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:
parent
fcb05fb975
commit
9c5c750e60
10 changed files with 1272 additions and 321 deletions
152
include/SFML/Graphics/Glsl.inl
Normal file
152
include/SFML/Graphics/Glsl.inl
Normal file
|
@ -0,0 +1,152 @@
|
|||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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
|
||||
};
|
Loading…
Add table
Add a link
Reference in a new issue