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https://github.com/SFML/SFML.git
synced 2024-11-25 04:41:05 +08:00
Changed Texture::bind and Shader::bind to be static functions, that can accept a null argument
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@ -448,19 +448,27 @@ public :
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void setParameter(const std::string& name, CurrentTextureType);
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////////////////////////////////////////////////////////////
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/// \brief Bind the shader for rendering (activate it)
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/// \brief Bind a shader for rendering
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///
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/// This function is not part of the graphics API, it mustn't be
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/// used when drawing SFML entities. It must be used only if you
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/// mix sf::Shader with OpenGL code.
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///
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/// This function is normally for internal use only, unless
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/// you want to use the shader with a custom OpenGL rendering
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/// instead of a SFML drawable.
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/// \code
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/// window.setActive();
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/// shader.bind();
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/// ... render OpenGL geometry ...
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/// sf::Shader s1, s2;
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/// ...
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/// sf::Shader::bind(&s1);
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/// // draw OpenGL stuff that use s1...
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/// sf::Shader::bind(&s2);
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/// // draw OpenGL stuff that use s2...
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/// sf::Shader::bind(NULL);
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/// // draw OpenGL stuff that use no shader...
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/// \endcode
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///
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/// \param shader Shader to bind, can be null to use no shader
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///
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////////////////////////////////////////////////////////////
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void bind() const;
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static void bind(const Shader* shader);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not the system supports shaders
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@ -607,9 +615,9 @@ private :
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/// sf::Shader can also be used directly as a raw shader for
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/// custom OpenGL geometry.
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/// \code
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/// window.setActive();
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/// shader.bind();
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/// sf::Shader::bind(&shader);
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/// ... render OpenGL geometry ...
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/// sf::Shader::bind(NULL);
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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@ -350,28 +350,6 @@ public :
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////////////////////////////////////////////////////////////
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void update(const Window& window, unsigned int x, unsigned int y);
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////////////////////////////////////////////////////////////
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/// \brief Activate the texture for rendering
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///
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/// This function is mainly used internally by the SFML
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/// rendering system. However it can be useful when
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/// using sf::Texture together with OpenGL code (this function
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/// is equivalent to glBindTexture).
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///
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/// The \a coordinateType argument controls how texture
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/// coordinates will be interpreted. If Normalized (the default), they
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/// must be in range [0 .. 1], which is the default way of handling
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/// texture coordinates with OpenGL. If Pixels, they must be given
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/// in pixels (range [0 .. size]). This mode is used internally by
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/// the graphics classes of SFML, it makes the definition of texture
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/// coordinates more intuitive for the high-level API, users don't need
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/// to compute normalized values.
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///
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/// \param coordinateType Type of texture coordinates to use
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///
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////////////////////////////////////////////////////////////
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void bind(CoordinateType coordinateType = Normalized) const;
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable the smooth filter
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///
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@ -442,6 +420,39 @@ public :
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////////////////////////////////////////////////////////////
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Texture& operator =(const Texture& right);
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////////////////////////////////////////////////////////////
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/// \brief Bind a texture for rendering
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///
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/// This function is not part of the graphics API, it mustn't be
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/// used when drawing SFML entities. It must be used only if you
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/// mix sf::Texture with OpenGL code.
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///
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/// \code
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/// sf::Texture t1, t2;
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/// ...
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/// sf::Texture::bind(&t1);
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/// // draw OpenGL stuff that use t1...
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/// sf::Texture::bind(&t2);
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/// // draw OpenGL stuff that use t2...
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/// sf::Texture::bind(NULL);
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/// // draw OpenGL stuff that use no texture...
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/// \endcode
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///
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/// The \a coordinateType argument controls how texture
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/// coordinates will be interpreted. If Normalized (the default), they
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/// must be in range [0 .. 1], which is the default way of handling
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/// texture coordinates with OpenGL. If Pixels, they must be given
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/// in pixels (range [0 .. size]). This mode is used internally by
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/// the graphics classes of SFML, it makes the definition of texture
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/// coordinates more intuitive for the high-level API, users don't need
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/// to compute normalized values.
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///
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/// \param texture Pointer to the texture to bind, can be null to use no texture
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/// \param coordinateType Type of texture coordinates to use
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///
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////////////////////////////////////////////////////////////
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static void bind(const Texture* texture, CoordinateType coordinateType = Normalized);
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////////////////////////////////////////////////////////////
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/// \brief Get the maximum texture size allowed
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///
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@ -577,6 +588,15 @@ private :
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///
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/// \endcode
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///
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/// Like sf::Shader that can be used as a raw OpenGL shader,
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/// sf::Texture can also be used directly as a raw texture for
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/// custom OpenGL geometry.
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/// \code
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/// sf::Texture::bind(&texture);
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/// ... render OpenGL geometry ...
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/// sf::Texture::bind(NULL);
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/// \endcode
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///
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/// \see sf::Sprite, sf::Image, sf::RenderTexture
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///
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////////////////////////////////////////////////////////////
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@ -391,10 +391,7 @@ void RenderTarget::applyTransform(const Transform& transform)
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////////////////////////////////////////////////////////////
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void RenderTarget::applyTexture(const Texture* texture)
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{
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if (texture)
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texture->bind(Texture::Pixels);
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else
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glCheck(glBindTexture(GL_TEXTURE_2D, 0));
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Texture::bind(texture, Texture::Pixels);
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m_cache.lastTextureId = texture ? texture->m_cacheId : 0;
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}
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@ -403,10 +400,7 @@ void RenderTarget::applyTexture(const Texture* texture)
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////////////////////////////////////////////////////////////
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void RenderTarget::applyShader(const Shader* shader)
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{
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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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Shader::bind(shader);
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}
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} // namespace sf
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@ -410,21 +410,26 @@ void Shader::setParameter(const std::string& name, CurrentTextureType)
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////////////////////////////////////////////////////////////
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void Shader::bind() const
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void Shader::bind(const Shader* shader)
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{
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if (m_shaderProgram)
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{
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ensureGlContext();
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ensureGlContext();
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if (shader && shader->m_shaderProgram)
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{
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// Enable the program
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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glCheck(glUseProgramObjectARB(shader->m_shaderProgram));
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// Bind the textures
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bindTextures();
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shader->bindTextures();
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// Bind the current texture
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if (m_currentTexture != -1)
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glCheck(glUniform1iARB(m_currentTexture, 0));
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if (shader->m_currentTexture != -1)
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glCheck(glUniform1iARB(shader->m_currentTexture, 0));
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}
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else
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{
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// Bind no shader
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glCheck(glUseProgramObjectARB(0));
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}
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}
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@ -550,7 +555,7 @@ void Shader::bindTextures() const
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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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Texture::bind(it->second);
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++it;
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}
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@ -373,45 +373,6 @@ void Texture::update(const Window& window, unsigned int x, unsigned int y)
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}
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////////////////////////////////////////////////////////////
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void Texture::bind(CoordinateType coordinateType) const
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{
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// Bind the texture
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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// Check if we need to define a special texture matrix
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if (m_texture && ((coordinateType == Pixels) || m_pixelsFlipped))
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{
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GLfloat matrix[16] = {1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f};
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// If non-normalized coordinates (= pixels) are requested, we need to
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// setup scale factors that convert the range [0 .. size] to [0 .. 1]
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if (coordinateType == Pixels)
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{
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matrix[0] = 1.f / m_actualSize.x;
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matrix[5] = 1.f / m_actualSize.y;
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}
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// If pixels are flipped we must invert the Y axis
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if (m_pixelsFlipped)
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{
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matrix[5] = -matrix[5];
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matrix[13] = static_cast<float>(m_size.y / m_actualSize.y);
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}
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// Load the matrix
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glCheck(glMatrixMode(GL_TEXTURE));
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glCheck(glLoadMatrixf(matrix));
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// Go back to model-view mode (sf::RenderTarget relies on it)
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glCheck(glMatrixMode(GL_MODELVIEW));
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}
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}
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////////////////////////////////////////////////////////////
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void Texture::setSmooth(bool smooth)
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{
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@ -470,6 +431,55 @@ bool Texture::isRepeated() const
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}
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////////////////////////////////////////////////////////////
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void Texture::bind(const Texture* texture, CoordinateType coordinateType)
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{
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ensureGlContext();
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if (texture && texture->m_texture)
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{
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// Bind the texture
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glCheck(glBindTexture(GL_TEXTURE_2D, texture->m_texture));
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// Check if we need to define a special texture matrix
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if ((coordinateType == Pixels) || texture->m_pixelsFlipped)
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{
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GLfloat matrix[16] = {1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f};
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// If non-normalized coordinates (= pixels) are requested, we need to
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// setup scale factors that convert the range [0 .. size] to [0 .. 1]
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if (coordinateType == Pixels)
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{
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matrix[0] = 1.f / texture->m_actualSize.x;
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matrix[5] = 1.f / texture->m_actualSize.y;
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}
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// If pixels are flipped we must invert the Y axis
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if (texture->m_pixelsFlipped)
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{
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matrix[5] = -matrix[5];
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matrix[13] = static_cast<float>(texture->m_size.y / texture->m_actualSize.y);
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}
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// Load the matrix
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glCheck(glMatrixMode(GL_TEXTURE));
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glCheck(glLoadMatrixf(matrix));
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// Go back to model-view mode (sf::RenderTarget relies on it)
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glCheck(glMatrixMode(GL_MODELVIEW));
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}
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}
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else
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{
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// Bind no texture
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glCheck(glBindTexture(GL_TEXTURE_2D, 0));
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}
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}
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////////////////////////////////////////////////////////////
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unsigned int Texture::getMaximumSize()
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{
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