Fixed rendering with OpenGL core profile
Added (automatic) support of Vertex Arrays Objects (VAO) to fix rendering with an OpenGL core profile (OpenGL 3.2 require the use of VAOs) Added level check to NzImage::GetDepth/Height/Size/Width Fixed occlussion query support not correctly setted
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@@ -6,14 +6,13 @@
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#include <Nazara/Renderer/GLSLShader.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Renderer/BufferImpl.hpp>
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#include <Nazara/Renderer/VertexBuffer.hpp>
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#include <Nazara/Renderer/VertexDeclaration.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace
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{
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nzUInt8 attribIndex[] =
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///FIXME: Déclaré deux fois (ici et dans Renderer.cpp)
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const nzUInt8 attribIndex[] =
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{
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2, // nzElementUsage_Diffuse
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1, // nzElementUsage_Normal
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@@ -27,32 +26,6 @@ namespace
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GL_GEOMETRY_SHADER, // nzShaderType_Geometry
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GL_VERTEX_SHADER // nzShaderType_Vertex
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};
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const nzUInt8 size[] =
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{
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4, // nzElementType_Color
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1, // nzElementType_Double1
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2, // nzElementType_Double2
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3, // nzElementType_Double3
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4, // nzElementType_Double4
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1, // nzElementType_Float1
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2, // nzElementType_Float2
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3, // nzElementType_Float3
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4 // nzElementType_Float4
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};
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const GLenum type[] =
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{
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GL_UNSIGNED_BYTE, // nzElementType_Color
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GL_DOUBLE, // nzElementType_Double1
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GL_DOUBLE, // nzElementType_Double2
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GL_DOUBLE, // nzElementType_Double3
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GL_DOUBLE, // nzElementType_Double4
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GL_FLOAT, // nzElementType_Float1
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GL_FLOAT, // nzElementType_Float2
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GL_FLOAT, // nzElementType_Float3
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GL_FLOAT // nzElementType_Float4
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};
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}
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NzGLSLShader::NzGLSLShader(NzShader* parent) :
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@@ -331,29 +304,3 @@ void NzGLSLShader::Unlock() const
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if (--m_lockedLevel == 0 && m_lockedPrevious != m_program)
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glUseProgram(m_lockedPrevious);
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}
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bool NzGLSLShader::UpdateVertexBuffer(const NzVertexBuffer* vertexBuffer, const NzVertexDeclaration* vertexDeclaration)
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{
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vertexBuffer->GetBuffer()->GetImpl()->Bind();
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const nzUInt8* buffer = reinterpret_cast<const nzUInt8*>(vertexBuffer->GetBufferPtr());
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///FIXME: Améliorer les déclarations pour permettre de faire ça plus simplement
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for (int i = 0; i < 12; ++i) // Solution temporaire, à virer
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glDisableVertexAttribArray(i); // Chaque itération tue un chaton :(
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unsigned int stride = vertexDeclaration->GetStride();
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unsigned int elementCount = vertexDeclaration->GetElementCount();
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for (unsigned int i = 0; i < elementCount; ++i)
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{
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const NzVertexDeclaration::Element* element = vertexDeclaration->GetElement(i);
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glEnableVertexAttribArray(attribIndex[element->usage]+element->usageIndex);
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glVertexAttribPointer(attribIndex[element->usage]+element->usageIndex,
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size[element->type],
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type[element->type],
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(element->type == nzElementType_Color) ? GL_TRUE : GL_FALSE,
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stride,
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&buffer[element->offset]);
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}
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return true;
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}
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