Пример #1
0
Option<Vec2> sb::Intersection::get(const Ray& a, const Polygon& b) {
	Option<Vec2> pt = nullptr;
	Option<bool> inside = nullptr;
	float t = std::numeric_limits<float>::max();
	auto eCount = b.edgeCount();
	for (ptrdiff_t i = 0; i < eCount; i++) {
		const auto ed = b.edge(i);
		auto r = Intersection::get(a, ed);
		if (!r)
			continue;
		if (aeq(r.value(), ed.pointA())) {
			if (!inside.hasValue())
				inside = test(b, a.m_point);

			if (!inside.value() && !(-a.direction()).isBetween(b.normal(i), b.normal(i - 1)))
				continue;
		}
		else if (aeq(r.value(), ed.pointB())) {
			if (!inside.hasValue())
				inside = test(b, a.m_point);

			if (!inside.value() && !(-a.direction()).isBetween(b.normal(i), b.normal(i + 1)))
				continue;
		}
		auto u = a.computeT(r.value());
		if (u < t) {
			t = u;
			pt = r;
		}
	}
	return pt;
}
Пример #2
0
Option<Shader*> Shader::combine(const Option<uint>& vs, const Option<uint>& fs, const Option<uint>& gs)
{
    if(!vs.hasValue() || !fs.hasValue())
    {
        _lastLinkError.clear();
        if(!vs.hasValue())
            _lastLinkError += "Vertex shader missing.\n";
        if(!fs.hasValue())
            _lastLinkError += "Fragment shader missing.\n";
        return Option<Shader*>();
    }

    uint id = glCreateProgram();
    glAttachShader(id, vs.value());
    glAttachShader(id, fs.value());

    if(gs.hasValue() && fs.value() != 0)
        glAttachShader(id, gs.value());

    glBindAttribLocation(id, 0, "vertex");
    glBindAttribLocation(id, 1, "normal");
    glBindAttribLocation(id, 2, "texCoord");
    glBindAttribLocation(id, 3, "tangent");
    glBindAttribLocation(id, 4, "drawId");

    glLinkProgram(id);

    int linkStatus = GL_TRUE;
    glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);

    if(linkStatus != GL_TRUE)
    {
        int logSize;
        glGetProgramiv(id, GL_INFO_LOG_LENGTH, &logSize);

        char* log = new char[logSize];
        glGetProgramInfoLog(id, logSize, &logSize, log);

        _lastLinkError = std::string(log);
        delete[] log;
        glDeleteProgram(id);
        return Option<Shader*>();
    }

    Shader* prog = new Shader;
    prog->_id = id;
    prog->loadEngineUniform();
    return Option<Shader*>(prog);
}
Пример #3
0
int EnumerationManager::action(Option &option) {
  if (option.hasValue()) print(cout, String::toLower(option.toString()));
  else for (enums_t::iterator it = enums.begin(); it != enums.end(); it++)
         cout << it->first << '\n';

  cout << flush;

  exit(0); // TODO Option calls the action so we have to exit(). FIXME!
  return -1;
}
Пример #4
0
int CommandLine::usageAction(Option &option) {
  if (option.hasValue()) {
    string name = option.toString();
    SmartPointer<Option> opt;

    if (has(string("--") + name)) opt = get(string("--") + name);
    else if (keywords && keywords->has(name)) opt = keywords->get(name);
    else THROWS("Unrecognized command line option or keyword '" << name << "'");

    opt->printHelp(cout) << endl;

  } else usage(cout, name);

  exit(0); // TODO cb::Option calls this action so we have to exit(0). FIXME!
  return -1;
}
Пример #5
0
Option<Shader*> Shader::linkComputeShader(const Option<uint>& cs)
{
    if(!cs.hasValue())
    {
        _lastLinkError = "Compute Shader missing.\n";
        return Option<Shader*>();
    }

    uint id = glCreateProgram();
    glAttachShader(id, cs.value());
    glLinkProgram(id);

    int linkStatus = GL_TRUE;
    glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);

    if(linkStatus != GL_TRUE)
    {
        int logSize;
        glGetProgramiv(id, GL_INFO_LOG_LENGTH, &logSize);

        char* log = new char[logSize];
        glGetProgramInfoLog(id, logSize, &logSize, log);

        _lastLinkError = std::string(log);
        delete[] log;
        glDeleteProgram(id);
        return Option<Shader*>();
    }

    Shader* prog = new Shader;
    prog->_id = id;
    prog->bind();
    prog->loadEngineUniform();
    prog->setUniform(vec4(0,0,0,0), prog->_engineUniform[EngineUniform::CLIP_PLAN_0]);
    prog->setUniform(vec4(0,0,0,0), prog->_engineUniform[EngineUniform::CLIP_PLAN_1]);
    prog->setUniform(vec4(0,0,0,0), prog->_engineUniform[EngineUniform::CLIP_PLAN_2]);
    prog->setUniform(vec4(0,0,0,0), prog->_engineUniform[EngineUniform::CLIP_PLAN_3]);
    return prog;
}