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Add container for lighted vertex program
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364b47c40d
commit
2d9212669a
4 changed files with 91 additions and 6 deletions
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@ -27,6 +27,7 @@
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#include "nel/3d/mesh_block_manager.h"
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#include "nel/3d/shadow_map_manager.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/vertex_program.h"
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#include <vector>
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@ -68,6 +69,41 @@ class CWaterModel;
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#define NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES 3000
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#define NL3D_SHADOW_MESH_SKIN_MANAGER_NUMVB 8
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/// Container for lighted vertex program.
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class CVertexProgramLighted : CVertexProgram
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{
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public:
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static const uint MaxLight = 4;
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static const uint MaxPointLight = (MaxLight - 1);
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struct CIdxLighted
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{
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uint Ambient;
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uint Diffuse[MaxLight];
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uint Specular[MaxLight];
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uint DirOrPos[MaxLight]; // light 0, directional sun; light 1,2,3, omni point light
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uint EyePosition;
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uint DiffuseAlpha;
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};
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struct CFeaturesLighted
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{
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/// Number of point lights that this program is generated for, varies from 0 to 3.
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uint NumActivePointLights;
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bool SupportSpecular;
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bool Normalize;
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/// Start of constants to use for lighting with assembly shaders.
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uint CtStartNeLVP;
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};
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CVertexProgramLighted() { }
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virtual ~CVertexProgramLighted() { }
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virtual void buildInfo();
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const CIdxLighted &idxLighted() const { return m_IdxLighted; }
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const CFeaturesLighted &featuresLighted() const { return m_FeaturesLighted; }
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private:
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CIdxLighted m_IdxLighted;
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CFeaturesLighted m_FeaturesLighted;
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};
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// ***************************************************************************
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@ -224,7 +260,7 @@ public:
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// @{
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// Max VP Light setup Infos.
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enum {MaxVPLight= 4};
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enum {MaxVPLight = CVertexProgramLighted::MaxLight};
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/** reset the lighting setup in the driver (all lights are disabled).
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* called at beginning of traverse(). Must be called by any model (before and after rendering)
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@ -299,7 +335,8 @@ public:
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* \param numActivePoinLights tells how many point light from 0 to 3 this VP must handle. NB: the Sun directionnal is not option
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* NB: nlassert(numActiveLights<=MaxVPLight-1).
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*/
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static std::string getLightVPFragment(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize);
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static std::string getLightVPFragmentNeLVP(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize);
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// TODO_VP_GLSL
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/** This returns a reference to a driver light, by its index
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* \see getStrongestLightIndex
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@ -393,10 +393,10 @@ void CMeshVPPerPixelLight::initInstance(CMeshBaseInstance *mbi)
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for (uint vp = 0; vp < NumVp; ++vp)
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{
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// \todo yoyo TODO_OPTIM Manage different number of pointLights
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// NB: never call getLightVPFragment() with normalize, because already done by PerPixel fragment before.
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// NB: never call getLightVPFragmentNeLVP() with normalize, because already done by PerPixel fragment before.
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std::string vpCode = std::string(vpName[vp])
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+ std::string("# ***************") // temp for debug
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+ CRenderTrav::getLightVPFragment(CRenderTrav::MaxVPLight-1, VPLightConstantStart, (vp & 2) != 0, false)
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+ CRenderTrav::getLightVPFragmentNeLVP(CRenderTrav::MaxVPLight-1, VPLightConstantStart, (vp & 2) != 0, false)
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+ std::string("# ***************") // temp for debug
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+ std::string(PPLightingVPCodeEnd);
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#ifdef NL_DEBUG
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@ -155,7 +155,7 @@ void CMeshVPWindTree::initInstance(CMeshBaseInstance *mbi)
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// combine fragments
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vpCode= string(WindTreeVPCodeWave)
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+ CRenderTrav::getLightVPFragment(numPls, VPLightConstantStart, specular, normalize)
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+ CRenderTrav::getLightVPFragmentNeLVP(numPls, VPLightConstantStart, specular, normalize)
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+ WindTreeVPCodeEnd;
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_VertexProgram[i] = new CVertexProgram(vpCode.c_str());
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// TODO_VP_GLSL
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@ -1168,8 +1168,56 @@ static void strReplaceAll(string &strInOut, const string &tokenSrc, const string
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}
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}
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void CVertexProgramLighted::buildInfo()
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{
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if (m_FeaturesLighted.CtStartNeLVP != ~0)
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{
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// Fixed uniform locations
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m_IdxLighted.Ambient = 0;
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for (uint i = 0; i < MaxLight; ++i)
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{
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m_IdxLighted.Diffuse[i] = 1 + i;
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}
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if (m_FeaturesLighted.SupportSpecular)
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{
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for (uint i = 0; i < MaxLight; ++i)
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{
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m_IdxLighted.Specular[i] = 5 + i;
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}
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m_IdxLighted.DirOrPos[0] = 9;
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for (uint i = 1; i < MaxLight; ++i)
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{
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m_IdxLighted.DirOrPos[i] = (12 - 1) + i;
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}
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m_IdxLighted.DiffuseAlpha = 10;
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m_IdxLighted.EyePosition = 11;
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}
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else
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{
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for (uint i = 0; i < MaxLight; ++i)
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{
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m_IdxLighted.Specular[i] = ~0;
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}
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for (uint i = 0; i < MaxLight; ++i)
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{
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m_IdxLighted.DirOrPos[i] = 5 + i;
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}
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m_IdxLighted.DiffuseAlpha = 9;
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m_IdxLighted.EyePosition = ~0;
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}
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}
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else
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{
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// Named uniform locations
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// TODO_VP_GLSL
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// m_IdxLighted.Ambient = getUniformIndex("ambient");
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// etc
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}
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}
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// generates the lighting part of a vertex program, nelvp profile
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// ***************************************************************************
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std::string CRenderTrav::getLightVPFragment(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize)
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std::string CRenderTrav::getLightVPFragmentNeLVP(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize)
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{
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string ret;
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