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Minor modifications to shader and image activation
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1426 4e206d99-4929-0410-ac5d-dfc041789085
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@ -493,11 +493,7 @@ void Image::Bind() const
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EnsureTextureUpdate();
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// Bind it
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if (myTexture)
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{
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GLCheck(glEnable(GL_TEXTURE_2D));
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GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
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}
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GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
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}
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@ -58,6 +58,7 @@ void Renderer::Initialize()
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// Default render states
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GLCheck(glDisable(GL_LIGHTING));
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GLCheck(glDisable(GL_DEPTH_TEST));
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GLCheck(glEnable(GL_TEXTURE_2D));
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GLCheck(glEnable(GL_ALPHA_TEST));
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GLCheck(glAlphaFunc(GL_GREATER, 0));
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@ -241,7 +242,7 @@ void Renderer::SetTexture(const Image* texture)
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if (texture)
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texture->Bind();
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else
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GLCheck(glDisable(GL_TEXTURE_2D));
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GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
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// Store it
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myTexture = texture;
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@ -255,15 +256,18 @@ void Renderer::SetShader(const Shader* shader)
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{
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if ((shader != myShader) || !myShaderIsValid)
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{
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// Apply the new shader
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if (shader)
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shader->Bind();
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else if (myShaderIsValid && myShader)
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myShader->Unbind();
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if (Shader::IsAvailable()) // to avoid calling possibly unsupported functions
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{
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// Apply the new shader
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if (shader)
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shader->Bind();
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else
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GLCheck(glUseProgramObjectARB(0));
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// Store it
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myShader = shader;
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myShaderIsValid = true;
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// Store it
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myShader = shader;
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myShaderIsValid = true;
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}
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}
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}
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@ -45,8 +45,7 @@ Shader::Shader() :
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myShaderProgram (0),
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myCurrentTexture(-1)
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{
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// Make sure that GLEW is initialized
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priv::EnsureGlewInit();
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}
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@ -209,82 +208,67 @@ void Shader::SetParameter(const std::string& name, const Vector3f& v)
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////////////////////////////////////////////////////////////
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void Shader::SetTexture(const std::string& name, const Image& texture)
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{
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// Check if there is a texture unit available
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GLint maxUnits;
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GLCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits));
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if (myTextures.size() + 1 >= static_cast<std::size_t>(maxUnits))
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if (myShaderProgram)
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{
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Err() << "Impossible to use texture \"" << name << "\" for shader: all available texture units are used" << std::endl;
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return;
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}
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// Check if there is a texture unit available
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GLint maxUnits;
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GLCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits));
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if (myTextures.size() + 1 >= static_cast<std::size_t>(maxUnits))
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{
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Err() << "Impossible to use texture \"" << name << "\" for shader: all available texture units are used" << std::endl;
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return;
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}
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// Make sure the given name is a valid variable in the effect
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int location = glGetUniformLocationARB(myShaderProgram, name.c_str());
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if (location == -1)
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{
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Err() << "Texture \"" << name << "\" not found in shader" << std::endl;
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return;
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}
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// Make sure the given name is a valid variable in the effect
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int location = glGetUniformLocationARB(myShaderProgram, name.c_str());
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if (location == -1)
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{
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Err() << "Texture \"" << name << "\" not found in shader" << std::endl;
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return;
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}
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// Store the texture for later use
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if (&texture != &CurrentTexture)
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myTextures[location] = &texture;
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else
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myCurrentTexture = location;
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// Store the texture for later use
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if (&texture != &CurrentTexture)
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myTextures[location] = &texture;
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else
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myCurrentTexture = location;
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}
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}
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////////////////////////////////////////////////////////////
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void Shader::Bind() const
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{
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// Make sure that we have a valid program
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if (!myShaderProgram)
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return;
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// Enable the program
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GLCheck(glUseProgramObjectARB(myShaderProgram));
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// Bind the textures
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TextureTable::const_iterator it = myTextures.begin();
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for (std::size_t i = 0; i < myTextures.size(); ++i)
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if (myShaderProgram)
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{
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GLint index = static_cast<GLsizei>(i + 1);
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GLCheck(glUniform1iARB(it->first, index));
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index));
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it->second->Bind();
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it++;
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// Enable the program
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GLCheck(glUseProgramObjectARB(myShaderProgram));
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// Bind the textures
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TextureTable::const_iterator it = myTextures.begin();
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for (std::size_t i = 0; i < myTextures.size(); ++i)
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{
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GLint index = static_cast<GLsizei>(i + 1);
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GLCheck(glUniform1iARB(it->first, index));
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index));
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it->second->Bind();
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it++;
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}
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// Make sure that the texture unit which is left active is the number 0
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
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// Bind the current texture
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if (myCurrentTexture != -1)
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GLCheck(glUniform1iARB(myCurrentTexture, 0));
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}
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// Make sure that the texture unit which is left active is the number 0
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
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// Bind the current texture
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if (myCurrentTexture != -1)
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GLCheck(glUniform1iARB(myCurrentTexture, 0));
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}
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////////////////////////////////////////////////////////////
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void Shader::Unbind() const
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{
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// First make sure that the program is currently bound
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GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
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if (!myShaderProgram || (myShaderProgram != program))
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return;
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// Unbind the program
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GLCheck(glUseProgramObjectARB(0));
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// Disable texture units
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for (std::size_t i = 0; i < myTextures.size(); ++i)
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{
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GLint index = static_cast<GLsizei>(i + 1);
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB + index));
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GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
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}
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// Make sure that the texture unit which is left active is the number 0
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GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
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}
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@ -326,6 +310,9 @@ bool Shader::CompileProgram()
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return false;
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}
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// Make sure that GLEW is initialized (extra safety -- it is already done in IsAvailable())
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priv::EnsureGlewInit();
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// Destroy the shader if it was already created
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if (myShaderProgram)
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GLCheck(glDeleteObjectARB(myShaderProgram));
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