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