Files
NazaraEngine/src/Nazara/Graphics/TextureBackground.cpp
Lynix 984ade783a Added Renderer::DrawFullscreenQuad
Made [Color|Texture]Background use a new shader-based algorithm


Former-commit-id: cfd319b33712c270726eb697e258d61db2ca6835
2013-06-27 12:54:20 +02:00

138 lines
3.1 KiB
C++

// Copyright (C) 2013 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/Renderer/OpenGL.hpp>
#include <Nazara/Graphics/TextureBackground.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderBuilder.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzShader* BuildShader()
{
const char* fragmentSource110 =
"#version 110\n"
"varying vec2 vTexCoord;\n"
"uniform sampler2D Texture;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture(Texture, vTexCoord);\n"
"}\n";
const char* fragmentSource140 =
"#version 140\n"
"in vec2 vTexCoord;\n"
"out vec4 RenderTarget0;\n"
"uniform sampler2D Texture;\n"
"void main()\n"
"{\n"
" RenderTarget0 = texture(Texture, vTexCoord);\n"
"}\n";
const char* vertexSource110 =
"#version 110\n"
"attribute vec2 VertexPosition;\n"
"varying vec2 vTexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
" vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);\n"
"}\n";
const char* vertexSource140 =
"#version 140\n"
"in vec2 VertexPosition;\n"
"out vec2 vTexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(VertexPosition, 0.0, 1.0);\n"
" vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShader> shader(new NzShader(nzShaderLanguage_GLSL));
shader->SetPersistent(false);
bool useGLSL140 = (NzOpenGL::GetVersion() >= 310);
if (!shader->Load(nzShaderType_Fragment, (useGLSL140) ? fragmentSource140 : fragmentSource110))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!shader->Load(nzShaderType_Vertex, (useGLSL140) ? vertexSource140 : vertexSource110))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!shader->Compile())
{
NazaraError("Failed to compile shader");
return nullptr;
}
return shader.release();
}
static NzShader* s_shader = nullptr;
static unsigned int s_textureLocation;
}
NzTextureBackground::NzTextureBackground()
{
if (!s_shader)
{
s_shader = BuildShader();
s_textureLocation = s_shader->GetUniformLocation("Texture");
}
m_shader = s_shader;
}
NzTextureBackground::NzTextureBackground(NzTexture* texture) :
NzTextureBackground()
{
m_texture = texture;
}
NzTextureBackground::~NzTextureBackground()
{
if (m_shader.Reset())
s_shader = nullptr;
}
void NzTextureBackground::Draw(const NzScene* scene) const
{
NazaraUnused(scene);
static NzRenderStates states;
m_shader->SendInteger(s_textureLocation, 0);
NzRenderer::SetRenderStates(states);
NzRenderer::SetShader(m_shader);
NzRenderer::SetTexture(0, m_texture);
NzRenderer::DrawFullscreenQuad();
}
nzBackgroundType NzTextureBackground::GetBackgroundType() const
{
return nzBackgroundType_Texture;
}
NzTexture* NzTextureBackground::GetTexture() const
{
return m_texture;
}
void NzTextureBackground::SetTexture(NzTexture* texture)
{
m_texture = texture;
}