Made [Color|Texture]Background use a new shader-based algorithm Former-commit-id: cfd319b33712c270726eb697e258d61db2ca6835
138 lines
3.1 KiB
C++
138 lines
3.1 KiB
C++
// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Graphics/TextureBackground.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/ShaderBuilder.hpp>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace
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{
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NzShader* BuildShader()
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{
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const char* fragmentSource110 =
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"#version 110\n"
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"varying vec2 vTexCoord;\n"
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"uniform sampler2D Texture;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture(Texture, vTexCoord);\n"
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"}\n";
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const char* fragmentSource140 =
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"#version 140\n"
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"in vec2 vTexCoord;\n"
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"out vec4 RenderTarget0;\n"
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"uniform sampler2D Texture;\n"
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"void main()\n"
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"{\n"
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" RenderTarget0 = texture(Texture, vTexCoord);\n"
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"}\n";
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const char* vertexSource110 =
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"#version 110\n"
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"attribute vec2 VertexPosition;\n"
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"varying vec2 vTexCoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
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" vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);\n"
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"}\n";
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const char* vertexSource140 =
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"#version 140\n"
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"in vec2 VertexPosition;\n"
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"out vec2 vTexCoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
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" vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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std::unique_ptr<NzShader> shader(new NzShader(nzShaderLanguage_GLSL));
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shader->SetPersistent(false);
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bool useGLSL140 = (NzOpenGL::GetVersion() >= 310);
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if (!shader->Load(nzShaderType_Fragment, (useGLSL140) ? fragmentSource140 : fragmentSource110))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!shader->Load(nzShaderType_Vertex, (useGLSL140) ? vertexSource140 : vertexSource110))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!shader->Compile())
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{
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NazaraError("Failed to compile shader");
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return nullptr;
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}
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return shader.release();
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}
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static NzShader* s_shader = nullptr;
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static unsigned int s_textureLocation;
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}
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NzTextureBackground::NzTextureBackground()
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{
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if (!s_shader)
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{
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s_shader = BuildShader();
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s_textureLocation = s_shader->GetUniformLocation("Texture");
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}
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m_shader = s_shader;
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}
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NzTextureBackground::NzTextureBackground(NzTexture* texture) :
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NzTextureBackground()
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{
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m_texture = texture;
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}
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NzTextureBackground::~NzTextureBackground()
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{
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if (m_shader.Reset())
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s_shader = nullptr;
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}
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void NzTextureBackground::Draw(const NzScene* scene) const
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{
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NazaraUnused(scene);
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static NzRenderStates states;
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m_shader->SendInteger(s_textureLocation, 0);
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetShader(m_shader);
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NzRenderer::SetTexture(0, m_texture);
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NzRenderer::DrawFullscreenQuad();
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}
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nzBackgroundType NzTextureBackground::GetBackgroundType() const
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{
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return nzBackgroundType_Texture;
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}
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NzTexture* NzTextureBackground::GetTexture() const
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{
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return m_texture;
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}
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void NzTextureBackground::SetTexture(NzTexture* texture)
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{
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m_texture = texture;
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}
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