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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>meshvp_per_pixel_light.cpp</h1><a href="meshvp__per__pixel__light_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="meshvp__per__pixel__light_8h.html">3d/meshvp_per_pixel_light.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="mesh__base__instance_8h.html">3d/mesh_base_instance.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="vertex__program__parse_8h.html">3d/vertex_program_parse.h</a>"</font>
+00035
+00036
+00037
+00038 <font class="preprocessor">#include &lt;string&gt;</font>
+00039
+00040
+00041
+00042 <font class="keyword">namespace </font>NL3D
+00043 {
+<a name="l00044"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#r0">00044</a> std::auto_ptr&lt;CVertexProgram&gt; CMeshVPPerPixelLight::_VertexProgram[NumVp];
+00045
+00046 <font class="comment">// ***************************************************************************</font>
+00047 <font class="comment">// Light VP fragment constants start at 24</font>
+00048 <font class="keyword">static</font> <font class="keyword">const</font> uint VPLightConstantStart = 24;
+00049
+00050
+00051
+00052 <font class="comment">// ***************************************************************************</font>
+00053 <font class="comment">// ***************************************************************************</font>
+00054
+00056 <font class="comment">// omni lights //</font>
+00058 <font class="comment"></font>
+00064 <font class="comment"></font><font class="comment">// omni light + specular, no normalization</font>
+00065 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a146">PPLightingVPCodeBegin</a> =
+00066 <font class="stringliteral">"!!VP1.0 \n\</font>
+00067 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00068 <font class="stringliteral">MOV R6, v[2]; \n\</font>
+00069 <font class="stringliteral">MUL R1, R6.yzxw, v[9].zxyw; \n\</font>
+00070 <font class="stringliteral">MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\</font>
+00071 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00072 <font class="stringliteral">ADD R2, c[4], -v[0]; # compute L \n\</font>
+00073 <font class="stringliteral">DP3 R3, R2, R2; # get L normalized \n\</font>
+00074 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00075 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00076 <font class="stringliteral">DP3 o[TEX0].x, v[9], R2; # get x of light vector in tangent space \n\</font>
+00077 <font class="stringliteral">DP3 o[TEX0].y, R1, R2; # get y \n\</font>
+00078 <font class="stringliteral">DP3 o[TEX0].z, R6, R2; # get z \n\</font>
+00079 <font class="stringliteral">#specular part \n\</font>
+00080 <font class="stringliteral">ADD R3, c[5], - v[0]; # compute V (return to eye) \n\</font>
+00081 <font class="stringliteral">#compute inverse norm of V \n\</font>
+00082 <font class="stringliteral">DP3 R4, R3, R3; \n\</font>
+00083 <font class="stringliteral">RSQ R4, R4.x; \n\</font>
+00084 <font class="stringliteral">#we normalize V and add it to L \n\</font>
+00085 <font class="stringliteral">MAD R2, R4, R3, R2; #H in R1 \n\</font>
+00086 <font class="stringliteral"> \n\</font>
+00087 <font class="stringliteral">#normalize H \n\</font>
+00088 <font class="stringliteral">DP3 R3, R2, R2; \n\</font>
+00089 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00090 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00091 <font class="stringliteral">#compute H in tangent space \n\</font>
+00092 <font class="stringliteral">DP3 o[TEX2].x, v[9], R2; \n\</font>
+00093 <font class="stringliteral">DP3 o[TEX2].y, R1, R2; \n\</font>
+00094 <font class="stringliteral">DP3 o[TEX2].z, R6, R2; \n\</font>
+00095 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00096 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00097 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00098 <font class="stringliteral">"</font>;
+00099
+00101 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a147">PPLightingVPNormalizeCodeBegin</a> =
+00102 <font class="stringliteral">"!!VP1.0 \n\</font>
+00103 <font class="stringliteral">#normalize the normal \n\</font>
+00104 <font class="stringliteral">DP3 R1, v[2], v[2]; \n\</font>
+00105 <font class="stringliteral">RSQ R1, R1.x; \n\</font>
+00106 <font class="stringliteral">MUL R6, v[2], R1; \n\</font>
+00107 <font class="stringliteral"> \n\</font>
+00108 <font class="stringliteral">#normalize the second vector \n\</font>
+00109 <font class="stringliteral">DP3 R1, R6, v[9]; \n\</font>
+00110 <font class="stringliteral">MAD R1, R6, -R1, v[9]; #subtract the normal component \n\</font>
+00111 <font class="stringliteral">DP3 R2, R1, R1; \n\</font>
+00112 <font class="stringliteral">RSQ R2, R2.x; \n\</font>
+00113 <font class="stringliteral">MUL R5, R1, R2; #second basis vector in R5 \n\</font>
+00114 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00115 <font class="stringliteral">MUL R1, R6.yzxw, R5.zxyw; \n\</font>
+00116 <font class="stringliteral">MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\</font>
+00117 <font class="stringliteral"> \n\</font>
+00118 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00119 <font class="stringliteral">ADD R2, c[4], -v[0]; # compute L \n\</font>
+00120 <font class="stringliteral">DP3 R3, R2, R2; # get L normalized \n\</font>
+00121 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00122 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00123 <font class="stringliteral">DP3 o[TEX0].x, R5, R2; # get x of light vector in tangent space \n\</font>
+00124 <font class="stringliteral">DP3 o[TEX0].y, R1, R2; # get y \n\</font>
+00125 <font class="stringliteral">DP3 o[TEX0].z, R6, R2; # get z \n\</font>
+00126 <font class="stringliteral"> \n\</font>
+00127 <font class="stringliteral">#specular part \n\</font>
+00128 <font class="stringliteral">ADD R3, c[5], - v[0]; # compute V (return to eye) \n\</font>
+00129 <font class="stringliteral">#compute inverse norm of V \n\</font>
+00130 <font class="stringliteral">DP3 R4, R3, R3; \n\</font>
+00131 <font class="stringliteral">RSQ R4, R4.x; \n\</font>
+00132 <font class="stringliteral">#we normalize V and add it to L \n\</font>
+00133 <font class="stringliteral">MAD R2, R4, R3, R2; #H in R1 \n\</font>
+00134 <font class="stringliteral"> \n\</font>
+00135 <font class="stringliteral">#normalize H \n\</font>
+00136 <font class="stringliteral">DP3 R3, R2, R2; \n\</font>
+00137 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00138 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00139 <font class="stringliteral">#compute H in tangent space \n\</font>
+00140 <font class="stringliteral">DP3 o[TEX2].x, R5, R2; \n\</font>
+00141 <font class="stringliteral">DP3 o[TEX2].y, R1, R2; \n\</font>
+00142 <font class="stringliteral">DP3 o[TEX2].z, R6, R2; \n\</font>
+00143 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00144 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00145 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00146 <font class="stringliteral">"</font>;
+00147
+00148
+00149 <font class="comment">// Omni light, no specular</font>
+00150 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a148">PPLightingNoSpecVPCodeBegin</a> =
+00151 <font class="stringliteral">"!!VP1.0 \n\</font>
+00152 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00153 <font class="stringliteral">MOV R6, v[2]; \n\</font>
+00154 <font class="stringliteral">MUL R1, R6.yzxw, v[9].zxyw; \n\</font>
+00155 <font class="stringliteral">MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\</font>
+00156 <font class="stringliteral"> \n\</font>
+00157 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00158 <font class="stringliteral">ADD R2, c[4], -v[0]; # compute L \n\</font>
+00159 <font class="stringliteral">DP3 R3, R2, R2; # get L normalized \n\</font>
+00160 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00161 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00162 <font class="stringliteral">DP3 o[TEX0].x, v[9], R2; # get x of light vector in tangent space \n\</font>
+00163 <font class="stringliteral">DP3 o[TEX0].y, R1, R2; # get y \n\</font>
+00164 <font class="stringliteral">DP3 o[TEX0].z, R6, R2; # get z \n\</font>
+00165 <font class="stringliteral"> \n\</font>
+00166 <font class="stringliteral"> \n\</font>
+00167 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00168 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00169 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00170 <font class="stringliteral">"</font>;
+00171
+00173 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a149">PPLightingVPNormalizeNoSpecCodeBegin</a> =
+00174 <font class="stringliteral">"!!VP1.0 \n\</font>
+00175 <font class="stringliteral">#normalize the normal \n\</font>
+00176 <font class="stringliteral">DP3 R1, v[2], v[2]; \n\</font>
+00177 <font class="stringliteral">RSQ R1, R1.x; \n\</font>
+00178 <font class="stringliteral">MUL R6, v[2], R1; \n\</font>
+00179 <font class="stringliteral"> \n\</font>
+00180 <font class="stringliteral">#normalize the second vector \n\</font>
+00181 <font class="stringliteral">DP3 R1, R6, v[9]; \n\</font>
+00182 <font class="stringliteral">MAD R1, R6, -R1, v[9]; #subtract the normal component \n\</font>
+00183 <font class="stringliteral">DP3 R2, R1, R1; \n\</font>
+00184 <font class="stringliteral">RSQ R2, R2.x; \n\</font>
+00185 <font class="stringliteral">MUL R5, R1, R2; #second basis vector in R5 \n\</font>
+00186 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00187 <font class="stringliteral">MUL R1, R6.yzxw, R5.zxyw; \n\</font>
+00188 <font class="stringliteral">MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\</font>
+00189 <font class="stringliteral"> \n\</font>
+00190 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00191 <font class="stringliteral">ADD R2, c[4], -v[0]; # compute L \n\</font>
+00192 <font class="stringliteral">DP3 R3, R2, R2; # get L normalized \n\</font>
+00193 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00194 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00195 <font class="stringliteral">DP3 o[TEX0].x, R5, R2; # get x of light vector in tangent space \n\</font>
+00196 <font class="stringliteral">DP3 o[TEX0].y, R1, R2; # get y \n\</font>
+00197 <font class="stringliteral">DP3 o[TEX0].z, R6, R2; # get z \n\</font>
+00198 <font class="stringliteral"> \n\</font>
+00199 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00200 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00201 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00202 <font class="stringliteral">"</font>;
+00203
+00204
+00206 <font class="comment">// directionnal lights //</font>
+00208 <font class="comment"></font>
+00211 <font class="comment"></font>
+00212 <font class="comment">// directionnal, no normalization</font>
+00213 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a150">PPLightingDirectionnalVPCodeBegin</a> =
+00214 <font class="stringliteral">"!!VP1.0 \n\</font>
+00215 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00216 <font class="stringliteral">MOV R6, v[2]; \n\</font>
+00217 <font class="stringliteral">MUL R1, R6.yzxw, v[9].zxyw; \n\</font>
+00218 <font class="stringliteral">MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\</font>
+00219 <font class="stringliteral"> \n\</font>
+00220 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00221 <font class="stringliteral">DP3 o[TEX0].x, v[9], -c[4]; # get x of light vector in tangent space \n\</font>
+00222 <font class="stringliteral">DP3 o[TEX0].y, R1, -c[4]; # get y \n\</font>
+00223 <font class="stringliteral">DP3 o[TEX0].z, R6, -c[4]; # get z \n\</font>
+00224 <font class="stringliteral"> \n\</font>
+00225 <font class="stringliteral">#specular part \n\</font>
+00226 <font class="stringliteral">ADD R3, c[5], - v[0]; # compute V (return to eye) \n\</font>
+00227 <font class="stringliteral">#compute inverse norm of V \n\</font>
+00228 <font class="stringliteral">DP3 R4, R3, R3; \n\</font>
+00229 <font class="stringliteral">RSQ R4, R4.x; \n\</font>
+00230 <font class="stringliteral">#we normalize V and add it to L. It gives H unnormalized \n\</font>
+00231 <font class="stringliteral">MAD R2, R4, R3, -c[4]; #H in R1 \n\</font>
+00232 <font class="stringliteral"> \n\</font>
+00233 <font class="stringliteral">#normalize H \n\</font>
+00234 <font class="stringliteral">DP3 R3, R2, R2; \n\</font>
+00235 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00236 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00237 <font class="stringliteral">#compute H in tangent space \n\</font>
+00238 <font class="stringliteral">DP3 o[TEX2].x, v[9], R2; \n\</font>
+00239 <font class="stringliteral">DP3 o[TEX2].y, R1, R2; \n\</font>
+00240 <font class="stringliteral">DP3 o[TEX2].z, R6, R2; \n\</font>
+00241 <font class="stringliteral"> \n\</font>
+00242 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00243 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00244 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00245 <font class="stringliteral">"</font>;
+00246
+00247 <font class="comment">// directionnal + normalization</font>
+00248 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a151">PPLightingDirectionnalVPNormalizeCodeBegin</a> =
+00249 <font class="stringliteral">"!!VP1.0 \n\</font>
+00250 <font class="stringliteral">#normalize the normal \n\</font>
+00251 <font class="stringliteral">DP3 R1, v[2], v[2]; \n\</font>
+00252 <font class="stringliteral">RSQ R1, R1.x; \n\</font>
+00253 <font class="stringliteral">MUL R6, v[2], R1; \n\</font>
+00254 <font class="stringliteral"> \n\</font>
+00255 <font class="stringliteral">#normalize the second vector \n\</font>
+00256 <font class="stringliteral">DP3 R1, R6, v[9]; \n\</font>
+00257 <font class="stringliteral">MAD R1, R6, -R1, v[9]; #subtract the normal component \n\</font>
+00258 <font class="stringliteral">DP3 R2, R1, R1; \n\</font>
+00259 <font class="stringliteral">RSQ R2, R2.x; \n\</font>
+00260 <font class="stringliteral">MUL R5, R1, R2; #second basis vector in R5 \n\</font>
+00261 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00262 <font class="stringliteral">MUL R1, R6.yzxw, R5.zxyw; \n\</font>
+00263 <font class="stringliteral">MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\</font>
+00264 <font class="stringliteral"> \n\</font>
+00265 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00266 <font class="stringliteral">DP3 o[TEX0].x, R5, -c[4]; # get x of light vector in tangent space \n\</font>
+00267 <font class="stringliteral">DP3 o[TEX0].y, R1, -c[4]; # get y \n\</font>
+00268 <font class="stringliteral">DP3 o[TEX0].z, R6, -c[4]; # get z \n\</font>
+00269 <font class="stringliteral"> \n\</font>
+00270 <font class="stringliteral">#specular part \n\</font>
+00271 <font class="stringliteral">ADD R3, c[5], - v[0]; # compute V (return to eye) \n\</font>
+00272 <font class="stringliteral">#compute inverse norm of V \n\</font>
+00273 <font class="stringliteral">DP3 R4, R3, R3; \n\</font>
+00274 <font class="stringliteral">RSQ R4, R4.x; \n\</font>
+00275 <font class="stringliteral">#we normalize V and add it to L \n\</font>
+00276 <font class="stringliteral">MAD R2, R4, R3, -c[4]; #H in R1 \n\</font>
+00277 <font class="stringliteral"> \n\</font>
+00278 <font class="stringliteral">#normalize H \n\</font>
+00279 <font class="stringliteral">DP3 R3, R2, R2; \n\</font>
+00280 <font class="stringliteral">RSQ R3, R3.x; \n\</font>
+00281 <font class="stringliteral">MUL R2, R3, R2; \n\</font>
+00282 <font class="stringliteral">#compute H in tangent space \n\</font>
+00283 <font class="stringliteral">DP3 o[TEX2].x, R5, R2; \n\</font>
+00284 <font class="stringliteral">DP3 o[TEX2].y, R1, R2; \n\</font>
+00285 <font class="stringliteral">DP3 o[TEX2].z, R6, R2; \n\</font>
+00286 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00287 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00288 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00289 <font class="stringliteral">"</font>;
+00290
+00291
+00292 <font class="comment">// directionnal, no normalization, no specular</font>
+00293 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a152">PPLightingDirectionnalNoSpecVPCodeBegin</a> =
+00294 <font class="stringliteral">"!!VP1.0 \n\</font>
+00295 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00296 <font class="stringliteral">MOV R6, v[2]; \n\</font>
+00297 <font class="stringliteral">MUL R1, R6.yzxw, v[9].zxyw; \n\</font>
+00298 <font class="stringliteral">MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\</font>
+00299 <font class="stringliteral"> \n\</font>
+00300 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00301 <font class="stringliteral">DP3 o[TEX0].x, v[9], -c[4]; # get x of light vector in tangent space \n\</font>
+00302 <font class="stringliteral">DP3 o[TEX0].y, R1, -c[4]; # get y \n\</font>
+00303 <font class="stringliteral">DP3 o[TEX0].z, R6, -c[4]; # get z \n\</font>
+00304 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00305 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00306 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00307 <font class="stringliteral">"</font>;
+00308
+00309 <font class="comment">// directionnal + normalization, no specular</font>
+00310 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a153">PPLightingDirectionnalNoSpecVPNormalizeCodeBegin</a> =
+00311 <font class="stringliteral">"!!VP1.0 \n\</font>
+00312 <font class="stringliteral">#normalize the normal \n\</font>
+00313 <font class="stringliteral">DP3 R1, v[2], v[2]; \n\</font>
+00314 <font class="stringliteral">RSQ R1, R1.x; \n\</font>
+00315 <font class="stringliteral">MUL R6, v[2], R1; \n\</font>
+00316 <font class="stringliteral"> \n\</font>
+00317 <font class="stringliteral">#normalize the second vector \n\</font>
+00318 <font class="stringliteral">DP3 R1, R6, v[9]; \n\</font>
+00319 <font class="stringliteral">MAD R1, R6, -R1, v[9]; #subtract the normal component \n\</font>
+00320 <font class="stringliteral">DP3 R2, R1, R1; \n\</font>
+00321 <font class="stringliteral">RSQ R2, R2.x; \n\</font>
+00322 <font class="stringliteral">MUL R5, R1, R2; #second basis vector in R5 \n\</font>
+00323 <font class="stringliteral">#compute B = N ^ T \n\</font>
+00324 <font class="stringliteral">MUL R1, R6.yzxw, R5.zxyw; \n\</font>
+00325 <font class="stringliteral">MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\</font>
+00326 <font class="stringliteral"> \n\</font>
+00327 <font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+00328 <font class="stringliteral">DP3 o[TEX0].x, R5, -c[4]; # get x of light vector in tangent space \n\</font>
+00329 <font class="stringliteral">DP3 o[TEX0].y, R1, -c[4]; # get y \n\</font>
+00330 <font class="stringliteral">DP3 o[TEX0].z, R6, -c[4]; # get z \n\</font>
+00331 <font class="stringliteral"> \n\</font>
+00332 <font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+00333 <font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+00334 <font class="stringliteral">MOV R5, v[0]; \n\</font>
+00335 <font class="stringliteral">"</font>;
+00336
+00337
+00338
+00339 <font class="comment">// End of per pixel lighting code : compute pos and setup texture</font>
+00340 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a154">PPLightingVPCodeEnd</a>=
+00341 <font class="stringliteral">" # compute in Projection space \n\</font>
+00342 <font class="stringliteral"> DP4 o[HPOS].x, c[0], v[0]; \n\</font>
+00343 <font class="stringliteral"> DP4 o[HPOS].y, c[1], v[0]; \n\</font>
+00344 <font class="stringliteral"> DP4 o[HPOS].z, c[2], v[0]; \n\</font>
+00345 <font class="stringliteral"> DP4 o[HPOS].w, c[3], v[0]; \n\</font>
+00346 <font class="stringliteral"> MOV o[TEX1].xy, v[8]; \n\</font>
+00347 <font class="stringliteral"> END \n\</font>
+00348 <font class="stringliteral">"</font>;
+00349
+00350 <font class="comment">/***************************************************************/</font>
+00351 <font class="comment">/******************* THE FOLLOWING CODE IS COMMENTED OUT *******/</font>
+00352 <font class="comment">/***************************************************************</font>
+00353 <font class="comment"></font>
+00354 <font class="comment">// Test code : map the tangent space vector as the diffuse color</font>
+00355 <font class="comment">static const char* PPLightingVPCodeTest =</font>
+00356 <font class="comment">"!!VP1.0 \n\</font>
+00357 <font class="comment"> # compute in Projection space \n\</font>
+00358 <font class="comment"> DP4 o[HPOS].x, c[0], v[0]; \n\</font>
+00359 <font class="comment"> DP4 o[HPOS].y, c[1], v[0]; \n\</font>
+00360 <font class="comment"> DP4 o[HPOS].z, c[2], v[0]; \n\</font>
+00361 <font class="comment"> DP4 o[HPOS].w, c[3], v[0]; \n\</font>
+00362 <font class="comment"> MOV o[COL0], v[9]; \n\</font>
+00363 <font class="comment"> END \n\</font>
+00364 <font class="comment">";</font>
+00365 <font class="comment">***************************************************************/</font>
+00366
+00367
+00368
+00369
+00370 <font class="comment">//=================================================================================</font>
+<a name="l00371"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_0">00371</a> <font class="keywordtype">void</font> CMeshVPPerPixelLight::initInstance(CMeshBaseInstance *mbi)
+00372 {
+00373 <font class="comment">// init the vertexProgram code.</font>
+00374 <font class="keyword">static</font> <font class="keywordtype">bool</font> vpCreated= <font class="keyword">false</font>;
+00375 <font class="keywordflow">if</font>(!vpCreated)
+00376 {
+00377 vpCreated= <font class="keyword">true</font>;
+00378
+00379 <font class="comment">// Gives each vp name</font>
+00380 <font class="comment">// Bit 0 : 1 when it is a directionnal light</font>
+00381 <font class="comment">// Bit 1 : 1 when specular is needed</font>
+00382 <font class="comment">// Bit 2 : 1 when normalization of the tangent space is needed</font>
+00383 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font> *vpName[] =
+00384 {
+00385 <font class="comment">// no spec</font>
+00386 <a class="code" href="namespaceNL3D.html#a152">PPLightingDirectionnalNoSpecVPCodeBegin</a>,
+00387 <a class="code" href="namespaceNL3D.html#a148">PPLightingNoSpecVPCodeBegin</a>,
+00388 <font class="comment">// specular</font>
+00389 <a class="code" href="namespaceNL3D.html#a150">PPLightingDirectionnalVPCodeBegin</a>,
+00390 <a class="code" href="namespaceNL3D.html#a146">PPLightingVPCodeBegin</a>,
+00392 <font class="comment">// no spec</font>
+00393 <a class="code" href="namespaceNL3D.html#a153">PPLightingDirectionnalNoSpecVPNormalizeCodeBegin</a>,
+00394 <a class="code" href="namespaceNL3D.html#a149">PPLightingVPNormalizeNoSpecCodeBegin</a>,
+00395 <font class="comment">// spec</font>
+00396 <a class="code" href="namespaceNL3D.html#a151">PPLightingDirectionnalVPNormalizeCodeBegin</a>,
+00397 <a class="code" href="namespaceNL3D.html#a147">PPLightingVPNormalizeCodeBegin</a>,
+00398 };
+00399
+00400 uint numvp = <font class="keyword">sizeof</font>(vpName) / <font class="keyword">sizeof</font>(<font class="keyword">const</font> <font class="keywordtype">char</font> *);
+00401 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#u1u0">NumVp</a> == numvp); <font class="comment">// make sure that it is in sync with header..todo : compile time assert :)</font>
+00402 <font class="keywordflow">for</font> (uint vp = 0; vp &lt; <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#u1u0">NumVp</a>; ++vp)
+00403 {
+00404 <font class="comment">// \todo yoyo TODO_OPTIM Manage different number of pointLights</font>
+00405 <font class="comment">// NB: never call getLightVPFragment() with normalize, because already done by PerPixel fragment before.</font>
+00406 std::string vpCode = std::string(vpName[vp])
+00407 + std::string(<font class="stringliteral">"# ***************"</font>) <font class="comment">// temp for debug</font>
+00408 + CRenderTrav::getLightVPFragment(CRenderTrav::MaxVPLight-1, VPLightConstantStart, (vp &amp; 2) != 0, <font class="keyword">false</font>)
+00409 + std::string(<font class="stringliteral">"# ***************"</font>) <font class="comment">// temp for debug</font>
+00410 + std::string(<a class="code" href="namespaceNL3D.html#a154">PPLightingVPCodeEnd</a>);
+00411 <font class="preprocessor"> #ifdef NL_DEBUG</font>
+00412 <font class="preprocessor"></font>
+00417 <a class="code" href="classCVPParser.html">CVPParser</a> vpParser;
+00418 <a class="code" href="classCVPParser.html#s0">CVPParser::TProgram</a> result;
+00419 std::string parseOutput;
+00420 <font class="keywordflow">if</font> (!vpParser.<a class="code" href="classCVPParser.html#a0">parse</a>(vpCode.c_str(), result, parseOutput))
+00421 {
+00422 <a class="code" href="debug_8h.html#a2">nlwarning</a>(parseOutput.c_str());
+00423 <a class="code" href="debug_8h.html#a6">nlassert</a>(0);
+00424 }
+00425 <font class="preprocessor"> #endif</font>
+00426 <font class="preprocessor"></font> <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#r0">_VertexProgram</a>[vp]= std::auto_ptr&lt;CVertexProgram&gt;(<font class="keyword">new</font> CVertexProgram(vpCode.c_str()));
+00427 }
+00428
+00429 }
+00430 }
+00431
+00432 <font class="comment">//=================================================================================</font>
+<a name="l00433"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_1">00433</a> <font class="keywordtype">bool</font> CMeshVPPerPixelLight::begin(IDriver *drv,
+00434 CScene *scene, CMeshBaseInstance *mbi,
+00435 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;invertedModelMat,
+00436 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;viewerPos)
+00437 {
+00438 <font class="comment">// test if supported by driver</font>
+00439 <font class="keywordflow">if</font> (!
+00440 (drv-&gt;isVertexProgramSupported()
+00441 &amp;&amp; !drv-&gt;isVertexProgramEmulated()
+00442 &amp;&amp; drv-&gt;supportPerPixelLighting(<a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#m0">SpecularLighting</a>)
+00443 )
+00444 )
+00445 {
+00446 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00447 }
+00448 <font class="comment">// </font>
+00449 CRenderTrav *renderTrav= scene-&gt;getRenderTrav();
+00451 renderTrav-&gt;beginVPLightSetup(VPLightConstantStart,
+00452 <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#m0">SpecularLighting</a>,
+00453 invertedModelMat);
+00454 <font class="comment">//</font>
+00455 sint strongestLightIndex = renderTrav-&gt;getStrongestLightIndex();
+00456 <font class="keywordflow">if</font> (strongestLightIndex == -1) <font class="keywordflow">return</font> <font class="keyword">false</font>; <font class="comment">// if no strongest light, disable this vertex program </font>
+00457 <font class="comment">// setup the strongest light</font>
+00459 <font class="comment"> const CLight &amp;strongestLight = renderTrav-&gt;getDriverLight(strongestLightIndex);</font>
+00460
+00461 <font class="keywordflow">switch</font> (strongestLight.getMode())
+00462 {
+00463 <font class="keywordflow">case</font> CLight::DirectionalLight:
+00464 {
+00465 <font class="comment">// put light direction in object space</font>
+00466 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> lPos = invertedModelMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z294_0">mulVector</a>(strongestLight.getDirection());
+00467 drv-&gt;setConstant(4, lPos);
+00468 <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#o1">_IsPointLight</a> = <font class="keyword">false</font>;
+00469 }
+00470 <font class="keywordflow">break</font>;
+00471 <font class="keywordflow">case</font> CLight::PointLight:
+00472 {
+00473 <font class="comment">// put light in object space</font>
+00474 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> lPos = invertedModelMat * strongestLight.getPosition();
+00475 drv-&gt;setConstant(4, lPos);
+00476 <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#o1">_IsPointLight</a> = <font class="keyword">true</font>;
+00477 }
+00478 <font class="keywordflow">break</font>;
+00479 <font class="keywordflow">default</font>:
+00480 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00481 <font class="keywordflow">break</font>;
+00482 }
+00483
+00484
+00485 <font class="keywordflow">if</font> (SpecularLighting)
+00486 {
+00487 <font class="comment">// viewer pos in object space</font>
+00488 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> vPos = invertedModelMat * viewerPos;
+00489 drv-&gt;setConstant(5, vPos);
+00490 }
+00491
+00492 <font class="comment">// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();</font>
+00493 drv-&gt;setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
+00494 <font class="comment">// </font>
+00495 <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#c0">enable</a>(<font class="keyword">true</font>, drv); <font class="comment">// must enable the vertex program before the vb is activated</font>
+00496 <font class="comment">//</font>
+00497 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00498 }
+00499
+00500
+00501 <font class="comment">//=================================================================================</font>
+<a name="l00502"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_2">00502</a> <font class="keywordtype">void</font> CMeshVPPerPixelLight::end(IDriver *drv)
+00503 {
+00504 <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#c0">enable</a>(<font class="keyword">false</font>, drv);
+00505 }
+00506
+00507
+00508 <font class="comment">//=================================================================================</font>
+<a name="l00509"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_3">00509</a> <font class="keywordtype">void</font> CMeshVPPerPixelLight::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+00510 {
+00511 (void)f.serialVersion(0);
+00512 f.serial(SpecularLighting);
+00513 }
+00514
+00515
+00516 <font class="comment">//=================================================================================</font>
+<a name="l00517"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#c0">00517</a> <font class="keywordtype">void</font> CMeshVPPerPixelLight::enable(<font class="keywordtype">bool</font> enabled, IDriver *drv)
+00518 {
+00519 <font class="keywordflow">if</font> (enabled != <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#o0">_Enabled</a>)
+00520 {
+00521 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
+00522 <font class="keywordflow">if</font> (enabled)
+00523 {
+00524 <font class="comment">/* for (uint k = 0; k &lt; NumVp; ++k)</font>
+00525 <font class="comment"> {</font>
+00526 <font class="comment"> nlinfo("test vp %d", k);</font>
+00527 <font class="comment"> drv-&gt;activeVertexProgram(_VertexProgram[k].get());</font>
+00528 <font class="comment"> } */</font>
+00529 uint idVP = (drv-&gt;isForceNormalize() ? 4 : 0)
+00530 | (<a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#m0">SpecularLighting</a> ? 2 : 0)
+00531 | (<a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#o1">_IsPointLight</a> ? 1 : 0);
+00532 <font class="comment">//</font>
+00533 drv-&gt;activeVertexProgram(<a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#r0">_VertexProgram</a>[idVP].get());
+00534 }
+00535 <font class="keywordflow">else</font>
+00536 {
+00537 drv-&gt;activeVertexProgram(NULL);
+00538 }
+00539 <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#o0">_Enabled</a> = enabled;
+00540 }
+00541 }
+00542
+00543 <font class="comment">//=================================================================================</font>
+<a name="l00544"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#c1">00544</a> <font class="keywordtype">bool</font> CMeshVPPerPixelLight::setupForMaterial(<font class="keyword">const</font> CMaterial &amp;mat,
+00545 IDriver *drv,
+00546 CScene *scene
+00547 )
+00548 {
+00549 <font class="keywordtype">bool</font> enabled = (mat.getShader() == CMaterial::PerPixelLighting || mat.getShader() == CMaterial::PerPixelLightingNoSpec);
+00550 <font class="keywordflow">if</font> (enabled)
+00551 {
+00552 CRenderTrav *renderTrav= scene-&gt;getRenderTrav();
+00553 renderTrav-&gt;changeVPLightSetupMaterial(mat, <font class="keyword">true</font> <font class="comment">/* exclude strongest*/</font>);
+00554
+00555 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> pplDiffuse, pplSpecular;
+00556 renderTrav-&gt;getStrongestLightColors(pplDiffuse, pplSpecular);
+00557 drv-&gt;setPerPixelLightingLight(pplDiffuse, pplSpecular, mat.getShininess());
+00558 }
+00559 <font class="keywordtype">bool</font> change = (enabled != <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#o0">_Enabled</a>);
+00560 <a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#c0">enable</a>(enabled, drv); <font class="comment">// enable disable the vertex program (for material that don't have the right shader)</font>
+00561 <font class="keywordflow">return</font> change;
+00562 }
+00563 <font class="comment">//=================================================================================</font>
+<a name="l00564"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_4">00564</a> <font class="keywordtype">void</font> CMeshVPPerPixelLight::setupForMaterial(<font class="keyword">const</font> CMaterial &amp;mat,
+00565 IDriver *drv,
+00566 CScene *scene,
+00567 CVertexBuffer *vb)
+00568 {
+00569
+00570 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_4">setupForMaterial</a>(mat, drv, scene)) <font class="comment">// a switch from v.p enabled / disabled force to reactivate the vertex buffer.</font>
+00571 {
+00572 drv-&gt;activeVertexBuffer(*vb);
+00573 }
+00574 }
+00575
+00576 <font class="comment">//=================================================================================</font>
+<a name="l00577"></a><a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_5">00577</a> <font class="keywordtype">void</font> CMeshVPPerPixelLight::setupForMaterial(<font class="keyword">const</font> CMaterial &amp;mat,
+00578 IDriver *drv,
+00579 CScene *scene,
+00580 IVertexBufferHard *vb)
+00581 {
+00582
+00583 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshVPPerPixelLight.html#z609_4">setupForMaterial</a>(mat, drv, scene)) <font class="comment">// a switch from v.p enabled / disabled force to reactivate the vertex buffer.</font>
+00584 {
+00585 drv-&gt;activeVertexBufferHard(vb);
+00586 }
+00587 }
+00588
+00589
+00590 } <font class="comment">// NL3D</font>
+</pre></div>
+
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