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misc: some refactoring in texture handling.

undefined
Sam Hocevar 10 年之前
父節點
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c9b8ff54a1
共有 16 個文件被更改,包括 68 次插入65 次删除
  1. +1
    -1
      demos/tutorial/04_texture.cpp
  2. +2
    -2
      demos/tutorial/08_fbo.cpp
  3. +5
    -5
      demos/tutorial/12_voronoi.cpp
  4. +2
    -2
      src/gpu/framebuffer.cpp
  5. +1
    -1
      src/gpu/shader.cpp
  6. +2
    -2
      src/gpu/texture.cpp
  7. +1
    -1
      src/lol/gpu/framebuffer.h
  8. +3
    -3
      src/lol/gpu/shader.h
  9. +1
    -1
      src/lol/gpu/texture.h
  10. +1
    -1
      src/mesh/mesh.cpp
  11. +17
    -14
      src/sys/file.cpp
  12. +2
    -2
      src/tileset.cpp
  13. +2
    -2
      src/tileset.h
  14. +2
    -2
      test/btphystest.cpp
  15. +1
    -1
      test/btphystest.h
  16. +25
    -25
      test/physicobject.h

+ 1
- 1
demos/tutorial/04_texture.cpp 查看文件

@@ -94,7 +94,7 @@ public:
m_texture->SetData(m_heightmap);

m_shader->Bind();
m_shader->SetUniform(m_texture_uni, m_texture->GetTexture(), 0);
m_shader->SetUniform(m_texture_uni, m_texture->GetTextureUniform(), 0);
m_vdecl->SetStream(m_vbo, m_coord);
m_vdecl->Bind();
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);


+ 2
- 2
demos/tutorial/08_fbo.cpp 查看文件

@@ -100,7 +100,7 @@ public:
* we cannot expect the render target contents to be preserved.
* This code snippet should be moved inside the Framebuffer class. */
m_shader->SetUniform(m_uni_flag, 1.f);
m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
m_shader->SetUniform(m_uni_texture, m_fbo->GetTextureUniform(), 0);
m_vdecl->SetStream(m_vbo, m_coord);
m_vdecl->Bind();
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
@@ -119,7 +119,7 @@ public:

m_shader->Bind();
m_shader->SetUniform(m_uni_flag, 1.f);
m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
m_shader->SetUniform(m_uni_texture, m_fbo->GetTextureUniform(), 0);
m_vdecl->SetStream(m_vbo, m_coord);
m_vdecl->Bind();
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);


+ 5
- 5
demos/tutorial/12_voronoi.cpp 查看文件

@@ -277,7 +277,7 @@ public:
m_fbos[f].m2->Bind();

int i = 0;
m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], src_buf->GetTextureUniform(), 0); //"in_texture"
m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], voronoi_points[j].m1); //"in_source_point"
m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"

@@ -344,7 +344,7 @@ public:
* we cannot expect the render target contents to be preserved.
* This code snippet should be moved inside the Framebuffer class. */
//m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f);
//m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
//m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTextureUniform(), 0);
//m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
//m_vdecl->Bind();
//m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
@@ -353,10 +353,10 @@ public:

int i = 0;
if (curres == ivec2::zero)
m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTexture(), 0);
m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTextureUniform(), 0);
else if (m_cur_fbo == VoronoiFbo)
{
shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTextureUniform(), 0); //"in_texture"
shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], ((float)curres.x) / 512.f); //"in_step"
shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"
}
@@ -384,7 +384,7 @@ public:

//SCREEN DRAW
m_screen_shader->Bind();
m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].m1->GetTexture(), 0);
m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].m1->GetTextureUniform(), 0);
m_vdecl->SetStream(m_vbo, m_screen_coord);
m_vdecl->Bind();
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);


+ 2
- 2
src/gpu/framebuffer.cpp 查看文件

@@ -434,9 +434,9 @@ Framebuffer::~Framebuffer()
delete m_data;
}

ShaderTexture Framebuffer::GetTexture() const
TextureUniform Framebuffer::GetTextureUniform() const
{
ShaderTexture ret;
TextureUniform ret;
#if defined USE_D3D9 || defined _XBOX
ret.m_flags = (uint64_t)(uintptr_t)m_data->m_texture;
#else


+ 1
- 1
src/gpu/shader.cpp 查看文件

@@ -664,7 +664,7 @@ void Shader::SetUniform(ShaderUniform const &uni, mat4 const &m)
#endif
}

void Shader::SetUniform(ShaderUniform const &uni, ShaderTexture tex, int index)
void Shader::SetUniform(ShaderUniform const &uni, TextureUniform tex, int index)
{
#if defined USE_D3D9 || defined _XBOX
data->m_dev->SetTexture(index, (LPDIRECT3DTEXTURE9)tex.m_flags);


+ 2
- 2
src/gpu/texture.cpp 查看文件

@@ -175,9 +175,9 @@ Texture::Texture(ivec2 size, PixelFormat format)
#endif
}

ShaderTexture Texture::GetTexture() const
TextureUniform Texture::GetTextureUniform() const
{
ShaderTexture ret;
TextureUniform ret;
#if defined USE_D3D9 || defined _XBOX
ret.m_flags = (uint64_t)(uintptr_t)m_data->m_texture;
ret.m_attrib = m_data->m_mag_filter;


+ 1
- 1
src/lol/gpu/framebuffer.h 查看文件

@@ -101,7 +101,7 @@ public:
Framebuffer(ivec2 size, FramebufferFormat fbo_format = FramebufferFormat());
~Framebuffer();

ShaderTexture GetTexture() const;
TextureUniform GetTextureUniform() const;
ivec2 GetSize() const;

void Bind();


+ 3
- 3
src/lol/gpu/shader.h 查看文件

@@ -133,14 +133,14 @@ private:
uint64_t m_flags;
};

struct ShaderTexture
struct TextureUniform
{
friend class Shader;
friend class Framebuffer;
friend class Texture;

public:
inline ShaderTexture() : m_flags(0) {}
inline TextureUniform() : m_flags(0) {}

private:
uint64_t m_flags;
@@ -172,7 +172,7 @@ public:
void SetUniform(ShaderUniform const &uni, mat2 const &m);
void SetUniform(ShaderUniform const &uni, mat3 const &m);
void SetUniform(ShaderUniform const &uni, mat4 const &m);
void SetUniform(ShaderUniform const &uni, ShaderTexture tex, int index);
void SetUniform(ShaderUniform const &uni, TextureUniform tex, int index);

void SetUniform(ShaderUniform const &uni, Array<float> const &v);
void SetUniform(ShaderUniform const &uni, Array<vec2> const &v);


+ 1
- 1
src/lol/gpu/texture.h 查看文件

@@ -102,7 +102,7 @@ public:
void SetMinFiltering(TextureMinFilter filter);
void GenerateMipmaps();

ShaderTexture GetTexture() const;
TextureUniform GetTextureUniform() const;

private:
class TextureData *m_data;


+ 1
- 1
src/mesh/mesh.cpp 查看文件

@@ -104,7 +104,7 @@ void SubMesh::Render(Shader* shader)
{
// TODO: might be good to cache this
ShaderUniform u_tex = shader->GetUniformLocation(m_textures[i].m1.C());
shader->SetUniform(u_tex, m_textures[i].m2->GetTexture(), i);
shader->SetUniform(u_tex, m_textures[i].m2->GetTextureUniform(), i);
}

m_vdecl->Bind();


+ 17
- 14
src/sys/file.cpp 查看文件

@@ -299,18 +299,20 @@ class DirectoryData

DirectoryData() : m_type(StreamType::File)
{
#if WIN32
#if __CELLOS_LV2__ || __ANDROID__
/* FIXME: not implemented */
#elif WIN32
m_handle = INVALID_HANDLE_VALUE;
#elif HAVE_STDIO_H
m_dd = nullptr;
#endif WIN32
#endif
}

void Open(String const &directory, FileAccess mode)
{
m_type = StreamType::File;
#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
m_directory = directory;
String filter = m_directory + String("*");
@@ -330,15 +332,16 @@ class DirectoryData
if (IsValid())
{
#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
FindClose(m_handle);
#elif HAVE_STDIO_H
closedir(m_dd);
#endif
}

#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
m_handle = INVALID_HANDLE_VALUE;
#elif HAVE_STDIO_H
@@ -352,7 +355,7 @@ class DirectoryData
return false;

#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
String filter = m_directory + String("*");
filter.Replace('/', '\\', true);
@@ -364,7 +367,7 @@ class DirectoryData
{
if (find_data.cFileName[0] != '.')
{
//We have a directory
// We have a directory
if (find_data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)
{
if (directories)
@@ -380,7 +383,7 @@ class DirectoryData
file_valid = FindNextFile(m_handle, &find_data);
}
#elif HAVE_STDIO_H
//NO IMPLEMENTATION
/* FIXME: not implemented */
#endif
return ((files && files->Count()) || (directories && directories->Count()));
}
@@ -388,7 +391,7 @@ class DirectoryData
inline bool IsValid() const
{
#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
return (m_handle != INVALID_HANDLE_VALUE);
#elif HAVE_STDIO_H
@@ -399,7 +402,7 @@ class DirectoryData
}

#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
HANDLE m_handle;
String m_directory;
@@ -522,14 +525,14 @@ String Directory::GetCurrent()
{
String result;
#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
TCHAR buff[MAX_PATH * 2];
GetCurrentDirectory(MAX_PATH, buff);
result = buff;
result.Replace('\\', '/', true);
#elif HAVE_STDIO_H
//NO IMPLEMENTATION
/* FIXME: not implemented */
#endif
return result;
}
@@ -538,13 +541,13 @@ String Directory::GetCurrent()
bool Directory::SetCurrent(String directory)
{
#if __CELLOS_LV2__ || __ANDROID__
//NO IMPLEMENTATION
/* FIXME: not implemented */
#elif WIN32
String result = directory;
result.Replace('/', '\\', true);
return SetCurrentDirectory(result.C());
#elif HAVE_STDIO_H
//NO IMPLEMENTATION
/* FIXME: not implemented */
#endif
return false;
}


+ 2
- 2
src/tileset.cpp 查看文件

@@ -180,9 +180,9 @@ ivec2 TileSet::GetTextureSize() const
return m_data->m_texture_size;
}

ShaderTexture TileSet::GetShaderTexture() const
Texture * TileSet::GetTexture()
{
return m_data->m_texture->GetTexture();
return m_data->m_texture;
}

Texture const * TileSet::GetTexture() const


+ 2
- 2
src/tileset.h 查看文件

@@ -48,9 +48,9 @@ public:
int GetTileCount() const;
ivec2 GetTileSize(int tileid) const;

ivec2 GetTextureSize() const;
ShaderTexture GetShaderTexture() const;
Texture * GetTexture();
Texture const * GetTexture() const;
ivec2 GetTextureSize() const;
void Bind();
void Unbind();
void BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, float angle,


+ 2
- 2
test/btphystest.cpp 查看文件

@@ -585,7 +585,7 @@ void BtPhysTest::TickDraw(float seconds)
(1 << VertexUsage::TexCoord) |
(1 << VertexUsage::TexCoordExt)),
m_cat_shader);
m_cat_sdata->m_shader_texture = m_cat_texture->GetShaderTexture();
m_cat_sdata->m_tex_uniform = m_cat_texture->GetTexture()->GetTextureUniform();
m_cat_sdata->m_sprite_flip = ((rand(2) == 1)?(1.f):(0.f)) / (float)(NB_SPRITE * PARTICLE_SIZE);
PhysObj->SetCustomShaderData(m_cat_sdata);
m_cat_sdata = NULL;
@@ -708,7 +708,7 @@ void CatShaderData::SetupShaderDatas(mat4 const &model)
m_shader->SetUniform(*GetUniform("in_model_view"), modelview);
m_shader->SetUniform(*GetUniform("in_normal_mat"), normalmat);
m_shader->SetUniform(*GetUniform("in_proj"), proj);
m_shader->SetUniform(*GetUniform("in_texture"), m_shader_texture, 0);
m_shader->SetUniform(*GetUniform("in_texture"), m_tex_uniform, 0);
m_shader->SetUniform(*GetUniform("in_sprite_orientation"), m_sprite_orientation);
m_shader->SetUniform(*GetUniform("in_sprite_flip"), m_sprite_flip);
}


+ 1
- 1
test/btphystest.h 查看文件

@@ -24,7 +24,7 @@ public:
virtual lol::String GetInColorName() { return lol::String("in_color"); }
virtual lol::String GetInTexCoordName() { return lol::String("in_texcoord"); }

ShaderTexture m_shader_texture;
TextureUniform m_tex_uniform;
float m_sprite_orientation;
float m_sprite_flip;
};


+ 25
- 25
test/physicobject.h 查看文件

@@ -34,11 +34,12 @@ class PhysicsObject : public WorldEntity
{
public:
PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation)
: m_ready(false), m_should_render(true), m_is_character(false), m_custom_shader(0)
: m_custom_shader(0),
m_ready(false),
m_should_render(true),
m_is_character(false),
m_is_phys(false)
{
#if CAT_MODE
m_is_phys = false;
#endif //CAT_MODE
m_physics = new EasyPhysic(this);

m_mesh.Compile("[sc#ddd afcb 60 1 60 -.1]");
@@ -52,11 +53,12 @@ public:
}

PhysicsObject(Simulation* new_sim, const vec3 &base_location, const quat &base_rotation, int dummy)
: m_ready(false), m_should_render(true), m_is_character(false), m_custom_shader(0)
: m_custom_shader(0),
m_ready(false),
m_should_render(true),
m_is_character(false),
m_is_phys(false)
{
#if CAT_MODE
m_is_phys = false;
#endif //CAT_MODE
if (dummy == 1) //for platform purpose
{
m_physics = new EasyPhysic(this);
@@ -122,16 +124,16 @@ public:
}

PhysicsObject(Simulation* new_sim, float base_mass, const vec3 &base_location, int RandValue = -1)
: m_ready(false), m_should_render(true), m_is_character(false), m_custom_shader(0)
: m_custom_shader(0),
m_ready(false),
m_should_render(true),
m_is_character(false),
m_is_phys(false)
{
Array<char const *> MeshRand;
Array<int> MeshLimit;
Array<int> MeshType;

#if CAT_MODE
m_is_phys = true;
#endif //CAT_MODE

MeshLimit << 0;

#if USE_BOX
@@ -342,18 +344,16 @@ protected:
}

private:
//Base datas
EasyMesh m_mesh;
EasyPhysic* m_physics;
EasyCharacterController* m_character;
GpuShaderData* m_custom_shader;

bool m_ready;
bool m_should_render;
bool m_is_character;
#if CAT_MODE
bool m_is_phys;
#endif //CAT_MODE
// Base data
EasyMesh m_mesh;
EasyPhysic* m_physics;
EasyCharacterController* m_character;
GpuShaderData* m_custom_shader;

bool m_ready;
bool m_should_render;
bool m_is_character;
bool m_is_phys; /* Only used in CAT_MODE */
};

#endif /* __PHYSICOBJECT_H__ */


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