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