diff --git a/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp b/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp index 0f485d84f..facc9b1c6 100644 --- a/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp +++ b/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp @@ -204,6 +204,10 @@ namespace NL3D case CMaterial::UserColor: generateNormalPS(); break; + + case CMaterial::LightMap: + generateLightMapPS(); + break; } ps.assign( ss.str() ); @@ -256,27 +260,24 @@ namespace NL3D void CGLSLShaderGenerator::generateTexEnv() { - uint32 stage = 0; - // only 4 stages have env settings in the nel material for( int i = 0; i < 4; i++ ) { - if( ( material->_TexEnvs[ stage ].getColorArg( 0 ) == CMaterial::Constant ) || - ( material->_TexEnvs[ stage ].getColorArg( 1 ) == CMaterial::Constant ) || - ( material->_TexEnvs[ stage ].getColorArg( 2 ) == CMaterial::Constant ) + if( ( material->_TexEnvs[ i ].getColorArg( 0 ) == CMaterial::Constant ) || + ( material->_TexEnvs[ i ].getColorArg( 1 ) == CMaterial::Constant ) || + ( material->_TexEnvs[ i ].getColorArg( 2 ) == CMaterial::Constant ) ) { - ss << "vec4 " << constantNames[ stage ] << " = vec4( "; - ss << material->_TexEnvs[ stage ].ConstantColor.R / 255.0f << ", "; - ss << material->_TexEnvs[ stage ].ConstantColor.G / 255.0f << ", "; - ss << material->_TexEnvs[ stage ].ConstantColor.B / 255.0f << ", "; - ss << material->_TexEnvs[ stage ].ConstantColor.A / 255.0f << " );"; + ss << "vec4 " << constantNames[ i ] << " = vec4( "; + ss << material->_TexEnvs[ i ].ConstantColor.R / 255.0f << ", "; + ss << material->_TexEnvs[ i ].ConstantColor.G / 255.0f << ", "; + ss << material->_TexEnvs[ i ].ConstantColor.B / 255.0f << ", "; + ss << material->_TexEnvs[ i ].ConstantColor.A / 255.0f << " );"; ss << std::endl; } - stage++; } - stage = 0; + uint32 stage = 0; for( int i = TexCoord0; i < TexCoord4; i++ ) { if( hasFlag( vbFormat, vertexFlags[ i ] ) ) @@ -606,6 +607,77 @@ namespace NL3D arg.assign( ds.str() ); } + + void CGLSLShaderGenerator::generateLightMapPS() + { + uint sampler = 0; + for( int i = TexCoord0; i < NumOffsets; i++ ) + { + if( hasFlag( vbFormat, vertexFlags[ i ] ) ) + { + ss << "uniform sampler2D sampler" << sampler; + ss << ";"; + ss << std::endl; + } + sampler++; + } + ss << std::endl; + + ss << "void main( void )" << std::endl; + ss << "{" << std::endl; + + ss << "float diffuse = vec4( "; + ss << float( material->getDiffuse().R / 255.0f ) << ", "; + ss << float( material->getDiffuse().G / 255.0f ) << ", "; + ss << float( material->getDiffuse().B / 255.0f ) << ", "; + ss << float( material->getDiffuse().A / 255.0f ) << " );"; + ss << std::endl; + + sampler = 0; + for( int i = TexCoord0; i < TexCoord4; i++ ) + { + if( hasFlag( vbFormat, vertexFlags[ i ] ) ) + { + ss << "vec4 " << constantNames[ sampler ] << " = vec4( "; + ss << float( material->_TexEnvs[ sampler ].ConstantColor.R / 255.0f ) << ", "; + ss << float( material->_TexEnvs[ sampler ].ConstantColor.G / 255.0f ) << ", "; + ss << float( material->_TexEnvs[ sampler ].ConstantColor.B / 255.0f ) << ", "; + ss << float( material->_TexEnvs[ sampler ].ConstantColor.A / 255.0f ) << " );"; + ss << std::endl; + } + sampler++; + } + + sampler = 0; + for( int i = TexCoord0; i < NumOffsets; i++ ) + { + if( hasFlag( vbFormat, vertexFlags[ i ] ) ) + { + ss << "vec4 texel" << sampler; + ss << " = texture2D( sampler" << sampler; + ss << ", " << attribNames[ i ] << " );" << std::endl; + } + sampler++; + } + + ss << "vec4 texel = diffuse;" << std::endl; + + sampler = 0; + for( int i = TexCoord0; i < NumOffsets; i++ ) + { + if( hasFlag( vbFormat, vertexFlags[ i ] ) ) + { + ss << "texel = "; + ss << texelNames[ sampler ] << " * " << constantNames[ sampler ] << " + texel;" << std::endl; + } + sampler++; + } + + ss << "fragColor = texel;" << std::endl; + ss << "}" << std::endl; + ss << std::endl; + } + } diff --git a/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.h b/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.h index d53ebfacb..a7be48e78 100644 --- a/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.h +++ b/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.h @@ -45,6 +45,8 @@ namespace NL3D void generateTexEnvAlpha( unsigned int stage ); void buildArg( unsigned int stage, unsigned int n, bool alpha, std::string &arg ); + void generateLightMapPS(); + std::stringstream ss; uint16 vbFormat; CMaterial const *material;