diff options
Diffstat (limited to 'docs/doxygen/nel/driver__opengl__material_8cpp-source.html')
-rw-r--r-- | docs/doxygen/nel/driver__opengl__material_8cpp-source.html | 1823 |
1 files changed, 1823 insertions, 0 deletions
diff --git a/docs/doxygen/nel/driver__opengl__material_8cpp-source.html b/docs/doxygen/nel/driver__opengl__material_8cpp-source.html new file mode 100644 index 00000000..666280d1 --- /dev/null +++ b/docs/doxygen/nel/driver__opengl__material_8cpp-source.html @@ -0,0 +1,1823 @@ +<!doctype html public "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"> +<HTML> +<HEAD> + <TITLE>nevrax.org : docs</TITLE> + <LINK REL=stylesheet TYPE="text/css" HREF="http://www.nevrax.org/inc/css/nevrax.css"> + <link href="doxygen.css" rel="stylesheet" type="text/css"> +</HEAD> +<BODY MARGINHEIGHT="0" MARGINWIDTH="0"> + +<!-- uplinks --> +<TABLE CELLSPACING=0 CELLPADDING=0 BORDER=0> + <TR> + <TD WIDTH=16><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD> + <TD WIDTH=140 BGCOLOR=#dddddd><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="140" HEIGHT="16" BORDER=0 ALT=""></TD> + <TD WIDTH=16><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD> + <TD><IMG width=6 height=14 SRC="http://www.nevrax.org/inc/img/reddots.gif" ALT="#" VSPACE=2 HSPACE=2 BORDER=0 ></TD><TD VALIGN=middle> <A CLASS=uplinks HREF=http://www.nevrax.org><b>Home</B></FONT></A> </TD> + <TD><IMG width=6 height=14 SRC="http://www.nevrax.org/inc/img/reddots.gif" ALT="#" VSPACE=2 HSPACE=2 BORDER=0 ></TD><TD VALIGN=middle> <A CLASS=uplinks HREF=http://www.nevrax.com><b>nevrax.com</B></FONT></A> </TD> + </TR> +</TABLE> + +<!-- banner Nevrax --> +<TABLE CELLSPACING=0 CELLPADDING=0 BORDER=0 WIDTH=100%> + <TR><TD BGCOLOR="#000000" BACKGROUND="http://www.nevrax.org/inc/img/black_banner.jpg"><A HREF="http://www.nevrax.org"><IMG SRC="http://www.nevrax.org/inc/img/nevrax.gif" WIDTH="170" HEIGHT="45" BORDER=0 ALT="Nevrax" ></A></TD></TR> +</TABLE> + +<!-- main table --> +<TABLE CELLSPACING=0 CELLPADDING=0 BORDER=0 height=100%> + <TR> + <TD WIDTH=16><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="16" HEIGHT="10" BORDER=0 ALT=""></TD> + <TD WIDTH=140 BGCOLOR=#dddddd VALIGN=TOP ALIGN=middle><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="140" HEIGHT="10" BORDER=0 ALT=""> + + <!------ Begin Box ------> + <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 BGCOLOR=black><TR><TD><TABLE border=0 cellspacing=2 cellpadding=0 width=120><tr><TD ALIGN=middle bgcolor=black> + <FONT COLOR=white FACE="sans-serif"><B>Nevrax.org</B></FONT></TD></TR><tr><td colspan=2 bgcolor=#FFFFFF> + <TABLE cellspacing=0 cellpadding=1 border=0> + <tr><td ALIGN=middle><a class='linkbox' href="http://www.nevrax.org/news/" TITLE="Rubrique news"><img width=13 height=15 hspace=5 border=0 src=http://www.nevrax.org/inc/img/picto-news.gif ALT=#></A></td><td><a class='linkbox' href="http://www.nevrax.org/news/" TITLE="News">News</a></td></tr> + <tr><td ALIGN=middle><a class='linkbox' href="http://www.nevrax.org/mail/" TITLE="Rubrique mail"><img width=15 height=11 hspace=5 border=0 src=http://www.nevrax.org/inc/img/picto-mail.gif ALT=#></A></td><td><a class='linkbox' href="http://www.nevrax.org/mail/" TITLE="Mailing list archive">Mailing-list</a></td></tr> + <tr><td ALIGN=middle><a class='linkbox' href="http://www.nevrax.org/docs/" TITLE="Rubrique docs"><img width=14 height=16 hspace=5 border=0 src=http://www.nevrax.org/inc/img/picto-docs.gif ALT=#></A></td><td><a class='linkbox' href="http://www.nevrax.org/docs/" TITLE="Documentation">Documentation</a></td></tr> + <tr><td ALIGN=middle><a class='linkbox' href="http://www.nevrax.org/cvs/" TITLE="Rubrique cvs"><img width=13 height=17 hspace=5 border=0 src=http://www.nevrax.org/inc/img/picto-cvs.gif ALT=#></A></td><td><a class='linkbox' href="http://www.nevrax.org/cvs/" TITLE="CVS Web">CVS</a></td></tr> + <tr><td ALIGN=middle><a class='linkbox' href="http://www.nevrax.org/bugs/" TITLE="Rubrique bugs"><img width=20 height=16 hspace=5 border=0 src=http://www.nevrax.org/inc/img/picto-bugs.gif ALT=#></A></td><td><a class='linkbox' href="http://www.nevrax.org/bugs/" TITLE="Bugtracking">Bugs</a></td></tr> + <tr><td ALIGN=middle><a class='linkbox' href="http://www.nevrax.org/GPL.php3" TITLE="Rubrique license"><img width=18 height=12 hspace=5 border=0 src=http://www.nevrax.org/inc/img/picto-gpl.gif ALT=#></A></td><td><a class='linkbox' href="http://www.nevrax.org/GPL.php3" TITLE="License">License</a></td></tr> + </TABLE> + </TD></TR></TABLE></TD></TR></TABLE> + <!------ End Box ------> + + </TD> + <TD WIDTH=15><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="16" HEIGHT="16" BORDER=0 ALT=""></TD> + <TD ALIGN=left valign=top><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="140" HEIGHT="10" BORDER=0 ALT=""> + +<!-- title --> +<TABLE background="http://www.nevrax.org/inc/img/redline.gif" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td> +<A HREF="http://www.nevrax.org/docs/"><img src="http://www.nevrax.org/inc/img/t_docs.gif" ALT="Docs" HEIGHT=20 BORDER=0></A> +</td><td><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="1" HEIGHT="1" BORDER=0 ALT=""> +</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.14 --> +<center> +<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>driver_opengl_material.cpp</h1><a href="driver__opengl__material_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000 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="stdopengl_8h.html">stdopengl.h</a>"</font> +00027 <font class="preprocessor">#include "<a class="code" href="cube__map__builder_8h.html">3d/cube_map_builder.h</a>"</font> +00028 <font class="preprocessor">#include "<a class="code" href="texture__mem_8h.html">3d/texture_mem.h</a>"</font> +00029 +00030 +00031 <font class="keyword">namespace </font>NL3D { +00032 +00033 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a343">convBlend</a>(CMaterial::TBlend <a class="code" href="namespaceNLMISC.html#a286">blend</a>, GLenum& glenum) +00034 { +00035 <font class="keywordflow">switch</font>(blend) +00036 { +00037 <font class="keywordflow">case</font> CMaterial::one: glenum=GL_ONE; <font class="keywordflow">break</font>; +00038 <font class="keywordflow">case</font> CMaterial::zero: glenum=GL_ZERO; <font class="keywordflow">break</font>; +00039 <font class="keywordflow">case</font> CMaterial::srcalpha: glenum=GL_SRC_ALPHA; <font class="keywordflow">break</font>; +00040 <font class="keywordflow">case</font> CMaterial::invsrcalpha:glenum=GL_ONE_MINUS_SRC_ALPHA; <font class="keywordflow">break</font>; +00041 <font class="keywordflow">case</font> CMaterial::srccolor: glenum=GL_SRC_COLOR; <font class="keywordflow">break</font>; +00042 <font class="keywordflow">case</font> CMaterial::invsrccolor:glenum=GL_ONE_MINUS_SRC_COLOR; <font class="keywordflow">break</font>; +00043 <font class="comment">// Extended Blend modes.</font> +00044 <font class="keywordflow">case</font> CMaterial::blendConstantColor: glenum=GL_CONSTANT_COLOR_EXT; <font class="keywordflow">break</font>; +00045 <font class="keywordflow">case</font> CMaterial::blendConstantInvColor: glenum=GL_ONE_MINUS_CONSTANT_COLOR_EXT; <font class="keywordflow">break</font>; +00046 <font class="keywordflow">case</font> CMaterial::blendConstantAlpha: glenum=GL_CONSTANT_ALPHA_EXT; <font class="keywordflow">break</font>; +00047 <font class="keywordflow">case</font> CMaterial::blendConstantInvAlpha: glenum=GL_ONE_MINUS_CONSTANT_ALPHA_EXT; <font class="keywordflow">break</font>; +00048 <font class="keywordflow">default</font>: <a class="code" href="debug_8h.html#a12">nlstop</a>; +00049 } +00050 } +00051 +00052 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a344">convZFunction</a>(CMaterial::ZFunc zfunc, GLenum& glenum) +00053 { +00054 <font class="keywordflow">switch</font>(zfunc) +00055 { +00056 <font class="keywordflow">case</font> CMaterial::lessequal: glenum=GL_LEQUAL; <font class="keywordflow">break</font>; +00057 <font class="keywordflow">case</font> CMaterial::less: glenum=GL_LESS; <font class="keywordflow">break</font>; +00058 <font class="keywordflow">case</font> CMaterial::always: glenum=GL_ALWAYS; <font class="keywordflow">break</font>; +00059 <font class="keywordflow">case</font> CMaterial::never: glenum=GL_NEVER; <font class="keywordflow">break</font>; +00060 <font class="keywordflow">case</font> CMaterial::equal: glenum=GL_EQUAL; <font class="keywordflow">break</font>; +00061 <font class="keywordflow">case</font> CMaterial::notequal: glenum=GL_NOTEQUAL; <font class="keywordflow">break</font>; +00062 <font class="keywordflow">case</font> CMaterial::greater: glenum=GL_GREATER; <font class="keywordflow">break</font>; +00063 <font class="keywordflow">case</font> CMaterial::greaterequal: glenum=GL_GEQUAL; <font class="keywordflow">break</font>; +00064 <font class="keywordflow">default</font>: <a class="code" href="debug_8h.html#a12">nlstop</a>; +00065 } +00066 } +00067 +00068 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a345">convColor</a>(CRGBA col, GLfloat glcol[4]) +00069 { +00070 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font> OO255= 1.0f/255; +00071 glcol[0]= col.R*OO255; +00072 glcol[1]= col.G*OO255; +00073 glcol[2]= col.B*OO255; +00074 glcol[3]= col.A*OO255; +00075 } +00076 +00077 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a346">convTexAddr</a>(ITexture *tex, CMaterial::TTexAddressingMode mode, GLenum &glenum) +00078 { +00079 <a class="code" href="debug_8h.html#a6">nlassert</a>(mode < CMaterial::TexAddrCount); +00080 <font class="keyword">static</font> <font class="keyword">const</font> GLenum glTex2dAddrModesNV[] = +00081 { +00082 GL_NONE, GL_TEXTURE_2D, <a class="code" href="driver__opengl__extension__def_8h.html#a166">GL_PASS_THROUGH_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a167">GL_CULL_FRAGMENT_NV</a>, +00083 <a class="code" href="driver__opengl__extension__def_8h.html#a168">GL_OFFSET_TEXTURE_2D_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a162">GL_OFFSET_TEXTURE_2D_SCALE_NV</a>, +00084 <a class="code" href="driver__opengl__extension__def_8h.html#a169">GL_DEPENDENT_AR_TEXTURE_2D_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a170">GL_DEPENDENT_GB_TEXTURE_2D_NV</a>, +00085 <a class="code" href="driver__opengl__extension__def_8h.html#a171">GL_DOT_PRODUCT_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a173">GL_DOT_PRODUCT_TEXTURE_2D_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a175">GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV</a>, +00086 <a class="code" href="driver__opengl__extension__def_8h.html#a177">GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a178">GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV</a>, +00087 <a class="code" href="driver__opengl__extension__def_8h.html#a176">GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a172">GL_DOT_PRODUCT_DEPTH_REPLACE_NV</a> +00088 }; +00089 +00090 +00091 <font class="keyword">static</font> <font class="keyword">const</font> GLenum glTexCubedAddrModesNV[] = +00092 { +00093 GL_NONE, GL_TEXTURE_CUBE_MAP_ARB, <a class="code" href="driver__opengl__extension__def_8h.html#a166">GL_PASS_THROUGH_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a167">GL_CULL_FRAGMENT_NV</a>, +00094 <a class="code" href="driver__opengl__extension__def_8h.html#a168">GL_OFFSET_TEXTURE_2D_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a162">GL_OFFSET_TEXTURE_2D_SCALE_NV</a>, +00095 <a class="code" href="driver__opengl__extension__def_8h.html#a169">GL_DEPENDENT_AR_TEXTURE_2D_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a170">GL_DEPENDENT_GB_TEXTURE_2D_NV</a>, +00096 <a class="code" href="driver__opengl__extension__def_8h.html#a171">GL_DOT_PRODUCT_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a173">GL_DOT_PRODUCT_TEXTURE_2D_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a175">GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV</a>, +00097 <a class="code" href="driver__opengl__extension__def_8h.html#a177">GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a178">GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV</a>, +00098 <a class="code" href="driver__opengl__extension__def_8h.html#a176">GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a172">GL_DOT_PRODUCT_DEPTH_REPLACE_NV</a> +00099 }; +00100 +00101 +00102 <font class="keywordflow">if</font> (!tex || !tex->isTextureCube()) +00103 { +00104 glenum = glTex2dAddrModesNV[(uint) mode]; +00105 } +00106 <font class="keywordflow">else</font> +00107 { +00108 glenum = glTexCubedAddrModesNV[(uint) mode]; +00109 } +00110 } +00111 +00112 +00113 <font class="comment">// --------------------------------------------------</font> +<a name="l00114"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a24">00114</a> <font class="keywordtype">void</font> CDriverGL::setTextureEnvFunction(uint stage, CMaterial& mat) +00115 { +00116 ITexture *text= mat.getTexture(stage); +00117 <font class="keywordflow">if</font>(text) +00118 { +00119 CMaterial::CTexEnv &env= mat._TexEnvs[stage]; +00120 +00121 <font class="comment">// Activate the env for this stage.</font> +00122 <font class="comment">// NB: Thoses calls use caching.</font> +00123 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(stage, env); +00124 <a class="code" href="classNL3D_1_1CDriverGL.html#c4">activateTexEnvColor</a>(stage, env); +00125 +00126 <font class="comment">// Activate texture generation mapping</font> +00127 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(stage); +00128 <font class="keywordflow">if</font> (mat.getTexCoordGen (stage)) +00129 { +00130 <font class="comment">// Enable it</font> +00131 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (stage, <font class="keyword">true</font>); +00132 +00133 <font class="comment">// Cubic or normal ?</font> +00134 <font class="keywordflow">if</font> (text->isTextureCube ()) +00135 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTexGenMode (stage, GL_REFLECTION_MAP_ARB); +00136 <font class="keywordflow">else</font> +00137 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTexGenMode (stage, GL_SPHERE_MAP); +00138 } +00139 <font class="keywordflow">else</font> +00140 { +00141 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (stage, <font class="keyword">false</font>); +00142 } +00143 } +00144 } +00145 +00146 +00147 <font class="comment">//--------------------------------</font> +<a name="l00148"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a25">00148</a> <font class="keywordtype">void</font> CDriverGL::setupUserTextureMatrix(uint numStages, CMaterial& mat) +00149 { +00150 <font class="keywordflow">if</font> ( +00151 (<a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> != 0 && (mat.getFlags() & <a class="code" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a>) == 0) +00152 || (mat.getFlags() & <a class="code" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a>) != 0 +00153 ) +00154 { +00155 glMatrixMode(GL_TEXTURE); +00156 <font class="comment">// for each stage, setup the texture matrix if needed</font> +00157 uint newMask = (mat.getFlags() & <a class="code" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a>) >> <a class="code" href="namespaceNL3D.html#a139">IDRV_MAT_USER_TEX_FIRST_BIT</a>; +00158 uint shiftMask = 1; +00159 <font class="keywordflow">for</font> (uint k = 0; k < numStages ; ++k) +00160 { +00161 <font class="keywordflow">if</font> (newMask & shiftMask) <font class="comment">// user matrix for this stage</font> +00162 { +00163 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(k); +00164 glLoadMatrixf(mat.getUserTexMat(k).get()); +00165 <a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> |= shiftMask; +00166 } +00167 <font class="keywordflow">else</font> +00168 { +00170 <font class="keywordflow">if</font> ( +00171 (newMask & shiftMask) != (<a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> & shiftMask) +00172 ) +00173 { +00174 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(k); +00175 glLoadIdentity(); +00176 <a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> &= ~shiftMask; +00177 } +00178 } +00179 shiftMask <<= 1; +00180 } +00181 glMatrixMode(GL_MODELVIEW); +00182 } +00183 } +00184 +<a name="l00185"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a26">00185</a> <font class="keywordtype">void</font> CDriverGL::disableUserTextureMatrix() +00186 { +00187 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> != 0) +00188 { +00189 glMatrixMode(GL_TEXTURE); +00190 uint k = 0; +00191 <font class="keywordflow">do</font> +00192 { +00193 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> & (1 << k)) <font class="comment">// user matrix for this stage</font> +00194 { +00195 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(k); +00196 glLoadIdentity(); +00197 <a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> &= ~ (1 << k); +00198 +00199 } +00200 ++k; +00201 } +00202 <font class="keywordflow">while</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> != 0); +00203 glMatrixMode(GL_MODELVIEW); +00204 } +00205 } +00206 +00207 +00208 <font class="comment">// --------------------------------------------------</font> +<a name="l00209"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z415_0">00209</a> CMaterial::TShader CDriverGL::getSupportedShader(CMaterial::TShader shader) +00210 { +00211 <font class="keywordflow">switch</font> (shader) +00212 { +00213 <font class="keywordflow">case</font> CMaterial::PerPixelLighting: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#z404_1">_SupportPerPixelShader</a> ? CMaterial::PerPixelLighting : CMaterial::Normal; +00214 <font class="keywordflow">case</font> CMaterial::PerPixelLightingNoSpec: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#z404_2">_SupportPerPixelShaderNoSpec</a> ? CMaterial::PerPixelLightingNoSpec : CMaterial::Normal; +00215 <font class="comment">// Lightmap and Specular work only if at least 2 text stages.</font> +00216 <font class="keywordflow">case</font> CMaterial::LightMap: <font class="keywordflow">return</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>()>=2) ? CMaterial::LightMap : CMaterial::Normal; +00217 <font class="keywordflow">case</font> CMaterial::Specular: <font class="keywordflow">return</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>()>=2) ? CMaterial::Specular : CMaterial::Normal; +00218 <font class="keywordflow">default</font>: <font class="keywordflow">return</font> shader; +00219 } +00220 } +00221 +00222 +00223 <font class="comment">// --------------------------------------------------</font> +00224 +<a name="l00225"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a27">00225</a> <font class="keywordtype">bool</font> CDriverGL::setupMaterial(CMaterial& mat) +00226 { +00227 CShaderGL* pShader; +00228 GLenum glenum; +00229 uint32 touched=mat.getTouched(); +00230 sint stage; +00231 +00232 +00233 <font class="comment">// profile.</font> +00234 <a class="code" href="classNL3D_1_1CDriverGL.html#z412_4">_NbSetupMaterialCall</a>++; +00235 +00236 +00237 <font class="comment">// 0. Retrieve/Create driver shader.</font> +00238 <font class="comment">//==================================</font> +00239 <font class="keywordflow">if</font> (!mat.pShader) +00240 { +00241 <font class="comment">// insert into driver list. (so it is deleted when driver is deleted).</font> +00242 <a class="code" href="namespaceNL3D.html#a235">ItShaderPtrList</a> it= <a class="code" href="classNL3D_1_1IDriver.html#n2">_Shaders</a>.insert(<a class="code" href="classNL3D_1_1IDriver.html#n2">_Shaders</a>.end()); +00243 <font class="comment">// create and set iterator, for future deletion.</font> +00244 *it= mat.pShader= <font class="keyword">new</font> CShaderGL(<font class="keyword">this</font>, it); +00245 +00246 <font class="comment">// Must create all OpenGL shader states.</font> +00247 touched= <a class="code" href="namespaceNL3D.html#a109">IDRV_TOUCHED_ALL</a>; +00248 } +00249 pShader=static_cast<CShaderGL*>((<a class="code" href="classNL3D_1_1IDriver.html#l3">IShader</a>*)(mat.pShader)); +00250 +00251 +00252 <font class="comment">// 1. Setup modified fields of material.</font> +00253 <font class="comment">//=====================================</font> +00254 <font class="keywordflow">if</font>( touched ) +00255 { +00256 <font class="comment">/* Exception: if only Textures are modified in the material, no need to "Bind OpenGL States", or even to test</font> +00257 <font class="comment"> for change, because textures are activated alone, see below.</font> +00258 <font class="comment"> No problem with delete/new problem (see below), because in this case, IDRV_TOUCHED_ALL is set (see above).</font> +00259 <font class="comment"> */</font> +00260 <font class="comment">// If any flag is set (but a flag of texture)</font> +00261 <font class="keywordflow">if</font>( touched & (~_MaterialAllTextureTouchedFlag) ) +00262 { +00263 <font class="comment">// Convert Material to driver shader.</font> +00264 <font class="keywordflow">if</font> (touched & <a class="code" href="namespaceNL3D.html#a95">IDRV_TOUCHED_BLENDFUNC</a>) +00265 { +00266 <a class="code" href="namespaceNL3D.html#a343">convBlend</a>( mat.getSrcBlend(),glenum ); +00267 pShader->SrcBlend=glenum; +00268 <a class="code" href="namespaceNL3D.html#a343">convBlend</a>( mat.getDstBlend(),glenum ); +00269 pShader->DstBlend=glenum; +00270 } +00271 <font class="keywordflow">if</font> (touched & <a class="code" href="namespaceNL3D.html#a98">IDRV_TOUCHED_ZFUNC</a>) +00272 { +00273 <a class="code" href="namespaceNL3D.html#a344">convZFunction</a>( mat.getZFunc(),glenum); +00274 pShader->ZComp= glenum; +00275 } +00276 <font class="keywordflow">if</font> (touched & <a class="code" href="namespaceNL3D.html#a101">IDRV_TOUCHED_LIGHTING</a>) +00277 { +00278 <a class="code" href="namespaceNL3D.html#a345">convColor</a>(mat.getEmissive(), pShader->Emissive); +00279 <a class="code" href="namespaceNL3D.html#a345">convColor</a>(mat.getAmbient(), pShader->Ambient); +00280 <a class="code" href="namespaceNL3D.html#a345">convColor</a>(mat.getDiffuse(), pShader->Diffuse); +00281 <a class="code" href="namespaceNL3D.html#a345">convColor</a>(mat.getSpecular(), pShader->Specular); +00282 pShader->PackedEmissive= mat.getEmissive().getPacked(); +00283 pShader->PackedAmbient= mat.getAmbient().getPacked(); +00284 pShader->PackedDiffuse= mat.getDiffuse().getPacked(); +00285 pShader->PackedSpecular= mat.getSpecular().getPacked(); +00286 } +00287 <font class="keywordflow">if</font> (touched & <a class="code" href="namespaceNL3D.html#a97">IDRV_TOUCHED_SHADER</a>) +00288 { +00289 <font class="comment">// Get shader. Fallback to other shader if not supported.</font> +00290 pShader->SupportedShader= <a class="code" href="classNL3D_1_1CDriverGL.html#z415_0">getSupportedShader</a>(mat.getShader()); +00291 } +00292 +00293 +00294 <font class="comment">// Since modified, must rebind all openGL states. And do this also for the delete/new problem.</font> +00295 <font class="comment">/* If an old material is deleted, _CurrentMaterial is invalid. But this is grave only if a new </font> +00296 <font class="comment"> material is created, with the same pointer (bad luck). Since an newly allocated material always </font> +00297 <font class="comment"> pass here before use, we are sure to avoid any problems.</font> +00298 <font class="comment"> */</font> +00299 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>= NULL; +00300 } +00301 +00302 <font class="comment">// Optimize: reset all flags at the end.</font> +00303 mat.clearTouched(0xFFFFFFFF); +00304 } +00305 +00306 +00307 <font class="comment">// Now we can get the supported shader from the cache.</font> +00308 CMaterial::TShader matShader = pShader->SupportedShader; +00309 +00310 <font class="comment">// setup the global</font> +00311 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_3">_CurrentMaterialSupportedShader</a>= matShader; +00312 +00313 +00314 <font class="comment">// 2. Setup / Bind Textures.</font> +00315 <font class="comment">//==========================</font> +00316 <font class="comment">// Must setup textures each frame. (need to test if touched).</font> +00317 <font class="comment">// Must separate texture setup and texture activation in 2 "for"...</font> +00318 <font class="comment">// because setupTexture() may disable all stage.</font> +00319 <font class="keywordflow">for</font>(stage=0 ; stage<<a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>() ; stage++) +00320 { +00321 ITexture *text= mat.getTexture(stage); +00322 <font class="keywordflow">if</font> (text != NULL && !<a class="code" href="classNL3D_1_1CDriverGL.html#a18">setupTexture</a>(*text)) +00323 <font class="keywordflow">return</font>(false); +00324 } +00325 <font class="comment">// Here, for Lightmap materials, setup the lightmaps.</font> +00326 <font class="keywordflow">if</font>(matShader == CMaterial::LightMap) +00327 { +00328 <font class="keywordflow">for</font>(stage=0 ; stage<(sint)mat._LightMaps.size() ; stage++) +00329 { +00330 ITexture *text= mat._LightMaps[stage].Texture; +00331 <font class="keywordflow">if</font> (text != NULL && !<a class="code" href="classNL3D_1_1CDriverGL.html#a18">setupTexture</a>(*text)) +00332 <font class="keywordflow">return</font>(false); +00333 } +00334 } +00335 +00336 <font class="comment">// Here, for caustic shader, setup the lightmaps</font> +00337 <font class="comment">/*if (matShader == CMaterial::Caustics)</font> +00338 <font class="comment"> {</font> +00339 <font class="comment"> if (mat.getTexture(stage))</font> +00340 <font class="comment"> }*/</font> +00341 +00342 +00343 <font class="comment">// Activate the textures.</font> +00344 <font class="comment">// Do not do it for Lightmap and per pixel lighting , because done in multipass in a very special fashion.</font> +00345 <font class="comment">// This avoid the useless multiple change of texture states per lightmapped object.</font> +00346 <font class="keywordflow">if</font>(matShader != CMaterial::LightMap +00347 && matShader != CMaterial::PerPixelLighting +00348 <font class="comment">/* && matShader != CMaterial::Caustics */</font> +00349 && matShader != CMaterial::Cloud +00350 ) +00351 { +00352 <font class="keywordflow">for</font>(stage=0 ; stage<<a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>() ; stage++) +00353 { +00354 ITexture *text= mat.getTexture(stage); +00355 +00356 <font class="comment">// activate the texture, or disable texturing if NULL.</font> +00357 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(stage,text); +00358 +00359 <font class="comment">// If texture not NULL, Change texture env fonction.</font> +00360 <font class="comment">//==================================================</font> +00361 <a class="code" href="classNL3D_1_1CDriverGL.html#a24">setTextureEnvFunction</a>(stage, mat); +00362 } +00363 } +00364 +00365 +00366 <font class="comment">// 3. Bind OpenGL States.</font> +00367 <font class="comment">//=======================</font> +00368 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>!=&mat) +00369 { +00370 <font class="comment">// Bind Blend Part.</font> +00371 <font class="comment">//=================</font> +00372 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(mat.getFlags()&<a class="code" href="namespaceNL3D.html#a117">IDRV_MAT_BLEND</a>); +00373 <font class="keywordflow">if</font>(mat.getFlags()&<a class="code" href="namespaceNL3D.html#a117">IDRV_MAT_BLEND</a>) +00374 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.blendFunc(pShader->SrcBlend, pShader->DstBlend); +00375 +00376 <font class="comment">// Double Sided Part.</font> +00377 <font class="comment">//===================</font> +00378 <font class="comment">// NB: inverse state: DoubleSided <=> !CullFace.</font> +00379 uint32 twoSided= mat.getFlags()&<a class="code" href="namespaceNL3D.html#a118">IDRV_MAT_DOUBLE_SIDED</a>; +00380 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableCullFace( twoSided==0 ); +00381 +00382 +00383 <font class="comment">// Alpha Test Part.</font> +00384 <font class="comment">//=================</font> +00385 uint32 alphaTest= mat.getFlags()&<a class="code" href="namespaceNL3D.html#a119">IDRV_MAT_ALPHA_TEST</a>; +00386 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableAlphaTest(alphaTest); +00387 <font class="keywordflow">if</font>(alphaTest) +00388 { +00389 <font class="comment">// setup alphaTest threshold.</font> +00390 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.alphaFunc(mat.getAlphaTestThreshold()); +00391 } +00392 +00393 +00394 <font class="comment">// Bind ZBuffer Part.</font> +00395 <font class="comment">//===================</font> +00396 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableZWrite(mat.getFlags()&<a class="code" href="namespaceNL3D.html#a112">IDRV_MAT_ZWRITE</a>); +00397 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.depthFunc(pShader->ZComp); +00398 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setDepthRange (mat.getZBias () * <a class="code" href="classNL3D_1_1CDriverGL.html#o10">_OODeltaZ</a>); +00399 +00400 +00401 <font class="comment">// Color-Lighting Part.</font> +00402 <font class="comment">//=====================</font> +00403 +00404 <font class="comment">// Light Part.</font> +00405 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableLighting(mat.getFlags()&<a class="code" href="namespaceNL3D.html#a114">IDRV_MAT_LIGHTING</a>); +00406 <font class="keywordflow">if</font>(mat.getFlags()&<a class="code" href="namespaceNL3D.html#a114">IDRV_MAT_LIGHTING</a>) +00407 { +00408 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setEmissive(pShader->PackedEmissive, pShader->Emissive); +00409 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setAmbient(pShader->PackedAmbient, pShader->Ambient); +00410 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setDiffuse(pShader->PackedDiffuse, pShader->Diffuse); +00411 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setSpecular(pShader->PackedSpecular, pShader->Specular); +00412 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setShininess(mat.getShininess()); +00413 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setVertexColorLighted(mat.isLightedVertexColor ()); +00414 } +00415 <font class="keywordflow">else</font> +00416 { +00417 <font class="comment">// Color unlit part.</font> +00418 CRGBA col= mat.getColor(); +00419 glColor4ub(col.R, col.G, col.B, col.A); +00420 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setVertexColorLighted(<font class="keyword">false</font>); +00421 } +00422 +00423 +00424 <font class="comment">// Texture shader part.</font> +00425 <font class="comment">//=====================</font> +00426 +00427 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureShader) +00428 { +00429 <font class="keywordflow">if</font> (matShader == CMaterial::Normal) +00430 { +00431 <font class="comment">// Texture addressing modes (support only via NVTextureShader for now)</font> +00432 <font class="comment">//=================================================================== </font> +00433 <font class="keywordflow">if</font> ( mat.getFlags() & <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a> ) +00434 { +00435 <a class="code" href="classNL3D_1_1CDriverGL.html#c9">enableNVTextureShader</a>(<font class="keyword">true</font>); +00436 +00437 GLenum glAddrMode; +00438 <font class="keywordflow">for</font> (stage = 0; stage < <a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>(); ++stage) +00439 { +00440 <a class="code" href="namespaceNL3D.html#a346">convTexAddr</a>(mat.getTexture(stage), (CMaterial::TTexAddressingMode) (mat._TexAddrMode[stage]), glAddrMode); +00441 +00442 <font class="keywordflow">if</font> (glAddrMode != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_8">_CurrentTexAddrMode</a>[stage]) <font class="comment">// addressing mode different from the one in the device?</font> +00443 +00444 { +00445 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(stage); +00446 glTexEnvi(<a class="code" href="driver__opengl__extension__def_8h.html#a155">GL_TEXTURE_SHADER_NV</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a156">GL_SHADER_OPERATION_NV</a>, glAddrMode); +00447 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_8">_CurrentTexAddrMode</a>[stage] = glAddrMode; +00448 } +00449 } +00450 } +00451 <font class="keywordflow">else</font> +00452 { +00453 <a class="code" href="classNL3D_1_1CDriverGL.html#c9">enableNVTextureShader</a>(<font class="keyword">false</font>); +00454 } +00455 } +00456 <font class="keywordflow">else</font> +00457 { +00458 <a class="code" href="classNL3D_1_1CDriverGL.html#c9">enableNVTextureShader</a>(<font class="keyword">false</font>); +00459 } +00460 } +00461 +00462 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>=&mat; +00463 } +00464 +00465 +00466 <font class="comment">// 4. Misc</font> +00467 <font class="comment">//=====================================</font> +00468 +00469 <font class="comment">// If !lightMap and prec material was lihgtmap => vertex setup is dirty!</font> +00470 <font class="keywordflow">if</font>( matShader != CMaterial::LightMap && <a class="code" href="classNL3D_1_1CDriverGL.html#z407_10">_LastVertexSetupIsLightMap</a> ) +00471 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_4">resetLightMapVertexSetup</a>(); +00472 +00473 <font class="comment">// Textures user matrix</font> +00474 <font class="keywordflow">if</font> (matShader == CMaterial::Normal) +00475 { +00476 <a class="code" href="classNL3D_1_1CDriverGL.html#a25">setupUserTextureMatrix</a>((uint) <a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>(), mat); +00477 } +00478 <font class="keywordflow">else</font> <font class="comment">// deactivate texture matrix</font> +00479 { +00480 <a class="code" href="classNL3D_1_1CDriverGL.html#a26">disableUserTextureMatrix</a>(); +00481 } +00482 +00483 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00484 } +00485 +00486 +00487 <font class="comment">// ***************************************************************************</font> +<a name="l00488"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z406_0">00488</a> sint CDriverGL::beginMultiPass() +00489 { +00490 <font class="comment">// Depending on material type and hardware, return number of pass required to draw this material.</font> +00491 <font class="keywordflow">switch</font>(_CurrentMaterialSupportedShader) +00492 { +00493 <font class="keywordflow">case</font> CMaterial::LightMap: +00494 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#z407_1">beginLightMapMultiPass</a>(); +00495 <font class="keywordflow">case</font> CMaterial::Specular: +00496 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#z408_0">beginSpecularMultiPass</a>(); +00497 <font class="keywordflow">case</font> CMaterial::PerPixelLighting: +00498 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#z409_2">beginPPLMultiPass</a>(); +00499 <font class="keywordflow">case</font> CMaterial::PerPixelLightingNoSpec: +00500 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#z409_5">beginPPLNoSpecMultiPass</a>(); +00501 <font class="comment">/* case CMaterial::Caustics:</font> +00502 <font class="comment"> return beginCausticsMultiPass(); */</font> +00503 <font class="keywordflow">case</font> CMaterial::Cloud: +00504 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#c15">beginCloudMultiPass</a>(); +00505 +00506 <font class="comment">// All others materials require just 1 pass.</font> +00507 <font class="keywordflow">default</font>: <font class="keywordflow">return</font> 1; +00508 } +00509 } +00510 <font class="comment">// ***************************************************************************</font> +<a name="l00511"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z406_1">00511</a> <font class="keywordtype">void</font> CDriverGL::setupPass(uint pass) +00512 { +00513 <font class="keywordflow">switch</font>(_CurrentMaterialSupportedShader) +00514 { +00515 <font class="keywordflow">case</font> CMaterial::LightMap: +00516 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_2">setupLightMapPass</a> (pass); +00517 <font class="keywordflow">break</font>; +00518 <font class="keywordflow">case</font> CMaterial::Specular: +00519 <a class="code" href="classNL3D_1_1CDriverGL.html#z408_1">setupSpecularPass</a> (pass); +00520 <font class="keywordflow">break</font>; +00521 <font class="keywordflow">case</font> CMaterial::PerPixelLighting: +00522 <a class="code" href="classNL3D_1_1CDriverGL.html#z409_3">setupPPLPass</a> (pass); +00523 <font class="keywordflow">break</font>; +00524 <font class="keywordflow">case</font> CMaterial::PerPixelLightingNoSpec: +00525 <a class="code" href="classNL3D_1_1CDriverGL.html#z409_6">setupPPLNoSpecPass</a> (pass); +00526 <font class="keywordflow">break</font>; +00527 <font class="comment">/* case CMaterial::Caustics:</font> +00528 <font class="comment"> case CMaterial::Caustics:</font> +00529 <font class="comment"> break; */</font> +00530 <font class="keywordflow">case</font> CMaterial::Cloud: +00531 <a class="code" href="classNL3D_1_1CDriverGL.html#c16">setupCloudPass</a> (pass); +00532 <font class="keywordflow">break</font>; +00533 +00534 <font class="comment">// All others materials do not require multi pass.</font> +00535 <font class="keywordflow">default</font>: <font class="keywordflow">return</font>; +00536 } +00537 } +00538 +00539 +00540 <font class="comment">// ***************************************************************************</font> +<a name="l00541"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z406_2">00541</a> <font class="keywordtype">void</font> CDriverGL::endMultiPass() +00542 { +00543 <font class="keywordflow">switch</font>(_CurrentMaterialSupportedShader) +00544 { +00545 <font class="keywordflow">case</font> CMaterial::LightMap: +00546 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_3">endLightMapMultiPass</a>(); +00547 <font class="keywordflow">break</font>; +00548 <font class="keywordflow">case</font> CMaterial::Specular: +00549 <a class="code" href="classNL3D_1_1CDriverGL.html#z408_2">endSpecularMultiPass</a>(); +00550 <font class="keywordflow">break</font>; +00551 <font class="keywordflow">case</font> CMaterial::PerPixelLighting: +00552 <a class="code" href="classNL3D_1_1CDriverGL.html#z409_4">endPPLMultiPass</a>(); +00553 <font class="keywordflow">break</font>; +00554 <font class="keywordflow">case</font> CMaterial::PerPixelLightingNoSpec: +00555 <a class="code" href="classNL3D_1_1CDriverGL.html#z409_7">endPPLNoSpecMultiPass</a>(); +00556 <font class="keywordflow">break</font>; +00557 <font class="comment">/* case CMaterial::Caustics:</font> +00558 <font class="comment"> endCausticsMultiPass();</font> +00559 <font class="comment"> break; */</font> +00560 <font class="keywordflow">case</font> CMaterial::Cloud: +00561 <a class="code" href="classNL3D_1_1CDriverGL.html#c17">endCloudMultiPass</a>(); +00562 <font class="keywordflow">break</font>; +00563 <font class="comment">// All others materials do not require multi pass.</font> +00564 <font class="keywordflow">default</font>: <font class="keywordflow">return</font>; +00565 } +00566 } +00567 +00568 +00569 <font class="comment">// ***************************************************************************</font> +<a name="l00570"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z407_0">00570</a> <font class="keywordtype">void</font> CDriverGL::computeLightMapInfos (<font class="keyword">const</font> CMaterial &mat) +00571 { +00572 <font class="keyword">static</font> <font class="keyword">const</font> uint32 RGBMaskPacked = CRGBA(255,255,255,0).getPacked(); +00573 +00574 <font class="comment">// For optimisation consideration, suppose there is not too much lightmap.</font> +00575 <a class="code" href="debug_8h.html#a6">nlassert</a>(mat._LightMaps.size()<=<a class="code" href="driver__opengl_8h.html#a1">NL3D_DRV_MAX_LIGHTMAP</a>); +00576 +00577 <font class="comment">// Compute number of lightmaps really used (ie factor not NULL), and build the LUT.</font> +00578 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_5">_NLightMaps</a> = 0; +00579 <font class="comment">// For all lightmaps of the material.</font> +00580 <font class="keywordflow">for</font> (uint i = 0; i < mat._LightMaps.size(); ++i) +00581 { +00582 <font class="comment">// If the lightmap's factor is not null.</font> +00583 <font class="keywordflow">if</font> (mat._LightMaps[i].Factor.getPacked() & RGBMaskPacked) +00584 { +00585 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_8">_LightMapLUT</a>[<a class="code" href="classNL3D_1_1CDriverGL.html#z407_5">_NLightMaps</a>] = i; +00586 ++<a class="code" href="classNL3D_1_1CDriverGL.html#z407_5">_NLightMaps</a>; +00587 } +00588 } +00589 +00590 <font class="comment">// Compute how many pass, according to driver caps.</font> +00591 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_6">_NLightMapPerPass</a> = <a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>()-1; +00592 <font class="comment">// Can do more than 2 texture stages only if NVTextureEnvCombine4 or ATIXTextureEnvCombine3</font> +00593 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4 || !<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.ATIXTextureEnvCombine3) +00594 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_6">_NLightMapPerPass</a> = 1; +00595 +00596 <font class="comment">// Number of pass.</font> +00597 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_7">_NLightMapPass</a> = (<a class="code" href="classNL3D_1_1CDriverGL.html#z407_5">_NLightMaps</a> + <a class="code" href="classNL3D_1_1CDriverGL.html#z407_6">_NLightMapPerPass</a>-1)/(_NLightMapPerPass); +00598 +00599 <font class="comment">// NB: _NLightMaps==0 means there is no lightmaps at all.</font> +00600 } +00601 +00602 +00603 <font class="comment">// ***************************************************************************</font> +<a name="l00604"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z407_1">00604</a> sint CDriverGL::beginLightMapMultiPass () +00605 { +00606 <font class="keyword">const</font> CMaterial &mat= *<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>; +00607 +00608 <font class="comment">// compute how many lightmap and pass we must process.</font> +00609 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_0">computeLightMapInfos</a> (mat); +00610 +00611 <font class="comment">// Too be sure, disable vertex coloring / lightmap.</font> +00612 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableLighting(<font class="keyword">false</font>); +00613 <font class="comment">// reset VertexColor array if necessary.</font> +00614 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z406_3">_LastVB</a>.VertexFormat & CVertexBuffer::PrimaryColorFlag) +00615 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableColorArray(<font class="keyword">false</font>); +00616 +00617 <font class="comment">// Manage too if no lightmaps.</font> +00618 <font class="keywordflow">return</font> std::max (<a class="code" href="classNL3D_1_1CDriverGL.html#z407_7">_NLightMapPass</a>, (uint)1); +00619 } +00620 <font class="comment">// ***************************************************************************</font> +<a name="l00621"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z407_2">00621</a> <font class="keywordtype">void</font> CDriverGL::setupLightMapPass(uint pass) +00622 { +00623 <font class="keyword">const</font> CMaterial &mat= *<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>; +00624 +00625 <font class="comment">// No lightmap or all blacks??, just setup "black texture" for stage 0.</font> +00626 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z407_5">_NLightMaps</a>==0) +00627 { +00628 ITexture *text= mat.getTexture(0); +00629 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(0,text); +00630 +00631 <font class="comment">// setup std modulate env</font> +00632 CMaterial::CTexEnv env; +00633 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(0, env); +00634 <font class="comment">// Since Lighting is disabled, as well as colorArray, must setup alpha.</font> +00635 <font class="comment">// setup color to 0 => blackness</font> +00636 glColor4ub(0, 0, 0, 255); +00637 +00638 <font class="comment">// Setup gen tex off</font> +00639 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(0); +00640 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (0, <font class="keyword">false</font>); +00641 +00642 <font class="comment">// And disable other stages.</font> +00643 <font class="keywordflow">for</font>(sint stage=1 ; stage<<a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>() ; stage++) +00644 { +00645 <font class="comment">// disable texturing.</font> +00646 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(stage, NULL); +00647 } +00648 +00649 <font class="keywordflow">return</font>; +00650 } +00651 +00652 <a class="code" href="debug_8h.html#a6">nlassert</a>(pass<<a class="code" href="classNL3D_1_1CDriverGL.html#z407_7">_NLightMapPass</a>); +00653 +00654 +00655 <font class="comment">// setup Texture Pass.</font> +00656 <font class="comment">//=========================</font> +00657 uint lmapId; +00658 uint nstages; +00659 lmapId= pass * <a class="code" href="classNL3D_1_1CDriverGL.html#z407_6">_NLightMapPerPass</a>; <font class="comment">// Nb lightmaps already processed</font> +00660 <font class="comment">// N lightmaps for this pass, plus the texture.</font> +00661 nstages= <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(<a class="code" href="classNL3D_1_1CDriverGL.html#z407_6">_NLightMapPerPass</a>, <a class="code" href="classNL3D_1_1CDriverGL.html#z407_5">_NLightMaps</a>-lmapId) + 1; +00662 <font class="comment">// setup all stages.</font> +00663 <font class="keywordflow">for</font>(uint stage= 0; stage<(uint)<a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>(); stage++) +00664 { +00665 <font class="comment">// if must setup a lightmap stage.</font> +00666 <font class="keywordflow">if</font>(stage<nstages-1) +00667 { +00668 <font class="comment">// setup lightMap.</font> +00669 uint whichLightMap= <a class="code" href="classNL3D_1_1CDriverGL.html#z407_8">_LightMapLUT</a>[lmapId]; +00670 <font class="comment">// get text and factor.</font> +00671 ITexture *text = mat._LightMaps[whichLightMap].Texture; +00672 CRGBA lmapFactor = mat._LightMaps[whichLightMap].Factor; +00673 lmapFactor.A= 255; +00674 +00675 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(stage,text); +00676 +00677 <font class="comment">// If texture not NULL, Change texture env fonction.</font> +00678 <font class="comment">//==================================================</font> +00679 <font class="keywordflow">if</font>(text) +00680 { +00681 <font class="keyword">static</font> CMaterial::CTexEnv stdEnv; +00682 +00683 <font class="comment">// NB, !_Extensions.NVTextureEnvCombine4, nstages==2, so here always stage==0.</font> +00684 <font class="keywordflow">if</font> (stage==0) +00685 { +00686 <font class="comment">// do not use consant color to blend lightmap, but incoming diffuse color, for stage0 only.</font> +00687 <font class="comment">// (NB: lighting and vertexcolorArray are disabled here)</font> +00688 glColor4ub(lmapFactor.R, lmapFactor.G, lmapFactor.B, 255); +00689 +00690 <font class="comment">// Leave stage as default env (Modulate with previous)</font> +00691 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(stage, stdEnv); +00692 +00693 <font class="comment">// Setup gen tex off</font> +00694 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(stage); +00695 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (stage, <font class="keyword">false</font>); +00696 } +00697 <font class="keywordflow">else</font> +00698 { +00699 <font class="comment">// Here, we are sure that texEnvCombine4 or texEnvCombine3 is OK.</font> +00700 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4 || <a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.ATIXTextureEnvCombine3); +00701 +00702 <font class="comment">// setup constant color with Lightmap factor.</font> +00703 stdEnv.ConstantColor=lmapFactor; +00704 <a class="code" href="classNL3D_1_1CDriverGL.html#c4">activateTexEnvColor</a>(stage, stdEnv); +00705 +00706 +00707 <font class="comment">// TexEnv is special.</font> +00708 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[stage] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u1">TexEnvSpecialLightMap</a>; +00709 +00710 <font class="comment">// Setup env for texture stage.</font> +00711 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(stage); +00712 +00713 <font class="comment">// setup TexEnvCombine4 (ignore alpha part).</font> +00714 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[stage] != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u1">TexEnvSpecialLightMap</a>) +00715 { +00716 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4) +00717 { +00718 <font class="comment">// What we want to setup is Texture*Constant + Previous*1.</font> +00719 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +00720 +00721 <font class="comment">// Operator.</font> +00722 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD ); +00723 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD ); +00724 <font class="comment">// Arg0.</font> +00725 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE ); +00726 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +00727 <font class="comment">// Arg1.</font> +00728 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT ); +00729 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +00730 <font class="comment">// Arg2.</font> +00731 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT ); +00732 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +00733 <font class="comment">// Arg3.</font> +00734 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); +00735 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR); +00736 } +00737 <font class="keywordflow">else</font> +00738 { +00739 <font class="comment">// ATI EnvCombine3</font> +00740 <font class="comment">// What we want to setup is Texture*Constant + Previous.</font> +00741 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); +00742 <font class="comment">// Operator.</font> +00743 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a>); +00744 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a>); +00745 <font class="comment">// Arg0.</font> +00746 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE ); +00747 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +00748 <font class="comment">// Arg1.</font> +00749 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT ); +00750 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +00751 <font class="comment">// Arg2.</font> +00752 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT ); +00753 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +00754 } +00755 } +00756 } +00757 +00758 <font class="comment">// setup UV, with UV1. Only if needed (cached)</font> +00759 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CDriverGL.html#z407_10">_LastVertexSetupIsLightMap</a> || <a class="code" href="classNL3D_1_1CDriverGL.html#z407_11">_LightMapUVMap</a>[stage]!=1 ) +00760 { +00761 <a class="code" href="classNL3D_1_1CDriverGL.html#c14">setupUVPtr</a>(stage, <a class="code" href="classNL3D_1_1CDriverGL.html#z406_3">_LastVB</a>, 1); +00762 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_11">_LightMapUVMap</a>[stage]= 1; +00763 } +00764 } +00765 +00766 <font class="comment">// Next lightmap.</font> +00767 lmapId++; +00768 } +00769 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(stage<nstages) +00770 { +00771 <font class="comment">// optim: do this only for first pass, and last pass only if stage!=nLMapPerPass </font> +00772 <font class="comment">// (meaning not the same stage as preceding passes).</font> +00773 <font class="keywordflow">if</font>(pass==0 || (pass==<a class="code" href="classNL3D_1_1CDriverGL.html#z407_7">_NLightMapPass</a>-1 && stage!=<a class="code" href="classNL3D_1_1CDriverGL.html#z407_6">_NLightMapPerPass</a>)) +00774 { +00775 <font class="comment">// activate the texture at last stage.</font> +00776 ITexture *text= mat.getTexture(0); +00777 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(stage,text); +00778 +00779 <font class="comment">// setup ModulateRGB/ReplaceAlpha env. (this may disable possible COMBINE4_NV setup).</font> +00780 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(stage, <a class="code" href="classNL3D_1_1CDriverGL.html#z407_9">_LightMapLastStageEnv</a>); +00781 +00782 <font class="comment">// Setup gen tex off</font> +00783 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(stage); +00784 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (stage, <font class="keyword">false</font>); +00785 +00786 <font class="comment">// setup UV, with UV0. Only if needed (cached)</font> +00787 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CDriverGL.html#z407_10">_LastVertexSetupIsLightMap</a> || <a class="code" href="classNL3D_1_1CDriverGL.html#z407_11">_LightMapUVMap</a>[stage]!=0 ) +00788 { +00789 <a class="code" href="classNL3D_1_1CDriverGL.html#c14">setupUVPtr</a>(stage, <a class="code" href="classNL3D_1_1CDriverGL.html#z406_3">_LastVB</a>, 0); +00790 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_11">_LightMapUVMap</a>[stage]= 0; +00791 } +00792 } +00793 } +00794 <font class="keywordflow">else</font> +00795 { +00796 <font class="comment">// else all other stages are disabled.</font> +00797 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(stage,NULL); +00798 } +00799 } +00800 +00801 +00802 <font class="comment">// setup blend / lighting.</font> +00803 <font class="comment">//=========================</font> +00804 +00805 <font class="comment">/* If multi-pass, then must setup a black Fog color for 1+ pass (just do it for the pass 1).</font> +00806 <font class="comment"> This is because Transparency ONE/ONE is used.</font> +00807 <font class="comment"> */</font> +00808 <font class="keywordflow">if</font>(pass==1 && <a class="code" href="classNL3D_1_1CDriverGL.html#o16">_FogEnabled</a>) +00809 { +00810 <font class="keyword">static</font> GLfloat blackFog[4]= {0,0,0,0}; +00811 glFogfv(GL_FOG_COLOR, blackFog); +00812 } +00813 +00814 <font class="comment">// Blend is different if the material is blended or not</font> +00815 <font class="keywordflow">if</font>( !mat.getBlend() ) +00816 { +00817 <font class="comment">// Not blended, std case.</font> +00818 <font class="keywordflow">if</font>(pass==0) +00819 { +00820 <font class="comment">// no transparency for first pass.</font> +00821 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">false</font>); +00822 } +00823 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(pass==1) +00824 { +00825 <font class="comment">// setup an Additive transparency (only for pass 1, will be kept for successives pass).</font> +00826 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">true</font>); +00827 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.blendFunc(GL_ONE, GL_ONE); +00828 } +00829 } +00830 <font class="keywordflow">else</font> +00831 { +00832 <font class="comment">/* 1st pass, std alphaBlend. 2nd pass, add to background. Demo:</font> +00833 <font class="comment"> T: texture.</font> +00834 <font class="comment"> l0: lightmap (or group of lightmap) of pass 0.</font> +00835 <font class="comment"> l1: lightmap (or group of lightmap) of pass 1. (same thing with 2,3 etc....)</font> +00836 <font class="comment"> B: Background.</font> +00837 <font class="comment"> A: Alpha of texture.</font> +00838 <font class="comment"></font> +00839 <font class="comment"> finalResult= T*(l0+l1) * A + B * (1-A).</font> +00840 <font class="comment"></font> +00841 <font class="comment"> We get it in two pass:</font> +00842 <font class="comment"> fint= T*l0 * A + B * (1-A).</font> +00843 <font class="comment"> finalResult= T*l1 * A + fint = T*l1 * A + T*l0 * A + B * (1-A)=</font> +00844 <font class="comment"> T* (l0+l1) * A + B * (1-A)</font> +00845 <font class="comment"> */</font> +00846 <font class="keywordflow">if</font>(pass==0) +00847 { +00848 <font class="comment">// no transparency for first pass.</font> +00849 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">true</font>); +00850 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +00851 } +00852 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(pass==1) +00853 { +00854 <font class="comment">// setup an Additive transparency (only for pass 1, will be kept for successives pass).</font> +00855 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">true</font>); +00856 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.blendFunc(GL_SRC_ALPHA, GL_ONE); +00857 } +00858 } +00859 +00860 } +00861 <font class="comment">// ***************************************************************************</font> +<a name="l00862"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z407_3">00862</a> <font class="keywordtype">void</font> CDriverGL::endLightMapMultiPass() +00863 { +00864 <font class="comment">// Cache it. reseted in setupGLArrays(), and setupMaterial()</font> +00865 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_10">_LastVertexSetupIsLightMap</a>= <font class="keyword">true</font>; +00866 +00867 <font class="comment">// If multi-pass, then must reset the fog color</font> +00868 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z407_7">_NLightMapPass</a>>=2 && <a class="code" href="classNL3D_1_1CDriverGL.html#o16">_FogEnabled</a>) +00869 { +00870 glFogfv(GL_FOG_COLOR, <a class="code" href="classNL3D_1_1CDriverGL.html#o17">_CurrentFogColor</a>); +00871 } +00872 +00873 <font class="comment">// nothing to do with blending/lighting, since always setuped in activeMaterial().</font> +00874 <font class="comment">// If material is the same, then it is still a lightmap material (if changed => touched => different!)</font> +00875 <font class="comment">// So no need to reset lighting/blending here.</font> +00876 } +00877 +00878 +00879 <font class="comment">// ***************************************************************************</font> +<a name="l00880"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z407_4">00880</a> <font class="keywordtype">void</font> CDriverGL::resetLightMapVertexSetup() +00881 { +00882 <font class="comment">// special for all stage, std UV behavior.</font> +00883 <font class="keywordflow">for</font>(sint i=0; i<<a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>(); i++) +00884 { +00885 <font class="comment">// normal behavior: each texture has its own UV.</font> +00886 <a class="code" href="classNL3D_1_1CDriverGL.html#c14">setupUVPtr</a>(i, <a class="code" href="classNL3D_1_1CDriverGL.html#z406_3">_LastVB</a>, i); +00887 <font class="comment">// reset cache</font> +00888 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_11">_LightMapUVMap</a>[i]= -1; +00889 } +00890 +00891 <font class="comment">// pop VertexColor array if necessary.</font> +00892 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z406_3">_LastVB</a>.VertexFormat & CVertexBuffer::PrimaryColorFlag) +00893 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableColorArray(<font class="keyword">true</font>); +00894 +00895 <font class="comment">// flag</font> +00896 <a class="code" href="classNL3D_1_1CDriverGL.html#z407_10">_LastVertexSetupIsLightMap</a>= <font class="keyword">false</font>; +00897 } +00898 +00899 +00900 <font class="comment">// ***************************************************************************</font> +<a name="l00901"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z408_0">00901</a> sint CDriverGL::beginSpecularMultiPass() +00902 { +00903 <font class="keyword">const</font> CMaterial &mat= *<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>; +00904 +00905 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +00906 glMatrixMode(GL_TEXTURE); +00907 glLoadMatrixf( <a class="code" href="classNL3D_1_1CDriverGL.html#o13">_TexMtx</a>.get() ); +00908 glMatrixMode(GL_MODELVIEW); +00909 +00910 <font class="comment">// Manage the rare case when the SpecularMap is not provided (fault of graphist).</font> +00911 <font class="keywordflow">if</font>(mat.getTexture(1)==NULL) +00912 <font class="keywordflow">return</font> 1; +00913 +00914 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.ARBTextureCubeMap) +00915 <font class="keywordflow">return</font> 1; +00916 +00917 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4 || <a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.ATIXTextureEnvCombine3) <font class="comment">// NVidia or ATI optimization</font> +00918 <font class="keywordflow">return</font> 1; +00919 <font class="keywordflow">else</font> +00920 <font class="keywordflow">return</font> 2; +00921 +00922 } +00923 <font class="comment">// ***************************************************************************</font> +<a name="l00924"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z408_1">00924</a> <font class="keywordtype">void</font> CDriverGL::setupSpecularPass(uint pass) +00925 { +00926 <font class="keyword">const</font> CMaterial &mat= *<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>; +00927 +00928 <font class="comment">// Manage the rare case when the SpecularMap is not provided (error of a graphist).</font> +00929 <font class="keywordflow">if</font>(mat.getTexture(1)==NULL) +00930 { +00931 <font class="comment">// Just display the texture forcing no blend (as in std case).</font> +00932 <font class="comment">// NB: setupMaterial() code has correclty setuped textures.</font> +00933 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">false</font>); +00934 <font class="keywordflow">return</font>; +00935 } +00936 +00938 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4 ) +00939 { <font class="comment">// Ok we can do it in a single pass</font> +00940 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">false</font>); +00941 +00942 <font class="comment">// Stage 0</font> +00943 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u2">TexEnvSpecialSpecularStage0</a>) +00944 { +00945 <font class="comment">// TexEnv is special.</font> +00946 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u2">TexEnvSpecialSpecularStage0</a>; +00947 +00948 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(0); +00949 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +00950 <font class="comment">// Operator.</font> +00951 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD ); +00952 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD ); +00953 <font class="comment">// Arg0.</font> +00954 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE ); +00955 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR ); +00956 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE ); +00957 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA ); +00958 <font class="comment">// Arg1.</font> +00959 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); +00960 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +00961 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO ); +00962 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA ); +00963 <font class="comment">// Arg2.</font> +00964 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_ZERO ); +00965 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR ); +00966 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_ZERO ); +00967 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA ); +00968 <font class="comment">// Arg3.</font> +00969 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO ); +00970 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR); +00971 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO ); +00972 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA ); +00973 <font class="comment">// Result RGB : Texture*Diffuse, Alpha : Texture</font> +00974 } +00975 +00976 <font class="comment">// Set Stage 1</font> +00977 <font class="comment">// Special: not the same sepcial env if there is or not texture in stage 0.</font> +00978 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0">CTexEnvSpecial</a> newEnvStage1; +00979 <font class="keywordflow">if</font>( mat.getTexture(0) == NULL ) +00980 newEnvStage1= <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u4">TexEnvSpecialSpecularStage1NoText</a>; +00981 <font class="keywordflow">else</font> +00982 newEnvStage1= <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u3">TexEnvSpecialSpecularStage1</a>; +00983 <font class="comment">// Test if same env as prec.</font> +00984 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[1] != newEnvStage1) +00985 { +00986 <font class="comment">// TexEnv is special.</font> +00987 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[1] = newEnvStage1; +00988 +00989 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +00990 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +00991 <font class="comment">// Operator Add (Arg0*Arg1+Arg2*Arg3)</font> +00992 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD ); +00993 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD ); +00994 <font class="comment">// Arg0.</font> +00995 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE ); +00996 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR ); +00997 <font class="comment">// Arg1.</font> +00998 <font class="keywordflow">if</font>( newEnvStage1 == <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u4">TexEnvSpecialSpecularStage1NoText</a> ) +00999 { +01000 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_ZERO ); +01001 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_COLOR); +01002 } +01003 <font class="keywordflow">else</font> +01004 { +01005 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT ); +01006 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_ALPHA ); +01007 } +01008 <font class="comment">// Arg2.</font> +01009 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT ); +01010 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR ); +01011 <font class="comment">// Arg3.</font> +01012 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO ); +01013 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR); +01014 <font class="comment">// Result : Texture*Previous.Alpha+Previous</font> +01015 } +01016 +01017 <font class="comment">// Setup TexCoord gen for stage1.</font> +01018 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +01019 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTextureMode(CDriverGLStates::TextureCubeMap); +01020 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTexGenMode (1, GL_REFLECTION_MAP_ARB); +01021 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (1, <font class="keyword">true</font>); +01022 } +01023 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.ATIXTextureEnvCombine3) +01024 { +01025 <font class="comment">// Ok we can do it in a single pass</font> +01026 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">false</font>); +01027 +01028 <font class="comment">// Stage 0</font> +01029 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u2">TexEnvSpecialSpecularStage0</a>) +01030 { +01031 <font class="comment">// TexEnv is special.</font> +01032 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u2">TexEnvSpecialSpecularStage0</a>; +01033 +01034 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(0); +01035 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); +01036 <font class="comment">// Operator Mad (Arg0 * Arg2 + Arg1) </font> +01037 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE ); +01038 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE ); +01039 <font class="comment">// Arg0.</font> +01040 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE ); +01041 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR ); +01042 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE ); +01043 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA ); +01044 <font class="comment">// Arg1.</font> +01045 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT); +01046 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01047 <font class="comment">// Result RGB : Texture*Diffuse, Alpha : Texture</font> +01048 } +01049 +01050 <font class="comment">// Set Stage 1</font> +01051 <font class="comment">// Special: not the same sepcial env if there is or not texture in stage 0.</font> +01052 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0">CTexEnvSpecial</a> newEnvStage1; +01053 <font class="keywordflow">if</font>( mat.getTexture(0) == NULL ) +01054 newEnvStage1= <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u4">TexEnvSpecialSpecularStage1NoText</a>; +01055 <font class="keywordflow">else</font> +01056 newEnvStage1= <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u3">TexEnvSpecialSpecularStage1</a>; +01057 <font class="comment">// Test if same env as prec.</font> +01058 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[1] != newEnvStage1) +01059 { +01060 <font class="comment">// TexEnv is special.</font> +01061 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[1] = newEnvStage1; +01062 +01063 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +01064 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); +01065 <font class="comment">// Operator Add (Arg0*Arg1+Arg2*Arg3)</font> +01066 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a> ); +01067 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a> ); +01068 <font class="comment">// Arg0.</font> +01069 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE ); +01070 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR ); +01071 <font class="comment">// Arg2.</font> +01072 <font class="keywordflow">if</font>( newEnvStage1 == <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u4">TexEnvSpecialSpecularStage1NoText</a> ) +01073 { +01074 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_ZERO ); +01075 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_COLOR); +01076 } +01077 <font class="keywordflow">else</font> +01078 { +01079 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT ); +01080 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_ALPHA ); +01081 } +01082 <font class="comment">// Arg1.</font> +01083 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT ); +01084 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR ); +01085 <font class="comment">// Result : Texture*Previous.Alpha+Previous</font> +01086 } +01087 +01088 <font class="comment">// Setup TexCoord gen for stage1.</font> +01089 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +01090 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTextureMode(CDriverGLStates::TextureCubeMap); +01091 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTexGenMode (1, GL_REFLECTION_MAP_ARB); +01092 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (1, <font class="keyword">true</font>); +01093 } +01094 <font class="keywordflow">else</font> +01095 { <font class="comment">// We have to do it in 2 passes</font> +01096 +01097 <font class="keywordflow">if</font>( pass == 0 ) +01098 { <font class="comment">// Just display the texture</font> +01099 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">false</font>); +01100 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +01101 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTextureMode(CDriverGLStates::TextureDisabled); +01102 } +01103 <font class="keywordflow">else</font> +01104 { <font class="comment">// Multiply texture1 by alpha_texture0 and display with add</font> +01105 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableBlend(<font class="keyword">true</font>); +01106 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.blendFunc(GL_ONE, GL_ONE); +01107 +01108 <font class="comment">// Set stage 0</font> +01109 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(0); +01110 CMaterial::CTexEnv env; +01111 +01112 env.Env.OpRGB = CMaterial::Replace; +01113 env.Env.SrcArg0RGB = CMaterial::Texture; +01114 env.Env.OpArg0RGB = CMaterial::SrcAlpha; +01115 +01116 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(0, env); +01117 +01118 +01119 <font class="comment">// Set stage 1</font> +01120 <font class="keywordflow">if</font>( mat.getTexture(0) == NULL ) +01121 { +01122 env.Env.OpRGB = CMaterial::Replace; +01123 env.Env.SrcArg0RGB = CMaterial::Texture; +01124 env.Env.OpArg0RGB = CMaterial::SrcColor; +01125 } +01126 <font class="keywordflow">else</font> +01127 { +01128 env.Env.OpRGB = CMaterial::Modulate; +01129 env.Env.SrcArg0RGB = CMaterial::Texture; +01130 env.Env.OpArg0RGB = CMaterial::SrcColor; +01131 +01132 env.Env.SrcArg1RGB = CMaterial::Previous; +01133 env.Env.OpArg1RGB = CMaterial::SrcColor; +01134 } +01135 +01136 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(1, env); +01137 +01138 <font class="comment">// Set Stage 1</font> +01139 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +01140 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTextureMode(CDriverGLStates::TextureCubeMap); +01141 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setTexGenMode (1, GL_REFLECTION_MAP_ARB); +01142 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (1, <font class="keyword">true</font>); +01143 } +01144 } +01145 } +01146 <font class="comment">// ***************************************************************************</font> +<a name="l01147"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z408_2">01147</a> <font class="keywordtype">void</font> CDriverGL::endSpecularMultiPass() +01148 { +01149 <font class="comment">// Disable Texture coord generation.</font> +01150 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +01151 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.enableTexGen (1, <font class="keyword">false</font>); +01152 <font class="comment">//_DriverGLStates.setTextureMode(1, CDriverGLStates::TextureDisabled);</font> +01153 +01154 <font class="comment">// Happiness !!! we have already enabled the stage 1</font> +01155 glMatrixMode(GL_TEXTURE); +01156 glLoadIdentity(); +01157 glMatrixMode(GL_MODELVIEW); +01158 } +01159 +01160 +01161 <font class="comment">// a functor that can is used to generate a cube map used for specular / diffuse lighting</font> +<a name="l01162"></a><a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html">01162</a> <font class="keyword">struct </font>CSpecCubeMapFunctor : ICubeMapFunctor +01163 { +<a name="l01164"></a><a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#a0">01164</a> <a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#a0">CSpecCubeMapFunctor</a>(<font class="keywordtype">float</font> exp) : <a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#m0">Exp</a>(exp) {} +<a name="l01165"></a><a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#a1">01165</a> <font class="keyword">virtual</font> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> <a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#a1">operator()</a>(<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>) +01166 { +01167 +01168 uint8 intensity = (uint8) (255.f * ::powf(std::max(v.<a class="code" href="classNLMISC_1_1CVector.html#z331_5">normed</a>().z, 0.f), <a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#m0">Exp</a>)); +01169 <font class="keywordflow">return</font> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>(intensity, intensity, intensity, intensity); +01170 <font class="comment">//return Exp == 1.f ? CRGBA((uint8)(v.x*127+127), (uint8)(v.y*127+127), (uint8)(v.z*127+127), 0): CRGBA::Black;</font> +01171 } +<a name="l01172"></a><a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#m0">01172</a> <font class="keywordtype">float</font> <a class="code" href="structNL3D_1_1CSpecCubeMapFunctor.html#m0">Exp</a>; +01173 }; +01174 +01175 +01176 <font class="comment">/* </font> +01177 <font class="comment">const uint MaxSpecularExp = 64;</font> +01178 <font class="comment">const uint SpecularExpStep = 8;</font> +01179 <font class="comment">const uint SpecularMapSize = 32; */</font> +01180 +01181 +01182 <font class="comment">// ***************************************************************************</font> +<a name="l01183"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z409_8">01183</a> CTextureCube *CDriverGL::getSpecularCubeMap(uint exp) +01184 { +01185 <font class="keyword">const</font> uint SpecularMapSize = 32; +01186 <font class="keyword">const</font> uint SpecularMapSizeHighExponent = 64; +01187 <font class="keyword">const</font> <font class="keywordtype">float</font> HighExponent = 128.f; +01188 <font class="keyword">const</font> uint MaxExponent = 512; +01189 <font class="comment">// this gives the cube map to use given an exponent (from 0 to 128)</font> +01190 <font class="keyword">static</font> uint16 expToCubeMap[MaxExponent]; +01191 <font class="comment">// this gives the exponent used by a given cube map (not necessarily ordered)</font> +01192 <font class="keyword">static</font> <font class="keywordtype">float</font> cubeMapExp[] = +01193 { +01194 1.f, 4.f, 8.f, 24.f, 48.f, 128.f, 256.f, 511.f +01195 }; +01196 <font class="keyword">const</font> uint numCubeMap = <font class="keyword">sizeof</font>(expToCubeMap) / <font class="keyword">sizeof</font>(float); +01197 <font class="keyword">static</font> <font class="keywordtype">bool</font> tableBuilt = <font class="keyword">false</font>; +01198 +01199 <font class="keywordflow">if</font> (!tableBuilt) +01200 { +01201 <font class="keywordflow">for</font> (uint k = 0; k < MaxExponent; ++k) +01202 { +01203 uint nearest = 0; +01204 <font class="keywordtype">float</font> diff = (float) MaxExponent; +01205 <font class="comment">// look for the nearest exponent</font> +01206 <font class="keywordflow">for</font> (uint <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> = 0; <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> < numCubeMap; ++<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>) +01207 { +01208 <font class="keywordtype">float</font> newDiff = ::fabsf(k - cubeMapExp[<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>]); +01209 <font class="keywordflow">if</font> (newDiff < diff) +01210 { +01211 diff = newDiff; +01212 nearest = <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>; +01213 } +01214 } +01215 expToCubeMap[k] = nearest; +01216 } +01217 tableBuilt = <font class="keyword">true</font>; +01218 } +01219 +01220 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z409_10">_SpecularTextureCubes</a>.empty()) +01221 { +01222 <a class="code" href="classNL3D_1_1CDriverGL.html#z409_10">_SpecularTextureCubes</a>.resize(MaxExponent); +01223 } +01224 +01225 +01226 <a class="code" href="namespaceNLMISC.html#a215">NLMISC::clamp</a>(exp, 1u, (MaxExponent - 1)); +01227 +01228 +01229 uint cubeMapIndex = expToCubeMap[(uint) exp]; +01230 <a class="code" href="debug_8h.html#a6">nlassert</a>(cubeMapIndex < numCubeMap); +01231 +01232 +01233 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z409_10">_SpecularTextureCubes</a>[cubeMapIndex] != NULL) <font class="comment">// has the cube map already been cted ?</font> +01234 { +01235 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#z409_10">_SpecularTextureCubes</a>[cubeMapIndex]; +01236 } +01237 <font class="keywordflow">else</font> <font class="comment">// build the cube map</font> +01238 { +01239 <font class="keywordtype">float</font> exponent = cubeMapExp[cubeMapIndex]; +01240 CSpecCubeMapFunctor scmf(exponent); +01241 <font class="keyword">const</font> uint bufSize = 128; +01242 <font class="keywordtype">char</font> name[bufSize]; +01243 <a class="code" href="namespaceNLMISC.html#a211">NLMISC::smprintf</a>(name, bufSize, <font class="stringliteral">"#SM%d"</font>, cubeMapIndex); +01244 CTextureCube *tc = <a class="code" href="namespaceNL3D.html#a321">BuildCubeMap</a>(exponent >= HighExponent ? SpecularMapSizeHighExponent +01245 : SpecularMapSize, +01246 scmf, +01247 <font class="keyword">false</font>, +01248 name); +01249 +01250 <font class="keyword">static</font> <font class="keyword">const</font> CTextureCube::TFace numToFace[] = +01251 { CTextureCube::positive_x, +01252 CTextureCube::negative_x, +01253 CTextureCube::positive_y, +01254 CTextureCube::negative_y, +01255 CTextureCube::positive_z, +01256 CTextureCube::negative_z +01257 }; +01258 +01259 <font class="keywordflow">if</font> (exponent != 1.f) +01260 { +01261 <font class="comment">// force 16 bit for specular part, 32 bit if exponent is 1 (diffuse part)</font> +01262 <font class="keywordflow">for</font> (uint k = 0; k < 6; ++k) +01263 { +01264 <a class="code" href="debug_8h.html#a6">nlassert</a>(tc->getTexture(numToFace[k])); +01265 tc->getTexture(numToFace[k])->setUploadFormat(ITexture::RGB565); +01266 } +01267 } +01268 +01269 <a class="code" href="classNL3D_1_1CDriverGL.html#z409_10">_SpecularTextureCubes</a>[cubeMapIndex] = tc; +01270 <font class="keywordflow">return</font> tc; +01271 } +01272 } +01273 +01274 <font class="comment">// ***************************************************************************</font> +<a name="l01275"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z409_2">01275</a> sint CDriverGL::beginPPLMultiPass() +01276 { +01277 <font class="preprocessor"> #ifdef NL_DEBUG</font> +01278 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CDriverGL.html#a86">supportPerPixelLighting</a>(<font class="keyword">true</font>)); <font class="comment">// make sure the hardware can do that</font> +01279 <font class="preprocessor"> #endif</font> +01280 <font class="preprocessor"></font> <font class="keywordflow">return</font> 1; +01281 } +01282 +01283 <font class="comment">// ***************************************************************************</font> +<a name="l01284"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z409_3">01284</a> <font class="keywordtype">void</font> CDriverGL::setupPPLPass(uint pass) +01285 { +01286 <font class="keyword">const</font> CMaterial &mat= *<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>; +01287 +01288 <a class="code" href="debug_8h.html#a6">nlassert</a>(pass == 0); +01289 +01290 <font class="comment">/* ITexture *tex0 = getSpecularCubeMap(1);</font> +01291 <font class="comment"> if (tex0) setupTexture(*tex0);</font> +01292 <font class="comment"> activateTexture(0, tex0);</font> +01293 <font class="comment"> </font> +01294 <font class="comment"></font> +01295 <font class="comment"> static CMaterial::CTexEnv env;</font> +01296 <font class="comment"> env.Env.SrcArg0Alpha = CMaterial::Diffuse; </font> +01297 <font class="comment"> env.Env.SrcArg1Alpha = CMaterial::Constant; </font> +01298 <font class="comment"> env.Env.SrcArg0RGB = CMaterial::Diffuse; </font> +01299 <font class="comment"> env.Env.SrcArg1RGB = CMaterial::Constant;</font> +01300 <font class="comment"> env.Env.OpRGB = CMaterial::Replace;</font> +01301 <font class="comment"> env.Env.OpAlpha = CMaterial::Replace;</font> +01302 <font class="comment"> activateTexEnvMode(0, env);</font> +01303 <font class="comment"></font> +01304 <font class="comment"> return;*/</font> +01305 +01306 ITexture *tex0 = <a class="code" href="classNL3D_1_1CDriverGL.html#z409_8">getSpecularCubeMap</a>(1); +01307 <font class="keywordflow">if</font> (tex0) <a class="code" href="classNL3D_1_1CDriverGL.html#a18">setupTexture</a>(*tex0); +01308 ITexture *tex2 = <a class="code" href="classNL3D_1_1CDriverGL.html#z409_8">getSpecularCubeMap</a>((uint) mat.getShininess()); +01309 <font class="keywordflow">if</font> (tex2) <a class="code" href="classNL3D_1_1CDriverGL.html#a18">setupTexture</a>(*tex2); +01310 <font class="keywordflow">if</font> (mat.getTexture(0)) <a class="code" href="classNL3D_1_1CDriverGL.html#a18">setupTexture</a>(*mat.getTexture(0)); +01311 +01312 <font class="comment">// tex coord 0 = texture coordinates</font> +01313 <font class="comment">// tex coord 1 = normal in tangent space</font> +01314 <font class="comment">// tex coord 2 = half angle vector in tangent space</font> +01315 +01316 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(0, tex0); +01317 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(1, mat.getTexture(0)); +01318 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(2, tex2); +01319 +01320 <font class="keywordflow">for</font> (uint k = 3; k < (uint) <a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>(); ++k) +01321 { +01322 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(k, NULL); +01323 } +01324 +01325 <font class="comment">// setup the tex envs</font> +01326 +01327 +01328 <font class="comment">// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1 (TODO : EnvCombine3)</font> +01329 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u5">TexEnvSpecialPPLStage0</a>) +01330 { +01331 <font class="comment">// TexEnv is special.</font> +01332 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u5">TexEnvSpecialPPLStage0</a>; +01333 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(0); +01334 +01335 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4) +01336 { +01337 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +01338 +01339 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); +01340 <font class="comment">// Arg0 = Diffuse read in cube map</font> +01341 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); +01342 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01343 <font class="comment">// Arg1 = Light color</font> +01344 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT); +01345 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01346 <font class="comment">// Arg2 = Primary color (other light diffuse and </font> +01347 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PRIMARY_COLOR_EXT); +01348 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01349 <font class="comment">// Arg3 = White (= ~ Black)</font> +01350 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); +01351 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR); +01352 } +01353 <font class="keywordflow">else</font> <font class="comment">// use ATI extension</font> +01354 { +01355 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); +01356 +01357 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a>); +01358 <font class="comment">// Arg0 = Diffuse read in cube map</font> +01359 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); +01360 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01361 <font class="comment">// Arg1 = Light color</font> +01362 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_CONSTANT_EXT); +01363 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01364 <font class="comment">// Arg2 = Primary color (other light diffuse and </font> +01365 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); +01366 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01367 } +01368 } +01369 <a class="code" href="classNL3D_1_1CDriverGL.html#c4">activateTexEnvColor</a>(0, <a class="code" href="classNL3D_1_1CDriverGL.html#z404_4">_PPLightDiffuseColor</a>); +01370 +01371 <font class="comment">// Stage 1 </font> +01372 <font class="keyword">static</font> CMaterial::CTexEnv env; +01373 env.Env.SrcArg1Alpha = CMaterial::Diffuse; +01374 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(1, env); +01375 +01376 +01377 +01378 <font class="comment">// Stage 2 is rgb = SpecularCubeMap * SpecularLightColor + Prec * 1</font> +01379 <font class="comment">// alpha = prec alpha</font> +01380 +01381 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[2] != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u6">TexEnvSpecialPPLStage2</a>) +01382 { +01383 <font class="comment">// TexEnv is special.</font> +01384 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[2] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u6">TexEnvSpecialPPLStage2</a>; +01385 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(2); +01386 +01387 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4) +01388 { +01389 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +01390 <font class="comment">//== colors ==</font> +01391 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); +01392 <font class="comment">// Arg0 = Specular read in cube map</font> +01393 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); +01394 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01395 <font class="comment">// Arg1 = Light color</font> +01396 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT); +01397 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01398 <font class="comment">// Arg2 = Primary color ( + other light diffuse )</font> +01399 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT); +01400 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01401 <font class="comment">// Arg3 = White (= ~ Black)</font> +01402 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); +01403 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR); +01404 +01405 <font class="comment">//== alpha ==</font> +01406 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD); +01407 <font class="comment">// Arg0 = PREVIOUS ALPHA</font> +01408 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_EXT); +01409 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_COLOR); +01410 <font class="comment">// Arg1 = 1</font> +01411 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO); +01412 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_COLOR); +01413 <font class="comment">// Arg2 = 0</font> +01414 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_ZERO); +01415 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_COLOR); +01416 <font class="comment">// Arg3 = 0</font> +01417 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO); +01418 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_COLOR); +01419 } +01420 <font class="keywordflow">else</font> <font class="comment">// ATI EnvCombine3</font> +01421 { +01422 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); +01423 <font class="comment">//== colors ==</font> +01424 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a>); +01425 <font class="comment">// Arg0 = Specular read in cube map</font> +01426 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); +01427 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01428 <font class="comment">// Arg2 = Light color</font> +01429 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_CONSTANT_EXT); +01430 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01431 <font class="comment">// Arg1 = Primary color ( + other light diffuse)</font> +01432 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT); +01433 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01434 +01435 <font class="comment">//== alpha ==</font> +01436 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a>); +01437 <font class="comment">// Arg0 = PREVIOUS ALPHA</font> +01438 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_EXT); +01439 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_COLOR); +01440 <font class="comment">// Arg2 = 1</font> +01441 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_ZERO); +01442 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_ONE_MINUS_SRC_COLOR); +01443 <font class="comment">// Arg1 = 0</font> +01444 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO); +01445 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_COLOR); +01446 } +01447 } +01448 <a class="code" href="classNL3D_1_1CDriverGL.html#c4">activateTexEnvColor</a>(2, <a class="code" href="classNL3D_1_1CDriverGL.html#z404_5">_PPLightSpecularColor</a>); +01449 +01450 } +01451 +01452 <font class="comment">// ***************************************************************************</font> +<a name="l01453"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z409_4">01453</a> <font class="keywordtype">void</font> CDriverGL::endPPLMultiPass() +01454 { +01455 <font class="comment">// nothing to do there ...</font> +01456 } +01457 +01458 +01459 <font class="comment">// ******PER PIXEL LIGHTING, NO SPECULAR**************************************</font> +<a name="l01460"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z409_5">01460</a> sint CDriverGL::beginPPLNoSpecMultiPass() +01461 { +01462 <font class="preprocessor"> #ifdef NL_DEBUG</font> +01463 <font class="preprocessor"></font> <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CDriverGL.html#a86">supportPerPixelLighting</a>(<font class="keyword">false</font>)); <font class="comment">// make sure the hardware can do that</font> +01464 <font class="preprocessor"> #endif</font> +01465 <font class="preprocessor"></font> <font class="keywordflow">return</font> 1; +01466 } +01467 +01468 <font class="comment">// ******PER PIXEL LIGHTING, NO SPECULAR**************************************</font> +<a name="l01469"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z409_6">01469</a> <font class="keywordtype">void</font> CDriverGL::setupPPLNoSpecPass(uint pass) +01470 { +01471 <font class="keyword">const</font> CMaterial &mat= *<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>; +01472 +01473 <a class="code" href="debug_8h.html#a6">nlassert</a>(pass == 0); +01474 +01475 ITexture *tex0 = <a class="code" href="classNL3D_1_1CDriverGL.html#z409_8">getSpecularCubeMap</a>(1); +01476 <font class="keywordflow">if</font> (tex0) <a class="code" href="classNL3D_1_1CDriverGL.html#a18">setupTexture</a>(*tex0); +01477 +01478 <font class="keywordflow">if</font> (mat.getTexture(0)) <a class="code" href="classNL3D_1_1CDriverGL.html#a18">setupTexture</a>(*mat.getTexture(0)); +01479 +01480 <font class="comment">// tex coord 0 = texture coordinates</font> +01481 <font class="comment">// tex coord 1 = normal in tangent space </font> +01482 +01483 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(0, tex0); +01484 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(1, mat.getTexture(0)); +01485 +01486 +01487 <font class="keywordflow">for</font> (uint k = 2; k < (uint) <a class="code" href="classNL3D_1_1CDriverGL.html#c28">inlGetNumTextStages</a>(); ++k) +01488 { +01489 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(k, NULL); +01490 } +01491 +01492 <font class="comment">// setup the tex envs</font> +01493 +01494 +01495 <font class="comment">// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1 (TODO : EnvCombine3)</font> +01496 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u5">TexEnvSpecialPPLStage0</a>) +01497 { +01498 <font class="comment">// TexEnv is special.</font> +01499 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u5">TexEnvSpecialPPLStage0</a>; +01500 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(0); +01501 +01502 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4) +01503 { +01504 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +01505 +01506 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); +01507 <font class="comment">// Arg0 = Diffuse read in cube map alpha</font> +01508 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); +01509 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01510 <font class="comment">// Arg1 = Light color</font> +01511 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT); +01512 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01513 <font class="comment">// Arg2 = Primary color (other light diffuse and </font> +01514 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PRIMARY_COLOR_EXT); +01515 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01516 <font class="comment">// Arg3 = White (= ~ Black)</font> +01517 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); +01518 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR); +01519 } +01520 <font class="keywordflow">else</font> +01521 { +01522 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); +01523 +01524 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, <a class="code" href="driver__opengl__extension__def_8h.html#a342">GL_MODULATE_ADD_ATIX</a>); +01525 <font class="comment">// Arg0 = Diffuse read in cube map alpha</font> +01526 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); +01527 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01528 <font class="comment">// Arg2 = Light color</font> +01529 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_CONSTANT_EXT); +01530 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01531 <font class="comment">// Arg1 = Primary color (other light diffuse and </font> +01532 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); +01533 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01534 } +01535 } +01536 <a class="code" href="classNL3D_1_1CDriverGL.html#c4">activateTexEnvColor</a>(0, <a class="code" href="classNL3D_1_1CDriverGL.html#z404_4">_PPLightDiffuseColor</a>); +01537 +01538 <font class="comment">// Stage 1 </font> +01539 <font class="keyword">static</font> CMaterial::CTexEnv env; +01540 env.Env.SrcArg1Alpha = CMaterial::Diffuse; +01541 <a class="code" href="classNL3D_1_1CDriverGL.html#c3">activateTexEnvMode</a>(1, env); +01542 +01543 } +01544 +01545 <font class="comment">// ******PER PIXEL LIGHTING, NO SPECULAR**************************************</font> +<a name="l01546"></a><a class="code" href="classNL3D_1_1CDriverGL.html#z409_7">01546</a> <font class="keywordtype">void</font> CDriverGL::endPPLNoSpecMultiPass() +01547 { +01548 <font class="comment">// nothing to do there ...</font> +01549 } +01550 +01551 <font class="comment">// ***************************************************************************</font> +01552 <font class="comment">/* sint CDriverGL::beginCausticsMultiPass(const CMaterial &mat)</font> +01553 <font class="comment">{</font> +01554 <font class="comment"> nlassert(mat.getShader() == CMaterial::Caustics);</font> +01555 <font class="comment"> if (!_Extensions.ARBTextureCubeMap) return 1;</font> +01556 <font class="comment"> switch (inlGetNumTextStages())</font> +01557 <font class="comment"> {</font> +01558 <font class="comment"> case 1: return 3;</font> +01559 <font class="comment"> case 2: return 2;</font> +01560 <font class="comment"> default:</font> +01561 <font class="comment"> return 1;</font> +01562 <font class="comment"> }</font> +01563 <font class="comment">}*/</font> +01564 +01565 +01566 <font class="comment">// ***************************************************************************</font> +01567 <font class="comment">/*inline void CDriverGL::setupCausticsFirstTex(const CMaterial &mat)</font> +01568 <font class="comment">{</font> +01570 <font class="comment"> activateTexture(0, mat.getTexture(0));</font> +01571 <font class="comment"></font> +01573 <font class="comment"> setTextureEnvFunction(0, mat);</font> +01574 <font class="comment"></font> +01576 <font class="comment"> setupUserTextureMatrix(0, mat);</font> +01577 <font class="comment">}</font> +01578 <font class="comment"></font> +01579 <font class="comment">// ***************************************************************************</font> +01580 <font class="comment">inline void CDriverGL::setupCausticsSecondTex(uint stage)</font> +01581 <font class="comment">{</font> +01582 <font class="comment"> activateTexture(stage, mat.getTexture(0));</font> +01583 <font class="comment"> _CausticCubeMap</font> +01584 <font class="comment">}</font> +01585 <font class="comment"></font> +01586 <font class="comment">// ***************************************************************************</font> +01587 <font class="comment">void CDriverGL::setupCausticsPass(const CMaterial &mat, uint pass)</font> +01588 <font class="comment">{</font> +01589 <font class="comment"> </font> +01590 <font class="comment"> nlassert(mat.getShader() == CMaterial::Caustics);</font> +01591 <font class="comment"></font> +01592 <font class="comment"> if (inlGetNumTextStages() == 1 || !_Extensions.ARBTextureCubeMap)</font> +01593 <font class="comment"> {</font> +01594 <font class="comment"> setupCausticsFirstTex(mat);</font> +01595 <font class="comment"> }</font> +01596 <font class="comment"> else</font> +01597 <font class="comment"> if (inlGetNumTextStages() >= 3) </font> +01598 <font class="comment"> {</font> +01599 <font class="comment"> nlassert(pass == 0); </font> +01600 <font class="comment"></font> +01601 <font class="comment"> setupCausticsFirstTex(mat);</font> +01602 <font class="comment"> </font> +01603 <font class="comment"></font> +01604 <font class="comment"> }</font> +01605 <font class="comment"> else if (inlGetNumTextStages() == 2) </font> +01606 <font class="comment"> {</font> +01607 <font class="comment"> nlassert(pass < 2);</font> +01608 <font class="comment"> if (pass == 0) </font> +01609 <font class="comment"> {</font> +01610 <font class="comment"> setupCausticsFirstTex(mat); </font> +01611 <font class="comment"> }</font> +01612 <font class="comment"> else </font> +01613 <font class="comment"> {</font> +01615 <font class="comment"> _DriverGLStates.enableBlend(); </font> +01616 <font class="comment"> _DriverGLStates.blendFunc(pShader->SrcBlend, pShader->DstBlend);</font> +01617 <font class="comment"></font> +01618 <font class="comment"></font> +01619 <font class="comment"> }</font> +01620 <font class="comment"> }</font> +01621 <font class="comment">}</font> +01622 <font class="comment"></font> +01623 <font class="comment">// ***************************************************************************</font> +01624 <font class="comment">void CDriverGL::endCausticsMultiPass(const CMaterial &mat)</font> +01625 <font class="comment">{</font> +01626 <font class="comment"> nlassert(mat.getShader() == CMaterial::Caustics); </font> +01627 <font class="comment"></font> +01628 <font class="comment">}</font> +01629 <font class="comment">*/</font> +01630 +01632 +01633 <font class="comment">// ***************************************************************************</font> +<a name="l01634"></a><a class="code" href="classNL3D_1_1CDriverGL.html#c15">01634</a> sint CDriverGL::beginCloudMultiPass () +01635 { +01636 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>->getShader() == CMaterial::Cloud); +01637 <font class="keywordflow">return</font> 1; +01638 } +01639 +01640 <font class="comment">// ***************************************************************************</font> +<a name="l01641"></a><a class="code" href="classNL3D_1_1CDriverGL.html#c16">01641</a> <font class="keywordtype">void</font> CDriverGL::setupCloudPass (uint pass) +01642 { +01643 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>->getShader() == CMaterial::Cloud); +01644 +01645 <font class="keyword">const</font> CMaterial &mat= *<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>; +01646 +01647 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(0, mat.getTexture(0)); +01648 <a class="code" href="classNL3D_1_1CDriverGL.html#c2">activateTexture</a>(1, mat.getTexture(0)); +01649 +01650 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] != <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u7">TexEnvSpecialCloudStage0</a>) +01651 { +01652 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[0] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u7">TexEnvSpecialCloudStage0</a>; +01653 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_7">_CurrentTexEnvSpecial</a>[1] = <a class="code" href="classNL3D_1_1CDriverGL.html#z405_0u8">TexEnvSpecialCloudStage1</a>; +01654 +01655 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CDriverGL.html#z403_0">_Extensions</a>.NVTextureEnvCombine4) +01656 { +01657 <font class="comment">// Setup 1st Stage</font> +01658 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(0); +01659 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +01660 <font class="comment">//== colors ==</font> +01661 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); +01662 <font class="comment">// Arg0 = 0</font> +01663 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_ZERO); +01664 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01665 <font class="comment">// Arg1 = 0</font> +01666 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_ZERO); +01667 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01668 <font class="comment">// Arg2 = 0</font> +01669 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_ZERO); +01670 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01671 <font class="comment">// Arg3 = 0</font> +01672 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); +01673 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR); +01674 +01675 <font class="comment">//== alpha ==</font> +01676 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD); +01677 <font class="comment">// Arg0 = AT0</font> +01678 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE0_ARB); +01679 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA); +01680 <font class="comment">// Arg1 = AWPOS</font> +01681 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PRIMARY_COLOR_EXT); +01682 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA); +01683 <font class="comment">// Arg2 = AT1</font> +01684 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_TEXTURE1_ARB); +01685 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA); +01686 <font class="comment">// Arg3 = 1-AWPOS</font> +01687 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_PRIMARY_COLOR_EXT); +01688 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA); +01689 +01690 <font class="comment">// Setup 2nd Stage</font> +01691 <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.activeTextureARB(1); +01692 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV); +01693 <font class="comment">//== colors ==</font> +01694 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); +01695 <font class="comment">// Arg0 = 0</font> +01696 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_ZERO); +01697 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR); +01698 <font class="comment">// Arg1 = 0</font> +01699 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_ZERO); +01700 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR); +01701 <font class="comment">// Arg2 = 0</font> +01702 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_ZERO); +01703 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); +01704 <font class="comment">// Arg3 = 0</font> +01705 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO); +01706 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR); +01707 +01708 <font class="comment">//== alpha ==</font> +01709 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD); +01710 <font class="comment">// Arg0 = AT0*AWPOS+AT1*(1-AWPOS)</font> +01711 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_EXT); +01712 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA); +01713 <font class="comment">// Arg1 = AINT</font> +01714 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_CONSTANT_EXT); +01715 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA); +01716 <font class="comment">// Arg2 = 0</font> +01717 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_ZERO); +01718 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA); +01719 <font class="comment">// Arg3 = 0</font> +01720 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO); +01721 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA); +01722 +01723 } +01724 <font class="keywordflow">else</font> <font class="comment">// ATI EnvCombine3</font> +01725 { +01726 <font class="comment">/*glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); </font> +01727 <font class="comment"> //== colors ==</font> +01728 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE_ADD_ATIX); </font> +01729 <font class="comment"> // Arg0 = Specular read in cube map</font> +01730 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);</font> +01731 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);</font> +01732 <font class="comment"> // Arg2 = Light color</font> +01733 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_CONSTANT_EXT);</font> +01734 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR);</font> +01735 <font class="comment"> // Arg1 = Primary color ( + other light diffuse)</font> +01736 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT);</font> +01737 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR); </font> +01738 <font class="comment"></font> +01739 <font class="comment"> //== alpha ==</font> +01740 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE_ADD_ATIX); </font> +01741 <font class="comment"> // Arg0 = PREVIOUS ALPHA</font> +01742 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_EXT);</font> +01743 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_COLOR);</font> +01744 <font class="comment"> // Arg2 = 1</font> +01745 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_ZERO);</font> +01746 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_ONE_MINUS_SRC_COLOR);</font> +01747 <font class="comment"> // Arg1 = 0</font> +01748 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);</font> +01749 <font class="comment"> glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_COLOR);*/</font> +01750 } +01751 } +01752 <a class="code" href="classNL3D_1_1CDriverGL.html#c4">activateTexEnvColor</a> (1, mat.getColor()); +01753 } +01754 +01755 <font class="comment">// ***************************************************************************</font> +<a name="l01756"></a><a class="code" href="classNL3D_1_1CDriverGL.html#c17">01756</a> <font class="keywordtype">void</font> CDriverGL::endCloudMultiPass() +01757 { +01758 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CDriverGL.html#z405_2">_CurrentMaterial</a>->getShader() == CMaterial::Cloud); +01759 } +01760 +01761 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |