Added new methods to set uniforms in sf::Shader

Implements a new design for the shader uniform API.
* Added Shader::setUniform() and Shader::setUniformArray() overloads for the following types:
  -> scalars: float, int, bool
  -> vectors: 2D, 3D, 4D
  -> matrices: 3x3, 4x4
  -> arrays of basic types
  -> samplers (sf::Texture)
  -> conversions for SFML types (sf::Transform, sf::Color)
* Added sf::Glsl namespace with GLSL-equivalent types
* Deprecated Shader::setParameter() overloads

Other related changes:
* Refactored sf::Shader internals to avoid code duplication
* Improved documentation
* Added SFML_DEPRECATED macro to Doxyfile
* Defined _SCL_SECURE_NO_WARNINGS to disable std::copy() warnings on MSVC
This commit is contained in:
Jan Haller 2015-10-12 07:54:21 +02:00
parent fcb05fb975
commit 9c5c750e60
10 changed files with 1272 additions and 321 deletions

View file

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
/// \brief Helper functions to copy sf::Transform to sf::Glsl::Mat3/4
///
////////////////////////////////////////////////////////////
void copyMatrix(const Transform& source, Matrix<3, 3>& dest);
void copyMatrix(const Transform& source, Matrix<4, 4>& dest);
////////////////////////////////////////////////////////////
/// \brief Copy array-based matrix with given number of elements
///
/// Indirection to std::copy() to avoid inclusion of
/// <algorithm> and MSVC's annoying 4996 warning in header
///
////////////////////////////////////////////////////////////
void copyMatrix(const float* source, std::size_t elements, float* dest);
////////////////////////////////////////////////////////////
/// \brief Helper functions to copy sf::Color to sf::Glsl::Vec4/Ivec4
///
////////////////////////////////////////////////////////////
void copyVector(const Color& source, Vector4<float>& dest);
void copyVector(const Color& source, Vector4<int>& dest);
////////////////////////////////////////////////////////////
/// \brief Matrix type, used to set uniforms in GLSL
///
////////////////////////////////////////////////////////////
template <std::size_t Columns, std::size_t Rows>
struct Matrix
{
////////////////////////////////////////////////////////////
/// \brief Construct from raw data
///
/// \param pointer Points to the beginning of an array that
/// has the size of the matrix. The elements
/// are copied to the instance.
///
////////////////////////////////////////////////////////////
explicit Matrix(const float* pointer)
{
copyMatrix(pointer, Columns * Rows, array);
}
////////////////////////////////////////////////////////////
/// \brief Construct implicitly from SFML transform
///
/// This constructor is only supported for 3x3 and 4x4
/// matrices.
///
/// \param transform Object containing a transform.
///
////////////////////////////////////////////////////////////
Matrix(const Transform& transform)
{
copyMatrix(transform, *this);
}
float array[Columns * Rows]; ///< Array holding matrix data
};
////////////////////////////////////////////////////////////
/// \brief 4D vector type, used to set uniforms in GLSL
///
////////////////////////////////////////////////////////////
template <typename T>
struct Vector4
{
////////////////////////////////////////////////////////////
/// \brief Default constructor, creates a zero vector
///
////////////////////////////////////////////////////////////
Vector4() :
x(0),
y(0),
z(0),
w(0)
{
}
////////////////////////////////////////////////////////////
/// \brief Construct from 4 vector components
///
/// \param X,Y,Z,W Components of the 4D vector
///
////////////////////////////////////////////////////////////
Vector4(T X, T Y, T Z, T W) :
x(X),
y(Y),
z(Z),
w(W)
{
}
////////////////////////////////////////////////////////////
/// \brief Conversion constructor
///
/// \param other 4D vector of different type
///
////////////////////////////////////////////////////////////
template <typename U>
explicit Vector4(const Vector4<U>& other) :
x(static_cast<T>(other.x)),
y(static_cast<T>(other.y)),
z(static_cast<T>(other.z)),
w(static_cast<T>(other.w))
{
}
////////////////////////////////////////////////////////////
/// \brief Construct float vector implicitly from color
///
/// \param color Color instance. Is normalized to [0, 1]
/// for floats, and left as-is for ints.
///
////////////////////////////////////////////////////////////
Vector4(const Color& color)
// uninitialized
{
copyVector(color, *this);
}
T x; ///< 1st component (X) of the 4D vector
T y; ///< 2nd component (Y) of the 4D vector
T z; ///< 3rd component (Z) of the 4D vector
T w; ///< 4th component (W) of the 4D vector
};