NazaraEngine/src/Nazara/Graphics/SkyboxBackground.cpp

276 lines
6.5 KiB
C++

// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#ifndef NAZARA_RENDERER_OPENGL
#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
#endif
#include <Nazara/Graphics/SkyboxBackground.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Utility/IndexBuffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
#include <Nazara/Utility/VertexDeclaration.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzIndexBuffer* BuildIndexBuffer()
{
std::unique_ptr<NzIndexBuffer> indexBuffer(new NzIndexBuffer(false, 36, nzDataStorage_Hardware, nzBufferUsage_Static));
indexBuffer->SetPersistent(false);
nzUInt16 indices[6*6] =
{
0, 1, 2, 0, 2, 3,
3, 2, 6, 3, 6, 7,
7, 6, 5, 7, 5, 4,
4, 5, 1, 4, 1, 0,
0, 3, 7, 0, 7, 4,
1, 6, 2, 1, 5, 6
};
if (!indexBuffer->Fill(indices, 0, 36))
{
NazaraError("Failed to create index buffer");
return nullptr;
}
return indexBuffer.release();
}
NzShader* BuildShader()
{
const char* fragmentSource110 =
"#version 110\n"
"varying vec3 vTexCoord;\n"
"uniform samplerCube Skybox;\n"
"uniform float VertexDepth;\n"
"void main()\n"
"{\n"
" gl_FragColor = textureCube(Skybox, vTexCoord);\n"
" gl_FragDepth = VertexDepth;\n"
"}\n";
const char* fragmentSource140 =
"#version 140\n"
"in vec3 vTexCoord;\n"
"out vec4 RenderTarget0;\n"
"uniform samplerCube Skybox;\n"
"uniform float VertexDepth;\n"
"void main()\n"
"{\n"
" RenderTarget0 = texture(Skybox, vTexCoord);\n"
" gl_FragDepth = VertexDepth;\n"
"}\n";
const char* vertexSource110 =
"#version 110\n"
"attribute vec3 VertexPosition;\n"
"varying vec3 vTexCoord;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
" vTexCoord = vec3(VertexPosition.x, VertexPosition.y, -VertexPosition.z);\n"
"}\n";
const char* vertexSource140 =
"#version 140\n"
"in vec3 VertexPosition;\n"
"out vec3 vTexCoord;\n"
"uniform mat4 WorldViewProjMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n"
" vTexCoord = vec3(VertexPosition.x, VertexPosition.y, -VertexPosition.z);\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
std::unique_ptr<NzShader> shader(new NzShader);
shader->SetPersistent(false);
if (!shader->Create())
{
NazaraError("Failed to create shader");
return nullptr;
}
bool useGLSL140 = (NzOpenGL::GetVersion() >= 310);
if (!shader->AttachStageFromSource(nzShaderStage_Fragment, (useGLSL140) ? fragmentSource140 : fragmentSource110))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Vertex, (useGLSL140) ? vertexSource140 : vertexSource110))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!shader->Link())
{
NazaraError("Failed to link shader");
return nullptr;
}
shader->SendInteger(shader->GetUniformLocation("Skybox"), 0);
shader->SendFloat(shader->GetUniformLocation("VertexDepth"), 1.f);
return shader.release();
}
NzRenderStates BuildRenderStates()
{
NzRenderStates states;
states.depthFunc = nzRendererComparison_Equal;
states.faceCulling = nzFaceSide_Front;
states.parameters[nzRendererParameter_DepthBuffer] = true;
states.parameters[nzRendererParameter_DepthWrite] = false;
states.parameters[nzRendererParameter_FaceCulling] = true;
return states;
}
NzVertexBuffer* BuildVertexBuffer()
{
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzVertexDeclaration::Get(nzVertexLayout_XYZ), 8, nzDataStorage_Hardware, nzBufferUsage_Static));
vertexBuffer->SetPersistent(false);
float vertices[8*(sizeof(float)*3)] =
{
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
};
if (!vertexBuffer->Fill(vertices, 0, 8))
{
NazaraError("Failed to create vertex buffer");
return nullptr;
}
return vertexBuffer.release();
}
static NzIndexBuffer* s_indexBuffer = nullptr;
static NzShader* s_shader = nullptr;
static NzVertexBuffer* s_vertexBuffer = nullptr;
}
NzSkyboxBackground::NzSkyboxBackground()
{
if (!s_indexBuffer)
s_indexBuffer = BuildIndexBuffer();
if (!s_shader)
s_shader = BuildShader();
if (!s_vertexBuffer)
s_vertexBuffer = BuildVertexBuffer();
m_indexBuffer = s_indexBuffer;
m_sampler.SetWrapMode(nzSamplerWrap_Clamp); // Nécessaire pour ne pas voir les côtés
m_shader = s_shader;
m_vertexBuffer = s_vertexBuffer;
}
NzSkyboxBackground::NzSkyboxBackground(NzTexture* cubemapTexture) :
NzSkyboxBackground()
{
SetTexture(cubemapTexture);
}
NzSkyboxBackground::~NzSkyboxBackground()
{
if (m_indexBuffer.Reset())
s_indexBuffer = nullptr;
if (m_shader.Reset())
s_shader = nullptr;
if (m_vertexBuffer.Reset())
s_vertexBuffer = nullptr;
}
void NzSkyboxBackground::Draw(const NzScene* scene) const
{
static NzRenderStates states(BuildRenderStates());
NzAbstractViewer* viewer = scene->GetViewer();
NzMatrix4f skyboxMatrix(viewer->GetViewMatrix());
skyboxMatrix.SetTranslation(NzVector3f::Zero());
NzRenderer::SetIndexBuffer(m_indexBuffer);
NzRenderer::SetMatrix(nzMatrixType_View, skyboxMatrix);
NzRenderer::SetMatrix(nzMatrixType_World, NzMatrix4f::Scale(NzVector3f(viewer->GetZNear())));
NzRenderer::SetRenderStates(states);
NzRenderer::SetShader(m_shader);
NzRenderer::SetTexture(0, m_texture);
NzRenderer::SetTextureSampler(0, m_sampler);
NzRenderer::SetVertexBuffer(m_vertexBuffer);
NzRenderer::DrawIndexedPrimitives(nzPrimitiveMode_TriangleList, 0, 36);
NzRenderer::SetMatrix(nzMatrixType_View, viewer->GetViewMatrix());
}
nzBackgroundType NzSkyboxBackground::GetBackgroundType() const
{
return nzBackgroundType_Skybox;
}
NzTexture* NzSkyboxBackground::GetTexture() const
{
return m_texture;
}
void NzSkyboxBackground::SetTexture(NzTexture* cubemapTexture)
{
#if NAZARA_GRAPHICS_SAFE
if (cubemapTexture)
{
if (!cubemapTexture->IsValid())
{
NazaraError("Texture must be valid");
return;
}
if (!cubemapTexture->IsCubemap())
{
NazaraError("Texture must be a cubemap");
return;
}
}
#endif
m_texture = cubemapTexture;
}