mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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568 lines
21 KiB
C++
568 lines
21 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/meshvp_per_pixel_light.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/render_trav.h"
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#include "nel/3d/render_trav.h"
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#include "nel/3d/vertex_program_parse.h"
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#include <string>
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namespace NL3D
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{
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std::auto_ptr<CVertexProgram> CMeshVPPerPixelLight::_VertexProgram[NumVp];
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// ***************************************************************************
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// Light VP fragment constants start at 24
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static const uint VPLightConstantStart = 24;
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// ***************************************************************************
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// ***************************************************************************
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/////////////////
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// omni lights //
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/////////////////
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/** We store the first tangent vector of the tangent space in v[8].
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* The third vector can be computed using a cross product.
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* We assume that normal and tangent are normalized.
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* The position of light must be expressed in object space, and is stored in c[4]
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*/
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// omni light + specular, no normalization
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static const char* PPLightingVPCodeBegin =
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"!!VP1.0 \n\
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#compute B = N ^ T \n\
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MOV R6, v[2]; \n\
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MUL R1, R6.yzxw, v[9].zxyw; \n\
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MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\
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#vector in tangent space = [ T B N ] * L \n\
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ADD R2, c[4], -v[0]; # compute L \n\
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DP3 R3, R2, R2; # get L normalized \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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DP3 o[TEX0].x, v[9], R2; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, R2; # get y \n\
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DP3 o[TEX0].z, R6, R2; # get z \n\
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#specular part \n\
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ADD R3, c[5], - v[0]; # compute V (return to eye) \n\
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#compute inverse norm of V \n\
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DP3 R4, R3, R3; \n\
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RSQ R4, R4.x; \n\
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#we normalize V and add it to L \n\
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MAD R2, R4, R3, R2; #H in R1 \n\
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\n\
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#normalize H \n\
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DP3 R3, R2, R2; \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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#compute H in tangent space \n\
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DP3 o[TEX2].x, v[9], R2; \n\
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DP3 o[TEX2].y, R1, R2; \n\
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DP3 o[TEX2].z, R6, R2; \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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# Normal is in R6 for additionnal lighting \n\
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";
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/// The same as above, but for skin / MRM : This normalize the tangent basis.
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static const char* PPLightingVPNormalizeCodeBegin =
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"!!VP1.0 \n\
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#normalize the normal \n\
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DP3 R1, v[2], v[2]; \n\
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RSQ R1, R1.x; \n\
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MUL R6, v[2], R1; \n\
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\n\
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#normalize the second vector \n\
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DP3 R1, R6, v[9]; \n\
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MAD R1, R6, -R1, v[9]; #subtract the normal component \n\
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DP3 R2, R1, R1; \n\
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RSQ R2, R2.x; \n\
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MUL R5, R1, R2; #second basis vector in R5 \n\
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#compute B = N ^ T \n\
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MUL R1, R6.yzxw, R5.zxyw; \n\
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MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\
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\n\
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#vector in tangent space = [ T B N ] * L \n\
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ADD R2, c[4], -v[0]; # compute L \n\
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DP3 R3, R2, R2; # get L normalized \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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DP3 o[TEX0].x, R5, R2; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, R2; # get y \n\
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DP3 o[TEX0].z, R6, R2; # get z \n\
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\n\
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#specular part \n\
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ADD R3, c[5], - v[0]; # compute V (return to eye) \n\
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#compute inverse norm of V \n\
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DP3 R4, R3, R3; \n\
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RSQ R4, R4.x; \n\
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#we normalize V and add it to L \n\
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MAD R2, R4, R3, R2; #H in R1 \n\
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\n\
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#normalize H \n\
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DP3 R3, R2, R2; \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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#compute H in tangent space \n\
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DP3 o[TEX2].x, R5, R2; \n\
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DP3 o[TEX2].y, R1, R2; \n\
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DP3 o[TEX2].z, R6, R2; \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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# Normal is in R6 for additionnal lighting \n\
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";
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// Omni light, no specular
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static const char* PPLightingNoSpecVPCodeBegin =
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"!!VP1.0 \n\
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#compute B = N ^ T \n\
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MOV R6, v[2]; \n\
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MUL R1, R6.yzxw, v[9].zxyw; \n\
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MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\
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\n\
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#vector in tangent space = [ T B N ] * L \n\
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ADD R2, c[4], -v[0]; # compute L \n\
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DP3 R3, R2, R2; # get L normalized \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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DP3 o[TEX0].x, v[9], R2; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, R2; # get y \n\
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DP3 o[TEX0].z, R6, R2; # get z \n\
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\n\
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\n\
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# Normal is in R6 for additionnal lighting \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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";
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/// Omni light with normalization and no specular
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static const char* PPLightingVPNormalizeNoSpecCodeBegin =
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"!!VP1.0 \n\
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#normalize the normal \n\
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DP3 R1, v[2], v[2]; \n\
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RSQ R1, R1.x; \n\
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MUL R6, v[2], R1; \n\
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\n\
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#normalize the second vector \n\
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DP3 R1, R6, v[9]; \n\
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MAD R1, R6, -R1, v[9]; #subtract the normal component \n\
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DP3 R2, R1, R1; \n\
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RSQ R2, R2.x; \n\
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MUL R5, R1, R2; #second basis vector in R5 \n\
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#compute B = N ^ T \n\
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MUL R1, R6.yzxw, R5.zxyw; \n\
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MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\
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\n\
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#vector in tangent space = [ T B N ] * L \n\
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ADD R2, c[4], -v[0]; # compute L \n\
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DP3 R3, R2, R2; # get L normalized \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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DP3 o[TEX0].x, R5, R2; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, R2; # get y \n\
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DP3 o[TEX0].z, R6, R2; # get z \n\
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\n\
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# Normal is in R6 for additionnal lighting \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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";
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/////////////////////////
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// directionnal lights //
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/////////////////////////
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/// We store the direction of the light rather than its position
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/// The direction must be normalized and expressed in model space.
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// directionnal, no normalization
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static const char* PPLightingDirectionnalVPCodeBegin =
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"!!VP1.0 \n\
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#compute B = N ^ T \n\
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MOV R6, v[2]; \n\
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MUL R1, R6.yzxw, v[9].zxyw; \n\
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MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\
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\n\
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#vector in tangent space = [ T B N ] * L \n\
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DP3 o[TEX0].x, v[9], -c[4]; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, -c[4]; # get y \n\
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DP3 o[TEX0].z, R6, -c[4]; # get z \n\
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\n\
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#specular part \n\
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ADD R3, c[5], - v[0]; # compute V (return to eye) \n\
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#compute inverse norm of V \n\
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DP3 R4, R3, R3; \n\
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RSQ R4, R4.x; \n\
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#we normalize V and add it to L. It gives H unnormalized \n\
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MAD R2, R4, R3, -c[4]; #H in R1 \n\
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\n\
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#normalize H \n\
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DP3 R3, R2, R2; \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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#compute H in tangent space \n\
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DP3 o[TEX2].x, v[9], R2; \n\
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DP3 o[TEX2].y, R1, R2; \n\
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DP3 o[TEX2].z, R6, R2; \n\
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\n\
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# Normal is in R6 for additionnal lighting \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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";
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// directionnal + normalization
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static const char* PPLightingDirectionnalVPNormalizeCodeBegin =
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"!!VP1.0 \n\
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#normalize the normal \n\
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DP3 R1, v[2], v[2]; \n\
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RSQ R1, R1.x; \n\
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MUL R6, v[2], R1; \n\
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\n\
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#normalize the second vector \n\
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DP3 R1, R6, v[9]; \n\
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MAD R1, R6, -R1, v[9]; #subtract the normal component \n\
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DP3 R2, R1, R1; \n\
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RSQ R2, R2.x; \n\
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MUL R5, R1, R2; #second basis vector in R5 \n\
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#compute B = N ^ T \n\
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MUL R1, R6.yzxw, R5.zxyw; \n\
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MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\
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\n\
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#vector in tangent space = [ T B N ] * L \n\
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DP3 o[TEX0].x, R5, -c[4]; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, -c[4]; # get y \n\
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DP3 o[TEX0].z, R6, -c[4]; # get z \n\
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\n\
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#specular part \n\
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ADD R3, c[5], - v[0]; # compute V (return to eye) \n\
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#compute inverse norm of V \n\
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DP3 R4, R3, R3; \n\
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RSQ R4, R4.x; \n\
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#we normalize V and add it to L \n\
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MAD R2, R4, R3, -c[4]; #H in R1 \n\
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\n\
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#normalize H \n\
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DP3 R3, R2, R2; \n\
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RSQ R3, R3.x; \n\
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MUL R2, R3, R2; \n\
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#compute H in tangent space \n\
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DP3 o[TEX2].x, R5, R2; \n\
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DP3 o[TEX2].y, R1, R2; \n\
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DP3 o[TEX2].z, R6, R2; \n\
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# Normal is in R6 for additionnal lighting \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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";
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// directionnal, no normalization, no specular
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static const char* PPLightingDirectionnalNoSpecVPCodeBegin =
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"!!VP1.0 \n\
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#compute B = N ^ T \n\
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MOV R6, v[2]; \n\
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MUL R1, R6.yzxw, v[9].zxyw; \n\
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MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\
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\n\
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#vector in tangent space = [ T B N ] * L \n\
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DP3 o[TEX0].x, v[9], -c[4]; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, -c[4]; # get y \n\
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DP3 o[TEX0].z, R6, -c[4]; # get z \n\
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# Normal is in R6 for additionnal lighting \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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";
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// directionnal + normalization, no specular
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static const char* PPLightingDirectionnalNoSpecVPNormalizeCodeBegin =
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"!!VP1.0 \n\
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#normalize the normal \n\
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DP3 R1, v[2], v[2]; \n\
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RSQ R1, R1.x; \n\
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MUL R6, v[2], R1; \n\
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\n\
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#normalize the second vector \n\
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DP3 R1, R6, v[9]; \n\
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MAD R1, R6, -R1, v[9]; #subtract the normal component \n\
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DP3 R2, R1, R1; \n\
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RSQ R2, R2.x; \n\
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MUL R5, R1, R2; #second basis vector in R5 \n\
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#compute B = N ^ T \n\
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MUL R1, R6.yzxw, R5.zxyw; \n\
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MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\
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\n\
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#vector in tangent space = [ T B N ] * L \n\
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DP3 o[TEX0].x, R5, -c[4]; # get x of light vector in tangent space \n\
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DP3 o[TEX0].y, R1, -c[4]; # get y \n\
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DP3 o[TEX0].z, R6, -c[4]; # get z \n\
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\n\
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# Normal is in R6 for additionnal lighting \n\
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# Position in R5 for additionnal lighting \n\
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MOV R5, v[0]; \n\
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";
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// End of per pixel lighting code : compute pos and setup texture
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static const char* PPLightingVPCodeEnd=
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" # compute in Projection space \n\
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DP4 o[HPOS].x, c[0], v[0]; \n\
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DP4 o[HPOS].y, c[1], v[0]; \n\
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DP4 o[HPOS].z, c[2], v[0]; \n\
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DP4 o[HPOS].w, c[3], v[0]; \n\
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MOV o[TEX1], v[8]; \n\
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END \n\
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";
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/***************************************************************/
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/******************* THE FOLLOWING CODE IS COMMENTED OUT *******/
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/***************************************************************
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// Test code : map the tangent space vector as the diffuse color
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static const char* PPLightingVPCodeTest =
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"!!VP1.0 \n\
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# compute in Projection space \n\
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DP4 o[HPOS].x, c[0], v[0]; \n\
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DP4 o[HPOS].y, c[1], v[0]; \n\
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DP4 o[HPOS].z, c[2], v[0]; \n\
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DP4 o[HPOS].w, c[3], v[0]; \n\
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MOV o[COL0], v[9]; \n\
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END \n\
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";
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***************************************************************/
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//=================================================================================
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void CMeshVPPerPixelLight::initInstance(CMeshBaseInstance *mbi)
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{
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// init the vertexProgram code.
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static bool vpCreated= false;
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if(!vpCreated)
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{
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vpCreated= true;
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// Gives each vp name
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// Bit 0 : 1 when it is a directionnal light
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// Bit 1 : 1 when specular is needed
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// Bit 2 : 1 when normalization of the tangent space is needed
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static const char *vpName[] =
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{
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// no spec
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PPLightingDirectionnalNoSpecVPCodeBegin,
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PPLightingNoSpecVPCodeBegin,
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// specular
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PPLightingDirectionnalVPCodeBegin,
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PPLightingVPCodeBegin,
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/////////////// normalized versions
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// no spec
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PPLightingDirectionnalNoSpecVPNormalizeCodeBegin,
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PPLightingVPNormalizeNoSpecCodeBegin,
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// spec
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PPLightingDirectionnalVPNormalizeCodeBegin,
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PPLightingVPNormalizeCodeBegin,
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};
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uint numvp = sizeof(vpName) / sizeof(const char *);
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nlassert(NumVp == numvp); // make sure that it is in sync with header..todo : compile time assert :)
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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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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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+ std::string("# ***************") // temp for debug
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+ std::string(PPLightingVPCodeEnd);
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#ifdef NL_DEBUG
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/** For test : parse those programs before they are used.
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* As a matter of fact some program will works with the NV_VERTEX_PROGRAM extension,
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* but won't with EXT_vertex_shader, because there are some limitations (can't read a temp
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* register that hasn't been written before..)
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*/
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CVPParser vpParser;
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CVPParser::TProgram result;
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std::string parseOutput;
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if (!vpParser.parse(vpCode.c_str(), result, parseOutput))
|
|
{
|
|
nlwarning(parseOutput.c_str());
|
|
nlassert(0);
|
|
}
|
|
#endif
|
|
_VertexProgram[vp]= std::auto_ptr<CVertexProgram>(new CVertexProgram(vpCode.c_str()));
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//=================================================================================
|
|
bool CMeshVPPerPixelLight::begin(IDriver *drv,
|
|
CScene *scene, CMeshBaseInstance *mbi,
|
|
const NLMISC::CMatrix &invertedModelMat,
|
|
const NLMISC::CVector &viewerPos)
|
|
{
|
|
// test if supported by driver
|
|
if (!
|
|
(drv->supportVertexProgram()
|
|
&& !drv->isVertexProgramEmulated()
|
|
&& drv->supportPerPixelLighting(SpecularLighting)
|
|
)
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
//
|
|
CRenderTrav *renderTrav= &scene->getRenderTrav();
|
|
/// Setup for gouraud lighting
|
|
renderTrav->beginVPLightSetup(VPLightConstantStart,
|
|
SpecularLighting,
|
|
invertedModelMat);
|
|
//
|
|
sint strongestLightIndex = renderTrav->getStrongestLightIndex();
|
|
if (strongestLightIndex == -1) return false; // if no strongest light, disable this vertex program
|
|
// setup the strongest light
|
|
///\todo disabling of specular lighting with this shader
|
|
const CLight &strongestLight = renderTrav->getDriverLight(strongestLightIndex);
|
|
|
|
switch (strongestLight.getMode())
|
|
{
|
|
case CLight::DirectionalLight:
|
|
{
|
|
// put light direction in object space
|
|
NLMISC::CVector lPos = invertedModelMat.mulVector(strongestLight.getDirection());
|
|
drv->setConstant(4, lPos);
|
|
_IsPointLight = false;
|
|
}
|
|
break;
|
|
case CLight::PointLight:
|
|
{
|
|
// put light in object space
|
|
NLMISC::CVector lPos = invertedModelMat * strongestLight.getPosition();
|
|
drv->setConstant(4, lPos);
|
|
_IsPointLight = true;
|
|
}
|
|
break;
|
|
default:
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
|
|
if (SpecularLighting)
|
|
{
|
|
// viewer pos in object space
|
|
NLMISC::CVector vPos = invertedModelMat * viewerPos;
|
|
drv->setConstant(5, vPos);
|
|
}
|
|
|
|
// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();
|
|
drv->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
|
|
//
|
|
enable(true, drv); // must enable the vertex program before the vb is activated
|
|
//
|
|
return true;
|
|
}
|
|
|
|
|
|
//=================================================================================
|
|
void CMeshVPPerPixelLight::end(IDriver *drv)
|
|
{
|
|
enable(false, drv);
|
|
}
|
|
|
|
|
|
//=================================================================================
|
|
void CMeshVPPerPixelLight::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
|
|
{
|
|
(void)f.serialVersion(0);
|
|
f.serial(SpecularLighting);
|
|
}
|
|
|
|
|
|
//=================================================================================
|
|
void CMeshVPPerPixelLight::enable(bool enabled, IDriver *drv)
|
|
{
|
|
if (enabled != _Enabled)
|
|
{
|
|
nlassert(drv);
|
|
if (enabled)
|
|
{
|
|
/* for (uint k = 0; k < NumVp; ++k)
|
|
{
|
|
nlinfo("test vp %d", k);
|
|
drv->activeVertexProgram(_VertexProgram[k].get());
|
|
} */
|
|
uint idVP = (drv->isForceNormalize() ? 4 : 0)
|
|
| (SpecularLighting ? 2 : 0)
|
|
| (_IsPointLight ? 1 : 0);
|
|
//
|
|
drv->activeVertexProgram(_VertexProgram[idVP].get());
|
|
}
|
|
else
|
|
{
|
|
drv->activeVertexProgram(NULL);
|
|
}
|
|
_Enabled = enabled;
|
|
}
|
|
}
|
|
|
|
//=================================================================================
|
|
bool CMeshVPPerPixelLight::setupForMaterial(const CMaterial &mat,
|
|
IDriver *drv,
|
|
CScene *scene
|
|
)
|
|
{
|
|
bool enabled = (mat.getShader() == CMaterial::PerPixelLighting || mat.getShader() == CMaterial::PerPixelLightingNoSpec);
|
|
if (enabled)
|
|
{
|
|
CRenderTrav *renderTrav= &scene->getRenderTrav();
|
|
renderTrav->changeVPLightSetupMaterial(mat, true /* exclude strongest*/);
|
|
|
|
NLMISC::CRGBA pplDiffuse, pplSpecular;
|
|
renderTrav->getStrongestLightColors(pplDiffuse, pplSpecular);
|
|
drv->setPerPixelLightingLight(pplDiffuse, pplSpecular, mat.getShininess());
|
|
}
|
|
bool change = (enabled != _Enabled);
|
|
enable(enabled, drv); // enable disable the vertex program (for material that don't have the right shader)
|
|
return change;
|
|
}
|
|
//=================================================================================
|
|
void CMeshVPPerPixelLight::setupForMaterial(const CMaterial &mat,
|
|
IDriver *drv,
|
|
CScene *scene,
|
|
CVertexBuffer *vb)
|
|
{
|
|
|
|
if (setupForMaterial(mat, drv, scene)) // a switch from v.p enabled / disabled force to reactivate the vertex buffer.
|
|
{
|
|
drv->activeVertexBuffer(*vb);
|
|
}
|
|
}
|
|
|
|
|
|
} // NL3D
|