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558 lines
16 KiB
C++
558 lines
16 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_wind_tree.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/driver.h"
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#include <cmath>
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#include "nel/misc/common.h"
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#include "nel/3d/render_trav.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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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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NLMISC::CSmartPtr<CVertexProgramWindTree> CMeshVPWindTree::_VertexProgram[CMeshVPWindTree::NumVp];
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static const char* WindTreeVPCodeWave=
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"!!VP1.0 \n\
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# extract from color.R the 3 factors into R0.xyz \n\
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MAD R0, v[3].x, c[9].x, c[9].yzww; # col.R*3 \n\
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MIN R0, R0, c[8].yyyy; # clamp each to 0,1 \n\
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MAX R0, R0, c[8].xxxx; \n\
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\n\
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# Add influence of Bone Level1 \n\
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MAD R5, c[15], R0.x, v[0]; \n\
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\n\
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# Sample LevelPhase into R7.yz: 0 to 3. \n\
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MUL R7, v[3].xyzw, c[10].x; \n\
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\n\
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# Add influence of Bone Level2 \n\
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ARL A0.x, R7.y; \n\
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MAD R5, c[A0.x+16], R0.y, R5; \n\
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\n\
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# Add influence of Bone Level3 \n\
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ARL A0.x, R7.z; \n\
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MAD R5, c[A0.x+20], R0.z, R5; \n\
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\n\
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# Get normal in R6 for lighting. \n\
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MOV R6, v[2]; \n\
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";
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static const char* WindTreeVPCodeEnd=
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" # compute in Projection space \n\
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DP4 o[HPOS].x, c[0], R5; \n\
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DP4 o[HPOS].y, c[1], R5; \n\
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DP4 o[HPOS].z, c[2], R5; \n\
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DP4 o[HPOS].w, c[3], R5; \n\
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MOV o[TEX0], v[8]; \n\
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# hulud : remove this line for the moment because it doesn't work under d3d, if it is needed, we will have to create 2 CVertexProgram objects.\n\
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#MOV o[TEX1], v[9]; \n\
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DP4 o[FOGC].x, c[6], R5; \n\
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END \n\
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";
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class CVertexProgramWindTree : public CVertexProgramLighted
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{
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public:
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struct CIdx
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{
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uint ProgramConstants[3];
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uint WindLevel1;
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uint WindLevel2[4];
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uint WindLevel3[4];
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};
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CVertexProgramWindTree(uint numPls, bool specular, bool normalize);
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virtual ~CVertexProgramWindTree() { };
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virtual void buildInfo();
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const CIdx &idx() const { return m_Idx; }
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bool PerMeshSetup;
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private:
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CIdx m_Idx;
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};
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CVertexProgramWindTree::CVertexProgramWindTree(uint numPls, bool specular, bool normalize)
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{
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// lighted settings
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m_FeaturesLighted.SupportSpecular = specular;
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m_FeaturesLighted.NumActivePointLights = numPls;
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m_FeaturesLighted.Normalize = normalize;
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m_FeaturesLighted.CtStartNeLVP = VPLightConstantStart;
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// constants cache
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PerMeshSetup = false;
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// nelvp
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{
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std::string vpCode = std::string(WindTreeVPCodeWave)
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+ CRenderTrav::getLightVPFragmentNeLVP(numPls, VPLightConstantStart, specular, normalize)
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+ WindTreeVPCodeEnd;
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CSource *source = new CSource();
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source->DisplayName = NLMISC::toString("nelvp/MeshVPWindTree/%i/%s/%s", numPls, specular ? "spec" : "nospec", normalize ? "normalize" : "nonormalize");
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source->Profile = CVertexProgram::nelvp;
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source->setSource(vpCode);
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source->ParamIndices["modelViewProjection"] = 0;
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source->ParamIndices["fog"] = 6;
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addSource(source);
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}
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// TODO_VP_GLSL
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}
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void CVertexProgramWindTree::buildInfo()
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{
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CVertexProgramLighted::buildInfo();
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if (profile() == nelvp)
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{
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m_Idx.ProgramConstants[0] = 8;
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m_Idx.ProgramConstants[1] = 9;
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m_Idx.ProgramConstants[2] = 10;
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m_Idx.WindLevel1 = 15;
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m_Idx.WindLevel2[0] = 16;
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m_Idx.WindLevel2[1] = 17;
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m_Idx.WindLevel2[2] = 18;
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m_Idx.WindLevel2[3] = 19;
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m_Idx.WindLevel3[0] = 20;
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m_Idx.WindLevel3[1] = 21;
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m_Idx.WindLevel3[2] = 22;
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m_Idx.WindLevel3[3] = 23;
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}
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else
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{
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// TODO_VP_GLSL
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}
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}
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// ***************************************************************************
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float CMeshVPWindTree::speedCos(float angle)
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{
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// \todo yoyo TODO_OPTIM
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return cosf(angle * 2*(float)Pi);
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}
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// ***************************************************************************
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CMeshVPWindTree::CMeshVPWindTree()
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{
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for(uint i=0; i<HrcDepth; i++)
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{
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Frequency[i]= 1;
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FrequencyWindFactor[i]= 0;
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PowerXY[i]= 0;
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PowerZ[i]= 0;
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Bias[i]= 0;
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// Init currentTime.
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_CurrentTime[i]= 0;
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}
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SpecularLighting= false;
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_LastSceneTime= 0;
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_MaxVertexMove= 0;
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}
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// ***************************************************************************
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CMeshVPWindTree::~CMeshVPWindTree()
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{
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}
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// ***************************************************************************
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void CMeshVPWindTree::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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(void)f.serialVersion(0);
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nlassert(HrcDepth==3);
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for(uint i=0; i<HrcDepth; i++)
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{
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f.serial(Frequency[i]);
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f.serial(FrequencyWindFactor[i]);
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f.serial(PowerXY[i]);
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f.serial(PowerZ[i]);
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f.serial(Bias[i]);
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}
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f.serial(SpecularLighting);
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}
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void CMeshVPWindTree::initVertexPrograms()
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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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// All vpcode and begin() written for HrcDepth==3
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nlassert(HrcDepth==3);
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// For all possible VP.
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for(uint i=0;i<NumVp;i++)
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{
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// setup of the VPLight fragment
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uint numPls= i/4;
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bool normalize= (i&1)!=0;
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bool specular= (i&2)!=0;
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// combine
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_VertexProgram[i] = new CVertexProgramWindTree(numPls, normalize, specular);
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}
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}
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}
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// ***************************************************************************
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void CMeshVPWindTree::initInstance(CMeshBaseInstance *mbi)
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{
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initVertexPrograms();
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// init a random phase.
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mbi->_VPWindTreePhase= frand(1);
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}
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// ***************************************************************************
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inline void CMeshVPWindTree::setupPerMesh(IDriver *driver, CScene *scene)
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{
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// process current times and current power. Only one time per render() and per CMeshVPWindTree.
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if(scene->getCurrentTime() != _LastSceneTime)
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{
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// Get info from scene
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float windPower= scene->getGlobalWindPower();
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float dt= (float)(scene->getCurrentTime() - _LastSceneTime);
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_LastSceneTime= scene->getCurrentTime();
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// Update each boneLevel time according to frequency.
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uint i;
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for(i=0; i<HrcDepth; i++)
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{
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_CurrentTime[i]+= dt*(Frequency[i] + FrequencyWindFactor[i]*windPower);
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// get it between 0 and 1. Important for float precision problems.
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_CurrentTime[i]= (float)fmod(_CurrentTime[i], 1);
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}
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// Update each boneLevel maximum amplitude vector.
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for(i=0; i<HrcDepth; i++)
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{
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_MaxDeltaPos[i]= scene->getGlobalWindDirection() * PowerXY[i] * windPower;
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_MaxDeltaPos[i].z= PowerZ[i] * windPower;
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}
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/* Update the Max amplitude distance
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in world space, since maxdeltaPos are applied in world space, see setupPerInstanceConstants()
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*/
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_MaxVertexMove= 0;
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for(i=0; i<HrcDepth; i++)
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{
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_MaxVertexMove+= _MaxDeltaPos[i].norm();
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}
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}
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CVertexProgramWindTree *program = _ActiveVertexProgram;
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nlassert(program);
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// Setup common constants for each instances.
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// c[8] take useful constants.
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driver->setUniform4f(IDriver::VertexProgram, program->idx().ProgramConstants[0],
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0, 1, 0.5f, 2);
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// c[9] take other useful constants.
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driver->setUniform4f(IDriver::VertexProgram, program->idx().ProgramConstants[1],
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3.f, 0.f, -1.f, -2.f);
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// c[10] take Number of phase (4) for level2 and 3. -0.01 to avoid int value == 4.
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driver->setUniform4f(IDriver::VertexProgram, program->idx().ProgramConstants[2],
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4-0.01f, 0, 0, 0);
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}
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// ***************************************************************************
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inline void CMeshVPWindTree::setupPerInstanceConstants(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
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{
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CVertexProgramWindTree *program = _ActiveVertexProgram;
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nlassert(program);
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// get instance info
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float instancePhase= mbi->_VPWindTreePhase;
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// maxDeltaPos in ObjectSpace. So same world Wind direction is applied to all objects
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static CMatrix invWorldMatrix;
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// Keep only rotation part. (just need it and faster invert)
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invWorldMatrix.setRot(mbi->getWorldMatrix());
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invWorldMatrix.invert();
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static CVector maxDeltaPosOS[HrcDepth];
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for(uint i=0; i<HrcDepth; i++)
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{
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maxDeltaPosOS[i]= invWorldMatrix.mulVector(_MaxDeltaPos[i]);
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}
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// Setup lighting and lighting constants
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setupLighting(scene, mbi, invertedModelMat);
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// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();
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driver->setUniformMatrix(IDriver::VertexProgram, program->getUniformIndex(CProgramIndex::ModelViewProjection),
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IDriver::ModelViewProjection, IDriver::Identity);
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// c[4..7] take the ModelView Matrix. After setupModelMatrix();00
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driver->setUniformFog(IDriver::VertexProgram, program->getUniformIndex(CProgramIndex::Fog));
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// c[15] take Wind of level 0.
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float f;
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f= _CurrentTime[0] + instancePhase;
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f= speedCos(f) + Bias[0];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel1,
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maxDeltaPosOS[0]*f );
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// c[16-19] take Wind of level 1.
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// Unrolled.
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float instTime1= _CurrentTime[1] + instancePhase;
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// phase 0.
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f= speedCos( instTime1+0 ) + Bias[1];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[0],
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maxDeltaPosOS[1]*f);
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// phase 1.
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f= speedCos( instTime1+0.25f ) + Bias[1];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[1],
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maxDeltaPosOS[1]*f);
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// phase 2.
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f= speedCos( instTime1+0.50f ) + Bias[1];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[2],
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maxDeltaPosOS[1]*f);
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// phase 3.
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f= speedCos( instTime1+0.75f ) + Bias[1];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel2[3],
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maxDeltaPosOS[1]*f);
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// c[20, 23] take Wind of level 2.
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// Unrolled.
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float instTime2= _CurrentTime[2] + instancePhase;
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// phase 0.
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f= speedCos( instTime2+0 ) + Bias[2];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[0],
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maxDeltaPosOS[2]*f);
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// phase 1.
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f= speedCos( instTime2+0.25f ) + Bias[2];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[1],
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maxDeltaPosOS[2]*f);
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// phase 2.
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f= speedCos( instTime2+0.50f ) + Bias[2];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[2],
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maxDeltaPosOS[2]*f);
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// phase 3.
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f= speedCos( instTime2+0.75f ) + Bias[2];
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driver->setUniform3f(IDriver::VertexProgram, program->idx().WindLevel3[3],
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maxDeltaPosOS[2]*f);
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}
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// ***************************************************************************
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bool CMeshVPWindTree::begin(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat, const NLMISC::CVector & /*viewerPos*/)
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{
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if (driver->isVertexProgramEmulated()) return false;
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// Activate the good VertexProgram
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//===============
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// Get how many pointLights are setuped now.
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nlassert(scene != NULL);
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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renderTrav->prepareVPLightSetup();
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sint numPls= renderTrav->getNumVPLights()-1;
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clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
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// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
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uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
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// correct VP id for correct unmber of pls.
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idVP= numPls*4 + idVP;
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// activate VP.
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if (driver->activeVertexProgram(_VertexProgram[idVP]))
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{
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_ActiveVertexProgram = _VertexProgram[idVP];
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}
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else
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{
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// vertex program not supported
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_ActiveVertexProgram = NULL;
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return false;
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}
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// precompute mesh
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setupPerMesh(driver, scene);
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// Setup instance constants
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setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
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return true;
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}
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// ***************************************************************************
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void CMeshVPWindTree::end(IDriver *driver)
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{
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// Disable the VertexProgram
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driver->activeVertexProgram(NULL);
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_ActiveVertexProgram = NULL;
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}
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// ***************************************************************************
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// tool fct
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static inline void SetupForMaterial(const CMaterial &mat, CScene *scene)
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{
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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renderTrav->changeVPLightSetupMaterial(mat, false /* don't exclude strongest */);
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}
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// ***************************************************************************
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void CMeshVPWindTree::setupForMaterial(const CMaterial &mat,
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IDriver *drv,
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CScene *scene,
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CVertexBuffer *)
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{
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SetupForMaterial(mat, scene);
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}
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// ***************************************************************************
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void CMeshVPWindTree::setupLighting(CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
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{
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nlassert(scene != NULL);
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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// setup cte for lighting
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CVertexProgramWindTree *program = _ActiveVertexProgram;
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renderTrav->beginVPLightSetup(program, invertedModelMat);
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}
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// ***************************************************************************
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// ***************************************************************************
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// MBR interface
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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bool CMeshVPWindTree::supportMeshBlockRendering() const
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{
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return true;
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}
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// ***************************************************************************
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bool CMeshVPWindTree::isMBRVpOk(IDriver *driver) const
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{
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initVertexPrograms();
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if (driver->isVertexProgramEmulated())
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{
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return false;
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}
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for (uint i = 0; i < NumVp; ++i)
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{
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if (!driver->compileVertexProgram(_VertexProgram[i]))
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{
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return false;
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}
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}
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return true;
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}
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// ***************************************************************************
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void CMeshVPWindTree::beginMBRMesh(IDriver *driver, CScene *scene)
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{
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/* Since need a VertexProgram Activation before activeVBHard, activate a default one
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bet the common one will be "NoPointLight, NoSpecular, No ForceNormalize" => 0.
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*/
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_LastMBRIdVP = 0;
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// activate VP.
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driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP]);
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_ActiveVertexProgram = _VertexProgram[_LastMBRIdVP];
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// precompute mesh
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setupPerMesh(driver, scene);
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_VertexProgram[_LastMBRIdVP]->PerMeshSetup = true;
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}
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// ***************************************************************************
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void CMeshVPWindTree::beginMBRInstance(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat)
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{
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// Get how many pointLights are setuped now.
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nlassert(scene != NULL);
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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renderTrav->prepareVPLightSetup();
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sint numPls= renderTrav->getNumVPLights()-1;
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clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
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// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
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uint idVP = (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
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// correct VP id for correct number of pls.
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idVP = numPls*4 + idVP;
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// re-activate VP if idVP different from last setup
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if (idVP != _LastMBRIdVP)
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{
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_LastMBRIdVP= idVP;
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driver->activeVertexProgram(_VertexProgram[_LastMBRIdVP]);
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_ActiveVertexProgram = _VertexProgram[_LastMBRIdVP];
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if (!_VertexProgram[_LastMBRIdVP]->PerMeshSetup)
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{
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// precompute mesh
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setupPerMesh(driver, scene);
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_VertexProgram[_LastMBRIdVP]->PerMeshSetup = true;
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}
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}
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// setup first constants for this instance
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setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
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}
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// ***************************************************************************
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void CMeshVPWindTree::endMBRMesh(IDriver *driver)
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{
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// Disable the VertexProgram
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driver->activeVertexProgram(NULL);
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_ActiveVertexProgram = NULL;
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}
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// ***************************************************************************
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float CMeshVPWindTree::getMaxVertexMove()
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{
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return _MaxVertexMove;
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}
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} // NL3D
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