Files
NazaraEngine/src/Nazara/Graphics/TextureBackground.cpp
Lynix c23b6dfa01 Copyright year update
I can't wait to see the conflicts this will cause
2020-03-05 17:27:26 +01:00

99 lines
2.4 KiB
C++

// Copyright (C) 2020 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/TextureBackground.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderStates.hpp>
#include <Nazara/Renderer/UberShaderInstance.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
namespace
{
/*!
* \brief Defines render states
* \return RenderStates for the color background
*/
RenderStates BuildRenderStates()
{
RenderStates states;
states.depthFunc = RendererComparison_Equal;
states.cullingSide = FaceSide_Back;
states.depthBuffer = true;
states.depthWrite = false;
states.faceCulling = true;
return states;
}
}
/*!
* \ingroup graphics
* \class Nz::TextureBackground
* \brief Graphics class that represents a background with a texture
*/
/*!
* \brief Constructs a TextureBackground object with a texture
*
* \param texture Texture
*/
TextureBackground::TextureBackground(TextureRef texture)
{
m_uberShader = UberShaderLibrary::Get("Basic");
ParameterList list;
list.SetParameter("DIFFUSE_MAPPING", true);
list.SetParameter("TEXTURE_MAPPING", true);
list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
m_uberShaderInstance = m_uberShader->Get(list);
const Shader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_materialDiffuseMapUniform = shader->GetUniformLocation("MaterialDiffuseMap");
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
SetTexture(std::move(texture));
}
/*!
* \brief Draws this relatively to the viewer
*
* \param viewer Viewer for the background
*/
void TextureBackground::Draw(const AbstractViewer* viewer) const
{
NazaraUnused(viewer);
static RenderStates states(BuildRenderStates());
Renderer::SetRenderStates(states);
Renderer::SetTexture(0, m_texture);
m_uberShaderInstance->Activate();
const Shader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, Color::White);
shader->SendFloat(m_vertexDepthUniform, 1.f);
shader->SendInteger(m_materialDiffuseMapUniform, 0);
Renderer::DrawFullscreenQuad();
}
/*!
* \brief Gets the background type
* \return Type of background
*/
BackgroundType TextureBackground::GetBackgroundType() const
{
return BackgroundType_Texture;
}
}