||||
|
float Vector3<T>::Distancef(const Vector3& vec1, const Vector3& vec2)
|
||||||
|
{
|
||||||
|
return vec1.Distancef(vec2);
|
||||||
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Shorthand for the vector (0, -1, 0)
|
* \brief Shorthand for the vector (0, -1, 0)
|
||||||
* \return A vector with components (0, -1, 0)
|
* \return A vector with components (0, -1, 0)
|
||||||
|
|
@ -1110,6 +1144,21 @@ namespace Nz
|
||||||
return vector;
|
return vector;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Calculates the squared distance between two vectors
|
||||||
|
* \return The metric distance between two vectors with the squared euclidean norm
|
||||||
|
*
|
||||||
|
* \param vec1 The first point to measure the distance with
|
||||||
|
* \param vec2 The second point to measure the distance with
|
||||||
|
*
|
||||||
|
* \see Distance
|
||||||
|
*/
|
||||||
|
template<typename T>
|
||||||
|
T Vector3<T>::SquaredDistance(const Vector3& vec1, const Vector3& vec2)
|
||||||
|
{
|
||||||
|
return vec1.SquaredDistance(vec2);
|
||||||
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Shorthand for the vector (1, 1, 1)
|
* \brief Shorthand for the vector (1, 1, 1)
|
||||||
* \return A vector with components (1, 1, 1)
|
* \return A vector with components (1, 1, 1)
|
||||||
|
|
|
||||||
|
|
@ -19,40 +19,6 @@ namespace Nz
|
||||||
AttachmentPoint_Max = AttachmentPoint_Stencil
|
AttachmentPoint_Max = AttachmentPoint_Stencil
|
||||||
};
|
};
|
||||||
|
|
||||||
enum BlendFunc
|
|
||||||
{
|
|
||||||
BlendFunc_DestAlpha,
|
|
||||||
BlendFunc_DestColor,
|
|
||||||
BlendFunc_SrcAlpha,
|
|
||||||
BlendFunc_SrcColor,
|
|
||||||
BlendFunc_InvDestAlpha,
|
|
||||||
BlendFunc_InvDestColor,
|
|
||||||
BlendFunc_InvSrcAlpha,
|
|
||||||
BlendFunc_InvSrcColor,
|
|
||||||
BlendFunc_One,
|
|
||||||
BlendFunc_Zero,
|
|
||||||
|
|
||||||
BlendFunc_Max = BlendFunc_Zero
|
|
||||||
};
|
|
||||||
|
|
||||||
enum FaceFilling
|
|
||||||
{
|
|
||||||
FaceFilling_Fill,
|
|
||||||
FaceFilling_Line,
|
|
||||||
FaceFilling_Point,
|
|
||||||
|
|
||||||
FaceFilling_Max = FaceFilling_Point
|
|
||||||
};
|
|
||||||
|
|
||||||
enum FaceSide
|
|
||||||
{
|
|
||||||
FaceSide_Back,
|
|
||||||
FaceSide_Front,
|
|
||||||
FaceSide_FrontAndBack,
|
|
||||||
|
|
||||||
FaceSide_Max = FaceSide_FrontAndBack
|
|
||||||
};
|
|
||||||
|
|
||||||
enum GpuQueryCondition
|
enum GpuQueryCondition
|
||||||
{
|
{
|
||||||
GpuQueryCondition_Region_NoWait,
|
GpuQueryCondition_Region_NoWait,
|
||||||
|
|
@ -124,59 +90,6 @@ namespace Nz
|
||||||
RendererBuffer_Max = RendererBuffer_Stencil*2-1
|
RendererBuffer_Max = RendererBuffer_Stencil*2-1
|
||||||
};
|
};
|
||||||
|
|
||||||
enum RendererComparison
|
|
||||||
{
|
|
||||||
RendererComparison_Always,
|
|
||||||
RendererComparison_Equal,
|
|
||||||
RendererComparison_Greater,
|
|
||||||
RendererComparison_GreaterOrEqual,
|
|
||||||
RendererComparison_Less,
|
|
||||||
RendererComparison_LessOrEqual,
|
|
||||||
RendererComparison_Never,
|
|
||||||
RendererComparison_NotEqual,
|
|
||||||
|
|
||||||
RendererComparison_Max = RendererComparison_NotEqual
|
|
||||||
};
|
|
||||||
|
|
||||||
enum RendererParameter
|
|
||||||
{
|
|
||||||
RendererParameter_Blend,
|
|
||||||
RendererParameter_ColorWrite,
|
|
||||||
RendererParameter_DepthBuffer,
|
|
||||||
RendererParameter_DepthWrite,
|
|
||||||
RendererParameter_FaceCulling,
|
|
||||||
RendererParameter_ScissorTest,
|
|
||||||
RendererParameter_StencilTest,
|
|
||||||
|
|
||||||
RendererParameter_Max = RendererParameter_StencilTest
|
|
||||||
};
|
|
||||||
|
|
||||||
enum SamplerFilter
|
|
||||||
{
|
|
||||||
SamplerFilter_Unknown = -1,
|
|
||||||
|
|
||||||
SamplerFilter_Bilinear,
|
|
||||||
SamplerFilter_Nearest,
|
|
||||||
SamplerFilter_Trilinear,
|
|
||||||
|
|
||||||
SamplerFilter_Default,
|
|
||||||
|
|
||||||
SamplerFilter_Max = SamplerFilter_Default
|
|
||||||
};
|
|
||||||
|
|
||||||
enum SamplerWrap
|
|
||||||
{
|
|
||||||
SamplerWrap_Unknown = -1,
|
|
||||||
|
|
||||||
SamplerWrap_Clamp,
|
|
||||||
SamplerWrap_MirroredRepeat,
|
|
||||||
SamplerWrap_Repeat,
|
|
||||||
|
|
||||||
SamplerWrap_Default,
|
|
||||||
|
|
||||||
SamplerWrap_Max = SamplerWrap_Repeat
|
|
||||||
};
|
|
||||||
|
|
||||||
enum ShaderUniform
|
enum ShaderUniform
|
||||||
{
|
{
|
||||||
ShaderUniform_InvProjMatrix,
|
ShaderUniform_InvProjMatrix,
|
||||||
|
|
@ -205,20 +118,6 @@ namespace Nz
|
||||||
|
|
||||||
ShaderStageType_Max = ShaderStageType_Vertex
|
ShaderStageType_Max = ShaderStageType_Vertex
|
||||||
};
|
};
|
||||||
|
|
||||||
enum StencilOperation
|
|
||||||
{
|
|
||||||
StencilOperation_Decrement,
|
|
||||||
StencilOperation_DecrementNoClamp,
|
|
||||||
StencilOperation_Increment,
|
|
||||||
StencilOperation_IncrementNoClamp,
|
|
||||||
StencilOperation_Invert,
|
|
||||||
StencilOperation_Keep,
|
|
||||||
StencilOperation_Replace,
|
|
||||||
StencilOperation_Zero,
|
|
||||||
|
|
||||||
StencilOperation_Max = StencilOperation_Zero
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif // NAZARA_ENUMS_RENDERER_HPP
|
#endif // NAZARA_ENUMS_RENDERER_HPP
|
||||||
|
|
|
||||||
|
|
@ -319,6 +319,7 @@ NAZARA_RENDERER_API extern PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv;
|
||||||
NAZARA_RENDERER_API extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
|
NAZARA_RENDERER_API extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
|
||||||
NAZARA_RENDERER_API extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
NAZARA_RENDERER_API extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
||||||
NAZARA_RENDERER_API extern PFNGLUSEPROGRAMPROC glUseProgram;
|
NAZARA_RENDERER_API extern PFNGLUSEPROGRAMPROC glUseProgram;
|
||||||
|
NAZARA_RENDERER_API extern PFNGLVALIDATEPROGRAMPROC glValidateProgram;
|
||||||
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
|
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
|
||||||
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
|
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
|
||||||
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
|
NAZARA_RENDERER_API extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
|
||||||
|
|
|
||||||
|
|
@ -7,7 +7,7 @@
|
||||||
#ifndef NAZARA_RENDERSTATES_HPP
|
#ifndef NAZARA_RENDERSTATES_HPP
|
||||||
#define NAZARA_RENDERSTATES_HPP
|
#define NAZARA_RENDERSTATES_HPP
|
||||||
|
|
||||||
#include <Nazara/Renderer/Enums.hpp>
|
#include <Nazara/Utility/Enums.hpp>
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -98,6 +98,8 @@ namespace Nz
|
||||||
void SendVectorArray(int location, const Vector4f* vectors, unsigned int count) const;
|
void SendVectorArray(int location, const Vector4f* vectors, unsigned int count) const;
|
||||||
void SendVectorArray(int location, const Vector4i* vectors, unsigned int count) const;
|
void SendVectorArray(int location, const Vector4i* vectors, unsigned int count) const;
|
||||||
|
|
||||||
|
bool Validate() const;
|
||||||
|
|
||||||
// Fonctions OpenGL
|
// Fonctions OpenGL
|
||||||
unsigned int GetOpenGLID() const;
|
unsigned int GetOpenGLID() const;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -9,7 +9,7 @@
|
||||||
|
|
||||||
#include <Nazara/Prerequesites.hpp>
|
#include <Nazara/Prerequesites.hpp>
|
||||||
#include <Nazara/Renderer/Config.hpp>
|
#include <Nazara/Renderer/Config.hpp>
|
||||||
#include <Nazara/Renderer/Enums.hpp>
|
#include <Nazara/Utility/Enums.hpp>
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ namespace Nz
|
||||||
AbstractTextDrawer() = default;
|
AbstractTextDrawer() = default;
|
||||||
virtual ~AbstractTextDrawer();
|
virtual ~AbstractTextDrawer();
|
||||||
|
|
||||||
virtual const Rectui& GetBounds() const = 0;
|
virtual const Recti& GetBounds() const = 0;
|
||||||
virtual Font* GetFont(unsigned int index) const = 0;
|
virtual Font* GetFont(unsigned int index) const = 0;
|
||||||
virtual unsigned int GetFontCount() const = 0;
|
virtual unsigned int GetFontCount() const = 0;
|
||||||
virtual const Glyph& GetGlyph(unsigned int index) const = 0;
|
virtual const Glyph& GetGlyph(unsigned int index) const = 0;
|
||||||
|
|
|
||||||
|
|
@ -17,6 +17,22 @@ namespace Nz
|
||||||
AnimationType_Max = AnimationType_Static
|
AnimationType_Max = AnimationType_Static
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum BlendFunc
|
||||||
|
{
|
||||||
|
BlendFunc_DestAlpha,
|
||||||
|
BlendFunc_DestColor,
|
||||||
|
BlendFunc_SrcAlpha,
|
||||||
|
BlendFunc_SrcColor,
|
||||||
|
BlendFunc_InvDestAlpha,
|
||||||
|
BlendFunc_InvDestColor,
|
||||||
|
BlendFunc_InvSrcAlpha,
|
||||||
|
BlendFunc_InvSrcColor,
|
||||||
|
BlendFunc_One,
|
||||||
|
BlendFunc_Zero,
|
||||||
|
|
||||||
|
BlendFunc_Max = BlendFunc_Zero
|
||||||
|
};
|
||||||
|
|
||||||
enum BufferAccess
|
enum BufferAccess
|
||||||
{
|
{
|
||||||
BufferAccess_DiscardAndWrite,
|
BufferAccess_DiscardAndWrite,
|
||||||
|
|
@ -87,6 +103,24 @@ namespace Nz
|
||||||
DataStorage_Max = DataStorage_Software*2-1
|
DataStorage_Max = DataStorage_Software*2-1
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum FaceFilling
|
||||||
|
{
|
||||||
|
FaceFilling_Fill,
|
||||||
|
FaceFilling_Line,
|
||||||
|
FaceFilling_Point,
|
||||||
|
|
||||||
|
FaceFilling_Max = FaceFilling_Point
|
||||||
|
};
|
||||||
|
|
||||||
|
enum FaceSide
|
||||||
|
{
|
||||||
|
FaceSide_Back,
|
||||||
|
FaceSide_Front,
|
||||||
|
FaceSide_FrontAndBack,
|
||||||
|
|
||||||
|
FaceSide_Max = FaceSide_FrontAndBack
|
||||||
|
};
|
||||||
|
|
||||||
enum ImageType
|
enum ImageType
|
||||||
{
|
{
|
||||||
ImageType_1D,
|
ImageType_1D,
|
||||||
|
|
@ -211,6 +245,73 @@ namespace Nz
|
||||||
PrimitiveMode_Max = PrimitiveMode_TriangleFan
|
PrimitiveMode_Max = PrimitiveMode_TriangleFan
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum RendererComparison
|
||||||
|
{
|
||||||
|
RendererComparison_Always,
|
||||||
|
RendererComparison_Equal,
|
||||||
|
RendererComparison_Greater,
|
||||||
|
RendererComparison_GreaterOrEqual,
|
||||||
|
RendererComparison_Less,
|
||||||
|
RendererComparison_LessOrEqual,
|
||||||
|
RendererComparison_Never,
|
||||||
|
RendererComparison_NotEqual,
|
||||||
|
|
||||||
|
RendererComparison_Max = RendererComparison_NotEqual
|
||||||
|
};
|
||||||
|
|
||||||
|
enum RendererParameter
|
||||||
|
{
|
||||||
|
RendererParameter_Blend,
|
||||||
|
RendererParameter_ColorWrite,
|
||||||
|
RendererParameter_DepthBuffer,
|
||||||
|
RendererParameter_DepthWrite,
|
||||||
|
RendererParameter_FaceCulling,
|
||||||
|
RendererParameter_ScissorTest,
|
||||||
|
RendererParameter_StencilTest,
|
||||||
|
|
||||||
|
RendererParameter_Max = RendererParameter_StencilTest
|
||||||
|
};
|
||||||
|
|
||||||
|
enum SamplerFilter
|
||||||
|
{
|
||||||
|
SamplerFilter_Unknown = -1,
|
||||||
|
|
||||||
|
SamplerFilter_Bilinear,
|
||||||
|
SamplerFilter_Nearest,
|
||||||
|
SamplerFilter_Trilinear,
|
||||||
|
|
||||||
|
SamplerFilter_Default,
|
||||||
|
|
||||||
|
SamplerFilter_Max = SamplerFilter_Default
|
||||||
|
};
|
||||||
|
|
||||||
|
enum SamplerWrap
|
||||||
|
{
|
||||||
|
SamplerWrap_Unknown = -1,
|
||||||
|
|
||||||
|
SamplerWrap_Clamp,
|
||||||
|
SamplerWrap_MirroredRepeat,
|
||||||
|
SamplerWrap_Repeat,
|
||||||
|
|
||||||
|
SamplerWrap_Default,
|
||||||
|
|
||||||
|
SamplerWrap_Max = SamplerWrap_Repeat
|
||||||
|
};
|
||||||
|
|
||||||
|
enum StencilOperation
|
||||||
|
{
|
||||||
|
StencilOperation_Decrement,
|
||||||
|
StencilOperation_DecrementNoClamp,
|
||||||
|
StencilOperation_Increment,
|
||||||
|
StencilOperation_IncrementNoClamp,
|
||||||
|
StencilOperation_Invert,
|
||||||
|
StencilOperation_Keep,
|
||||||
|
StencilOperation_Replace,
|
||||||
|
StencilOperation_Zero,
|
||||||
|
|
||||||
|
StencilOperation_Max = StencilOperation_Zero
|
||||||
|
};
|
||||||
|
|
||||||
enum TextAlign
|
enum TextAlign
|
||||||
{
|
{
|
||||||
TextAlign_Left,
|
TextAlign_Left,
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,20 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Utility module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include <Nazara/Utility/Debug.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
template<typename... Args>
|
||||||
|
ImageRef Image::New(Args&&... args)
|
||||||
|
{
|
||||||
|
std::unique_ptr<Image> object(new Image(std::forward<Args>(args)...));
|
||||||
|
object->SetPersistent(false);
|
||||||
|
|
||||||
|
return object.release();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#include <Nazara/Utility/DebugOff.hpp>
|
||||||
|
|
@ -0,0 +1,65 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Utility module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#ifndef NAZARA_MATERIALDATA_HPP
|
||||||
|
#define NAZARA_MATERIALDATA_HPP
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
struct MaterialData
|
||||||
|
{
|
||||||
|
static constexpr const char* AlphaTest = "MatAlphaTest";
|
||||||
|
static constexpr const char* AlphaTexturePath = "MatAlphaTexturePath";
|
||||||
|
static constexpr const char* AlphaThreshold = "MatAlphaThreshold";
|
||||||
|
static constexpr const char* AmbientColor = "MatAmbientColor";
|
||||||
|
static constexpr const char* BackFaceStencilCompare = "MatBackFaceStencilCompare";
|
||||||
|
static constexpr const char* BackFaceStencilFail = "MatBackFaceStencilFail";
|
||||||
|
static constexpr const char* BackFaceStencilMask = "MatBackFaceStencilMask";
|
||||||
|
static constexpr const char* BackFaceStencilPass = "MatBackFaceStencilPass";
|
||||||
|
static constexpr const char* BackFaceStencilReference = "MatBackFaceStencilReference";
|
||||||
|
static constexpr const char* BackFaceStencilZFail = "MatBackFaceStencilZFail";
|
||||||
|
static constexpr const char* Blending = "MatBlending";
|
||||||
|
static constexpr const char* CustomDefined = "MatCustomDefined";
|
||||||
|
static constexpr const char* ColorWrite = "MatColorWrite";
|
||||||
|
static constexpr const char* DepthBuffer = "MatDepthBuffer";
|
||||||
|
static constexpr const char* DepthFunc = "MatDepthfunc";
|
||||||
|
static constexpr const char* DepthSorting = "MatDepthSorting";
|
||||||
|
static constexpr const char* DepthWrite = "MatDepthWrite";
|
||||||
|
static constexpr const char* DiffuseAnisotropyLevel = "MatDiffuseAnisotropyLevel";
|
||||||
|
static constexpr const char* DiffuseColor = "MatDiffuseColor";
|
||||||
|
static constexpr const char* DiffuseFilter = "MatDiffuseFilter";
|
||||||
|
static constexpr const char* DiffuseTexturePath = "MatDiffuseTexturePath";
|
||||||
|
static constexpr const char* DiffuseWrap = "MatDiffuseWrap";
|
||||||
|
static constexpr const char* DstBlend = "MatDstBlend";
|
||||||
|
static constexpr const char* EmissiveTexturePath = "MatEmissiveTexturePath";
|
||||||
|
static constexpr const char* FaceCulling = "MatFaceCulling";
|
||||||
|
static constexpr const char* FaceFilling = "MatFaceFilling";
|
||||||
|
static constexpr const char* FilePath = "MatFilePath";
|
||||||
|
static constexpr const char* HeightTexturePath = "MatHeightTexturePath";
|
||||||
|
static constexpr const char* Lighting = "MatLighting";
|
||||||
|
static constexpr const char* LineWidth = "MatLineWidth";
|
||||||
|
static constexpr const char* NormalTexturePath = "MatNormalTexturePath";
|
||||||
|
static constexpr const char* PointSize = "MatPointSize";
|
||||||
|
static constexpr const char* ScissorTest = "MatScissorTest";
|
||||||
|
static constexpr const char* Shininess = "MatShininess";
|
||||||
|
static constexpr const char* SpecularAnisotropyLevel = "MatSpecularAnisotropyLevel";
|
||||||
|
static constexpr const char* SpecularColor = "MatSpecularColor";
|
||||||
|
static constexpr const char* SpecularFilter = "MatSpecularFilter";
|
||||||
|
static constexpr const char* SpecularTexturePath = "MatSpecularTexturePath";
|
||||||
|
static constexpr const char* SpecularWrap = "MatSpecularWrap";
|
||||||
|
static constexpr const char* SrcBlend = "MatSrcBlend";
|
||||||
|
static constexpr const char* StencilCompare = "MatStencilCompare";
|
||||||
|
static constexpr const char* StencilFail = "MatStencilFail";
|
||||||
|
static constexpr const char* StencilMask = "MatStencilMask";
|
||||||
|
static constexpr const char* StencilPass = "MatStencilPass";
|
||||||
|
static constexpr const char* StencilReference = "MatStencilReference";
|
||||||
|
static constexpr const char* StencilTest = "MatStencilTest";
|
||||||
|
static constexpr const char* StencilZFail = "MatStencilZFail";
|
||||||
|
static constexpr const char* Transform = "MatTransform";
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // NAZARA_MATERIALDATA_HPP
|
||||||
|
|
@ -93,7 +93,8 @@ namespace Nz
|
||||||
String GetAnimation() const;
|
String GetAnimation() const;
|
||||||
AnimationType GetAnimationType() const;
|
AnimationType GetAnimationType() const;
|
||||||
unsigned int GetJointCount() const;
|
unsigned int GetJointCount() const;
|
||||||
String GetMaterial(unsigned int index) const;
|
ParameterList& GetMaterialData(unsigned int index);
|
||||||
|
const ParameterList& GetMaterialData(unsigned int index) const;
|
||||||
unsigned int GetMaterialCount() const;
|
unsigned int GetMaterialCount() const;
|
||||||
Skeleton* GetSkeleton();
|
Skeleton* GetSkeleton();
|
||||||
const Skeleton* GetSkeleton() const;
|
const Skeleton* GetSkeleton() const;
|
||||||
|
|
@ -124,8 +125,8 @@ namespace Nz
|
||||||
void RemoveSubMesh(unsigned int index);
|
void RemoveSubMesh(unsigned int index);
|
||||||
|
|
||||||
void SetAnimation(const String& animationPath);
|
void SetAnimation(const String& animationPath);
|
||||||
void SetMaterial(unsigned int matIndex, const String& materialPath);
|
|
||||||
void SetMaterialCount(unsigned int matCount);
|
void SetMaterialCount(unsigned int matCount);
|
||||||
|
void SetMaterialData(unsigned int matIndex, ParameterList data);
|
||||||
|
|
||||||
void Transform(const Matrix4f& matrix);
|
void Transform(const Matrix4f& matrix);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -28,7 +28,7 @@ namespace Nz
|
||||||
|
|
||||||
void Clear();
|
void Clear();
|
||||||
|
|
||||||
const Rectui& GetBounds() const override;
|
const Recti& GetBounds() const override;
|
||||||
unsigned int GetCharacterSize() const;
|
unsigned int GetCharacterSize() const;
|
||||||
const Color& GetColor() const;
|
const Color& GetColor() const;
|
||||||
Font* GetFont() const;
|
Font* GetFont() const;
|
||||||
|
|
@ -71,7 +71,7 @@ namespace Nz
|
||||||
Color m_color;
|
Color m_color;
|
||||||
FontRef m_font;
|
FontRef m_font;
|
||||||
mutable Rectf m_workingBounds;
|
mutable Rectf m_workingBounds;
|
||||||
mutable Rectui m_bounds;
|
mutable Recti m_bounds;
|
||||||
String m_text;
|
String m_text;
|
||||||
mutable UInt32 m_previousCharacter;
|
mutable UInt32 m_previousCharacter;
|
||||||
UInt32 m_style;
|
UInt32 m_style;
|
||||||
|
|
|
||||||
|
|
@ -27,6 +27,7 @@ SOFTWARE.
|
||||||
#include <Nazara/Utility/Mesh.hpp>
|
#include <Nazara/Utility/Mesh.hpp>
|
||||||
#include <Nazara/Utility/IndexIterator.hpp>
|
#include <Nazara/Utility/IndexIterator.hpp>
|
||||||
#include <Nazara/Utility/IndexMapper.hpp>
|
#include <Nazara/Utility/IndexMapper.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
#include <Nazara/Utility/StaticMesh.hpp>
|
#include <Nazara/Utility/StaticMesh.hpp>
|
||||||
#include <assimp/cfileio.h>
|
#include <assimp/cfileio.h>
|
||||||
#include <assimp/cimport.h>
|
#include <assimp/cimport.h>
|
||||||
|
|
@ -165,6 +166,9 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
|
||||||
{
|
{
|
||||||
mesh->CreateStatic();
|
mesh->CreateStatic();
|
||||||
|
|
||||||
|
// aiMaterial index in scene => Material index and data in Mesh
|
||||||
|
std::unordered_map<unsigned int, std::pair<unsigned int, ParameterList>> materials;
|
||||||
|
|
||||||
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
|
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
|
||||||
{
|
{
|
||||||
aiMesh* iMesh = scene->mMeshes[i];
|
aiMesh* iMesh = scene->mMeshes[i];
|
||||||
|
|
@ -222,8 +226,86 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
|
||||||
subMesh->GenerateAABB();
|
subMesh->GenerateAABB();
|
||||||
subMesh->SetMaterialIndex(iMesh->mMaterialIndex);
|
subMesh->SetMaterialIndex(iMesh->mMaterialIndex);
|
||||||
|
|
||||||
|
auto matIt = materials.find(iMesh->mMaterialIndex);
|
||||||
|
if (matIt == materials.end())
|
||||||
|
{
|
||||||
|
ParameterList matData;
|
||||||
|
aiMaterial* aiMat = scene->mMaterials[iMesh->mMaterialIndex];
|
||||||
|
|
||||||
|
auto ConvertColor = [&] (const char* aiKey, unsigned int aiType, unsigned int aiIndex, const char* colorKey)
|
||||||
|
{
|
||||||
|
aiColor4D color;
|
||||||
|
if (aiGetMaterialColor(aiMat, aiKey, aiType, aiIndex, &color) == aiReturn_SUCCESS)
|
||||||
|
{
|
||||||
|
matData.SetParameter(MaterialData::CustomDefined);
|
||||||
|
|
||||||
|
matData.SetParameter(colorKey, Color(static_cast<UInt8>(color.r * 255), static_cast<UInt8>(color.g * 255), static_cast<UInt8>(color.b * 255), static_cast<UInt8>(color.a * 255)));
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
auto ConvertTexture = [&] (aiTextureType aiType, const char* textureKey, const char* wrapKey = nullptr)
|
||||||
|
{
|
||||||
|
aiString path;
|
||||||
|
aiTextureMapMode mapMode;
|
||||||
|
if (aiGetMaterialTexture(aiMat, aiType, 0, &path, nullptr, nullptr, nullptr, nullptr, &mapMode, nullptr) == aiReturn_SUCCESS)
|
||||||
|
{
|
||||||
|
matData.SetParameter(MaterialData::CustomDefined);
|
||||||
|
matData.SetParameter(textureKey, stream.GetDirectory() + String(path.data, path.length));
|
||||||
|
|
||||||
|
if (wrapKey)
|
||||||
|
{
|
||||||
|
SamplerWrap wrap = SamplerWrap_Default;
|
||||||
|
switch (mapMode)
|
||||||
|
{
|
||||||
|
case aiTextureMapMode_Clamp:
|
||||||
|
case aiTextureMapMode_Decal:
|
||||||
|
wrap = SamplerWrap_Clamp;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case aiTextureMapMode_Mirror:
|
||||||
|
wrap = SamplerWrap_MirroredRepeat;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case aiTextureMapMode_Wrap:
|
||||||
|
wrap = SamplerWrap_Repeat;
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
NazaraWarning("Assimp texture map mode 0x" + String::Number(mapMode, 16) + " not handled");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
matData.SetParameter(wrapKey, static_cast<int>(wrap));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
ConvertColor(AI_MATKEY_COLOR_AMBIENT, MaterialData::AmbientColor);
|
||||||
|
ConvertColor(AI_MATKEY_COLOR_DIFFUSE, MaterialData::DiffuseColor);
|
||||||
|
ConvertColor(AI_MATKEY_COLOR_SPECULAR, MaterialData::SpecularColor);
|
||||||
|
|
||||||
|
ConvertTexture(aiTextureType_DIFFUSE, MaterialData::DiffuseTexturePath, MaterialData::DiffuseWrap);
|
||||||
|
ConvertTexture(aiTextureType_EMISSIVE, MaterialData::EmissiveTexturePath);
|
||||||
|
ConvertTexture(aiTextureType_HEIGHT, MaterialData::HeightTexturePath);
|
||||||
|
ConvertTexture(aiTextureType_NORMALS, MaterialData::NormalTexturePath);
|
||||||
|
ConvertTexture(aiTextureType_OPACITY, MaterialData::AlphaTexturePath);
|
||||||
|
ConvertTexture(aiTextureType_SPECULAR, MaterialData::SpecularTexturePath, MaterialData::SpecularWrap);
|
||||||
|
|
||||||
|
int iValue;
|
||||||
|
if (aiGetMaterialInteger(aiMat, AI_MATKEY_TWOSIDED, &iValue))
|
||||||
|
matData.SetParameter(MaterialData::FaceCulling, !iValue);
|
||||||
|
|
||||||
|
matIt = materials.insert(std::make_pair(iMesh->mMaterialIndex, std::make_pair(materials.size(), std::move(matData)))).first;
|
||||||
|
}
|
||||||
|
|
||||||
|
subMesh->SetMaterialIndex(matIt->first);
|
||||||
|
|
||||||
mesh->AddSubMesh(subMesh);
|
mesh->AddSubMesh(subMesh);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
mesh->SetMaterialCount(std::max<unsigned int>(materials.size(), 1));
|
||||||
|
for (const auto& pair : materials)
|
||||||
|
mesh->SetMaterialData(pair.second.first, pair.second.second);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (parameters.center)
|
if (parameters.center)
|
||||||
|
|
|
||||||
|
|
@ -454,24 +454,24 @@ namespace Nz
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the size of the file
|
* \brief Sets the size of the file
|
||||||
* \return true if the file size has correctly changed
|
* \return true if the file size has correctly changed
|
||||||
*
|
*
|
||||||
* \param size The size the file should have after this call
|
* \param size The size the file should have after this call
|
||||||
*
|
*
|
||||||
* \remark The cursor position is not affected by this call
|
* \remark The cursor position is not affected by this call
|
||||||
* \remark The file must be open in write mode
|
* \remark The file must be open in write mode
|
||||||
*/
|
*/
|
||||||
bool File::SetSize(UInt64 size)
|
bool File::SetSize(UInt64 size)
|
||||||
{
|
{
|
||||||
NazaraLock(m_mutex)
|
NazaraLock(m_mutex)
|
||||||
|
|
||||||
NazaraAssert(IsOpen(), "File is not open");
|
NazaraAssert(IsOpen(), "File is not open");
|
||||||
NazaraAssert(IsWritable(), "File is not writable");
|
NazaraAssert(IsWritable(), "File is not writable");
|
||||||
|
|
||||||
return m_impl->SetSize(size);
|
return m_impl->SetSize(size);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the file path
|
* \brief Sets the file path
|
||||||
|
|
|
||||||
|
|
@ -22,7 +22,6 @@ namespace Nz
|
||||||
/*!
|
/*!
|
||||||
* \brief Constructs a ParameterList object by copy
|
* \brief Constructs a ParameterList object by copy
|
||||||
*/
|
*/
|
||||||
|
|
||||||
ParameterList::ParameterList(const ParameterList& list)
|
ParameterList::ParameterList(const ParameterList& list)
|
||||||
{
|
{
|
||||||
operator=(list);
|
operator=(list);
|
||||||
|
|
@ -31,16 +30,14 @@ namespace Nz
|
||||||
/*!
|
/*!
|
||||||
* \brief Destructs the object and clears
|
* \brief Destructs the object and clears
|
||||||
*/
|
*/
|
||||||
|
|
||||||
ParameterList::~ParameterList()
|
ParameterList::~ParameterList()
|
||||||
{
|
{
|
||||||
Clear();
|
Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Clears the list of parameters
|
* \brief Clears all the parameters
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ParameterList::Clear()
|
void ParameterList::Clear()
|
||||||
{
|
{
|
||||||
for (auto it = m_parameters.begin(); it != m_parameters.end(); ++it)
|
for (auto it = m_parameters.begin(); it != m_parameters.end(); ++it)
|
||||||
|
|
@ -50,17 +47,18 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Gets a boolean parameter by name
|
* \brief Gets a parameter as a boolean
|
||||||
* \return true if success
|
* \return true if the parameter could be represented as a boolean
|
||||||
*
|
*
|
||||||
* \param name Name of the variable
|
* \param name Name of the parameter
|
||||||
* \param value Value to set
|
* \param value Pointer to a boolean to hold the retrieved value
|
||||||
*
|
*
|
||||||
* \remark Produces a NazaraAssert if pointer is invalid
|
* \remark value must be a valid pointer
|
||||||
* \remark Produces a silent NazaraError if name is not a variable
|
* \remark In case of failure, the variable pointed by value keep its value
|
||||||
* \remark Produces a silent NazaraError if value could not be convertible
|
* \remark If the parameter is not a boolean, a conversion will be performed, compatibles types are:
|
||||||
|
Integer: 0 is interpreted as false, any other value is interpreted as true
|
||||||
|
String: Conversion obeys the rule as described by String::ToBool
|
||||||
*/
|
*/
|
||||||
|
|
||||||
bool ParameterList::GetBooleanParameter(const String& name, bool* value) const
|
bool ParameterList::GetBooleanParameter(const String& name, bool* value) const
|
||||||
{
|
{
|
||||||
NazaraAssert(value, "Invalid pointer");
|
NazaraAssert(value, "Invalid pointer");
|
||||||
|
|
@ -85,17 +83,17 @@ namespace Nz
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
case ParameterType_String:
|
case ParameterType_String:
|
||||||
|
{
|
||||||
|
bool converted;
|
||||||
|
if (it->second.value.stringVal.ToBool(&converted, String::CaseInsensitive))
|
||||||
{
|
{
|
||||||
bool converted;
|
*value = converted;
|
||||||
if (it->second.value.stringVal.ToBool(&converted, String::CaseInsensitive))
|
return true;
|
||||||
{
|
|
||||||
*value = converted;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
case ParameterType_Float:
|
case ParameterType_Float:
|
||||||
case ParameterType_None:
|
case ParameterType_None:
|
||||||
case ParameterType_Pointer:
|
case ParameterType_Pointer:
|
||||||
|
|
@ -108,17 +106,62 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Gets a float parameter by name
|
* \brief Gets a parameter as a color
|
||||||
* \return true if success
|
* \return true if the parameter could be represented as a color
|
||||||
*
|
*
|
||||||
* \param name Name of the variable
|
* \param name Name of the parameter
|
||||||
* \param value Value to set
|
* \param value Pointer to a color to hold the retrieved value
|
||||||
*
|
*
|
||||||
* \remark Produces a NazaraAssert if pointer is invalid
|
* \remark value must be a valid pointer
|
||||||
* \remark Produces a silent NazaraError if name is not a variable
|
* \remark In case of failure, the variable pointed by value keep its value
|
||||||
* \remark Produces a silent NazaraError if value could not be convertible
|
* \remark If the parameter is not a color, the function fails
|
||||||
*/
|
*/
|
||||||
|
bool ParameterList::GetColorParameter(const String& name, Color* value) const
|
||||||
|
{
|
||||||
|
NazaraAssert(value, "Invalid pointer");
|
||||||
|
|
||||||
|
ErrorFlags flags(ErrorFlag_Silent | ErrorFlag_ThrowExceptionDisabled);
|
||||||
|
|
||||||
|
auto it = m_parameters.find(name);
|
||||||
|
if (it == m_parameters.end())
|
||||||
|
{
|
||||||
|
NazaraError("Parameter \"" + name + "\" is not present");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (it->second.type)
|
||||||
|
{
|
||||||
|
case ParameterType_Color:
|
||||||
|
*value = it->second.value.colorVal;
|
||||||
|
return true;
|
||||||
|
|
||||||
|
case ParameterType_Boolean:
|
||||||
|
case ParameterType_Integer:
|
||||||
|
case ParameterType_String:
|
||||||
|
case ParameterType_Float:
|
||||||
|
case ParameterType_None:
|
||||||
|
case ParameterType_Pointer:
|
||||||
|
case ParameterType_Userdata:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
NazaraError("Parameter value is not representable as a color");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Gets a parameter as a float
|
||||||
|
* \return true if the parameter could be represented as a float
|
||||||
|
*
|
||||||
|
* \param name Name of the parameter
|
||||||
|
* \param value Pointer to a float to hold the retrieved value
|
||||||
|
*
|
||||||
|
* \remark value must be a valid pointer
|
||||||
|
* \remark In case of failure, the variable pointed by value keep its value
|
||||||
|
* \remark If the parameter is not a float, a conversion will be performed, compatibles types are:
|
||||||
|
Integer: The integer value is converted to its float representation
|
||||||
|
String: Conversion obeys the rule as described by String::ToDouble
|
||||||
|
*/
|
||||||
bool ParameterList::GetFloatParameter(const String& name, float* value) const
|
bool ParameterList::GetFloatParameter(const String& name, float* value) const
|
||||||
{
|
{
|
||||||
NazaraAssert(value, "Invalid pointer");
|
NazaraAssert(value, "Invalid pointer");
|
||||||
|
|
@ -166,17 +209,19 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Gets a integer parameter by name
|
* \brief Gets a parameter as an integer
|
||||||
* \return true if success
|
* \return true if the parameter could be represented as an integer
|
||||||
*
|
*
|
||||||
* \param name Name of the variable
|
* \param name Name of the parameter
|
||||||
* \param value Value to set
|
* \param value Pointer to an integer to hold the retrieved value
|
||||||
*
|
*
|
||||||
* \remark Produces a NazaraAssert if pointer is invalid
|
* \remark value must be a valid pointer
|
||||||
* \remark Produces a silent NazaraError if name is not a variable
|
* \remark In case of failure, the variable pointed by value keep its value
|
||||||
* \remark Produces a silent NazaraError if value could not be convertible
|
* \remark If the parameter is not a float, a conversion will be performed, compatibles types are:
|
||||||
|
Boolean: The boolean is represented as 1 if true and 0 if false
|
||||||
|
Float: The floating-point value is truncated and converted to a integer
|
||||||
|
String: Conversion obeys the rule as described by String::ToInteger but fails if the value could not be represented as a int
|
||||||
*/
|
*/
|
||||||
|
|
||||||
bool ParameterList::GetIntegerParameter(const String& name, int* value) const
|
bool ParameterList::GetIntegerParameter(const String& name, int* value) const
|
||||||
{
|
{
|
||||||
NazaraAssert(value, "Invalid pointer");
|
NazaraAssert(value, "Invalid pointer");
|
||||||
|
|
@ -229,15 +274,14 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Gets a parameter type by name
|
* \brief Gets a parameter type
|
||||||
* \return true if the parameter is present
|
* \return true if the parameter is present, its type being written to type
|
||||||
*
|
*
|
||||||
* \param name Name of the variable
|
* \param name Name of the variable
|
||||||
* \param type Pointer to a variable to hold result
|
* \param type Pointer to a variable to hold the result
|
||||||
*
|
*
|
||||||
* \remark Produces a NazaraAssert if type is invalid
|
* \remark type must be a valid pointer to a ParameterType variable
|
||||||
*/
|
*/
|
||||||
|
|
||||||
bool ParameterList::GetParameterType(const String& name, ParameterType* type) const
|
bool ParameterList::GetParameterType(const String& name, ParameterType* type) const
|
||||||
{
|
{
|
||||||
NazaraAssert(type, "Invalid pointer");
|
NazaraAssert(type, "Invalid pointer");
|
||||||
|
|
@ -252,17 +296,17 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Gets a pointer parameter by name
|
* \brief Gets a parameter as a pointer
|
||||||
* \return true if success
|
* \return true if the parameter could be represented as a pointer
|
||||||
*
|
*
|
||||||
* \param name Name of the variable
|
* \param name Name of the parameter
|
||||||
* \param value Value to set
|
* \param value Pointer to a pointer to hold the retrieved value
|
||||||
*
|
*
|
||||||
* \remark Produces a NazaraAssert if pointer is invalid
|
* \remark value must be a valid pointer
|
||||||
* \remark Produces a silent NazaraError if name is not a variable
|
* \remark In case of failure, the variable pointed by value keep its value
|
||||||
* \remark Produces a silent NazaraError if value could not be convertible
|
* \remark If the parameter is not a pointer, a conversion will be performed, compatibles types are:
|
||||||
|
Userdata: The pointer part of the userdata is returned
|
||||||
*/
|
*/
|
||||||
|
|
||||||
bool ParameterList::GetPointerParameter(const String& name, void** value) const
|
bool ParameterList::GetPointerParameter(const String& name, void** value) const
|
||||||
{
|
{
|
||||||
NazaraAssert(value, "Invalid pointer");
|
NazaraAssert(value, "Invalid pointer");
|
||||||
|
|
@ -299,17 +343,23 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Gets a string parameter by name
|
* \brief Gets a parameter as a string
|
||||||
* \return true if success
|
* \return true if the parameter could be represented as a string
|
||||||
*
|
*
|
||||||
* \param name Name of the variable
|
* \param name Name of the parameter
|
||||||
* \param value Value to set
|
* \param value Pointer to a pointer to hold the retrieved value
|
||||||
*
|
*
|
||||||
* \remark Produces a NazaraAssert if pointer is invalid
|
* \remark value must be a valid pointer
|
||||||
* \remark Produces a silent NazaraError if name is not a variable
|
* \remark In case of failure, the variable pointed by value keep its value
|
||||||
* \remark Produces a silent NazaraError if value could not be convertible
|
* \remark If the parameter is not a string, a conversion will be performed, all types are compatibles:
|
||||||
|
Boolean: Conversion obeys the rules of String::Boolean
|
||||||
|
Color: Conversion obeys the rules of Color::ToString
|
||||||
|
Float: Conversion obeys the rules of String::Number
|
||||||
|
Integer: Conversion obeys the rules of String::Number
|
||||||
|
None: An empty string is returned
|
||||||
|
Pointer: Conversion obeys the rules of String::Pointer
|
||||||
|
Userdata: Conversion obeys the rules of String::Pointer
|
||||||
*/
|
*/
|
||||||
|
|
||||||
bool ParameterList::GetStringParameter(const String& name, String* value) const
|
bool ParameterList::GetStringParameter(const String& name, String* value) const
|
||||||
{
|
{
|
||||||
NazaraAssert(value, "Invalid pointer");
|
NazaraAssert(value, "Invalid pointer");
|
||||||
|
|
@ -329,6 +379,10 @@ namespace Nz
|
||||||
*value = String::Boolean(it->second.value.boolVal);
|
*value = String::Boolean(it->second.value.boolVal);
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
|
case ParameterType_Color:
|
||||||
|
*value = it->second.value.colorVal.ToString();
|
||||||
|
return true;
|
||||||
|
|
||||||
case ParameterType_Float:
|
case ParameterType_Float:
|
||||||
*value = String::Number(it->second.value.floatVal);
|
*value = String::Number(it->second.value.floatVal);
|
||||||
return true;
|
return true;
|
||||||
|
|
@ -359,17 +413,18 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Gets a user parameter by name
|
* \brief Gets a parameter as an userdata
|
||||||
* \return true if success
|
* \return true if the parameter could be represented as a userdata
|
||||||
*
|
*
|
||||||
* \param name Name of the variable
|
* \param name Name of the parameter
|
||||||
* \param value Value to set
|
* \param value Pointer to a pointer to hold the retrieved value
|
||||||
*
|
*
|
||||||
* \remark Produces a NazaraAssert if pointer is invalid
|
* \remark value must be a valid pointer
|
||||||
* \remark Produces a silent NazaraError if name is not a variable
|
* \remark In case of failure, the variable pointed by value keep its value
|
||||||
* \remark Produces a silent NazaraError if value could not be convertible
|
* \remark If the parameter is not an userdata, the function fails
|
||||||
|
*
|
||||||
|
* \see GetPointerParameter
|
||||||
*/
|
*/
|
||||||
|
|
||||||
bool ParameterList::GetUserdataParameter(const String& name, void** value) const
|
bool ParameterList::GetUserdataParameter(const String& name, void** value) const
|
||||||
{
|
{
|
||||||
NazaraAssert(value, "Invalid pointer");
|
NazaraAssert(value, "Invalid pointer");
|
||||||
|
|
@ -396,25 +451,24 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Checks whether the parameter list has a parameter with that name
|
* \brief Checks whether the parameter list contains a parameter named `name`
|
||||||
* \return true if found
|
* \return true if found
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
*/
|
*/
|
||||||
|
|
||||||
bool ParameterList::HasParameter(const String& name) const
|
bool ParameterList::HasParameter(const String& name) const
|
||||||
{
|
{
|
||||||
return m_parameters.find(name) != m_parameters.end();
|
return m_parameters.find(name) != m_parameters.end();
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Removes the parameter with that name
|
* \brief Removes the parameter named `name`
|
||||||
*
|
*
|
||||||
* Removes the parameter with that name, if not found, nothing is done
|
* Search for a parameter named `name` and remove it from the parameter list, freeing up its memory
|
||||||
|
* Nothing is done if the parameter is not present in the parameter list
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ParameterList::RemoveParameter(const String& name)
|
void ParameterList::RemoveParameter(const String& name)
|
||||||
{
|
{
|
||||||
auto it = m_parameters.find(name);
|
auto it = m_parameters.find(name);
|
||||||
|
|
@ -426,11 +480,12 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the parameter with the name to ParameterType_None
|
* \brief Sets a null parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ParameterList::SetParameter(const String& name)
|
void ParameterList::SetParameter(const String& name)
|
||||||
{
|
{
|
||||||
Parameter& parameter = CreateValue(name);
|
Parameter& parameter = CreateValue(name);
|
||||||
|
|
@ -438,12 +493,29 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the parameter with the name to the value
|
* \brief Sets a color parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
* \param value Value of the parameter
|
* \param value The color value
|
||||||
*/
|
*/
|
||||||
|
void ParameterList::SetParameter(const String& name, const Color& value)
|
||||||
|
{
|
||||||
|
Parameter& parameter = CreateValue(name);
|
||||||
|
parameter.type = ParameterType_Color;
|
||||||
|
|
||||||
|
PlacementNew(¶meter.value.colorVal, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Sets a string parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
|
*
|
||||||
|
* \param name Name of the parameter
|
||||||
|
* \param value The string value
|
||||||
|
*/
|
||||||
void ParameterList::SetParameter(const String& name, const String& value)
|
void ParameterList::SetParameter(const String& name, const String& value)
|
||||||
{
|
{
|
||||||
Parameter& parameter = CreateValue(name);
|
Parameter& parameter = CreateValue(name);
|
||||||
|
|
@ -453,12 +525,13 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the parameter with the name to the value
|
* \brief Sets a string parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
* \param value Value of the parameter
|
* \param value The string value
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ParameterList::SetParameter(const String& name, const char* value)
|
void ParameterList::SetParameter(const String& name, const char* value)
|
||||||
{
|
{
|
||||||
Parameter& parameter = CreateValue(name);
|
Parameter& parameter = CreateValue(name);
|
||||||
|
|
@ -468,41 +541,13 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the parameter with the name to the value
|
* \brief Sets a boolean parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
* \param value Value of the parameter
|
* \param value The boolean value
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ParameterList::SetParameter(const String& name, void* value)
|
|
||||||
{
|
|
||||||
Parameter& parameter = CreateValue(name);
|
|
||||||
parameter.type = ParameterType_Pointer;
|
|
||||||
parameter.value.ptrVal = value;
|
|
||||||
}
|
|
||||||
|
|
||||||
/*!
|
|
||||||
* \brief Sets the parameter with the name to the value
|
|
||||||
*
|
|
||||||
* \param name Name of the parameter
|
|
||||||
* \param value Value of the parameter
|
|
||||||
* \param destructor Destructor for dynamic variable
|
|
||||||
*/
|
|
||||||
|
|
||||||
void ParameterList::SetParameter(const String& name, void* value, Destructor destructor)
|
|
||||||
{
|
|
||||||
Parameter& parameter = CreateValue(name);
|
|
||||||
parameter.type = ParameterType_Userdata;
|
|
||||||
parameter.value.userdataVal = new Parameter::UserdataValue(destructor, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/*!
|
|
||||||
* \brief Sets the parameter with the name to the value
|
|
||||||
*
|
|
||||||
* \param name Name of the parameter
|
|
||||||
* \param value Value of the parameter
|
|
||||||
*/
|
|
||||||
|
|
||||||
void ParameterList::SetParameter(const String& name, bool value)
|
void ParameterList::SetParameter(const String& name, bool value)
|
||||||
{
|
{
|
||||||
Parameter& parameter = CreateValue(name);
|
Parameter& parameter = CreateValue(name);
|
||||||
|
|
@ -511,12 +556,13 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the parameter with the name to the value
|
* \brief Sets a float parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
* \param value Value of the parameter
|
* \param value The float value
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ParameterList::SetParameter(const String& name, float value)
|
void ParameterList::SetParameter(const String& name, float value)
|
||||||
{
|
{
|
||||||
Parameter& parameter = CreateValue(name);
|
Parameter& parameter = CreateValue(name);
|
||||||
|
|
@ -525,12 +571,13 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Sets the parameter with the name to the value
|
* \brief Sets an integer parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
*
|
*
|
||||||
* \param name Name of the parameter
|
* \param name Name of the parameter
|
||||||
* \param value Value of the parameter
|
* \param value The integer value
|
||||||
*/
|
*/
|
||||||
|
|
||||||
void ParameterList::SetParameter(const String& name, int value)
|
void ParameterList::SetParameter(const String& name, int value)
|
||||||
{
|
{
|
||||||
Parameter& parameter = CreateValue(name);
|
Parameter& parameter = CreateValue(name);
|
||||||
|
|
@ -539,12 +586,48 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
/*!
|
/*!
|
||||||
* \brief Assigns the content of the other parameter list to this
|
* \brief Sets a pointer parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
|
*
|
||||||
|
* \param name Name of the parameter
|
||||||
|
* \param value The pointer value
|
||||||
|
*
|
||||||
|
* \remark This sets a raw pointer, this class takes no responsibility toward it,
|
||||||
|
if you wish to destroy the pointed variable along with the parameter list, you should set a userdata
|
||||||
|
*/
|
||||||
|
void ParameterList::SetParameter(const String& name, void* value)
|
||||||
|
{
|
||||||
|
Parameter& parameter = CreateValue(name);
|
||||||
|
parameter.type = ParameterType_Pointer;
|
||||||
|
parameter.value.ptrVal = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Sets a userdata parameter named `name`
|
||||||
|
*
|
||||||
|
* If a parameter already exists with that name, it is destroyed and replaced by this call
|
||||||
|
*
|
||||||
|
* \param name Name of the parameter
|
||||||
|
* \param value The pointer value
|
||||||
|
* \param destructor The destructor function to be called upon parameter suppression
|
||||||
|
*
|
||||||
|
* \remark The destructor is called once when all copies of the userdata are destroyed, which means
|
||||||
|
you can safely copy the parameter list around.
|
||||||
|
*/
|
||||||
|
void ParameterList::SetParameter(const String& name, void* value, Destructor destructor)
|
||||||
|
{
|
||||||
|
Parameter& parameter = CreateValue(name);
|
||||||
|
parameter.type = ParameterType_Userdata;
|
||||||
|
parameter.value.userdataVal = new Parameter::UserdataValue(destructor, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \brief Copies the content of the other parameter list to this
|
||||||
* \return A reference to this
|
* \return A reference to this
|
||||||
*
|
*
|
||||||
* \param list List to assign
|
* \param list List to assign
|
||||||
*/
|
*/
|
||||||
|
|
||||||
ParameterList& ParameterList::operator=(const ParameterList& list)
|
ParameterList& ParameterList::operator=(const ParameterList& list)
|
||||||
{
|
{
|
||||||
Clear();
|
Clear();
|
||||||
|
|
@ -627,6 +710,7 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
case ParameterType_Boolean:
|
case ParameterType_Boolean:
|
||||||
|
case ParameterType_Color:
|
||||||
case ParameterType_Float:
|
case ParameterType_Float:
|
||||||
case ParameterType_Integer:
|
case ParameterType_Integer:
|
||||||
case ParameterType_None:
|
case ParameterType_None:
|
||||||
|
|
|
||||||
|
|
@ -118,6 +118,11 @@ namespace Nz
|
||||||
return lseek64(m_fileDescriptor, offset, moveMethod) != -1;
|
return lseek64(m_fileDescriptor, offset, moveMethod) != -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool FileImpl::SetSize(UInt64 size)
|
||||||
|
{
|
||||||
|
return ftruncate64(m_fileDescriptor, size) != 0;
|
||||||
|
}
|
||||||
|
|
||||||
std::size_t FileImpl::Write(const void* buffer, std::size_t size)
|
std::size_t FileImpl::Write(const void* buffer, std::size_t size)
|
||||||
{
|
{
|
||||||
lockf64(m_fileDescriptor, F_LOCK, size);
|
lockf64(m_fileDescriptor, F_LOCK, size);
|
||||||
|
|
|
||||||
|
|
@ -39,6 +39,7 @@ namespace Nz
|
||||||
bool Open(const String& filePath, UInt32 mode);
|
bool Open(const String& filePath, UInt32 mode);
|
||||||
std::size_t Read(void* buffer, std::size_t size);
|
std::size_t Read(void* buffer, std::size_t size);
|
||||||
bool SetCursorPos(CursorPosition pos, Int64 offset);
|
bool SetCursorPos(CursorPosition pos, Int64 offset);
|
||||||
|
bool SetSize(UInt64 size);
|
||||||
std::size_t Write(const void* buffer, std::size_t size);
|
std::size_t Write(const void* buffer, std::size_t size);
|
||||||
|
|
||||||
FileImpl& operator=(const FileImpl&) = delete;
|
FileImpl& operator=(const FileImpl&) = delete;
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,35 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Core module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <Nazara/Core/SerializationContext.hpp>
|
||||||
|
#include <Nazara/Core/Algorithm.hpp>
|
||||||
|
#include <Nazara/Core/Error.hpp>
|
||||||
|
#include <Nazara/Core/Debug.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* \ingroup core
|
||||||
|
* \class Nz::SerializationContext
|
||||||
|
* \brief Structure containing a serialization/unserialization context states
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*!
|
||||||
|
* Write bits to the stream (if any) and reset the current bit cursor
|
||||||
|
|
||||||
|
* \see ResetBitPosition
|
||||||
|
*/
|
||||||
|
void SerializationContext::FlushBits()
|
||||||
|
{
|
||||||
|
if (currentBitPos != 8)
|
||||||
|
{
|
||||||
|
ResetBitPosition();
|
||||||
|
|
||||||
|
// Serialize will reset the bit position
|
||||||
|
if (!Serialize<UInt8>(*this, currentByte))
|
||||||
|
NazaraWarning("Failed to flush bits");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -4240,7 +4240,7 @@ namespace Nz
|
||||||
utf8::unchecked::iterator<const char*> it(m_sharedString->string.get());
|
utf8::unchecked::iterator<const char*> it(m_sharedString->string.get());
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
if ((Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
if (*it != '\t' && (Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
while (*++it);
|
while (*++it);
|
||||||
|
|
@ -4255,7 +4255,7 @@ namespace Nz
|
||||||
utf8::unchecked::iterator<const char*> it(&m_sharedString->string[m_sharedString->size]);
|
utf8::unchecked::iterator<const char*> it(&m_sharedString->string[m_sharedString->size]);
|
||||||
while ((it--).base() != m_sharedString->string.get())
|
while ((it--).base() != m_sharedString->string.get())
|
||||||
{
|
{
|
||||||
if ((Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
if (*it != '\t' && (Unicode::GetCategory(*it) & Unicode::Category_Separator) == 0)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -4271,7 +4271,8 @@ namespace Nz
|
||||||
{
|
{
|
||||||
for (; startPos < m_sharedString->size; ++startPos)
|
for (; startPos < m_sharedString->size; ++startPos)
|
||||||
{
|
{
|
||||||
if ((Unicode::GetCategory(m_sharedString->string[startPos]) & Unicode::Category_Separator) == 0)
|
char c = m_sharedString->string[startPos];
|
||||||
|
if (c != '\t' && (Unicode::GetCategory(c) & Unicode::Category_Separator) == 0)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -4281,7 +4282,8 @@ namespace Nz
|
||||||
{
|
{
|
||||||
for (; endPos > 0; --endPos)
|
for (; endPos > 0; --endPos)
|
||||||
{
|
{
|
||||||
if ((Unicode::GetCategory(m_sharedString->string[endPos]) & Unicode::Category_Separator) == 0)
|
char c = m_sharedString->string[endPos];
|
||||||
|
if (c != '\t' && (Unicode::GetCategory(c) & Unicode::Category_Separator) == 0)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,217 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/DepthRenderQueue.hpp>
|
||||||
|
#include <Nazara/Graphics/AbstractViewer.hpp>
|
||||||
|
#include <Nazara/Graphics/Material.hpp>
|
||||||
|
#include <Nazara/Graphics/Debug.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
DepthRenderQueue::DepthRenderQueue()
|
||||||
|
{
|
||||||
|
// Material
|
||||||
|
m_baseMaterial = Material::New();
|
||||||
|
m_baseMaterial->Enable(RendererParameter_ColorWrite, false);
|
||||||
|
m_baseMaterial->Enable(RendererParameter_FaceCulling, false);
|
||||||
|
//m_baseMaterial->SetFaceCulling(FaceSide_Front);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddBillboard(int renderOrder, const Material* material, const Vector3f& position, const Vector2f& size, const Vector2f& sinCos, const Color& color)
|
||||||
|
{
|
||||||
|
NazaraAssert(material, "Invalid material");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboard(0, material, position, size, sinCos, color);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, colorPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, sinCosPtr, alphaPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, colorPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddBillboards(0, material, count, positionPtr, sizePtr, anglePtr, alphaPtr);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddDirectionalLight(const DirectionalLight& light)
|
||||||
|
{
|
||||||
|
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||||
|
NazaraUnused(light);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
|
||||||
|
{
|
||||||
|
NazaraAssert(material, "Invalid material");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
NazaraUnused(meshAABB);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddMesh(0, material, meshData, meshAABB, transformMatrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddPointLight(const PointLight& light)
|
||||||
|
{
|
||||||
|
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||||
|
NazaraUnused(light);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddSpotLight(const SpotLight& light)
|
||||||
|
{
|
||||||
|
NazaraAssert(false, "Depth render queue doesn't handle lights");
|
||||||
|
NazaraUnused(light);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
|
||||||
|
{
|
||||||
|
NazaraAssert(material, "Invalid material");
|
||||||
|
NazaraUnused(renderOrder);
|
||||||
|
NazaraUnused(overlay);
|
||||||
|
|
||||||
|
if (!IsMaterialSuitable(material))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (material->HasDepthMaterial())
|
||||||
|
material = material->GetDepthMaterial();
|
||||||
|
else
|
||||||
|
material = m_baseMaterial;
|
||||||
|
|
||||||
|
ForwardRenderQueue::AddSprites(0, material, vertices, spriteCount, overlay);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
@ -0,0 +1,539 @@
|
||||||
|
// Copyright (C) 2015 Jérôme Leclercq
|
||||||
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
|
||||||
|
#include <Nazara/Core/ErrorFlags.hpp>
|
||||||
|
#include <Nazara/Core/OffsetOf.hpp>
|
||||||
|
#include <Nazara/Graphics/AbstractBackground.hpp>
|
||||||
|
#include <Nazara/Graphics/AbstractViewer.hpp>
|
||||||
|
#include <Nazara/Graphics/Drawable.hpp>
|
||||||
|
#include <Nazara/Graphics/Light.hpp>
|
||||||
|
#include <Nazara/Graphics/Material.hpp>
|
||||||
|
#include <Nazara/Graphics/Sprite.hpp>
|
||||||
|
#include <Nazara/Renderer/Config.hpp>
|
||||||
|
#include <Nazara/Renderer/Renderer.hpp>
|
||||||
|
#include <Nazara/Utility/BufferMapper.hpp>
|
||||||
|
#include <Nazara/Utility/StaticMesh.hpp>
|
||||||
|
#include <Nazara/Utility/VertexStruct.hpp>
|
||||||
|
#include <limits>
|
||||||
|
#include <memory>
|
||||||
|
#include <Nazara/Graphics/Debug.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
namespace
|
||||||
|
{
|
||||||
|
struct BillboardPoint
|
||||||
|
{
|
||||||
|
Color color;
|
||||||
|
Vector3f position;
|
||||||
|
Vector2f size;
|
||||||
|
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||||
|
Vector2f uv;
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
|
||||||
|
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
|
||||||
|
}
|
||||||
|
|
||||||
|
DepthRenderTechnique::DepthRenderTechnique() :
|
||||||
|
m_vertexBuffer(BufferType_Vertex)
|
||||||
|
{
|
||||||
|
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||||
|
|
||||||
|
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
|
||||||
|
|
||||||
|
m_billboardPointBuffer.Reset(&s_billboardVertexDeclaration, &m_vertexBuffer);
|
||||||
|
m_spriteBuffer.Reset(VertexDeclaration::Get(VertexLayout_XYZ_Color_UV), &m_vertexBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::Clear(const SceneData& sceneData) const
|
||||||
|
{
|
||||||
|
Renderer::Enable(RendererParameter_DepthBuffer, true);
|
||||||
|
Renderer::Enable(RendererParameter_DepthWrite, true);
|
||||||
|
Renderer::Clear(RendererBuffer_Depth);
|
||||||
|
|
||||||
|
// Just in case the background does render depth
|
||||||
|
//if (sceneData.background)
|
||||||
|
// sceneData.background->Draw(sceneData.viewer);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DepthRenderTechnique::Draw(const SceneData& sceneData) const
|
||||||
|
{
|
||||||
|
for (auto& pair : m_renderQueue.layers)
|
||||||
|
{
|
||||||
|
ForwardRenderQueue::Layer& layer = pair.second;
|
||||||
|
|
||||||
|
if (!layer.opaqueModels.empty())
|
||||||
|
DrawOpaqueModels(sceneData, layer);
|
||||||
|
|
||||||
|
if (!layer.basicSprites.empty())
|
||||||
|
DrawBasicSprites(sceneData, layer);
|
||||||
|
|
||||||
|
if (!layer.billboards.empty())
|
||||||
|
DrawBillboards(sceneData, layer);
|
||||||
|
|
||||||
|
for (const Drawable* drawable : layer.otherDrawables)
|
||||||
|
drawable->Draw();
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
AbstractRenderQueue* DepthRenderTechnique::GetRenderQueue()
|
||||||
|
{
|
||||||
|
return &m_renderQueue;
|
||||||
|
}
|
||||||
|
|
||||||
|
RenderTechniqueType DepthRenderTechnique::GetType() const
|
||||||
|
{
|
||||||
|
return RenderTechniqueType_Depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DepthRenderTechnique::Initialize()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
ErrorFlags flags(ErrorFlag_ThrowException, true);
|
||||||
|
|
||||||
|
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 + 2;
|
||||||
|
*indices++ = i * 4 + 3;
|
||||||
|
*indices++ = i * 4 + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
mapper.Unmap(); // Inutile de garder le buffer ouvert plus longtemps
|
||||||
|
|
||||||
|
// Quad buffer (utilisé pour l'instancing de billboard et de sprites)
|
||||||
|
//Note: Les UV sont calculés dans le shader
|
||||||
|
s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
|
||||||
|
|
||||||
|
float vertices[2 * 4] = {
|
||||||
|
-0.5f, -0.5f,
|
||||||
|
0.5f, -0.5f,
|
||||||
|
-0.5f, 0.5f,
|
||||||
|
0.5f, 0.5f,
|
||||||
|
};
|
||||||
|
|
||||||
|
s_quadVertexBuffer.FillRaw(vertices, 0, sizeof(vertices));
|
||||||
|
|
||||||
|
// Déclaration lors du rendu des billboards par sommet
|
||||||
|
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
|
||||||
|
|
||||||
|
// 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
|
||||||
|
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));
|
||||||
|
}
|
||||||
|
catch (const std::exception& e)
|
||||||
|
{
|
||||||
|
NazaraError("Failed to initialise: " + String(e.what()));
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::Uninitialize()
|
||||||
|
{
|
||||||
|
s_quadIndexBuffer.Reset();
|
||||||
|
s_quadVertexBuffer.Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||||
|
{
|
||||||
|
const Shader* lastShader = nullptr;
|
||||||
|
const ShaderUniforms* shaderUniforms = nullptr;
|
||||||
|
|
||||||
|
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||||
|
Renderer::SetMatrix(MatrixType_World, Matrix4f::Identity());
|
||||||
|
Renderer::SetVertexBuffer(&m_spriteBuffer);
|
||||||
|
|
||||||
|
for (auto& matIt : layer.basicSprites)
|
||||||
|
{
|
||||||
|
const Material* material = matIt.first;
|
||||||
|
auto& matEntry = matIt.second;
|
||||||
|
|
||||||
|
if (matEntry.enabled)
|
||||||
|
{
|
||||||
|
auto& overlayMap = matEntry.overlayMap;
|
||||||
|
for (auto& overlayIt : overlayMap)
|
||||||
|
{
|
||||||
|
const Texture* overlay = overlayIt.first;
|
||||||
|
auto& spriteChainVector = overlayIt.second.spriteChains;
|
||||||
|
|
||||||
|
unsigned int spriteChainCount = spriteChainVector.size();
|
||||||
|
if (spriteChainCount > 0)
|
||||||
|
{
|
||||||
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
|
UInt32 flags = 0;
|
||||||
|
if (overlay)
|
||||||
|
flags |= ShaderFlags_TextureOverlay;
|
||||||
|
|
||||||
|
UInt8 overlayUnit;
|
||||||
|
const Shader* shader = material->Apply(flags, 0, &overlayUnit);
|
||||||
|
|
||||||
|
if (overlay)
|
||||||
|
{
|
||||||
|
overlayUnit++;
|
||||||
|
Renderer::SetTexture(overlayUnit, overlay);
|
||||||
|
Renderer::SetTextureSampler(overlayUnit, material->GetDiffuseSampler());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||||
|
if (shader != lastShader)
|
||||||
|
{
|
||||||
|
// Index des uniformes dans le shader
|
||||||
|
shaderUniforms = GetShaderUniforms(shader);
|
||||||
|
|
||||||
|
// Overlay
|
||||||
|
shader->SendInteger(shaderUniforms->textureOverlay, overlayUnit);
|
||||||
|
// Position de la caméra
|
||||||
|
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
|
||||||
|
|
||||||
|
do
|
||||||
|
{
|
||||||
|
// On ouvre le buffer en écriture
|
||||||
|
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
|
||||||
|
VertexStruct_XYZ_Color_UV* vertices = reinterpret_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
|
||||||
|
|
||||||
|
unsigned int spriteCount = 0;
|
||||||
|
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;
|
||||||
|
|
||||||
|
spriteCount += count;
|
||||||
|
spriteChainOffset += count;
|
||||||
|
|
||||||
|
// Avons-nous traité la chaîne entière ?
|
||||||
|
if (spriteChainOffset == currentChain.spriteCount)
|
||||||
|
{
|
||||||
|
spriteChain++;
|
||||||
|
spriteChainOffset = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
while (spriteCount < maxSpriteCount && spriteChain < spriteChainCount);
|
||||||
|
|
||||||
|
vertexMapper.Unmap();
|
||||||
|
|
||||||
|
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, spriteCount*6);
|
||||||
|
}
|
||||||
|
while (spriteChain < spriteChainCount);
|
||||||
|
|
||||||
|
spriteChainVector.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// On remet à zéro
|
||||||
|
matEntry.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||||
|
{
|
||||||
|
const Shader* lastShader = nullptr;
|
||||||
|
const ShaderUniforms* shaderUniforms = nullptr;
|
||||||
|
|
||||||
|
if (Renderer::HasCapability(RendererCap_Instancing))
|
||||||
|
{
|
||||||
|
VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
|
||||||
|
instanceBuffer->SetVertexDeclaration(&s_billboardInstanceDeclaration);
|
||||||
|
|
||||||
|
Renderer::SetVertexBuffer(&s_quadVertexBuffer);
|
||||||
|
|
||||||
|
for (auto& matIt : layer.billboards)
|
||||||
|
{
|
||||||
|
const Material* material = matIt.first;
|
||||||
|
auto& entry = matIt.second;
|
||||||
|
auto& billboardVector = entry.billboards;
|
||||||
|
|
||||||
|
unsigned int billboardCount = billboardVector.size();
|
||||||
|
if (billboardCount > 0)
|
||||||
|
{
|
||||||
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
|
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
|
||||||
|
if (shader != lastShader)
|
||||||
|
{
|
||||||
|
// Index des uniformes dans le shader
|
||||||
|
shaderUniforms = GetShaderUniforms(shader);
|
||||||
|
|
||||||
|
// Position de la caméra
|
||||||
|
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
|
||||||
|
|
||||||
|
lastShader = shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||||
|
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
|
||||||
|
do
|
||||||
|
{
|
||||||
|
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
|
||||||
|
billboardCount -= renderedBillboardCount;
|
||||||
|
|
||||||
|
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
|
||||||
|
data += renderedBillboardCount;
|
||||||
|
|
||||||
|
Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
|
||||||
|
}
|
||||||
|
while (billboardCount > 0);
|
||||||
|
|
||||||
|
billboardVector.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Renderer::SetIndexBuffer(&s_quadIndexBuffer);
|
||||||
|
Renderer::SetVertexBuffer(&m_billboardPointBuffer);
|
||||||
|
|
||||||
|
for (auto& matIt : layer.billboards)
|
||||||
|
{
|
||||||
|
const Material* material = matIt.first;
|
||||||
|
auto& entry = matIt.second;
|
||||||
|
auto& billboardVector = entry.billboards;
|
||||||
|
|
||||||
|
unsigned int billboardCount = billboardVector.size();
|
||||||
|
if (billboardCount > 0)
|
||||||
|
{
|
||||||
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
|
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
|
||||||
|
if (shader != lastShader)
|
||||||
|
{
|
||||||
|
// Index des uniformes dans le shader
|
||||||
|
shaderUniforms = GetShaderUniforms(shader);
|
||||||
|
|
||||||
|
// Position de la caméra
|
||||||
|
shader->SendVector(shaderUniforms->eyePosition, Renderer::GetMatrix(MatrixType_ViewProj).GetTranslation());
|
||||||
|
|
||||||
|
lastShader = shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
|
||||||
|
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);
|
||||||
|
BillboardPoint* vertices = reinterpret_cast<BillboardPoint*>(vertexMapper.GetPointer());
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < renderedBillboardCount; ++i)
|
||||||
|
{
|
||||||
|
const ForwardRenderQueue::BillboardData& billboard = *data++;
|
||||||
|
|
||||||
|
vertices->color = billboard.color;
|
||||||
|
vertices->position = billboard.center;
|
||||||
|
vertices->sinCos = billboard.sinCos;
|
||||||
|
vertices->size = billboard.size;
|
||||||
|
vertices->uv.Set(0.f, 1.f);
|
||||||
|
vertices++;
|
||||||
|
|
||||||
|
vertices->color = billboard.color;
|
||||||
|
vertices->position = billboard.center;
|
||||||
|
vertices->sinCos = billboard.sinCos;
|
||||||
|
vertices->size = billboard.size;
|
||||||
|
vertices->uv.Set(1.f, 1.f);
|
||||||
|
vertices++;
|
||||||
|
|
||||||
|
vertices->color = billboard.color;
|
||||||
|
vertices->position = billboard.center;
|
||||||
|
vertices->sinCos = billboard.sinCos;
|
||||||
|
vertices->size = billboard.size;
|
||||||
|
vertices->uv.Set(0.f, 0.f);
|
||||||
|
vertices++;
|
||||||
|
|
||||||
|
vertices->color = billboard.color;
|
||||||
|
vertices->position = billboard.center;
|
||||||
|
vertices->sinCos = billboard.sinCos;
|
||||||
|
vertices->size = billboard.size;
|
||||||
|
vertices->uv.Set(1.f, 0.f);
|
||||||
|
vertices++;
|
||||||
|
}
|
||||||
|
|
||||||
|
vertexMapper.Unmap();
|
||||||
|
|
||||||
|
Renderer::DrawIndexedPrimitives(PrimitiveMode_TriangleList, 0, renderedBillboardCount*6);
|
||||||
|
}
|
||||||
|
while (billboardCount > 0);
|
||||||
|
|
||||||
|
billboardVector.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||||
|
{
|
||||||
|
const Shader* lastShader = nullptr;
|
||||||
|
const ShaderUniforms* shaderUniforms = nullptr;
|
||||||
|
|
||||||
|
for (auto& matIt : layer.opaqueModels)
|
||||||
|
{
|
||||||
|
auto& matEntry = matIt.second;
|
||||||
|
|
||||||
|
if (matEntry.enabled)
|
||||||
|
{
|
||||||
|
ForwardRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
|
||||||
|
|
||||||
|
if (!meshInstances.empty())
|
||||||
|
{
|
||||||
|
const Material* material = matIt.first;
|
||||||
|
|
||||||
|
bool instancing = m_instancingEnabled && matEntry.instancingEnabled;
|
||||||
|
|
||||||
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
|
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
|
||||||
|
if (shader != lastShader)
|
||||||
|
{
|
||||||
|
// Index des uniformes dans le shader
|
||||||
|
shaderUniforms = GetShaderUniforms(shader);
|
||||||
|
lastShader = shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Meshes
|
||||||
|
for (auto& meshIt : meshInstances)
|
||||||
|
{
|
||||||
|
const MeshData& meshData = meshIt.first;
|
||||||
|
auto& meshEntry = meshIt.second;
|
||||||
|
|
||||||
|
const Spheref& squaredBoundingSphere = meshEntry.squaredBoundingSphere;
|
||||||
|
std::vector<Matrix4f>& instances = meshEntry.instances;
|
||||||
|
|
||||||
|
if (!instances.empty())
|
||||||
|
{
|
||||||
|
const IndexBuffer* indexBuffer = meshData.indexBuffer;
|
||||||
|
const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
|
||||||
|
|
||||||
|
// Gestion du draw call avant la boucle de rendu
|
||||||
|
Renderer::DrawCall drawFunc;
|
||||||
|
Renderer::DrawCallInstanced instancedDrawFunc;
|
||||||
|
unsigned int indexCount;
|
||||||
|
|
||||||
|
if (indexBuffer)
|
||||||
|
{
|
||||||
|
drawFunc = Renderer::DrawIndexedPrimitives;
|
||||||
|
instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
|
||||||
|
indexCount = indexBuffer->GetIndexCount();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
drawFunc = Renderer::DrawPrimitives;
|
||||||
|
instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
|
||||||
|
indexCount = vertexBuffer->GetVertexCount();
|
||||||
|
}
|
||||||
|
|
||||||
|
Renderer::SetIndexBuffer(indexBuffer);
|
||||||
|
Renderer::SetVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
|
if (instancing)
|
||||||
|
{
|
||||||
|
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||||
|
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
|
||||||
|
|
||||||
|
while (instanceCount > 0)
|
||||||
|
{
|
||||||
|
// On calcule le nombre d'instances que l'on pourra afficher cette fois-ci (Selon la taille du buffer d'instancing)
|
||||||
|
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
|
||||||
|
instanceCount -= renderedInstanceCount;
|
||||||
|
|
||||||
|
// On remplit l'instancing buffer avec nos matrices world
|
||||||
|
instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
|
||||||
|
instanceMatrices += renderedInstanceCount;
|
||||||
|
|
||||||
|
// Et on affiche
|
||||||
|
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
|
||||||
|
for (const Matrix4f& matrix : instances)
|
||||||
|
{
|
||||||
|
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||||
|
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
instances.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Et on remet à zéro les données
|
||||||
|
matEntry.enabled = false;
|
||||||
|
matEntry.instancingEnabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const DepthRenderTechnique::ShaderUniforms* DepthRenderTechnique::GetShaderUniforms(const Shader* shader) const
|
||||||
|
{
|
||||||
|
auto it = m_shaderUniforms.find(shader);
|
||||||
|
if (it == m_shaderUniforms.end())
|
||||||
|
{
|
||||||
|
ShaderUniforms uniforms;
|
||||||
|
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||||
|
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||||
|
|
||||||
|
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
|
||||||
|
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
||||||
|
|
||||||
|
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
|
||||||
|
}
|
||||||
|
|
||||||
|
return &it->second;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DepthRenderTechnique::OnShaderInvalidated(const Shader* shader) const
|
||||||
|
{
|
||||||
|
m_shaderUniforms.erase(shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
IndexBuffer DepthRenderTechnique::s_quadIndexBuffer;
|
||||||
|
VertexBuffer DepthRenderTechnique::s_quadVertexBuffer;
|
||||||
|
VertexDeclaration DepthRenderTechnique::s_billboardInstanceDeclaration;
|
||||||
|
VertexDeclaration DepthRenderTechnique::s_billboardVertexDeclaration;
|
||||||
|
}
|
||||||
|
|
@ -3,9 +3,11 @@
|
||||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
#include <Nazara/Graphics/Formats/MeshLoader.hpp>
|
#include <Nazara/Graphics/Formats/MeshLoader.hpp>
|
||||||
|
#include <Nazara/Core/ErrorFlags.hpp>
|
||||||
#include <Nazara/Graphics/Material.hpp>
|
#include <Nazara/Graphics/Material.hpp>
|
||||||
#include <Nazara/Graphics/Model.hpp>
|
#include <Nazara/Graphics/Model.hpp>
|
||||||
#include <Nazara/Graphics/SkeletalModel.hpp>
|
#include <Nazara/Graphics/SkeletalModel.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
#include <Nazara/Utility/Mesh.hpp>
|
#include <Nazara/Utility/Mesh.hpp>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <Nazara/Graphics/Debug.hpp>
|
#include <Nazara/Graphics/Debug.hpp>
|
||||||
|
|
@ -14,6 +16,33 @@ namespace Nz
|
||||||
{
|
{
|
||||||
namespace
|
namespace
|
||||||
{
|
{
|
||||||
|
void LoadMaterials(Model* model, const ModelParameters& parameters)
|
||||||
|
{
|
||||||
|
unsigned int matCount = model->GetMaterialCount();
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < matCount; ++i)
|
||||||
|
{
|
||||||
|
const ParameterList& matData = model->GetMesh()->GetMaterialData(i);
|
||||||
|
|
||||||
|
String filePath;
|
||||||
|
if (matData.GetStringParameter(MaterialData::FilePath, &filePath))
|
||||||
|
{
|
||||||
|
MaterialRef material = Material::New();
|
||||||
|
if (material->LoadFromFile(filePath, parameters.material))
|
||||||
|
model->SetMaterial(i, std::move(material));
|
||||||
|
else
|
||||||
|
NazaraWarning("Failed to load material from file " + String::Number(i));
|
||||||
|
}
|
||||||
|
else if (matData.HasParameter(MaterialData::CustomDefined))
|
||||||
|
{
|
||||||
|
MaterialRef material = Material::New();
|
||||||
|
material->BuildFromParameters(matData, parameters.material);
|
||||||
|
|
||||||
|
model->SetMaterial(i, std::move(material));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Ternary CheckStatic(Stream& stream, const ModelParameters& parameters)
|
Ternary CheckStatic(Stream& stream, const ModelParameters& parameters)
|
||||||
{
|
{
|
||||||
NazaraUnused(stream);
|
NazaraUnused(stream);
|
||||||
|
|
@ -46,22 +75,7 @@ namespace Nz
|
||||||
model->SetMesh(mesh);
|
model->SetMesh(mesh);
|
||||||
|
|
||||||
if (parameters.loadMaterials)
|
if (parameters.loadMaterials)
|
||||||
{
|
LoadMaterials(model, parameters);
|
||||||
unsigned int matCount = model->GetMaterialCount();
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < matCount; ++i)
|
|
||||||
{
|
|
||||||
String mat = mesh->GetMaterial(i);
|
|
||||||
if (!mat.IsEmpty())
|
|
||||||
{
|
|
||||||
MaterialRef material = Material::New();
|
|
||||||
if (material->LoadFromFile(mat, parameters.material))
|
|
||||||
model->SetMaterial(i, material);
|
|
||||||
else
|
|
||||||
NazaraWarning("Failed to load material #" + String::Number(i));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
@ -98,22 +112,7 @@ namespace Nz
|
||||||
model->SetMesh(mesh);
|
model->SetMesh(mesh);
|
||||||
|
|
||||||
if (parameters.loadMaterials)
|
if (parameters.loadMaterials)
|
||||||
{
|
LoadMaterials(model, parameters);
|
||||||
unsigned int matCount = model->GetMaterialCount();
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < matCount; ++i)
|
|
||||||
{
|
|
||||||
String mat = mesh->GetMaterial(i);
|
|
||||||
if (!mat.IsEmpty())
|
|
||||||
{
|
|
||||||
MaterialRef material = Material::New();
|
|
||||||
if (material->LoadFromFile(mat, parameters.material))
|
|
||||||
model->SetMaterial(i, material);
|
|
||||||
else
|
|
||||||
NazaraWarning("Failed to load material #" + String::Number(i));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -77,7 +77,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(material, "Invalid material");
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
///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
|
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
|
||||||
|
|
||||||
if (!sinCosPtr)
|
if (!sinCosPtr)
|
||||||
|
|
@ -120,7 +120,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(material, "Invalid material");
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||||
float defaultRotation = 0.f;
|
float defaultRotation = 0.f;
|
||||||
|
|
||||||
if (!anglePtr)
|
if (!anglePtr)
|
||||||
|
|
@ -165,7 +165,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(material, "Invalid material");
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||||
float defaultRotation = 0.f;
|
float defaultRotation = 0.f;
|
||||||
|
|
||||||
if (!anglePtr)
|
if (!anglePtr)
|
||||||
|
|
@ -212,7 +212,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(material, "Invalid material");
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
///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
|
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
|
||||||
|
|
||||||
if (!sinCosPtr)
|
if (!sinCosPtr)
|
||||||
|
|
@ -253,7 +253,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(material, "Invalid material");
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
///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
|
Vector2f defaultSinCos(0.f, 1.f); // sin(0) = 0, cos(0) = 1
|
||||||
|
|
||||||
if (!sinCosPtr)
|
if (!sinCosPtr)
|
||||||
|
|
@ -296,7 +296,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(material, "Invalid material");
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
///DOC: sinCosPtr et colorPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||||
float defaultRotation = 0.f;
|
float defaultRotation = 0.f;
|
||||||
|
|
||||||
if (!anglePtr)
|
if (!anglePtr)
|
||||||
|
|
@ -341,7 +341,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
NazaraAssert(material, "Invalid material");
|
NazaraAssert(material, "Invalid material");
|
||||||
|
|
||||||
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seont remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
///DOC: sinCosPtr et alphaPtr peuvent être nuls, ils seront remplacés respectivement par Vector2f(0.f, 1.f) et Color::White
|
||||||
float defaultRotation = 0.f;
|
float defaultRotation = 0.f;
|
||||||
|
|
||||||
if (!anglePtr)
|
if (!anglePtr)
|
||||||
|
|
|
||||||
|
|
@ -29,7 +29,7 @@ namespace Nz
|
||||||
Color color;
|
Color color;
|
||||||
Vector3f position;
|
Vector3f position;
|
||||||
Vector2f size;
|
Vector2f size;
|
||||||
Vector2f sinCos; // doit suivre size
|
Vector2f sinCos; // must follow `size` (both will be sent as a Vector4f)
|
||||||
Vector2f uv;
|
Vector2f uv;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -156,6 +156,9 @@ namespace Nz
|
||||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData0, ComponentType_Float3, NazaraOffsetOf(ForwardRenderQueue::BillboardData, center));
|
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_InstanceData1, ComponentType_Float4, NazaraOffsetOf(ForwardRenderQueue::BillboardData, size)); // Englobe sincos
|
||||||
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
|
s_billboardInstanceDeclaration.EnableComponent(VertexComponent_InstanceData2, ComponentType_Color, NazaraOffsetOf(ForwardRenderQueue::BillboardData, color));
|
||||||
|
|
||||||
|
s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear);
|
||||||
|
s_shadowSampler.SetWrapMode(SamplerWrap_Clamp);
|
||||||
}
|
}
|
||||||
catch (const std::exception& e)
|
catch (const std::exception& e)
|
||||||
{
|
{
|
||||||
|
|
@ -487,7 +490,8 @@ namespace Nz
|
||||||
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
|
bool instancing = m_instancingEnabled && (!material->IsLightingEnabled() || noPointSpotLight) && matEntry.instancingEnabled;
|
||||||
|
|
||||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
const Shader* shader = material->Apply((instancing) ? ShaderFlags_Instancing : 0);
|
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
|
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||||
if (shader != lastShader)
|
if (shader != lastShader)
|
||||||
|
|
@ -571,7 +575,10 @@ namespace Nz
|
||||||
|
|
||||||
// Sends the uniforms
|
// Sends the uniforms
|
||||||
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, i*shaderUniforms->lightOffset);
|
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
|
||||||
|
|
||||||
|
// Et on passe à l'affichage
|
||||||
|
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
const Matrix4f* instanceMatrices = &instances[0];
|
const Matrix4f* instanceMatrices = &instances[0];
|
||||||
|
|
@ -630,7 +637,7 @@ namespace Nz
|
||||||
|
|
||||||
// Sends the light uniforms to the shader
|
// Sends the light uniforms to the shader
|
||||||
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i);
|
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
|
||||||
|
|
||||||
// Et on passe à l'affichage
|
// Et on passe à l'affichage
|
||||||
drawFunc(meshData.primitiveMode, 0, indexCount);
|
drawFunc(meshData.primitiveMode, 0, indexCount);
|
||||||
|
|
@ -680,7 +687,8 @@ namespace Nz
|
||||||
const Material* material = modelData.material;
|
const Material* material = modelData.material;
|
||||||
|
|
||||||
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
// On commence par appliquer du matériau (et récupérer le shader ainsi activé)
|
||||||
const Shader* shader = material->Apply();
|
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
|
// Les uniformes sont conservées au sein d'un programme, inutile de les renvoyer tant qu'il ne change pas
|
||||||
if (shader != lastShader)
|
if (shader != lastShader)
|
||||||
|
|
@ -699,7 +707,7 @@ namespace Nz
|
||||||
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
|
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
|
||||||
|
|
||||||
for (unsigned int i = 0; i < lightCount; ++i)
|
for (unsigned int i = 0; i < lightCount; ++i)
|
||||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i);
|
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++);
|
||||||
}
|
}
|
||||||
|
|
||||||
lastShader = shader;
|
lastShader = shader;
|
||||||
|
|
@ -738,7 +746,7 @@ namespace Nz
|
||||||
ChooseLights(Spheref(position, radius), false);
|
ChooseLights(Spheref(position, radius), false);
|
||||||
|
|
||||||
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
|
||||||
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i);
|
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++);
|
||||||
}
|
}
|
||||||
|
|
||||||
Renderer::SetMatrix(MatrixType_World, matrix);
|
Renderer::SetMatrix(MatrixType_World, matrix);
|
||||||
|
|
@ -770,9 +778,13 @@ namespace Nz
|
||||||
uniforms.lightUniforms.locations.type = type0Location;
|
uniforms.lightUniforms.locations.type = type0Location;
|
||||||
uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
|
uniforms.lightUniforms.locations.color = shader->GetUniformLocation("Lights[0].color");
|
||||||
uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
|
uniforms.lightUniforms.locations.factors = shader->GetUniformLocation("Lights[0].factors");
|
||||||
|
uniforms.lightUniforms.locations.lightViewProjMatrix = shader->GetUniformLocation("LightViewProjMatrix[0]");
|
||||||
uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
|
uniforms.lightUniforms.locations.parameters1 = shader->GetUniformLocation("Lights[0].parameters1");
|
||||||
uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
|
uniforms.lightUniforms.locations.parameters2 = shader->GetUniformLocation("Lights[0].parameters2");
|
||||||
uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
|
uniforms.lightUniforms.locations.parameters3 = shader->GetUniformLocation("Lights[0].parameters3");
|
||||||
|
uniforms.lightUniforms.locations.pointLightShadowMap = shader->GetUniformLocation("PointLightShadowMap[0]");
|
||||||
|
uniforms.lightUniforms.locations.shadowMapping = shader->GetUniformLocation("Lights[0].shadowMapping");
|
||||||
|
uniforms.lightUniforms.locations.directionalSpotLightShadowMap = shader->GetUniformLocation("DirectionalSpotLightShadowMap[0]");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
uniforms.hasLightUniforms = false;
|
uniforms.hasLightUniforms = false;
|
||||||
|
|
@ -789,6 +801,7 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer;
|
IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer;
|
||||||
|
TextureSampler ForwardRenderTechnique::s_shadowSampler;
|
||||||
VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer;
|
VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer;
|
||||||
VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration;
|
VertexDeclaration ForwardRenderTechnique::s_billboardInstanceDeclaration;
|
||||||
VertexDeclaration ForwardRenderTechnique::s_billboardVertexDeclaration;
|
VertexDeclaration ForwardRenderTechnique::s_billboardVertexDeclaration;
|
||||||
|
|
|
||||||
|
|
@ -8,6 +8,7 @@
|
||||||
#include <Nazara/Core/Log.hpp>
|
#include <Nazara/Core/Log.hpp>
|
||||||
#include <Nazara/Graphics/Config.hpp>
|
#include <Nazara/Graphics/Config.hpp>
|
||||||
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
|
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
|
||||||
|
#include <Nazara/Graphics/DepthRenderTechnique.hpp>
|
||||||
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
|
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
|
||||||
#include <Nazara/Graphics/GuillotineTextureAtlas.hpp>
|
#include <Nazara/Graphics/GuillotineTextureAtlas.hpp>
|
||||||
#include <Nazara/Graphics/Material.hpp>
|
#include <Nazara/Graphics/Material.hpp>
|
||||||
|
|
@ -20,7 +21,6 @@
|
||||||
#include <Nazara/Graphics/SkyboxBackground.hpp>
|
#include <Nazara/Graphics/SkyboxBackground.hpp>
|
||||||
#include <Nazara/Graphics/Sprite.hpp>
|
#include <Nazara/Graphics/Sprite.hpp>
|
||||||
#include <Nazara/Graphics/Formats/MeshLoader.hpp>
|
#include <Nazara/Graphics/Formats/MeshLoader.hpp>
|
||||||
#include <Nazara/Graphics/Formats/OBJLoader.hpp>
|
|
||||||
#include <Nazara/Graphics/Formats/TextureLoader.hpp>
|
#include <Nazara/Graphics/Formats/TextureLoader.hpp>
|
||||||
#include <Nazara/Renderer/Renderer.hpp>
|
#include <Nazara/Renderer/Renderer.hpp>
|
||||||
#include <Nazara/Utility/Font.hpp>
|
#include <Nazara/Utility/Font.hpp>
|
||||||
|
|
@ -96,14 +96,17 @@ namespace Nz
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Loaders
|
|
||||||
Loaders::RegisterOBJ();
|
|
||||||
|
|
||||||
// Loaders génériques
|
// Loaders génériques
|
||||||
Loaders::RegisterMesh();
|
Loaders::RegisterMesh();
|
||||||
Loaders::RegisterTexture();
|
Loaders::RegisterTexture();
|
||||||
|
|
||||||
// RenderTechniques
|
// RenderTechniques
|
||||||
|
if (!DepthRenderTechnique::Initialize())
|
||||||
|
{
|
||||||
|
NazaraError("Failed to initialize Depth Rendering");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
if (!ForwardRenderTechnique::Initialize())
|
if (!ForwardRenderTechnique::Initialize())
|
||||||
{
|
{
|
||||||
NazaraError("Failed to initialize Forward Rendering");
|
NazaraError("Failed to initialize Forward Rendering");
|
||||||
|
|
@ -176,10 +179,10 @@ namespace Nz
|
||||||
|
|
||||||
// Loaders
|
// Loaders
|
||||||
Loaders::UnregisterMesh();
|
Loaders::UnregisterMesh();
|
||||||
Loaders::UnregisterOBJ();
|
|
||||||
Loaders::UnregisterTexture();
|
Loaders::UnregisterTexture();
|
||||||
|
|
||||||
DeferredRenderTechnique::Uninitialize();
|
DeferredRenderTechnique::Uninitialize();
|
||||||
|
DepthRenderTechnique::Uninitialize();
|
||||||
ForwardRenderTechnique::Uninitialize();
|
ForwardRenderTechnique::Uninitialize();
|
||||||
SkinningManager::Uninitialize();
|
SkinningManager::Uninitialize();
|
||||||
ParticleRenderer::Uninitialize();
|
ParticleRenderer::Uninitialize();
|
||||||
|
|
|
||||||
|
|
@ -5,6 +5,7 @@
|
||||||
#include <Nazara/Graphics/Light.hpp>
|
#include <Nazara/Graphics/Light.hpp>
|
||||||
#include <Nazara/Core/Error.hpp>
|
#include <Nazara/Core/Error.hpp>
|
||||||
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
|
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
|
||||||
|
#include <Nazara/Graphics/Enums.hpp>
|
||||||
#include <Nazara/Math/Algorithm.hpp>
|
#include <Nazara/Math/Algorithm.hpp>
|
||||||
#include <Nazara/Math/Sphere.hpp>
|
#include <Nazara/Math/Sphere.hpp>
|
||||||
#include <Nazara/Renderer/Renderer.hpp>
|
#include <Nazara/Renderer/Renderer.hpp>
|
||||||
|
|
@ -18,7 +19,11 @@
|
||||||
namespace Nz
|
namespace Nz
|
||||||
{
|
{
|
||||||
Light::Light(LightType type) :
|
Light::Light(LightType type) :
|
||||||
m_type(type)
|
m_type(type),
|
||||||
|
m_shadowMapFormat(PixelFormatType_Depth16),
|
||||||
|
m_shadowMapSize(512, 512),
|
||||||
|
m_shadowCastingEnabled(false),
|
||||||
|
m_shadowMapUpdated(false)
|
||||||
{
|
{
|
||||||
SetAmbientFactor((type == LightType_Directional) ? 0.2f : 0.f);
|
SetAmbientFactor((type == LightType_Directional) ? 0.2f : 0.f);
|
||||||
SetAttenuation(0.9f);
|
SetAttenuation(0.9f);
|
||||||
|
|
@ -31,6 +36,11 @@ namespace Nz
|
||||||
|
|
||||||
void Light::AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const
|
void Light::AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix) const
|
||||||
{
|
{
|
||||||
|
static Matrix4f biasMatrix(0.5f, 0.f, 0.f, 0.f,
|
||||||
|
0.f, 0.5f, 0.f, 0.f,
|
||||||
|
0.f, 0.f, 0.5f, 0.f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.f);
|
||||||
|
|
||||||
switch (m_type)
|
switch (m_type)
|
||||||
{
|
{
|
||||||
case LightType_Directional:
|
case LightType_Directional:
|
||||||
|
|
@ -40,6 +50,8 @@ namespace Nz
|
||||||
light.color = m_color;
|
light.color = m_color;
|
||||||
light.diffuseFactor = m_diffuseFactor;
|
light.diffuseFactor = m_diffuseFactor;
|
||||||
light.direction = transformMatrix.Transform(Vector3f::Forward(), 0.f);
|
light.direction = transformMatrix.Transform(Vector3f::Forward(), 0.f);
|
||||||
|
light.shadowMap = m_shadowMap.Get();
|
||||||
|
light.transformMatrix = Matrix4f::ViewMatrix(transformMatrix.GetRotation() * Vector3f::Forward() * 100.f, transformMatrix.GetRotation()) * Matrix4f::Ortho(0.f, 100.f, 100.f, 0.f, 1.f, 100.f) * biasMatrix;
|
||||||
|
|
||||||
renderQueue->AddDirectionalLight(light);
|
renderQueue->AddDirectionalLight(light);
|
||||||
break;
|
break;
|
||||||
|
|
@ -55,6 +67,7 @@ namespace Nz
|
||||||
light.invRadius = m_invRadius;
|
light.invRadius = m_invRadius;
|
||||||
light.position = transformMatrix.GetTranslation();
|
light.position = transformMatrix.GetTranslation();
|
||||||
light.radius = m_radius;
|
light.radius = m_radius;
|
||||||
|
light.shadowMap = m_shadowMap.Get();
|
||||||
|
|
||||||
renderQueue->AddPointLight(light);
|
renderQueue->AddPointLight(light);
|
||||||
break;
|
break;
|
||||||
|
|
@ -74,6 +87,8 @@ namespace Nz
|
||||||
light.outerAngleTangent = m_outerAngleTangent;
|
light.outerAngleTangent = m_outerAngleTangent;
|
||||||
light.position = transformMatrix.GetTranslation();
|
light.position = transformMatrix.GetTranslation();
|
||||||
light.radius = m_radius;
|
light.radius = m_radius;
|
||||||
|
light.shadowMap = m_shadowMap.Get();
|
||||||
|
light.transformMatrix = Matrix4f::ViewMatrix(transformMatrix.GetTranslation(), transformMatrix.GetRotation()) * Matrix4f::Perspective(m_outerAngle*2.f, 1.f, 0.1f, m_radius) * biasMatrix;
|
||||||
|
|
||||||
renderQueue->AddSpotLight(light);
|
renderQueue->AddSpotLight(light);
|
||||||
break;
|
break;
|
||||||
|
|
@ -178,4 +193,19 @@ namespace Nz
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Light::UpdateShadowMap() const
|
||||||
|
{
|
||||||
|
if (m_shadowCastingEnabled)
|
||||||
|
{
|
||||||
|
if (!m_shadowMap)
|
||||||
|
m_shadowMap = Texture::New();
|
||||||
|
|
||||||
|
m_shadowMap->Create((m_type == LightType_Point) ? ImageType_Cubemap : ImageType_2D, m_shadowMapFormat, m_shadowMapSize.x, m_shadowMapSize.y);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
m_shadowMap.Reset();
|
||||||
|
|
||||||
|
m_shadowMapUpdated = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -7,6 +7,7 @@
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include <Nazara/Graphics/Material.hpp>
|
#include <Nazara/Graphics/Material.hpp>
|
||||||
|
#include <Nazara/Core/ErrorFlags.hpp>
|
||||||
#include <Nazara/Renderer/OpenGL.hpp>
|
#include <Nazara/Renderer/OpenGL.hpp>
|
||||||
#include <Nazara/Renderer/Renderer.hpp>
|
#include <Nazara/Renderer/Renderer.hpp>
|
||||||
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
|
#include <Nazara/Renderer/UberShaderPreprocessor.hpp>
|
||||||
|
|
@ -43,23 +44,6 @@ namespace Nz
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
Material::Material()
|
|
||||||
{
|
|
||||||
Reset();
|
|
||||||
}
|
|
||||||
|
|
||||||
Material::Material(const Material& material) :
|
|
||||||
RefCounted(),
|
|
||||||
Resource(material)
|
|
||||||
{
|
|
||||||
Copy(material);
|
|
||||||
}
|
|
||||||
|
|
||||||
Material::~Material()
|
|
||||||
{
|
|
||||||
OnMaterialRelease(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
const Shader* Material::Apply(UInt32 shaderFlags, UInt8 textureUnit, UInt8* lastUsedUnit) const
|
const Shader* Material::Apply(UInt32 shaderFlags, UInt8 textureUnit, UInt8* lastUsedUnit) const
|
||||||
{
|
{
|
||||||
const ShaderInstance& instance = m_shaders[shaderFlags];
|
const ShaderInstance& instance = m_shaders[shaderFlags];
|
||||||
|
|
@ -139,240 +123,164 @@ namespace Nz
|
||||||
return instance.shader;
|
return instance.shader;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Material::Enable(RendererParameter renderParameter, bool enable)
|
void Material::BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams)
|
||||||
{
|
{
|
||||||
#ifdef NAZARA_DEBUG
|
Color color;
|
||||||
if (renderParameter > RendererParameter_Max)
|
bool isEnabled;
|
||||||
{
|
float fValue;
|
||||||
NazaraError("Renderer parameter out of enum");
|
int iValue;
|
||||||
return;
|
String path;
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
m_states.parameters[renderParameter] = enable;
|
ErrorFlags errFlags(ErrorFlag_Silent | ErrorFlag_ThrowExceptionDisabled, true);
|
||||||
}
|
|
||||||
|
|
||||||
void Material::EnableAlphaTest(bool alphaTest)
|
|
||||||
{
|
|
||||||
m_alphaTestEnabled = alphaTest;
|
|
||||||
|
|
||||||
InvalidateShaders();
|
if (matData.GetFloatParameter(MaterialData::AlphaThreshold, &fValue))
|
||||||
}
|
SetAlphaThreshold(fValue);
|
||||||
|
|
||||||
void Material::EnableDepthSorting(bool depthSorting)
|
if (matData.GetBooleanParameter(MaterialData::AlphaTest, &isEnabled))
|
||||||
{
|
EnableAlphaTest(isEnabled);
|
||||||
m_depthSortingEnabled = depthSorting;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::EnableLighting(bool lighting)
|
if (matData.GetColorParameter(MaterialData::AmbientColor, &color))
|
||||||
{
|
SetAmbientColor(color);
|
||||||
m_lightingEnabled = lighting;
|
|
||||||
|
|
||||||
InvalidateShaders();
|
if (matData.GetIntegerParameter(MaterialData::DepthFunc, &iValue))
|
||||||
}
|
SetDepthFunc(static_cast<RendererComparison>(iValue));
|
||||||
|
|
||||||
void Material::EnableTransform(bool transform)
|
if (matData.GetBooleanParameter(MaterialData::DepthSorting, &isEnabled))
|
||||||
{
|
EnableDepthSorting(isEnabled);
|
||||||
m_transformEnabled = transform;
|
|
||||||
|
|
||||||
InvalidateShaders();
|
if (matData.GetColorParameter(MaterialData::DiffuseColor, &color))
|
||||||
}
|
SetDiffuseColor(color);
|
||||||
|
|
||||||
Texture* Material::GetAlphaMap() const
|
if (matData.GetIntegerParameter(MaterialData::DstBlend, &iValue))
|
||||||
{
|
SetDstBlend(static_cast<BlendFunc>(iValue));
|
||||||
return m_alphaMap;
|
|
||||||
}
|
|
||||||
|
|
||||||
float Material::GetAlphaThreshold() const
|
if (matData.GetIntegerParameter(MaterialData::FaceCulling, &iValue))
|
||||||
{
|
SetFaceCulling(static_cast<FaceSide>(iValue));
|
||||||
return m_alphaThreshold;
|
|
||||||
}
|
|
||||||
|
|
||||||
Color Material::GetAmbientColor() const
|
if (matData.GetIntegerParameter(MaterialData::FaceFilling, &iValue))
|
||||||
{
|
SetFaceFilling(static_cast<FaceFilling>(iValue));
|
||||||
return m_ambientColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
RendererComparison Material::GetDepthFunc() const
|
if (matData.GetBooleanParameter(MaterialData::Lighting, &isEnabled))
|
||||||
{
|
EnableLighting(isEnabled);
|
||||||
return m_states.depthFunc;
|
|
||||||
}
|
|
||||||
|
|
||||||
Color Material::GetDiffuseColor() const
|
if (matData.GetFloatParameter(MaterialData::LineWidth, &fValue))
|
||||||
{
|
m_states.lineWidth = fValue;
|
||||||
return m_diffuseColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
TextureSampler& Material::GetDiffuseSampler()
|
if (matData.GetFloatParameter(MaterialData::PointSize, &fValue))
|
||||||
{
|
m_states.pointSize = fValue;
|
||||||
return m_diffuseSampler;
|
|
||||||
}
|
|
||||||
|
|
||||||
const TextureSampler& Material::GetDiffuseSampler() const
|
if (matData.GetColorParameter(MaterialData::SpecularColor, &color))
|
||||||
{
|
SetSpecularColor(color);
|
||||||
return m_diffuseSampler;
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture* Material::GetDiffuseMap() const
|
if (matData.GetFloatParameter(MaterialData::Shininess, &fValue))
|
||||||
{
|
SetShininess(fValue);
|
||||||
return m_diffuseMap;
|
|
||||||
}
|
|
||||||
|
|
||||||
BlendFunc Material::GetDstBlend() const
|
if (matData.GetIntegerParameter(MaterialData::SrcBlend, &iValue))
|
||||||
{
|
SetSrcBlend(static_cast<BlendFunc>(iValue));
|
||||||
return m_states.dstBlend;
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture* Material::GetEmissiveMap() const
|
if (matData.GetBooleanParameter(MaterialData::Transform, &isEnabled))
|
||||||
{
|
EnableTransform(isEnabled);
|
||||||
return m_emissiveMap;
|
|
||||||
}
|
|
||||||
|
|
||||||
FaceSide Material::GetFaceCulling() const
|
// RendererParameter
|
||||||
{
|
if (matData.GetBooleanParameter(MaterialData::Blending, &isEnabled))
|
||||||
return m_states.faceCulling;
|
Enable(RendererParameter_Blend, isEnabled);
|
||||||
}
|
|
||||||
|
|
||||||
FaceFilling Material::GetFaceFilling() const
|
if (matData.GetBooleanParameter(MaterialData::ColorWrite, &isEnabled))
|
||||||
{
|
Enable(RendererParameter_ColorWrite, isEnabled);
|
||||||
return m_states.faceFilling;
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture* Material::GetHeightMap() const
|
if (matData.GetBooleanParameter(MaterialData::DepthBuffer, &isEnabled))
|
||||||
{
|
Enable(RendererParameter_DepthBuffer, isEnabled);
|
||||||
return m_heightMap;
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture* Material::GetNormalMap() const
|
if (matData.GetBooleanParameter(MaterialData::DepthWrite, &isEnabled))
|
||||||
{
|
Enable(RendererParameter_DepthWrite, isEnabled);
|
||||||
return m_normalMap;
|
|
||||||
}
|
|
||||||
|
|
||||||
const RenderStates& Material::GetRenderStates() const
|
if (matData.GetBooleanParameter(MaterialData::FaceCulling, &isEnabled))
|
||||||
{
|
Enable(RendererParameter_FaceCulling, isEnabled);
|
||||||
return m_states;
|
|
||||||
}
|
|
||||||
|
|
||||||
const UberShader* Material::GetShader() const
|
if (matData.GetBooleanParameter(MaterialData::ScissorTest, &isEnabled))
|
||||||
{
|
Enable(RendererParameter_ScissorTest, isEnabled);
|
||||||
return m_uberShader;
|
|
||||||
}
|
|
||||||
|
|
||||||
const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
|
if (matData.GetBooleanParameter(MaterialData::StencilTest, &isEnabled))
|
||||||
{
|
Enable(RendererParameter_StencilTest, isEnabled);
|
||||||
const ShaderInstance& instance = m_shaders[flags];
|
|
||||||
if (!instance.uberInstance)
|
|
||||||
GenerateShader(flags);
|
|
||||||
|
|
||||||
return instance.uberInstance;
|
// Samplers
|
||||||
}
|
if (matData.GetIntegerParameter(MaterialData::DiffuseAnisotropyLevel, &iValue))
|
||||||
|
m_diffuseSampler.SetAnisotropyLevel(static_cast<UInt8>(iValue));
|
||||||
|
|
||||||
float Material::GetShininess() const
|
if (matData.GetIntegerParameter(MaterialData::DiffuseFilter, &iValue))
|
||||||
{
|
m_diffuseSampler.SetFilterMode(static_cast<SamplerFilter>(iValue));
|
||||||
return m_shininess;
|
|
||||||
}
|
|
||||||
|
|
||||||
Color Material::GetSpecularColor() const
|
if (matData.GetIntegerParameter(MaterialData::DiffuseWrap, &iValue))
|
||||||
{
|
m_diffuseSampler.SetWrapMode(static_cast<SamplerWrap>(iValue));
|
||||||
return m_specularColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture* Material::GetSpecularMap() const
|
if (matData.GetIntegerParameter(MaterialData::SpecularAnisotropyLevel, &iValue))
|
||||||
{
|
m_specularSampler.SetAnisotropyLevel(static_cast<UInt8>(iValue));
|
||||||
return m_specularMap;
|
|
||||||
}
|
|
||||||
|
|
||||||
TextureSampler& Material::GetSpecularSampler()
|
if (matData.GetIntegerParameter(MaterialData::SpecularFilter, &iValue))
|
||||||
{
|
m_specularSampler.SetFilterMode(static_cast<SamplerFilter>(iValue));
|
||||||
return m_specularSampler;
|
|
||||||
}
|
|
||||||
|
|
||||||
const TextureSampler& Material::GetSpecularSampler() const
|
if (matData.GetIntegerParameter(MaterialData::SpecularWrap, &iValue))
|
||||||
{
|
m_specularSampler.SetWrapMode(static_cast<SamplerWrap>(iValue));
|
||||||
return m_specularSampler;
|
|
||||||
}
|
|
||||||
|
|
||||||
BlendFunc Material::GetSrcBlend() const
|
// Stencil
|
||||||
{
|
if (matData.GetIntegerParameter(MaterialData::StencilCompare, &iValue))
|
||||||
return m_states.srcBlend;
|
m_states.frontFace.stencilCompare = static_cast<RendererComparison>(iValue);
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::HasAlphaMap() const
|
if (matData.GetIntegerParameter(MaterialData::StencilFail, &iValue))
|
||||||
{
|
m_states.frontFace.stencilFail = static_cast<StencilOperation>(iValue);
|
||||||
return m_alphaMap.IsValid();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::HasDiffuseMap() const
|
if (matData.GetIntegerParameter(MaterialData::StencilPass, &iValue))
|
||||||
{
|
m_states.frontFace.stencilPass = static_cast<StencilOperation>(iValue);
|
||||||
return m_diffuseMap.IsValid();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::HasEmissiveMap() const
|
if (matData.GetIntegerParameter(MaterialData::StencilZFail, &iValue))
|
||||||
{
|
m_states.frontFace.stencilZFail = static_cast<StencilOperation>(iValue);
|
||||||
return m_emissiveMap.IsValid();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::HasHeightMap() const
|
if (matData.GetIntegerParameter(MaterialData::StencilMask, &iValue))
|
||||||
{
|
m_states.frontFace.stencilMask = static_cast<UInt32>(iValue);
|
||||||
return m_heightMap.IsValid();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::HasNormalMap() const
|
if (matData.GetIntegerParameter(MaterialData::StencilReference, &iValue))
|
||||||
{
|
m_states.frontFace.stencilReference = static_cast<unsigned int>(iValue);
|
||||||
return m_normalMap.IsValid();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::HasSpecularMap() const
|
// Stencil (back)
|
||||||
{
|
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilCompare, &iValue))
|
||||||
return m_specularMap.IsValid();
|
m_states.backFace.stencilCompare = static_cast<RendererComparison>(iValue);
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::IsAlphaTestEnabled() const
|
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilFail, &iValue))
|
||||||
{
|
m_states.backFace.stencilFail = static_cast<StencilOperation>(iValue);
|
||||||
return m_alphaTestEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::IsDepthSortingEnabled() const
|
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilPass, &iValue))
|
||||||
{
|
m_states.backFace.stencilPass = static_cast<StencilOperation>(iValue);
|
||||||
return m_depthSortingEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::IsEnabled(RendererParameter parameter) const
|
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilZFail, &iValue))
|
||||||
{
|
m_states.backFace.stencilZFail = static_cast<StencilOperation>(iValue);
|
||||||
#ifdef NAZARA_DEBUG
|
|
||||||
if (parameter > RendererParameter_Max)
|
|
||||||
{
|
|
||||||
NazaraError("Renderer parameter out of enum");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return m_states.parameters[parameter];
|
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilMask, &iValue))
|
||||||
}
|
m_states.backFace.stencilMask = static_cast<UInt32>(iValue);
|
||||||
|
|
||||||
bool Material::IsLightingEnabled() const
|
if (matData.GetIntegerParameter(MaterialData::BackFaceStencilReference, &iValue))
|
||||||
{
|
m_states.backFace.stencilReference = static_cast<unsigned int>(iValue);
|
||||||
return m_lightingEnabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::IsTransformEnabled() const
|
// Textures
|
||||||
{
|
if (matParams.loadAlphaMap && matData.GetStringParameter(MaterialData::AlphaTexturePath, &path))
|
||||||
return m_transformEnabled;
|
SetAlphaMap(path);
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
|
if (matParams.loadDiffuseMap && matData.GetStringParameter(MaterialData::DiffuseTexturePath, &path))
|
||||||
{
|
SetDiffuseMap(path);
|
||||||
return MaterialLoader::LoadFromFile(this, filePath, params);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
|
if (matParams.loadEmissiveMap && matData.GetStringParameter(MaterialData::EmissiveTexturePath, &path))
|
||||||
{
|
SetEmissiveMap(path);
|
||||||
return MaterialLoader::LoadFromMemory(this, data, size, params);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
|
if (matParams.loadHeightMap && matData.GetStringParameter(MaterialData::HeightTexturePath, &path))
|
||||||
{
|
SetHeightMap(path);
|
||||||
return MaterialLoader::LoadFromStream(this, stream, params);
|
|
||||||
|
if (matParams.loadNormalMap && matData.GetStringParameter(MaterialData::NormalTexturePath, &path))
|
||||||
|
SetNormalMap(path);
|
||||||
|
|
||||||
|
if (matParams.loadSpecularMap && matData.GetStringParameter(MaterialData::SpecularTexturePath, &path))
|
||||||
|
SetSpecularMap(path);
|
||||||
|
|
||||||
|
SetShader(matParams.shaderName);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Material::Reset()
|
void Material::Reset()
|
||||||
|
|
@ -380,6 +288,7 @@ namespace Nz
|
||||||
OnMaterialReset(this);
|
OnMaterialReset(this);
|
||||||
|
|
||||||
m_alphaMap.Reset();
|
m_alphaMap.Reset();
|
||||||
|
m_depthMaterial.Reset();
|
||||||
m_diffuseMap.Reset();
|
m_diffuseMap.Reset();
|
||||||
m_emissiveMap.Reset();
|
m_emissiveMap.Reset();
|
||||||
m_heightMap.Reset();
|
m_heightMap.Reset();
|
||||||
|
|
@ -397,6 +306,8 @@ namespace Nz
|
||||||
m_diffuseColor = Color::White;
|
m_diffuseColor = Color::White;
|
||||||
m_diffuseSampler = TextureSampler();
|
m_diffuseSampler = TextureSampler();
|
||||||
m_lightingEnabled = true;
|
m_lightingEnabled = true;
|
||||||
|
m_shadowCastingEnabled = true;
|
||||||
|
m_shadowReceiveEnabled = true;
|
||||||
m_shininess = 50.f;
|
m_shininess = 50.f;
|
||||||
m_specularColor = Color::White;
|
m_specularColor = Color::White;
|
||||||
m_specularSampler = TextureSampler();
|
m_specularSampler = TextureSampler();
|
||||||
|
|
@ -408,252 +319,32 @@ namespace Nz
|
||||||
SetShader("Basic");
|
SetShader("Basic");
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Material::SetAlphaMap(const String& textureName)
|
|
||||||
{
|
|
||||||
TextureRef texture = TextureLibrary::Query(textureName);
|
|
||||||
if (!texture)
|
|
||||||
{
|
|
||||||
texture = TextureManager::Get(textureName);
|
|
||||||
if (!texture)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetAlphaMap(std::move(texture));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetAlphaMap(TextureRef alphaMap)
|
|
||||||
{
|
|
||||||
m_alphaMap = std::move(alphaMap);
|
|
||||||
|
|
||||||
InvalidateShaders();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetAlphaThreshold(float alphaThreshold)
|
|
||||||
{
|
|
||||||
m_alphaThreshold = alphaThreshold;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetAmbientColor(const Color& ambient)
|
|
||||||
{
|
|
||||||
m_ambientColor = ambient;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetDepthFunc(RendererComparison depthFunc)
|
|
||||||
{
|
|
||||||
m_states.depthFunc = depthFunc;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetDiffuseColor(const Color& diffuse)
|
|
||||||
{
|
|
||||||
m_diffuseColor = diffuse;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::SetDiffuseMap(const String& textureName)
|
|
||||||
{
|
|
||||||
TextureRef texture = TextureLibrary::Query(textureName);
|
|
||||||
if (!texture)
|
|
||||||
{
|
|
||||||
texture = TextureManager::Get(textureName);
|
|
||||||
if (!texture)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetDiffuseMap(std::move(texture));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetDiffuseMap(TextureRef diffuseMap)
|
|
||||||
{
|
|
||||||
m_diffuseMap = std::move(diffuseMap);
|
|
||||||
|
|
||||||
InvalidateShaders();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetDiffuseSampler(const TextureSampler& sampler)
|
|
||||||
{
|
|
||||||
m_diffuseSampler = sampler;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetDstBlend(BlendFunc func)
|
|
||||||
{
|
|
||||||
m_states.dstBlend = func;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::SetEmissiveMap(const String& textureName)
|
|
||||||
{
|
|
||||||
TextureRef texture = TextureLibrary::Query(textureName);
|
|
||||||
if (!texture)
|
|
||||||
{
|
|
||||||
texture = TextureManager::Get(textureName);
|
|
||||||
if (!texture)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetEmissiveMap(std::move(texture));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetEmissiveMap(TextureRef emissiveMap)
|
|
||||||
{
|
|
||||||
m_emissiveMap = std::move(emissiveMap);
|
|
||||||
|
|
||||||
InvalidateShaders();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetFaceCulling(FaceSide faceSide)
|
|
||||||
{
|
|
||||||
m_states.faceCulling = faceSide;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetFaceFilling(FaceFilling filling)
|
|
||||||
{
|
|
||||||
m_states.faceFilling = filling;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::SetHeightMap(const String& textureName)
|
|
||||||
{
|
|
||||||
TextureRef texture = TextureLibrary::Query(textureName);
|
|
||||||
if (!texture)
|
|
||||||
{
|
|
||||||
texture = TextureManager::Get(textureName);
|
|
||||||
if (!texture)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetHeightMap(std::move(texture));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetHeightMap(TextureRef heightMap)
|
|
||||||
{
|
|
||||||
m_heightMap = std::move(heightMap);
|
|
||||||
|
|
||||||
InvalidateShaders();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::SetNormalMap(const String& textureName)
|
|
||||||
{
|
|
||||||
TextureRef texture = TextureLibrary::Query(textureName);
|
|
||||||
if (!texture)
|
|
||||||
{
|
|
||||||
texture = TextureManager::Get(textureName);
|
|
||||||
if (!texture)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetNormalMap(std::move(texture));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetNormalMap(TextureRef normalMap)
|
|
||||||
{
|
|
||||||
m_normalMap = std::move(normalMap);
|
|
||||||
|
|
||||||
InvalidateShaders();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetRenderStates(const RenderStates& states)
|
|
||||||
{
|
|
||||||
m_states = states;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetShader(UberShaderConstRef uberShader)
|
|
||||||
{
|
|
||||||
m_uberShader = std::move(uberShader);
|
|
||||||
|
|
||||||
InvalidateShaders();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::SetShader(const String& uberShaderName)
|
|
||||||
{
|
|
||||||
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
|
|
||||||
if (!uberShader)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
SetShader(std::move(uberShader));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetShininess(float shininess)
|
|
||||||
{
|
|
||||||
m_shininess = shininess;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetSpecularColor(const Color& specular)
|
|
||||||
{
|
|
||||||
m_specularColor = specular;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::SetSpecularMap(const String& textureName)
|
|
||||||
{
|
|
||||||
TextureRef texture = TextureLibrary::Query(textureName);
|
|
||||||
if (!texture)
|
|
||||||
{
|
|
||||||
texture = TextureManager::Get(textureName);
|
|
||||||
if (!texture)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetSpecularMap(std::move(texture));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetSpecularMap(TextureRef specularMap)
|
|
||||||
{
|
|
||||||
m_specularMap = std::move(specularMap);
|
|
||||||
|
|
||||||
InvalidateShaders();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetSpecularSampler(const TextureSampler& sampler)
|
|
||||||
{
|
|
||||||
m_specularSampler = sampler;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::SetSrcBlend(BlendFunc func)
|
|
||||||
{
|
|
||||||
m_states.srcBlend = func;
|
|
||||||
}
|
|
||||||
|
|
||||||
Material& Material::operator=(const Material& material)
|
|
||||||
{
|
|
||||||
Resource::operator=(material);
|
|
||||||
|
|
||||||
Copy(material);
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
MaterialRef Material::GetDefault()
|
|
||||||
{
|
|
||||||
return s_defaultMaterial;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Material::Copy(const Material& material)
|
void Material::Copy(const Material& material)
|
||||||
{
|
{
|
||||||
// Copie des états de base
|
// Copie des états de base
|
||||||
m_alphaTestEnabled = material.m_alphaTestEnabled;
|
m_alphaTestEnabled = material.m_alphaTestEnabled;
|
||||||
m_alphaThreshold = material.m_alphaThreshold;
|
m_alphaThreshold = material.m_alphaThreshold;
|
||||||
m_ambientColor = material.m_ambientColor;
|
m_ambientColor = material.m_ambientColor;
|
||||||
m_depthSortingEnabled = material.m_depthSortingEnabled;
|
m_depthSortingEnabled = material.m_depthSortingEnabled;
|
||||||
m_diffuseColor = material.m_diffuseColor;
|
m_diffuseColor = material.m_diffuseColor;
|
||||||
m_diffuseSampler = material.m_diffuseSampler;
|
m_diffuseSampler = material.m_diffuseSampler;
|
||||||
m_lightingEnabled = material.m_lightingEnabled;
|
m_lightingEnabled = material.m_lightingEnabled;
|
||||||
m_shininess = material.m_shininess;
|
m_shininess = material.m_shininess;
|
||||||
m_specularColor = material.m_specularColor;
|
m_shadowCastingEnabled = material.m_shadowCastingEnabled;
|
||||||
m_specularSampler = material.m_specularSampler;
|
m_shadowReceiveEnabled = material.m_shadowReceiveEnabled;
|
||||||
m_states = material.m_states;
|
m_specularColor = material.m_specularColor;
|
||||||
m_transformEnabled = material.m_transformEnabled;
|
m_specularSampler = material.m_specularSampler;
|
||||||
|
m_states = material.m_states;
|
||||||
|
m_transformEnabled = material.m_transformEnabled;
|
||||||
|
|
||||||
// Copie des références de texture
|
// Copie des références de texture
|
||||||
m_alphaMap = material.m_alphaMap;
|
m_alphaMap = material.m_alphaMap;
|
||||||
m_diffuseMap = material.m_diffuseMap;
|
m_depthMaterial = material.m_depthMaterial;
|
||||||
m_emissiveMap = material.m_emissiveMap;
|
m_diffuseMap = material.m_diffuseMap;
|
||||||
m_heightMap = material.m_heightMap;
|
m_emissiveMap = material.m_emissiveMap;
|
||||||
m_normalMap = material.m_normalMap;
|
m_heightMap = material.m_heightMap;
|
||||||
m_specularMap = material.m_specularMap;
|
m_normalMap = material.m_normalMap;
|
||||||
|
m_specularMap = material.m_specularMap;
|
||||||
// Copie de la référence vers l'Über-Shader
|
|
||||||
m_uberShader = material.m_uberShader;
|
m_uberShader = material.m_uberShader;
|
||||||
|
|
||||||
// On copie les instances de shader par la même occasion
|
// On copie les instances de shader par la même occasion
|
||||||
|
|
@ -671,6 +362,7 @@ namespace Nz
|
||||||
list.SetParameter("LIGHTING", m_lightingEnabled);
|
list.SetParameter("LIGHTING", m_lightingEnabled);
|
||||||
list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
|
list.SetParameter("NORMAL_MAPPING", m_normalMap.IsValid());
|
||||||
list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
|
list.SetParameter("PARALLAX_MAPPING", m_heightMap.IsValid());
|
||||||
|
list.SetParameter("SHADOW_MAPPING", m_shadowReceiveEnabled);
|
||||||
list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
|
list.SetParameter("SPECULAR_MAPPING", m_specularMap.IsValid());
|
||||||
list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
|
list.SetParameter("TEXTURE_MAPPING", m_alphaMap.IsValid() || m_diffuseMap.IsValid() || m_emissiveMap.IsValid() ||
|
||||||
m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid() ||
|
m_normalMap.IsValid() || m_heightMap.IsValid() || m_specularMap.IsValid() ||
|
||||||
|
|
@ -704,12 +396,6 @@ namespace Nz
|
||||||
#undef CacheUniform
|
#undef CacheUniform
|
||||||
}
|
}
|
||||||
|
|
||||||
void Material::InvalidateShaders()
|
|
||||||
{
|
|
||||||
for (ShaderInstance& instance : m_shaders)
|
|
||||||
instance.uberInstance = nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool Material::Initialize()
|
bool Material::Initialize()
|
||||||
{
|
{
|
||||||
if (!MaterialLibrary::Initialize())
|
if (!MaterialLibrary::Initialize())
|
||||||
|
|
@ -744,18 +430,35 @@ namespace Nz
|
||||||
String fragmentShader(reinterpret_cast<const char*>(r_phongLightingFragmentShader), sizeof(r_phongLightingFragmentShader));
|
String fragmentShader(reinterpret_cast<const char*>(r_phongLightingFragmentShader), sizeof(r_phongLightingFragmentShader));
|
||||||
String vertexShader(reinterpret_cast<const char*>(r_phongLightingVertexShader), sizeof(r_phongLightingVertexShader));
|
String vertexShader(reinterpret_cast<const char*>(r_phongLightingVertexShader), sizeof(r_phongLightingVertexShader));
|
||||||
|
|
||||||
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SPECULAR_MAPPING");
|
uberShader->SetShader(ShaderStageType_Fragment, fragmentShader, "FLAG_DEFERRED FLAG_TEXTUREOVERLAY ALPHA_MAPPING ALPHA_TEST AUTO_TEXCOORDS DIFFUSE_MAPPING EMISSIVE_MAPPING LIGHTING NORMAL_MAPPING PARALLAX_MAPPING SHADOW_MAPPING SPECULAR_MAPPING");
|
||||||
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
|
uberShader->SetShader(ShaderStageType_Vertex, vertexShader, "FLAG_BILLBOARD FLAG_DEFERRED FLAG_INSTANCING FLAG_VERTEXCOLOR COMPUTE_TBNMATRIX LIGHTING PARALLAX_MAPPING SHADOW_MAPPING TEXTURE_MAPPING TRANSFORM UNIFORM_VERTEX_DEPTH");
|
||||||
|
|
||||||
UberShaderLibrary::Register("PhongLighting", uberShader);
|
UberShaderLibrary::Register("PhongLighting", uberShader);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Une fois les shaders de base enregistrés, on peut créer le matériau par défaut
|
// Once the base shaders are registered, we can now set some default materials
|
||||||
s_defaultMaterial = Material::New();
|
s_defaultMaterial = New();
|
||||||
s_defaultMaterial->Enable(RendererParameter_FaceCulling, false);
|
s_defaultMaterial->Enable(RendererParameter_FaceCulling, false);
|
||||||
s_defaultMaterial->SetFaceFilling(FaceFilling_Line);
|
s_defaultMaterial->SetFaceFilling(FaceFilling_Line);
|
||||||
MaterialLibrary::Register("Default", s_defaultMaterial);
|
MaterialLibrary::Register("Default", s_defaultMaterial);
|
||||||
|
|
||||||
|
MaterialRef mat;
|
||||||
|
|
||||||
|
mat = New();
|
||||||
|
mat->Enable(RendererParameter_DepthWrite, false);
|
||||||
|
mat->Enable(RendererParameter_FaceCulling, false);
|
||||||
|
mat->EnableLighting(false);
|
||||||
|
MaterialLibrary::Register("Basic2D", std::move(mat));
|
||||||
|
|
||||||
|
mat = New();
|
||||||
|
mat->Enable(RendererParameter_Blend, true);
|
||||||
|
mat->Enable(RendererParameter_DepthWrite, false);
|
||||||
|
mat->Enable(RendererParameter_FaceCulling, false);
|
||||||
|
mat->EnableLighting(false);
|
||||||
|
mat->SetDstBlend(BlendFunc_InvSrcAlpha);
|
||||||
|
mat->SetSrcBlend(BlendFunc_SrcAlpha);
|
||||||
|
MaterialLibrary::Register("Translucent2D", std::move(mat));
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -18,6 +18,7 @@ namespace Nz
|
||||||
"Advanced Forward",
|
"Advanced Forward",
|
||||||
"Basic Forward",
|
"Basic Forward",
|
||||||
"Deferred Shading",
|
"Deferred Shading",
|
||||||
|
"Depth Pass",
|
||||||
"Light Pre-Pass",
|
"Light Pre-Pass",
|
||||||
"User"
|
"User"
|
||||||
};
|
};
|
||||||
|
|
|
||||||
File diff suppressed because one or more lines are too long
|
|
@ -8,6 +8,7 @@ layout(early_fragment_tests) in;
|
||||||
|
|
||||||
/********************Entrant********************/
|
/********************Entrant********************/
|
||||||
in vec4 vColor;
|
in vec4 vColor;
|
||||||
|
in vec4 vLightSpacePos[3];
|
||||||
in mat3 vLightToWorld;
|
in mat3 vLightToWorld;
|
||||||
in vec3 vNormal;
|
in vec3 vNormal;
|
||||||
in vec2 vTexCoord;
|
in vec2 vTexCoord;
|
||||||
|
|
@ -29,10 +30,13 @@ struct Light
|
||||||
vec4 parameters1;
|
vec4 parameters1;
|
||||||
vec4 parameters2;
|
vec4 parameters2;
|
||||||
vec2 parameters3;
|
vec2 parameters3;
|
||||||
|
bool shadowMapping;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Lumières
|
// Lumières
|
||||||
uniform Light Lights[3];
|
uniform Light Lights[3];
|
||||||
|
uniform samplerCube PointLightShadowMap[3];
|
||||||
|
uniform sampler2D DirectionalSpotLightShadowMap[3];
|
||||||
|
|
||||||
// Matériau
|
// Matériau
|
||||||
uniform sampler2D MaterialAlphaMap;
|
uniform sampler2D MaterialAlphaMap;
|
||||||
|
|
@ -81,6 +85,41 @@ vec4 EncodeNormal(in vec3 normal)
|
||||||
return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
|
return vec4(vec2(atan(normal.y, normal.x)/kPI, normal.z), 0.0, 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float VectorToDepthValue(vec3 vec, float zNear, float zFar)
|
||||||
|
{
|
||||||
|
vec3 absVec = abs(vec);
|
||||||
|
float localZ = max(absVec.x, max(absVec.y, absVec.z));
|
||||||
|
|
||||||
|
float normZ = ((zFar + zNear) * localZ - (2.0*zFar*zNear)) / ((zFar - zNear)*localZ);
|
||||||
|
return (normZ + 1.0) * 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalculateDirectionalShadowFactor(int lightIndex)
|
||||||
|
{
|
||||||
|
vec4 lightSpacePos = vLightSpacePos[lightIndex];
|
||||||
|
return (texture(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xy).x >= (lightSpacePos.z - 0.0005)) ? 1.0 : 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalculatePointShadowFactor(int lightIndex, vec3 lightToWorld, float zNear, float zFar)
|
||||||
|
{
|
||||||
|
return (texture(PointLightShadowMap[lightIndex], vec3(lightToWorld.x, -lightToWorld.y, -lightToWorld.z)).x >= VectorToDepthValue(lightToWorld, zNear, zFar)) ? 1.0 : 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CalculateSpotShadowFactor(int lightIndex)
|
||||||
|
{
|
||||||
|
vec4 lightSpacePos = vLightSpacePos[lightIndex];
|
||||||
|
|
||||||
|
float visibility = 1.0;
|
||||||
|
float x,y;
|
||||||
|
for (y = -3.5; y <= 3.5; y+= 1.0)
|
||||||
|
for (x = -3.5; x <= 3.5; x+= 1.0)
|
||||||
|
visibility += (textureProj(DirectionalSpotLightShadowMap[lightIndex], lightSpacePos.xyw + vec3(x/1024.0 * lightSpacePos.w, y/1024.0 * lightSpacePos.w, 0.0)).x >= (lightSpacePos.z - 0.0005)/lightSpacePos.w) ? 1.0 : 0.0;
|
||||||
|
|
||||||
|
visibility /= 64.0;
|
||||||
|
|
||||||
|
return visibility;
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 diffuseColor = MaterialDiffuse * vColor;
|
vec4 diffuseColor = MaterialDiffuse * vColor;
|
||||||
|
|
@ -168,6 +207,10 @@ void main()
|
||||||
|
|
||||||
for (int i = 0; i < 3; ++i)
|
for (int i = 0; i < 3; ++i)
|
||||||
{
|
{
|
||||||
|
vec4 lightColor = Lights[i].color;
|
||||||
|
float lightAmbientFactor = Lights[i].factors.x;
|
||||||
|
float lightDiffuseFactor = Lights[i].factors.y;
|
||||||
|
|
||||||
switch (Lights[i].type)
|
switch (Lights[i].type)
|
||||||
{
|
{
|
||||||
case LIGHT_DIRECTIONAL:
|
case LIGHT_DIRECTIONAL:
|
||||||
|
|
@ -175,75 +218,120 @@ void main()
|
||||||
vec3 lightDir = -Lights[i].parameters1.xyz;
|
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||||
|
|
||||||
|
float att = 1.0;
|
||||||
|
|
||||||
|
#if SHADOW_MAPPING
|
||||||
|
if (Lights[i].shadowMapping)
|
||||||
|
{
|
||||||
|
float shadowFactor = CalculateDirectionalShadowFactor(i);
|
||||||
|
if (shadowFactor == 0.0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
att *= shadowFactor;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float lambert = max(dot(normal, lightDir), 0.0);
|
float lambert = max(dot(normal, lightDir), 0.0);
|
||||||
|
|
||||||
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 reflection = reflect(-lightDir, normal);
|
vec3 reflection = reflect(-lightDir, normal);
|
||||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||||
specularFactor = pow(specularFactor, MaterialShininess);
|
specularFactor = pow(specularFactor, MaterialShininess);
|
||||||
|
|
||||||
lightSpecular += specularFactor * Lights[i].color.rgb;
|
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case LIGHT_POINT:
|
case LIGHT_POINT:
|
||||||
{
|
{
|
||||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||||
float lightDirLength = length(lightDir);
|
float lightAttenuation = Lights[i].parameters1.w;
|
||||||
lightDir /= lightDirLength; // Normalisation
|
float lightInvRadius = Lights[i].parameters2.w;
|
||||||
|
|
||||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
vec3 worldToLight = lightPos - vWorldPos;
|
||||||
|
float lightDirLength = length(worldToLight);
|
||||||
|
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
|
||||||
|
|
||||||
|
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||||
|
|
||||||
|
#if SHADOW_MAPPING
|
||||||
|
if (Lights[i].shadowMapping)
|
||||||
|
{
|
||||||
|
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
|
||||||
|
if (shadowFactor == 0.0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
att *= shadowFactor;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float lambert = max(dot(normal, lightDir), 0.0);
|
float lambert = max(dot(normal, lightDir), 0.0);
|
||||||
|
|
||||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 reflection = reflect(-lightDir, normal);
|
vec3 reflection = reflect(-lightDir, normal);
|
||||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||||
specularFactor = pow(specularFactor, MaterialShininess);
|
specularFactor = pow(specularFactor, MaterialShininess);
|
||||||
|
|
||||||
lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case LIGHT_SPOT:
|
case LIGHT_SPOT:
|
||||||
{
|
{
|
||||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||||
float lightDirLength = length(lightDir);
|
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||||
lightDir /= lightDirLength; // Normalisation
|
float lightAttenuation = Lights[i].parameters1.w;
|
||||||
|
float lightInvRadius = Lights[i].parameters2.w;
|
||||||
|
float lightInnerAngle = Lights[i].parameters3.x;
|
||||||
|
float lightOuterAngle = Lights[i].parameters3.y;
|
||||||
|
|
||||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
vec3 worldToLight = lightPos - vWorldPos;
|
||||||
|
float lightDistance = length(worldToLight);
|
||||||
|
worldToLight /= lightDistance; // Normalisation
|
||||||
|
|
||||||
|
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||||
|
|
||||||
|
#if SHADOW_MAPPING
|
||||||
|
if (Lights[i].shadowMapping)
|
||||||
|
{
|
||||||
|
float shadowFactor = CalculateSpotShadowFactor(i);
|
||||||
|
if (shadowFactor == 0.0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
att *= shadowFactor;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
// Modification de l'atténuation pour gérer le spot
|
// Modification de l'atténuation pour gérer le spot
|
||||||
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
|
float curAngle = dot(lightDir, -worldToLight);
|
||||||
float outerAngle = Lights[i].parameters3.y;
|
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||||
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
|
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float lambert = max(dot(normal, lightDir), 0.0);
|
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||||
|
|
||||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||||
|
|
||||||
// Specular
|
// Specular
|
||||||
vec3 reflection = reflect(-lightDir, normal);
|
vec3 reflection = reflect(-worldToLight, normal);
|
||||||
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
float specularFactor = max(dot(reflection, eyeVec), 0.0);
|
||||||
specularFactor = pow(specularFactor, MaterialShininess);
|
specularFactor = pow(specularFactor, MaterialShininess);
|
||||||
|
|
||||||
lightSpecular += att * specularFactor * Lights[i].color.rgb;
|
lightSpecular += att * specularFactor * lightColor.rgb;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -256,61 +344,110 @@ void main()
|
||||||
{
|
{
|
||||||
for (int i = 0; i < 3; ++i)
|
for (int i = 0; i < 3; ++i)
|
||||||
{
|
{
|
||||||
|
vec4 lightColor = Lights[i].color;
|
||||||
|
float lightAmbientFactor = Lights[i].factors.x;
|
||||||
|
float lightDiffuseFactor = Lights[i].factors.y;
|
||||||
|
|
||||||
switch (Lights[i].type)
|
switch (Lights[i].type)
|
||||||
{
|
{
|
||||||
case LIGHT_DIRECTIONAL:
|
case LIGHT_DIRECTIONAL:
|
||||||
{
|
{
|
||||||
vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
|
vec3 lightDir = -Lights[i].parameters1.xyz;
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
lightAmbient += lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||||
|
|
||||||
|
float att = 1.0;
|
||||||
|
|
||||||
|
#if SHADOW_MAPPING
|
||||||
|
if (Lights[i].shadowMapping)
|
||||||
|
{
|
||||||
|
float shadowFactor = CalculateDirectionalShadowFactor(i);
|
||||||
|
if (shadowFactor == 0.0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
att *= shadowFactor;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float lambert = max(dot(normal, lightDir), 0.0);
|
float lambert = max(dot(normal, lightDir), 0.0);
|
||||||
|
|
||||||
lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case LIGHT_POINT:
|
case LIGHT_POINT:
|
||||||
{
|
{
|
||||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||||
float lightDirLength = length(lightDir);
|
float lightAttenuation = Lights[i].parameters1.w;
|
||||||
lightDir /= lightDirLength; // Normalisation
|
float lightInvRadius = Lights[i].parameters2.w;
|
||||||
|
|
||||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
vec3 worldToLight = lightPos - vWorldPos;
|
||||||
|
float lightDirLength = length(worldToLight);
|
||||||
|
vec3 lightDir = worldToLight / lightDirLength; // Normalisation
|
||||||
|
|
||||||
|
float att = max(lightAttenuation - lightInvRadius * lightDirLength, 0.0);
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||||
|
|
||||||
|
#if SHADOW_MAPPING
|
||||||
|
if (Lights[i].shadowMapping)
|
||||||
|
{
|
||||||
|
float shadowFactor = CalculatePointShadowFactor(i, vWorldPos - lightPos, 0.1, 50.0);
|
||||||
|
if (shadowFactor == 0.0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
att *= shadowFactor;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float lambert = max(dot(normal, lightDir), 0.0);
|
float lambert = max(dot(normal, lightDir), 0.0);
|
||||||
|
|
||||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case LIGHT_SPOT:
|
case LIGHT_SPOT:
|
||||||
{
|
{
|
||||||
vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
|
vec3 lightPos = Lights[i].parameters1.xyz;
|
||||||
float lightDirLength = length(lightDir);
|
vec3 lightDir = Lights[i].parameters2.xyz;
|
||||||
lightDir /= lightDirLength; // Normalisation
|
float lightAttenuation = Lights[i].parameters1.w;
|
||||||
|
float lightInvRadius = Lights[i].parameters2.w;
|
||||||
|
float lightInnerAngle = Lights[i].parameters3.x;
|
||||||
|
float lightOuterAngle = Lights[i].parameters3.y;
|
||||||
|
|
||||||
float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
|
vec3 worldToLight = lightPos - vWorldPos;
|
||||||
|
float lightDistance = length(worldToLight);
|
||||||
|
worldToLight /= lightDistance; // Normalisation
|
||||||
|
|
||||||
|
float att = max(lightAttenuation - lightInvRadius * lightDistance, 0.0);
|
||||||
|
|
||||||
// Ambient
|
// Ambient
|
||||||
lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
lightAmbient += att * lightColor.rgb * lightAmbientFactor * (MaterialAmbient.rgb + SceneAmbient.rgb);
|
||||||
|
|
||||||
|
#if SHADOW_MAPPING
|
||||||
|
if (Lights[i].shadowMapping)
|
||||||
|
{
|
||||||
|
float shadowFactor = CalculateSpotShadowFactor(i);
|
||||||
|
if (shadowFactor == 0.0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
att *= shadowFactor;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
// Modification de l'atténuation pour gérer le spot
|
// Modification de l'atténuation pour gérer le spot
|
||||||
float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
|
float curAngle = dot(lightDir, -worldToLight);
|
||||||
float outerAngle = Lights[i].parameters3.y;
|
float innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||||
float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
|
att *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||||
att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
|
|
||||||
|
|
||||||
// Diffuse
|
// Diffuse
|
||||||
float lambert = max(dot(normal, lightDir), 0.0);
|
float lambert = max(dot(normal, worldToLight), 0.0);
|
||||||
|
|
||||||
lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
|
lightDiffuse += att * lambert * lightColor.rgb * lightDiffuseFactor;
|
||||||
}
|
}
|
||||||
|
|
||||||
default:
|
default:
|
||||||
|
|
@ -340,3 +477,4 @@ void main()
|
||||||
#endif // LIGHTING
|
#endif // LIGHTING
|
||||||
#endif // FLAG_DEFERRED
|
#endif // FLAG_DEFERRED
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
File diff suppressed because one or more lines are too long
|
|
@ -15,6 +15,7 @@ in vec2 VertexTexCoord;
|
||||||
|
|
||||||
/********************Sortant********************/
|
/********************Sortant********************/
|
||||||
out vec4 vColor;
|
out vec4 vColor;
|
||||||
|
out vec4 vLightSpacePos[3];
|
||||||
out mat3 vLightToWorld;
|
out mat3 vLightToWorld;
|
||||||
out vec3 vNormal;
|
out vec3 vNormal;
|
||||||
out vec2 vTexCoord;
|
out vec2 vTexCoord;
|
||||||
|
|
@ -23,6 +24,8 @@ out vec3 vWorldPos;
|
||||||
|
|
||||||
/********************Uniformes********************/
|
/********************Uniformes********************/
|
||||||
uniform vec3 EyePosition;
|
uniform vec3 EyePosition;
|
||||||
|
uniform mat4 InvViewMatrix;
|
||||||
|
uniform mat4 LightViewProjMatrix[3];
|
||||||
uniform float VertexDepth;
|
uniform float VertexDepth;
|
||||||
uniform mat4 ViewProjMatrix;
|
uniform mat4 ViewProjMatrix;
|
||||||
uniform mat4 WorldMatrix;
|
uniform mat4 WorldMatrix;
|
||||||
|
|
@ -121,6 +124,11 @@ void main()
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#if SHADOW_MAPPING
|
||||||
|
for (int i = 0; i < 3; ++i)
|
||||||
|
vLightSpacePos[i] = LightViewProjMatrix[i] * WorldMatrix * vec4(VertexPosition, 1.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
#if TEXTURE_MAPPING
|
#if TEXTURE_MAPPING
|
||||||
vTexCoord = VertexTexCoord;
|
vTexCoord = VertexTexCoord;
|
||||||
#endif
|
#endif
|
||||||
|
|
|
||||||
File diff suppressed because one or more lines are too long
|
|
@ -995,6 +995,7 @@ namespace Nz
|
||||||
glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(LoadEntry("glUniformMatrix4fv"));
|
glUniformMatrix4fv = reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(LoadEntry("glUniformMatrix4fv"));
|
||||||
glUnmapBuffer = reinterpret_cast<PFNGLUNMAPBUFFERPROC>(LoadEntry("glUnmapBuffer"));
|
glUnmapBuffer = reinterpret_cast<PFNGLUNMAPBUFFERPROC>(LoadEntry("glUnmapBuffer"));
|
||||||
glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMPROC>(LoadEntry("glUseProgram"));
|
glUseProgram = reinterpret_cast<PFNGLUSEPROGRAMPROC>(LoadEntry("glUseProgram"));
|
||||||
|
glValidateProgram = reinterpret_cast<PFNGLVALIDATEPROGRAMPROC>(LoadEntry("glValidateProgram"));
|
||||||
glVertexAttrib4f = reinterpret_cast<PFNGLVERTEXATTRIB4FPROC>(LoadEntry("glVertexAttrib4f"));
|
glVertexAttrib4f = reinterpret_cast<PFNGLVERTEXATTRIB4FPROC>(LoadEntry("glVertexAttrib4f"));
|
||||||
glVertexAttribDivisor = reinterpret_cast<PFNGLVERTEXATTRIBDIVISORPROC>(LoadEntry("glVertexAttribDivisor"));
|
glVertexAttribDivisor = reinterpret_cast<PFNGLVERTEXATTRIBDIVISORPROC>(LoadEntry("glVertexAttribDivisor"));
|
||||||
glVertexAttribPointer = reinterpret_cast<PFNGLVERTEXATTRIBPOINTERPROC>(LoadEntry("glVertexAttribPointer"));
|
glVertexAttribPointer = reinterpret_cast<PFNGLVERTEXATTRIBPOINTERPROC>(LoadEntry("glVertexAttribPointer"));
|
||||||
|
|
@ -1684,24 +1685,44 @@ namespace Nz
|
||||||
format->dataFormat = GL_DEPTH_COMPONENT;
|
format->dataFormat = GL_DEPTH_COMPONENT;
|
||||||
format->dataType = GL_UNSIGNED_SHORT;
|
format->dataType = GL_UNSIGNED_SHORT;
|
||||||
format->internalFormat = GL_DEPTH_COMPONENT16;
|
format->internalFormat = GL_DEPTH_COMPONENT16;
|
||||||
|
|
||||||
|
format->swizzle[0] = GL_RED;
|
||||||
|
format->swizzle[1] = GL_RED;
|
||||||
|
format->swizzle[2] = GL_RED;
|
||||||
|
format->swizzle[3] = GL_ONE;
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
case PixelFormatType_Depth24:
|
case PixelFormatType_Depth24:
|
||||||
format->dataFormat = GL_DEPTH_COMPONENT;
|
format->dataFormat = GL_DEPTH_COMPONENT;
|
||||||
format->dataType = GL_UNSIGNED_INT;
|
format->dataType = GL_UNSIGNED_INT;
|
||||||
format->internalFormat = GL_DEPTH_COMPONENT24;
|
format->internalFormat = GL_DEPTH_COMPONENT24;
|
||||||
|
|
||||||
|
format->swizzle[0] = GL_RED;
|
||||||
|
format->swizzle[1] = GL_RED;
|
||||||
|
format->swizzle[2] = GL_RED;
|
||||||
|
format->swizzle[3] = GL_ONE;
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
case PixelFormatType_Depth24Stencil8:
|
case PixelFormatType_Depth24Stencil8:
|
||||||
format->dataFormat = GL_DEPTH_STENCIL;
|
format->dataFormat = GL_DEPTH_STENCIL;
|
||||||
format->dataType = GL_UNSIGNED_INT_24_8;
|
format->dataType = GL_UNSIGNED_INT_24_8;
|
||||||
format->internalFormat = GL_DEPTH24_STENCIL8;
|
format->internalFormat = GL_DEPTH24_STENCIL8;
|
||||||
|
|
||||||
|
format->swizzle[0] = GL_RED;
|
||||||
|
format->swizzle[1] = GL_RED;
|
||||||
|
format->swizzle[2] = GL_RED;
|
||||||
|
format->swizzle[3] = GL_GREEN;
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
case PixelFormatType_Depth32:
|
case PixelFormatType_Depth32:
|
||||||
format->dataFormat = GL_DEPTH_COMPONENT;
|
format->dataFormat = GL_DEPTH_COMPONENT;
|
||||||
format->dataType = GL_UNSIGNED_BYTE;
|
format->dataType = GL_UNSIGNED_BYTE;
|
||||||
format->internalFormat = GL_DEPTH_COMPONENT32;
|
format->internalFormat = GL_DEPTH_COMPONENT32;
|
||||||
|
|
||||||
|
format->swizzle[0] = GL_RED;
|
||||||
|
format->swizzle[1] = GL_RED;
|
||||||
|
format->swizzle[2] = GL_RED;
|
||||||
|
format->swizzle[3] = GL_ONE;
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
case PixelFormatType_Stencil1:
|
case PixelFormatType_Stencil1:
|
||||||
|
|
@ -2248,12 +2269,14 @@ PFNGLUNIFORMMATRIX4DVPROC glUniformMatrix4dv = nullptr;
|
||||||
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
|
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
|
||||||
PFNGLUNMAPBUFFERPROC glUnmapBuffer = nullptr;
|
PFNGLUNMAPBUFFERPROC glUnmapBuffer = nullptr;
|
||||||
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
|
PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
|
||||||
|
PFNGLVALIDATEPROGRAMPROC glValidateProgram = nullptr;
|
||||||
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = nullptr;
|
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = nullptr;
|
||||||
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor = nullptr;
|
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor = nullptr;
|
||||||
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
|
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
|
||||||
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = nullptr;
|
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = nullptr;
|
||||||
PFNGLVERTEXATTRIBLPOINTERPROC glVertexAttribLPointer = nullptr;
|
PFNGLVERTEXATTRIBLPOINTERPROC glVertexAttribLPointer = nullptr;
|
||||||
PFNGLVIEWPORTPROC glViewport = nullptr;
|
PFNGLVIEWPORTPROC glViewport = nullptr;
|
||||||
|
|
||||||
#if defined(NAZARA_PLATFORM_WINDOWS)
|
#if defined(NAZARA_PLATFORM_WINDOWS)
|
||||||
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormat = nullptr;
|
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormat = nullptr;
|
||||||
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs = nullptr;
|
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs = nullptr;
|
||||||
|
|
|
||||||
|
|
@ -156,9 +156,6 @@ namespace Nz
|
||||||
InvalidateSize();
|
InvalidateSize();
|
||||||
InvalidateTargets();
|
InvalidateTargets();
|
||||||
|
|
||||||
if (attachmentPoint == AttachmentPoint_Color && !m_impl->userDefinedTargets)
|
|
||||||
m_impl->colorTargets.push_back(index);
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -293,9 +290,6 @@ namespace Nz
|
||||||
InvalidateSize();
|
InvalidateSize();
|
||||||
InvalidateTargets();
|
InvalidateTargets();
|
||||||
|
|
||||||
if (attachmentPoint == AttachmentPoint_Color && !m_impl->userDefinedTargets)
|
|
||||||
m_impl->colorTargets.push_back(index);
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -819,6 +813,15 @@ namespace Nz
|
||||||
|
|
||||||
void RenderTexture::UpdateTargets() const
|
void RenderTexture::UpdateTargets() const
|
||||||
{
|
{
|
||||||
|
if (!m_impl->userDefinedTargets)
|
||||||
|
{
|
||||||
|
m_impl->colorTargets.clear();
|
||||||
|
|
||||||
|
unsigned int colorIndex = 0;
|
||||||
|
for (unsigned int index = attachmentIndex[AttachmentPoint_Color]; index < m_impl->attachments.size(); ++index)
|
||||||
|
m_impl->colorTargets.push_back(colorIndex++);
|
||||||
|
}
|
||||||
|
|
||||||
if (m_impl->colorTargets.empty())
|
if (m_impl->colorTargets.empty())
|
||||||
{
|
{
|
||||||
m_impl->drawBuffers.resize(1);
|
m_impl->drawBuffers.resize(1);
|
||||||
|
|
|
||||||
|
|
@ -1713,6 +1713,14 @@ namespace Nz
|
||||||
// Et on termine par envoyer nos états au driver
|
// Et on termine par envoyer nos états au driver
|
||||||
OpenGL::ApplyStates(s_states);
|
OpenGL::ApplyStates(s_states);
|
||||||
|
|
||||||
|
#ifdef NAZARA_DEBUG
|
||||||
|
if (!s_shader->Validate())
|
||||||
|
{
|
||||||
|
NazaraError(Error::GetLastError());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -747,6 +747,31 @@ namespace Nz
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool Shader::Validate() const
|
||||||
|
{
|
||||||
|
#if NAZARA_RENDERER_SAFE
|
||||||
|
if (!m_program)
|
||||||
|
{
|
||||||
|
NazaraError("Shader is not initialized");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
glValidateProgram(m_program);
|
||||||
|
|
||||||
|
GLint success;
|
||||||
|
glGetProgramiv(m_program, GL_VALIDATE_STATUS, &success);
|
||||||
|
|
||||||
|
if (success == GL_TRUE)
|
||||||
|
return true;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NazaraError("Failed to validate shader: " + GetLog());
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
unsigned int Shader::GetOpenGLID() const
|
unsigned int Shader::GetOpenGLID() const
|
||||||
{
|
{
|
||||||
return m_program;
|
return m_program;
|
||||||
|
|
|
||||||
|
|
@ -1306,6 +1306,12 @@ namespace Nz
|
||||||
glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, openGLFormat.swizzle[3]);
|
glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, openGLFormat.swizzle[3]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!proxy && PixelFormat::GetType(m_impl->format) == PixelFormatTypeType_Depth)
|
||||||
|
{
|
||||||
|
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
||||||
|
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,7 @@
|
||||||
#define NAZARA_LOADERS_DDS_CONSTANTS_HPP
|
#define NAZARA_LOADERS_DDS_CONSTANTS_HPP
|
||||||
|
|
||||||
#include <Nazara/Prerequesites.hpp>
|
#include <Nazara/Prerequesites.hpp>
|
||||||
#include <Nazara/Core/Serialization.hpp>
|
#include <Nazara/Core/SerializationContext.hpp>
|
||||||
#include <Nazara/Utility/Config.hpp>
|
#include <Nazara/Utility/Config.hpp>
|
||||||
|
|
||||||
namespace Nz
|
namespace Nz
|
||||||
|
|
|
||||||
|
|
@ -65,7 +65,7 @@ namespace Nz
|
||||||
headerDX10.resourceDimension = D3D10_RESOURCE_DIMENSION_UNKNOWN;
|
headerDX10.resourceDimension = D3D10_RESOURCE_DIMENSION_UNKNOWN;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (header.flags & DDSD_WIDTH == 0)
|
if ((header.flags & DDSD_WIDTH) == 0)
|
||||||
NazaraWarning("Ill-formed DDS file, doesn't have a width flag");
|
NazaraWarning("Ill-formed DDS file, doesn't have a width flag");
|
||||||
|
|
||||||
unsigned int width = std::max(header.width, 1U);
|
unsigned int width = std::max(header.width, 1U);
|
||||||
|
|
@ -141,7 +141,7 @@ namespace Nz
|
||||||
{
|
{
|
||||||
if (header.ddsCaps[1] & DDSCAPS2_CUBEMAP)
|
if (header.ddsCaps[1] & DDSCAPS2_CUBEMAP)
|
||||||
{
|
{
|
||||||
if (header.ddsCaps[1] & DDSCAPS2_CUBEMAP_ALLFACES != DDSCAPS2_CUBEMAP_ALLFACES)
|
if ((header.ddsCaps[1] & DDSCAPS2_CUBEMAP_ALLFACES) != DDSCAPS2_CUBEMAP_ALLFACES)
|
||||||
{
|
{
|
||||||
NazaraError("Partial cubemap are not yet supported, sorry");
|
NazaraError("Partial cubemap are not yet supported, sorry");
|
||||||
return false;
|
return false;
|
||||||
|
|
|
||||||
|
|
@ -9,6 +9,7 @@
|
||||||
#include <Nazara/Math/Algorithm.hpp>
|
#include <Nazara/Math/Algorithm.hpp>
|
||||||
#include <Nazara/Math/Quaternion.hpp>
|
#include <Nazara/Math/Quaternion.hpp>
|
||||||
#include <Nazara/Utility/BufferMapper.hpp>
|
#include <Nazara/Utility/BufferMapper.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
#include <Nazara/Utility/Mesh.hpp>
|
#include <Nazara/Utility/Mesh.hpp>
|
||||||
#include <Nazara/Utility/StaticMesh.hpp>
|
#include <Nazara/Utility/StaticMesh.hpp>
|
||||||
#include <Nazara/Utility/Formats/MD2Constants.hpp>
|
#include <Nazara/Utility/Formats/MD2Constants.hpp>
|
||||||
|
|
@ -99,7 +100,11 @@ namespace Nz
|
||||||
for (unsigned int i = 0; i < header.num_skins; ++i)
|
for (unsigned int i = 0; i < header.num_skins; ++i)
|
||||||
{
|
{
|
||||||
stream.Read(skin, 68*sizeof(char));
|
stream.Read(skin, 68*sizeof(char));
|
||||||
mesh->SetMaterial(i, baseDir + skin);
|
|
||||||
|
ParameterList matData;
|
||||||
|
matData.SetParameter(MaterialData::FilePath, baseDir + skin);
|
||||||
|
|
||||||
|
mesh->SetMaterialData(i, std::move(matData));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -5,6 +5,7 @@
|
||||||
#include <Nazara/Utility/Formats/MD5MeshLoader.hpp>
|
#include <Nazara/Utility/Formats/MD5MeshLoader.hpp>
|
||||||
#include <Nazara/Utility/IndexIterator.hpp>
|
#include <Nazara/Utility/IndexIterator.hpp>
|
||||||
#include <Nazara/Utility/IndexMapper.hpp>
|
#include <Nazara/Utility/IndexMapper.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
#include <Nazara/Utility/SkeletalMesh.hpp>
|
#include <Nazara/Utility/SkeletalMesh.hpp>
|
||||||
#include <Nazara/Utility/StaticMesh.hpp>
|
#include <Nazara/Utility/StaticMesh.hpp>
|
||||||
#include <Nazara/Utility/Formats/MD5MeshParser.hpp>
|
#include <Nazara/Utility/Formats/MD5MeshParser.hpp>
|
||||||
|
|
@ -41,7 +42,7 @@ namespace Nz
|
||||||
|
|
||||||
// Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette
|
// Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette
|
||||||
Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
|
Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
|
||||||
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
|
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
|
||||||
|
|
||||||
String baseDir = stream.GetDirectory();
|
String baseDir = stream.GetDirectory();
|
||||||
|
|
||||||
|
|
@ -189,7 +190,10 @@ namespace Nz
|
||||||
vertexMapper.Unmap();
|
vertexMapper.Unmap();
|
||||||
|
|
||||||
// Material
|
// Material
|
||||||
mesh->SetMaterial(i, baseDir + md5Mesh.shader);
|
ParameterList matData;
|
||||||
|
matData.SetParameter(MaterialData::FilePath, baseDir + md5Mesh.shader);
|
||||||
|
|
||||||
|
mesh->SetMaterialData(i, std::move(matData));
|
||||||
|
|
||||||
// Submesh
|
// Submesh
|
||||||
SkeletalMeshRef subMesh = SkeletalMesh::New(mesh);
|
SkeletalMeshRef subMesh = SkeletalMesh::New(mesh);
|
||||||
|
|
@ -285,7 +289,10 @@ namespace Nz
|
||||||
mesh->AddSubMesh(subMesh);
|
mesh->AddSubMesh(subMesh);
|
||||||
|
|
||||||
// Material
|
// Material
|
||||||
mesh->SetMaterial(i, baseDir + md5Mesh.shader);
|
ParameterList matData;
|
||||||
|
matData.SetParameter(MaterialData::FilePath, baseDir + md5Mesh.shader);
|
||||||
|
|
||||||
|
mesh->SetMaterialData(i, std::move(matData));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (parameters.center)
|
if (parameters.center)
|
||||||
|
|
|
||||||
|
|
@ -194,6 +194,7 @@ namespace Nz
|
||||||
m_currentLine = m_stream.ReadLine();
|
m_currentLine = m_stream.ReadLine();
|
||||||
m_currentLine = m_currentLine.SubStringTo("//"); // On ignore les commentaires
|
m_currentLine = m_currentLine.SubStringTo("//"); // On ignore les commentaires
|
||||||
m_currentLine.Simplify(); // Pour un traitement plus simple
|
m_currentLine.Simplify(); // Pour un traitement plus simple
|
||||||
|
m_currentLine.Trim();
|
||||||
}
|
}
|
||||||
while (m_currentLine.IsEmpty());
|
while (m_currentLine.IsEmpty());
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,14 +1,13 @@
|
||||||
// Copyright (C) 2015 Jérôme Leclercq
|
// Copyright (C) 2016 Jérôme Leclercq
|
||||||
// This file is part of the "Nazara Engine - Graphics module"
|
// This file is part of the "Nazara Engine - Utility module"
|
||||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
#include <Nazara/Graphics/Formats/OBJLoader.hpp>
|
#include <Nazara/Utility/Formats/OBJLoader.hpp>
|
||||||
#include <Nazara/Core/Algorithm.hpp>
|
#include <Nazara/Core/Algorithm.hpp>
|
||||||
#include <Nazara/Core/ErrorFlags.hpp>
|
#include <Nazara/Core/ErrorFlags.hpp>
|
||||||
#include <Nazara/Graphics/Material.hpp>
|
|
||||||
#include <Nazara/Graphics/Model.hpp>
|
|
||||||
#include <Nazara/Utility/BufferMapper.hpp>
|
#include <Nazara/Utility/BufferMapper.hpp>
|
||||||
#include <Nazara/Utility/IndexMapper.hpp>
|
#include <Nazara/Utility/IndexMapper.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
#include <Nazara/Utility/Mesh.hpp>
|
#include <Nazara/Utility/Mesh.hpp>
|
||||||
#include <Nazara/Utility/StaticMesh.hpp>
|
#include <Nazara/Utility/StaticMesh.hpp>
|
||||||
#include <Nazara/Utility/Formats/MTLParser.hpp>
|
#include <Nazara/Utility/Formats/MTLParser.hpp>
|
||||||
|
|
@ -17,7 +16,7 @@
|
||||||
#include <limits>
|
#include <limits>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
#include <Nazara/Graphics/Debug.hpp>
|
#include <Nazara/Utility/Debug.hpp>
|
||||||
|
|
||||||
///TODO: N'avoir qu'un seul VertexBuffer communs à tous les meshes
|
///TODO: N'avoir qu'un seul VertexBuffer communs à tous les meshes
|
||||||
|
|
||||||
|
|
@ -30,7 +29,7 @@ namespace Nz
|
||||||
return (extension == "obj");
|
return (extension == "obj");
|
||||||
}
|
}
|
||||||
|
|
||||||
Ternary Check(Stream& stream, const ModelParameters& parameters)
|
Ternary Check(Stream& stream, const MeshParams& parameters)
|
||||||
{
|
{
|
||||||
NazaraUnused(stream);
|
NazaraUnused(stream);
|
||||||
|
|
||||||
|
|
@ -41,7 +40,7 @@ namespace Nz
|
||||||
return Ternary_Unknown;
|
return Ternary_Unknown;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool LoadMaterials(Model* model, const String& filePath, const MaterialParams& parameters, const String* materials, const OBJParser::Mesh* meshes, unsigned int meshCount)
|
bool ParseMTL(Mesh* mesh, const String& filePath, const String* materials, const OBJParser::Mesh* meshes, unsigned int meshCount)
|
||||||
{
|
{
|
||||||
File file(filePath);
|
File file(filePath);
|
||||||
if (!file.Open(OpenMode_ReadOnly | OpenMode_Text))
|
if (!file.Open(OpenMode_ReadOnly | OpenMode_Text))
|
||||||
|
|
@ -57,7 +56,7 @@ namespace Nz
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::unordered_map<String, MaterialRef> materialCache;
|
std::unordered_map<String, ParameterList> materialCache;
|
||||||
String baseDir = file.GetDirectory();
|
String baseDir = file.GetDirectory();
|
||||||
for (unsigned int i = 0; i < meshCount; ++i)
|
for (unsigned int i = 0; i < meshCount; ++i)
|
||||||
{
|
{
|
||||||
|
|
@ -72,8 +71,9 @@ namespace Nz
|
||||||
auto it = materialCache.find(matName);
|
auto it = materialCache.find(matName);
|
||||||
if (it == materialCache.end())
|
if (it == materialCache.end())
|
||||||
{
|
{
|
||||||
MaterialRef material = Material::New();
|
ParameterList data;
|
||||||
material->SetShader(parameters.shaderName);
|
|
||||||
|
data.SetParameter(MaterialData::CustomDefined);
|
||||||
|
|
||||||
UInt8 alphaValue = static_cast<UInt8>(mtlMat->alpha*255.f);
|
UInt8 alphaValue = static_cast<UInt8>(mtlMat->alpha*255.f);
|
||||||
|
|
||||||
|
|
@ -84,54 +84,40 @@ namespace Nz
|
||||||
diffuseColor.a = alphaValue;
|
diffuseColor.a = alphaValue;
|
||||||
specularColor.a = alphaValue;
|
specularColor.a = alphaValue;
|
||||||
|
|
||||||
material->SetAmbientColor(ambientColor);
|
data.SetParameter(MaterialData::AmbientColor, ambientColor);
|
||||||
material->SetDiffuseColor(diffuseColor);
|
data.SetParameter(MaterialData::DiffuseColor, diffuseColor);
|
||||||
material->SetSpecularColor(specularColor);
|
data.SetParameter(MaterialData::Shininess, mtlMat->shininess);
|
||||||
material->SetShininess(mtlMat->shininess);
|
data.SetParameter(MaterialData::SpecularColor, specularColor);
|
||||||
|
|
||||||
bool isTranslucent = (alphaValue != 255);
|
if (!mtlMat->alphaMap.IsEmpty())
|
||||||
|
data.SetParameter(MaterialData::AlphaTexturePath, baseDir + mtlMat->alphaMap);
|
||||||
|
|
||||||
if (parameters.loadAlphaMap && !mtlMat->alphaMap.IsEmpty())
|
if (!mtlMat->diffuseMap.IsEmpty())
|
||||||
|
data.SetParameter(MaterialData::DiffuseTexturePath, baseDir + mtlMat->diffuseMap);
|
||||||
|
|
||||||
|
if (!mtlMat->specularMap.IsEmpty())
|
||||||
|
data.SetParameter(MaterialData::SpecularTexturePath, baseDir + mtlMat->specularMap);
|
||||||
|
|
||||||
|
// If we either have an alpha value or an alpha map, let's configure the material for transparency
|
||||||
|
if (alphaValue != 255 || !mtlMat->alphaMap.IsEmpty())
|
||||||
{
|
{
|
||||||
if (material->SetAlphaMap(baseDir + mtlMat->alphaMap))
|
// Some default settings
|
||||||
isTranslucent = true; // Une alpha map indique de la transparence
|
data.SetParameter(MaterialData::Blending, true);
|
||||||
else
|
data.SetParameter(MaterialData::DepthWrite, true);
|
||||||
NazaraWarning("Failed to load alpha map (" + mtlMat->alphaMap + ')');
|
data.SetParameter(MaterialData::DstBlend, static_cast<int>(BlendFunc_InvSrcAlpha));
|
||||||
|
data.SetParameter(MaterialData::SrcBlend, static_cast<int>(BlendFunc_SrcAlpha));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (parameters.loadDiffuseMap && !mtlMat->diffuseMap.IsEmpty())
|
it = materialCache.emplace(matName, std::move(data)).first;
|
||||||
{
|
|
||||||
if (!material->SetDiffuseMap(baseDir + mtlMat->diffuseMap))
|
|
||||||
NazaraWarning("Failed to load diffuse map (" + mtlMat->diffuseMap + ')');
|
|
||||||
}
|
|
||||||
|
|
||||||
if (parameters.loadSpecularMap && !mtlMat->specularMap.IsEmpty())
|
|
||||||
{
|
|
||||||
if (!material->SetSpecularMap(baseDir + mtlMat->specularMap))
|
|
||||||
NazaraWarning("Failed to load specular map (" + mtlMat->specularMap + ')');
|
|
||||||
}
|
|
||||||
|
|
||||||
// Si nous avons une alpha map ou des couleurs transparentes,
|
|
||||||
// nous devons configurer le matériau pour accepter la transparence au mieux
|
|
||||||
if (isTranslucent)
|
|
||||||
{
|
|
||||||
// On paramètre le matériau pour accepter la transparence au mieux
|
|
||||||
material->Enable(RendererParameter_Blend, true);
|
|
||||||
material->Enable(RendererParameter_DepthWrite, false);
|
|
||||||
material->SetDstBlend(BlendFunc_InvSrcAlpha);
|
|
||||||
material->SetSrcBlend(BlendFunc_SrcAlpha);
|
|
||||||
}
|
|
||||||
|
|
||||||
it = materialCache.emplace(matName, std::move(material)).first;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
model->SetMaterial(meshes[i].material, it->second);
|
mesh->SetMaterialData(meshes[i].material, it->second);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Load(Model* model, Stream& stream, const ModelParameters& parameters)
|
bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
|
||||||
{
|
{
|
||||||
int reservedVertexCount;
|
int reservedVertexCount;
|
||||||
if (!parameters.custom.GetIntegerParameter("NativeOBJLoader_VertexCount", &reservedVertexCount))
|
if (!parameters.custom.GetIntegerParameter("NativeOBJLoader_VertexCount", &reservedVertexCount))
|
||||||
|
|
@ -144,12 +130,7 @@ namespace Nz
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
MeshRef mesh = Mesh::New();
|
mesh->CreateStatic();
|
||||||
if (!mesh->CreateStatic()) // Ne devrait jamais échouer
|
|
||||||
{
|
|
||||||
NazaraInternalError("Failed to create mesh");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
const String* materials = parser.GetMaterials();
|
const String* materials = parser.GetMaterials();
|
||||||
const Vector4f* positions = parser.GetPositions();
|
const Vector4f* positions = parser.GetPositions();
|
||||||
|
|
@ -160,8 +141,8 @@ namespace Nz
|
||||||
unsigned int meshCount = parser.GetMeshCount();
|
unsigned int meshCount = parser.GetMeshCount();
|
||||||
|
|
||||||
NazaraAssert(materials != nullptr && positions != nullptr && normals != nullptr &&
|
NazaraAssert(materials != nullptr && positions != nullptr && normals != nullptr &&
|
||||||
texCoords != nullptr && meshes != nullptr && meshCount > 0,
|
texCoords != nullptr && meshes != nullptr && meshCount > 0,
|
||||||
"Invalid OBJParser output");
|
"Invalid OBJParser output");
|
||||||
|
|
||||||
// Un conteneur temporaire pour contenir les indices de face avant triangulation
|
// Un conteneur temporaire pour contenir les indices de face avant triangulation
|
||||||
std::vector<unsigned int> faceIndices(3); // Comme il y aura au moins trois sommets
|
std::vector<unsigned int> faceIndices(3); // Comme il y aura au moins trois sommets
|
||||||
|
|
@ -197,8 +178,8 @@ namespace Nz
|
||||||
bool operator()(const OBJParser::FaceVertex& lhs, const OBJParser::FaceVertex& rhs) const
|
bool operator()(const OBJParser::FaceVertex& lhs, const OBJParser::FaceVertex& rhs) const
|
||||||
{
|
{
|
||||||
return lhs.normal == rhs.normal &&
|
return lhs.normal == rhs.normal &&
|
||||||
lhs.position == rhs.position &&
|
lhs.position == rhs.position &&
|
||||||
lhs.texCoord == rhs.texCoord;
|
lhs.texCoord == rhs.texCoord;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -230,8 +211,8 @@ namespace Nz
|
||||||
}
|
}
|
||||||
|
|
||||||
// Création des buffers
|
// Création des buffers
|
||||||
IndexBufferRef indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits<UInt16>::max(), indices.size(), parameters.mesh.storage, BufferUsage_Static);
|
IndexBufferRef indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits<UInt16>::max(), indices.size(), parameters.storage, BufferUsage_Static);
|
||||||
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.mesh.storage, BufferUsage_Static);
|
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.storage, BufferUsage_Static);
|
||||||
|
|
||||||
// Remplissage des indices
|
// Remplissage des indices
|
||||||
IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly);
|
IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly);
|
||||||
|
|
@ -254,7 +235,7 @@ namespace Nz
|
||||||
|
|
||||||
const Vector4f& vec = positions[vertexIndices.position];
|
const Vector4f& vec = positions[vertexIndices.position];
|
||||||
vertex.position.Set(vec.x, vec.y, vec.z);
|
vertex.position.Set(vec.x, vec.y, vec.z);
|
||||||
vertex.position *= parameters.mesh.scale/vec.w;
|
vertex.position *= parameters.scale/vec.w;
|
||||||
|
|
||||||
if (vertexIndices.normal >= 0)
|
if (vertexIndices.normal >= 0)
|
||||||
vertex.normal = normals[vertexIndices.normal];
|
vertex.normal = normals[vertexIndices.normal];
|
||||||
|
|
@ -264,7 +245,7 @@ namespace Nz
|
||||||
if (vertexIndices.texCoord >= 0)
|
if (vertexIndices.texCoord >= 0)
|
||||||
{
|
{
|
||||||
const Vector3f& uvw = texCoords[vertexIndices.texCoord];
|
const Vector3f& uvw = texCoords[vertexIndices.texCoord];
|
||||||
vertex.uv.Set(uvw.x, (parameters.mesh.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
|
vertex.uv.Set(uvw.x, (parameters.flipUVs) ? 1.f - uvw.y : uvw.y); // Inversion des UVs si demandé
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
hasTexCoords = false;
|
hasTexCoords = false;
|
||||||
|
|
@ -279,7 +260,7 @@ namespace Nz
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (parameters.mesh.optimizeIndexBuffers)
|
if (parameters.optimizeIndexBuffers)
|
||||||
indexBuffer->Optimize();
|
indexBuffer->Optimize();
|
||||||
|
|
||||||
subMesh->GenerateAABB();
|
subMesh->GenerateAABB();
|
||||||
|
|
@ -299,17 +280,15 @@ namespace Nz
|
||||||
}
|
}
|
||||||
mesh->SetMaterialCount(parser.GetMaterialCount());
|
mesh->SetMaterialCount(parser.GetMaterialCount());
|
||||||
|
|
||||||
if (parameters.mesh.center)
|
if (parameters.center)
|
||||||
mesh->Recenter();
|
mesh->Recenter();
|
||||||
|
|
||||||
model->SetMesh(mesh);
|
|
||||||
|
|
||||||
// On charge les matériaux si demandé
|
// On charge les matériaux si demandé
|
||||||
String mtlLib = parser.GetMtlLib();
|
String mtlLib = parser.GetMtlLib();
|
||||||
if (parameters.loadMaterials && !mtlLib.IsEmpty())
|
if (!mtlLib.IsEmpty())
|
||||||
{
|
{
|
||||||
ErrorFlags flags(ErrorFlag_ThrowExceptionDisabled);
|
ErrorFlags flags(ErrorFlag_ThrowExceptionDisabled);
|
||||||
LoadMaterials(model, stream.GetDirectory() + mtlLib, parameters.material, materials, meshes, meshCount);
|
ParseMTL(mesh, stream.GetDirectory() + mtlLib, materials, meshes, meshCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
@ -320,12 +299,12 @@ namespace Nz
|
||||||
{
|
{
|
||||||
void RegisterOBJ()
|
void RegisterOBJ()
|
||||||
{
|
{
|
||||||
ModelLoader::RegisterLoader(IsSupported, Check, Load);
|
MeshLoader::RegisterLoader(IsSupported, Check, Load);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UnregisterOBJ()
|
void UnregisterOBJ()
|
||||||
{
|
{
|
||||||
ModelLoader::UnregisterLoader(IsSupported, Check, Load);
|
MeshLoader::UnregisterLoader(IsSupported, Check, Load);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue