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