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<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&amp; 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&amp; 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 &amp;glenum)
00078 {       
00079         <a class="code" href="debug_8h.html#a6">nlassert</a>(mode &lt; 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-&gt;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&amp; mat)
00115 {
00116         ITexture        *text= mat.getTexture(stage);
00117         <font class="keywordflow">if</font>(text)
00118         {
00119                 CMaterial::CTexEnv      &amp;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-&gt;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&amp; mat)
00149 { 
00150         <font class="keywordflow">if</font> (
00151                 (<a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> != 0 &amp;&amp; (mat.getFlags() &amp; <a class="code" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a>) == 0)          
00152                 || (mat.getFlags() &amp; <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() &amp; <a class="code" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a>) &gt;&gt; <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 &lt; numStages ; ++k)
00160                 {
00161                         <font class="keywordflow">if</font> (newMask &amp; 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 &amp; shiftMask) != (<a class="code" href="classNL3D_1_1CDriverGL.html#o30">_UserTexMatEnabled</a> &amp; 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> &amp;= ~shiftMask;
00177                                 }                               
00178                         }
00179                         shiftMask &lt;&lt;= 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> &amp; (1 &lt;&lt; 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> &amp;= ~ (1 &lt;&lt; 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>()&gt;=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>()&gt;=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&amp; 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&lt;CShaderGL*&gt;((<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 &amp; (~_MaterialAllTextureTouchedFlag) )
00262                 {
00263                         <font class="comment">// Convert Material to driver shader.</font>
00264                         <font class="keywordflow">if</font> (touched &amp; <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-&gt;SrcBlend=glenum;
00268                                 <a class="code" href="namespaceNL3D.html#a343">convBlend</a>( mat.getDstBlend(),glenum );
00269                                 pShader-&gt;DstBlend=glenum;
00270                         }
00271                         <font class="keywordflow">if</font> (touched &amp; <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-&gt;ZComp= glenum;
00275                         }
00276                         <font class="keywordflow">if</font> (touched &amp; <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-&gt;Emissive);
00279                                 <a class="code" href="namespaceNL3D.html#a345">convColor</a>(mat.getAmbient(), pShader-&gt;Ambient);
00280                                 <a class="code" href="namespaceNL3D.html#a345">convColor</a>(mat.getDiffuse(), pShader-&gt;Diffuse);
00281                                 <a class="code" href="namespaceNL3D.html#a345">convColor</a>(mat.getSpecular(), pShader-&gt;Specular);
00282                                 pShader-&gt;PackedEmissive= mat.getEmissive().getPacked();
00283                                 pShader-&gt;PackedAmbient= mat.getAmbient().getPacked();
00284                                 pShader-&gt;PackedDiffuse= mat.getDiffuse().getPacked();
00285                                 pShader-&gt;PackedSpecular= mat.getSpecular().getPacked();
00286                         }
00287                         <font class="keywordflow">if</font> (touched &amp; <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-&gt;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-&gt;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&lt;<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 &amp;&amp; !<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&lt;(sint)mat._LightMaps.size() ; stage++)
00329                 {
00330                         ITexture        *text= mat._LightMaps[stage].Texture;
00331                         <font class="keywordflow">if</font> (text != NULL &amp;&amp; !<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                 &amp;&amp; matShader != CMaterial::PerPixelLighting
00348                 <font class="comment">/* &amp;&amp; matShader != CMaterial::Caustics  */</font>
00349                 &amp;&amp; matShader != CMaterial::Cloud
00350            )
00351         {
00352                 <font class="keywordflow">for</font>(stage=0 ; stage&lt;<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>!=&amp;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()&amp;<a class="code" href="namespaceNL3D.html#a117">IDRV_MAT_BLEND</a>);
00373                 <font class="keywordflow">if</font>(mat.getFlags()&amp;<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-&gt;SrcBlend, pShader-&gt;DstBlend);
00375 
00376                 <font class="comment">// Double Sided Part.</font>
00377                 <font class="comment">//===================</font>
00378                 <font class="comment">// NB: inverse state: DoubleSided &lt;=&gt; !CullFace.</font>
00379                 uint32  twoSided= mat.getFlags()&amp;<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()&amp;<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()&amp;<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-&gt;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()&amp;<a class="code" href="namespaceNL3D.html#a114">IDRV_MAT_LIGHTING</a>);
00406                 <font class="keywordflow">if</font>(mat.getFlags()&amp;<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-&gt;PackedEmissive, pShader-&gt;Emissive);
00409                         <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setAmbient(pShader-&gt;PackedAmbient, pShader-&gt;Ambient);
00410                         <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setDiffuse(pShader-&gt;PackedDiffuse, pShader-&gt;Diffuse);
00411                         <a class="code" href="classNL3D_1_1CDriverGL.html#z405_11">_DriverGLStates</a>.setSpecular(pShader-&gt;PackedSpecular, pShader-&gt;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() &amp; <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 &lt; <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>=&amp;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 =&gt; vertex setup is dirty!</font>
00470         <font class="keywordflow">if</font>( matShader != CMaterial::LightMap &amp;&amp; <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 &amp;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()&lt;=<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 &lt; 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() &amp; 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 &amp;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 &amp; 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 &amp;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 =&gt; 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&lt;<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&lt;<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&lt;(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&lt;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&lt;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 &amp;&amp; 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 &amp;&amp; <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>&gt;=2 &amp;&amp; <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 =&gt; touched =&gt; 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&lt;<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 &amp; 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 &amp;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 &amp;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> &amp;<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 &lt; 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> &lt; 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 &lt; 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 &lt; 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 &gt;= 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 &lt; 6; ++k)
01263                         {
01264                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(tc-&gt;getTexture(numToFace[k]));
01265                                 tc-&gt;getTexture(numToFace[k])-&gt;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 &amp;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 &lt; (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 &amp;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 &lt; (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 &amp;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 &amp;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 &amp;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() &gt;= 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 &lt; 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-&gt;SrcBlend, pShader-&gt;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 &amp;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>-&gt;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>-&gt;getShader() == CMaterial::Cloud);
01644 
01645         <font class="keyword">const</font> CMaterial &amp;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>-&gt;getShader() == CMaterial::Cloud);
01759 }
01760 
01761 } <font class="comment">// NL3D</font>
</pre></div>

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