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