[DEV] better management of light and material for 3D mesh
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parent
1c8ce9488c
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2
build
2
build
@ -1 +1 @@
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Subproject commit cb8010af47373f5d5b2c319153b2585b074b5b68
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Subproject commit 57ef468e1cbca4e6a6c4a9804024e7a684017441
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@ -2,12 +2,57 @@
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precision mediump float;
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precision mediump int;
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#endif
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struct DirectionalLight {
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vec3 direction;
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vec3 halfplane;
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vec4 ambientColor;
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vec4 diffuseColor;
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vec4 specularColor;
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};
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struct Material {
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vec4 ambientFactor;
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vec4 diffuseFactor;
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vec4 specularFactor;
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float shininess;
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};
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// Light
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uniform DirectionalLight EW_directionalLight;
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// Material
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uniform Material EW_material;
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// Input :
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uniform sampler2D EW_texID;
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varying vec2 f_texcoord;
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varying vec3 v_ecNormal;
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void main(void) {
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gl_FragColor = texture2D(EW_texID, f_texcoord);
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vec4 tmpElementColor = texture2D(EW_texID, f_texcoord);
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// Normalize v_ecNormal
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vec3 ecNormal = v_ecNormal / length(v_ecNormal);
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float ecNormalDotLightDirection = max(0.0, dot(ecNormal, EW_directionalLight.direction));
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float ecNormalDotLightHalfplane = max(0.0, dot(ecNormal, EW_directionalLight.halfplane));
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// Calculate ambient light
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vec4 ambientLight = EW_directionalLight.ambientColor * EW_material.ambientFactor;
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// Calculate diffuse light
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vec4 diffuseLight = ecNormalDotLightDirection * EW_directionalLight.diffuseColor * EW_material.diffuseFactor;
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// Calculate specular light
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vec4 specularLight = vec4(0.0);
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if (ecNormalDotLightHalfplane > 0.0) {
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specularLight = pow(ecNormalDotLightHalfplane, EW_material.shininess) * EW_directionalLight.specularColor * EW_material.specularFactor;
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specularLight = EW_directionalLight.specularColor * EW_material.specularFactor;
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}
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vec4 light = ambientLight + diffuseLight + specularLight;
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gl_FragColor = tmpElementColor * light;
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}
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@ -6,14 +6,22 @@ precision mediump int;
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attribute vec3 EW_coord3d;
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attribute vec2 EW_texture2d;
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attribute vec3 EW_normal;
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attribute vec3 EW_faceNormal;
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uniform mat4 EW_MatrixTransformation;
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uniform mat4 EW_MatrixPosition;
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// output :
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varying vec2 f_texcoord;
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varying vec3 v_ecNormal;
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void main(void) {
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gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
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// set texture output coord
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f_texcoord = EW_texture2d;
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mat4 MatrixPosition = EW_MatrixPosition;
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MatrixPosition[3][0] = 0.0;
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MatrixPosition[3][1] = 0.0;
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MatrixPosition[3][2] = 0.0;
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//v_ecNormal = vec3(MatrixPosition * vec4(EW_normal, 1.0) );
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v_ecNormal = vec3(MatrixPosition * vec4(EW_faceNormal, 1.0) );
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}
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13
data/texturedNoMaterial.frag
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13
data/texturedNoMaterial.frag
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@ -0,0 +1,13 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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// Input :
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uniform sampler2D EW_texID;
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varying vec2 f_texcoord;
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void main(void) {
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gl_FragColor = texture2D(EW_texID, f_texcoord);
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}
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2
data/texturedNoMaterial.prog
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2
data/texturedNoMaterial.prog
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@ -0,0 +1,2 @@
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texturedNoMaterial.vert
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texturedNoMaterial.frag
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18
data/texturedNoMaterial.vert
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18
data/texturedNoMaterial.vert
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@ -0,0 +1,18 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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// Input :
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attribute vec3 EW_coord3d;
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attribute vec2 EW_texture2d;
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uniform mat4 EW_MatrixTransformation;
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uniform mat4 EW_MatrixPosition;
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// output :
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varying vec2 f_texcoord;
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void main(void) {
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gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
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// set texture output coord
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f_texcoord = EW_texture2d;
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}
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@ -53,7 +53,7 @@ namespace ewol
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*/
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void Draw(void);
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/**
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* @brief Clear alll tre registered element in the current element
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* @brief Clear alll the registered element in the current element
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*/
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void Clear(void);
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/**
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@ -31,6 +31,9 @@ ewol::Light::~Light(void)
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void ewol::Light::Link(ewol::Program* prog, const etk::UString& baseName)
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{
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if (NULL == prog) {
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return;
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}
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m_GL_direction = prog->GetUniform(baseName+".direction");
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m_GL_halfplane = prog->GetUniform(baseName+".halfplane");
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m_GL_ambientColor = prog->GetUniform(baseName+".ambientColor");
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@ -29,6 +29,9 @@ ewol::Material::~Material(void)
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void ewol::Material::Link(ewol::Program* prog, const etk::UString& baseName)
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{
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if (NULL == prog) {
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return;
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}
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m_GL_ambientFactor = prog->GetUniform(baseName+".ambientFactor");
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m_GL_diffuseFactor = prog->GetUniform(baseName+".diffuseFactor");
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m_GL_specularFactor = prog->GetUniform(baseName+".specularFactor");
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@ -60,20 +60,37 @@ class VertexNode {
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ewol::Mesh::Mesh(etk::UString genName, etk::UString shaderName) :
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ewol::Resource(genName),
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m_enableFaceNormal(false),
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m_enableFaceNormal(true),
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m_enableVertexNormal(true),
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m_numberOfElments(0),
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m_texture0(NULL)
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{
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// get the shader resource :
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m_GLPosition = 0;
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// set the element material properties :
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m_material.SetAmbientFactor(vec4(0.200000,0.200000,0.200000, 1.0));
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m_material.SetDiffuseFactor(vec4(0.640000, 0.640000, 0.640000, 1.0));
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m_material.SetSpecularFactor(vec4(0.500000, 0.500000, 0.500000, 1.0));
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m_material.SetShininess(0.96078431);
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m_light.SetDirection(vec3(0,cos(M_PI/4),sin(M_PI/4)));
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m_light.SetHalfPlane(vec3(1,0,0));
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m_light.SetAmbientColor(vec4(1,1,1,1));
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m_light.SetDiffuseColor(vec4(1.0,1.0,1.0,1));
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m_light.SetSpecularColor(vec4(0.0,0.0,0.0,1));
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if (true == ewol::resource::Keep(shaderName, m_GLprogram) ) {
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m_GLPosition = m_GLprogram->GetAttribute("EW_coord3d");
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m_GLtexture = m_GLprogram->GetAttribute("EW_texture2d");
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m_GLNormal = m_GLprogram->GetAttribute("EW_normal");
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m_GLNormalFace = m_GLprogram->GetAttribute("EW_faceNormal");
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m_GLMatrix = m_GLprogram->GetUniform("EW_MatrixTransformation");
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m_GLMatrixPosition = m_GLprogram->GetUniform("EW_MatrixPosition");
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m_GLtexID0 = m_GLprogram->GetUniform("EW_texID");
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// Link material and Lights
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m_material.Link(m_GLprogram, "EW_material");
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m_light.Link(m_GLprogram, "EW_directionalLight");
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}
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// this is the properties of the buffer requested : "r"/"w" + "-" + buffer type "f"=flaot "i"=integer
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ewol::resource::Keep("w-fff", m_verticesVBO);
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@ -121,6 +138,12 @@ void ewol::Mesh::Draw(mat4& positionMatrix)
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m_GLprogram->SendAttributePointer(m_GLtexture, 2/*u,v*/, m_verticesVBO, MESH_VBO_TEXTURE);
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// position :
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m_GLprogram->SendAttributePointer(m_GLNormal, 3/*x,y,z*/, m_verticesVBO, MESH_VBO_VERTICES_NORMAL);
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// position :
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m_GLprogram->SendAttributePointer(m_GLNormalFace, 3/*x,y,z*/, m_verticesVBO, MESH_VBO_FACE_NORMAL);
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// draw materials :
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m_material.Draw(m_GLprogram);
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m_light.Draw(m_GLprogram);
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// Request the draw od the elements :
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glDrawArrays(GL_TRIANGLES, 0, m_numberOfElments);
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m_GLprogram->UnUse();
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@ -196,6 +219,9 @@ void ewol::Mesh::GenerateVBO(void)
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if(true==m_enableVertexNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_VERTICES_NORMAL,m_listVertexNormal[m_listFaces[iii].m_vertex[indice]]);
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}
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if(true==m_enableFaceNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_FACE_NORMAL,m_listFacesNormal[iii]);
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}
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indice = 1;
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tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
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@ -204,6 +230,9 @@ void ewol::Mesh::GenerateVBO(void)
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if(true==m_enableVertexNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_VERTICES_NORMAL,m_listVertexNormal[m_listFaces[iii].m_vertex[indice]]);
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}
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if(true==m_enableFaceNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_FACE_NORMAL,m_listFacesNormal[iii]);
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}
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indice = 2;
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tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
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@ -212,6 +241,9 @@ void ewol::Mesh::GenerateVBO(void)
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if(true==m_enableVertexNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_VERTICES_NORMAL,m_listVertexNormal[m_listFaces[iii].m_vertex[indice]]);
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}
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if(true==m_enableFaceNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_FACE_NORMAL,m_listFacesNormal[iii]);
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}
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#ifndef PRINT_HALF
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if (m_listFaces[iii].m_nbElement==4) {
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indice = 0;
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@ -221,6 +253,9 @@ void ewol::Mesh::GenerateVBO(void)
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if(true==m_enableVertexNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_VERTICES_NORMAL,m_listVertexNormal[m_listFaces[iii].m_vertex[indice]]);
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}
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if(true==m_enableFaceNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_FACE_NORMAL,m_listFacesNormal[iii]);
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}
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indice = 2;
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tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
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@ -229,6 +264,9 @@ void ewol::Mesh::GenerateVBO(void)
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if(true==m_enableVertexNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_VERTICES_NORMAL,m_listVertexNormal[m_listFaces[iii].m_vertex[indice]]);
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}
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if(true==m_enableFaceNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_FACE_NORMAL,m_listFacesNormal[iii]);
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}
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indice = 3;
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tmpUV = m_listUV[m_listFaces[iii].m_uv[indice]];
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@ -237,6 +275,9 @@ void ewol::Mesh::GenerateVBO(void)
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if(true==m_enableVertexNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_VERTICES_NORMAL,m_listVertexNormal[m_listFaces[iii].m_vertex[indice]]);
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}
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if(true==m_enableFaceNormal) {
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m_verticesVBO->PushOnBuffer(MESH_VBO_FACE_NORMAL,m_listFacesNormal[iii]);
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}
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}
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#endif
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}
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@ -245,7 +286,7 @@ void ewol::Mesh::GenerateVBO(void)
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}
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void ewol::Mesh::CreateCube(void)
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void ewol::Mesh::CreateCube(float size)
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{
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m_listVertex.Clear();
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m_listUV.Clear();
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@ -276,14 +317,14 @@ void ewol::Mesh::CreateCube(void)
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o---------------------o
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0 3
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*/
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m_listVertex.PushBack(vec3( 1.0, -1.0, -1.0)); // 0
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m_listVertex.PushBack(vec3( 1.0, -1.0, 1.0)); // 1
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m_listVertex.PushBack(vec3(-1.0, -1.0, 1.0)); // 2
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m_listVertex.PushBack(vec3(-1.0, -1.0, -1.0)); // 3
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m_listVertex.PushBack(vec3( 1.0, 1.0, -1.0)); // 4
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m_listVertex.PushBack(vec3( 1.0, 1.0, 1.0)); // 5
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m_listVertex.PushBack(vec3(-1.0, 1.0, 1.0)); // 6
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m_listVertex.PushBack(vec3(-1.0, 1.0, -1.0)); // 7
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m_listVertex.PushBack(vec3( size, -size, -size)); // 0
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m_listVertex.PushBack(vec3( size, -size, size)); // 1
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m_listVertex.PushBack(vec3(-size, -size, size)); // 2
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m_listVertex.PushBack(vec3(-size, -size, -size)); // 3
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m_listVertex.PushBack(vec3( size, size, -size)); // 4
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m_listVertex.PushBack(vec3( size, size, size)); // 5
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m_listVertex.PushBack(vec3(-size, size, size)); // 6
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m_listVertex.PushBack(vec3(-size, size, -size)); // 7
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m_listUV.PushBack(vec2(0.0, 0.0));
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m_listUV.PushBack(vec2(1.0, 0.0));
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@ -299,6 +340,89 @@ void ewol::Mesh::CreateCube(void)
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}
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void ewol::Mesh::CreateViewBox(float size)
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{
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m_listVertex.Clear();
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m_listUV.Clear();
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m_listFaces.Clear();
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m_numberOfElments = 0;
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// This is the direct generation basis on the .obj system
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/*
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5 6
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o---------------------o
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/. /|
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/ . / |
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/ . / |
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/ . / |
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/ . / |
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4 / . / |
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o---------------------o |
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| . |7 |
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| . | |
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| . | |
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| . | |
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| o..............|......o
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| . 1 | / 2
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| . | /
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| . | /
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| . | /
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| . | /
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|. |/
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o---------------------o
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0 3
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*/
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m_listVertex.PushBack(vec3( size, -size, -size)); // 0
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m_listVertex.PushBack(vec3( size, -size, size)); // 1
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m_listVertex.PushBack(vec3(-size, -size, size)); // 2
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m_listVertex.PushBack(vec3(-size, -size, -size)); // 3
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m_listVertex.PushBack(vec3( size, size, -size)); // 4
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m_listVertex.PushBack(vec3( size, size, size)); // 5
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m_listVertex.PushBack(vec3(-size, size, size)); // 6
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m_listVertex.PushBack(vec3(-size, size, -size)); // 7
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/*
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o----------o----------o----------o
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|8 |9 |10 |11
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| 0 | 1 | 2 |
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o----------o----------o----------o
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|4 |5 |6 |7
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| 3 | 4 | 5 |
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o----------o----------o----------o
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0 1 2 3
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*/
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m_listUV.PushBack(vec2(0.0 , 0.0 )); // 0
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m_listUV.PushBack(vec2(1.0/3.0, 0.0 )); // 1
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m_listUV.PushBack(vec2(2.0/3.0, 0.0 )); // 2
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m_listUV.PushBack(vec2(1.0 , 0.0 )); // 3
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m_listUV.PushBack(vec2(0.0 , 0.5 )); // 4
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m_listUV.PushBack(vec2(1.0/3.0, 0.5 )); // 5
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m_listUV.PushBack(vec2(2.0/3.0, 0.5 )); // 6
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m_listUV.PushBack(vec2(1.0 , 0.5 )); // 7
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m_listUV.PushBack(vec2(0.0 , 1.0 )); // 8
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m_listUV.PushBack(vec2(1.0/3.0, 1.0 )); // 9
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m_listUV.PushBack(vec2(2.0/3.0, 1.0 )); // 10
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m_listUV.PushBack(vec2(1.0 , 1.0 )); // 11
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m_listFaces.PushBack(Face(0,1, 1,5, 2,6, 3,2)); // 4
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m_listFaces.PushBack(Face(4,4, 0,0, 3,1, 7,5)); // 3
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m_listFaces.PushBack(Face(2,6, 6,10, 7,11, 3,7)); // 2
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m_listFaces.PushBack(Face(4,2, 7,3, 6,7, 5,6)); // 5
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m_listFaces.PushBack(Face(1,5, 5,9, 6,10, 2,6)); // 1
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m_listFaces.PushBack(Face(0,4, 4,8, 5,9, 1,5)); // 0
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}
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void ewol::Mesh::SetTexture(const etk::UString& myTexture)
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{
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ivec2 tmpSize(256, 256);
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@ -568,3 +692,17 @@ void ewol::Mesh::InternalSubdivide(bool smooth)
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}
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listVertex.Clear();
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}
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void ewol::Mesh::LoadMaterial(const etk::UString& name)
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{
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}
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void ewol::Mesh::DisplaceElement(const ewol::DisplacementTable& displacement)
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{
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}
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@ -15,18 +15,55 @@
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#include <ewol/renderer/resources/Shader.h>
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#include <ewol/renderer/resources/Program.h>
|
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#include <ewol/renderer/resources/VirtualBufferObject.h>
|
||||
|
||||
#include <ewol/renderer/Light.h>
|
||||
#include <ewol/renderer/Material.h>
|
||||
// 3 "float" elements
|
||||
#define MESH_VBO_VERTICES (0)
|
||||
// 2 "float" elements
|
||||
#define MESH_VBO_TEXTURE (1)
|
||||
// 3 "float" elements
|
||||
#define MESH_VBO_VERTICES_NORMAL (2)
|
||||
#define MESH_VBO_FACE_NORMAL (3)
|
||||
// 4 "float" elements
|
||||
#define MESH_VBO_COLOR (3)
|
||||
#define MESH_VBO_COLOR (4)
|
||||
|
||||
namespace ewol
|
||||
{
|
||||
class DisplacementTable
|
||||
{
|
||||
private:
|
||||
ivec2 m_size;
|
||||
public:
|
||||
etk::Vector<float> m_data;
|
||||
DisplacementTable(const ivec2& size) :
|
||||
m_size(size),
|
||||
m_data(size.x()*size.y())
|
||||
{
|
||||
// TODO : Check input ...
|
||||
m_data.ReSize(m_size.x()*m_size.y(), 0);
|
||||
for(int32_t iii=0; iii<m_size.x()*m_size.y(); iii++) {
|
||||
m_data[iii] = 0;
|
||||
}
|
||||
}
|
||||
float Get(int32_t x, int32_t y) const
|
||||
{
|
||||
// We increment of the size to prevent the <0 result due to the "%" methode ...
|
||||
x += m_size.x();
|
||||
y += m_size.y();
|
||||
x %= m_size.x();
|
||||
y %= m_size.y();
|
||||
return m_data[x + y*m_size.x()];
|
||||
}
|
||||
void Set(int32_t x, int32_t y, float val)
|
||||
{
|
||||
// We increment of the size to prevent the <0 result due to the "%" methode ...
|
||||
x += m_size.x();
|
||||
y += m_size.y();
|
||||
x %= m_size.x();
|
||||
y %= m_size.y();
|
||||
m_data[x + y*m_size.x()] = val;
|
||||
}
|
||||
};
|
||||
class Face
|
||||
{
|
||||
public:
|
||||
@ -74,10 +111,13 @@ namespace ewol
|
||||
int32_t m_GLMatrix;
|
||||
int32_t m_GLMatrixPosition;
|
||||
int32_t m_GLNormal;
|
||||
int32_t m_GLNormalFace;
|
||||
int32_t m_GLtexture;
|
||||
int32_t m_GLtexID0;
|
||||
int32_t m_bufferOfset;
|
||||
int32_t m_numberOfElments;
|
||||
ewol::Material m_material;
|
||||
ewol::Light m_light;
|
||||
protected:
|
||||
etk::Vector<vec3> m_listVertex; //!< List of all vertex in the element
|
||||
etk::Vector<vec2> m_listUV; //!< List of all UV point in the mesh (for the specify texture)
|
||||
@ -95,9 +135,7 @@ namespace ewol
|
||||
void GenerateVBO(void);
|
||||
public:
|
||||
// some addition basic funtion that permit to create or overwrite some caracterstics :
|
||||
void CreateCube(void);
|
||||
void SetTexture(const etk::UString& myTexture);
|
||||
void Subdivide(int32_t numberOfTime, bool smooth);
|
||||
protected:
|
||||
void InternalSubdivide(bool smooth);
|
||||
public:
|
||||
@ -110,6 +148,16 @@ namespace ewol
|
||||
private:
|
||||
void CalculateNormaleFace(void);
|
||||
void CalculateNormaleEdge(void);
|
||||
public:
|
||||
void LoadMaterial(const etk::UString& name);
|
||||
/*
|
||||
* Element modification area :
|
||||
*/
|
||||
public :
|
||||
void CreateCube(float size=1.0);
|
||||
void CreateViewBox(float size=1.0);
|
||||
void Subdivide(int32_t numberOfTime, bool smooth);
|
||||
void DisplaceElement(const ewol::DisplacementTable& displacement);
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -34,7 +34,7 @@ namespace ewol
|
||||
* @brief Constructor of this VBO.
|
||||
* @param[in] accesMode Acces mode : ???
|
||||
*/
|
||||
VirtualBufferObject(const etk::UString& accesMode, int32_t nbElement=3);
|
||||
VirtualBufferObject(const etk::UString& accesMode, int32_t nbElement=4);
|
||||
/**
|
||||
* @brief Destructor of this VBO.
|
||||
*/
|
||||
|
@ -88,36 +88,19 @@ FILE_LIST+= ewol/widget/Scene.cpp \
|
||||
ewol/game/Camera.cpp
|
||||
|
||||
|
||||
LOCAL_COPY_FILES := ../data/textured3D.prog:textured3D.prog \
|
||||
../data/textured3D.frag:textured3D.frag \
|
||||
../data/textured3D.vert:textured3D.vert \
|
||||
\
|
||||
../data/textured3D2.prog:textured3D2.prog \
|
||||
../data/textured3D2.frag:textured3D2.frag \
|
||||
../data/textured3D2.vert:textured3D2.vert \
|
||||
\
|
||||
../data/color.prog:color.prog \
|
||||
../data/color.frag:color.frag \
|
||||
../data/color.vert:color.vert \
|
||||
\
|
||||
../data/color3.prog:color3.prog \
|
||||
../data/color3.frag:color3.frag \
|
||||
../data/color3.vert:color3.vert \
|
||||
\
|
||||
../data/simple3D.prog:simple3D.prog \
|
||||
../data/simple3D.frag:simple3D.frag \
|
||||
../data/simple3D.vert:simple3D.vert \
|
||||
\
|
||||
../data/textured.prog:textured.prog \
|
||||
../data/textured.frag:textured.frag \
|
||||
../data/textured.vert:textured.vert \
|
||||
\
|
||||
../data/text.prog:text.prog \
|
||||
../data/text.frag:text.frag \
|
||||
../data/text.vert:text.vert
|
||||
|
||||
LOCAL_COPY_FOLDERS := ../data/theme/default/widgetEntry.*:theme/default \
|
||||
../data/theme/rounded/widgetEntry.*:theme/rounded \
|
||||
../data/theme/default/widgetButton.*:theme/default \
|
||||
../data/theme/rounded/widgetButton.*:theme/rounded \
|
||||
|
||||
../data/textured.*: \
|
||||
../data/texturedNoMaterial.*: \
|
||||
../data/text.*: \
|
||||
../data/simple3D.*: \
|
||||
../data/color.*: \
|
||||
../data/color3.*: \
|
||||
../data/textured3D2.*: \
|
||||
../data/textured3D.*:
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user