@ -108,6 +108,20 @@ namespace NL3D
" constant3 "
" constant3 "
} ;
} ;
const char * shaderNames [ ] =
{
" Normal " ,
" Bump " ,
" Usercolor " ,
" Lightmap " ,
" Specular " ,
" Caustics " ,
" Per-Pixel Lighting " ,
" Per-Pixel Lighting, no specular " ,
" Cloud " ,
" Water "
} ;
CGLSLShaderGenerator : : CGLSLShaderGenerator ( )
CGLSLShaderGenerator : : CGLSLShaderGenerator ( )
{
{
reset ( ) ;
reset ( ) ;
@ -129,6 +143,8 @@ namespace NL3D
{
{
ss . str ( " " ) ;
ss . str ( " " ) ;
ss . clear ( ) ;
ss . clear ( ) ;
ss < < " // " < < shaderNames [ material - > getShader ( ) ] < < " Vertex Shader " < < std : : endl ;
ss < < std : : endl ;
ss < < " #version 330 " < < std : : endl ;
ss < < " #version 330 " < < std : : endl ;
ss < < " uniform mat4 mvpMatrix; " < < std : : endl ;
ss < < " uniform mat4 mvpMatrix; " < < std : : endl ;
@ -190,6 +206,9 @@ namespace NL3D
ss . str ( " " ) ;
ss . str ( " " ) ;
ss . clear ( ) ;
ss . clear ( ) ;
ss < < " // " < < shaderNames [ material - > getShader ( ) ] < < " Pixel Shader " < < std : : endl ;
ss < < std : : endl ;
ss < < " #version 330 " < < std : : endl ;
ss < < " #version 330 " < < std : : endl ;
ss < < std : : endl ;
ss < < std : : endl ;
@ -247,6 +266,17 @@ namespace NL3D
ss < < std : : endl ;
ss < < std : : endl ;
}
}
void CGLSLShaderGenerator : : addColor ( )
{
CRGBA color = material - > getColor ( ) ;
ss < < " vec4 mcolor = vec4( " ;
ss < < color . R / 255.0f < < " , " ;
ss < < color . G / 255.0f < < " , " ;
ss < < color . B / 255.0f < < " , " ;
ss < < color . A / 255.0f < < " ); " ;
ss < < std : : endl ;
}
void CGLSLShaderGenerator : : addConstants ( )
void CGLSLShaderGenerator : : addConstants ( )
{
{
int j = 0 ;
int j = 0 ;
@ -458,7 +488,7 @@ namespace NL3D
ss < < " void main( void ) " < < std : : endl ;
ss < < " void main( void ) " < < std : : endl ;
ss < < " { " < < std : : endl ;
ss < < " { " < < std : : endl ;
add Diffuse ( ) ;
add Color ( ) ;
bool textures = false ;
bool textures = false ;
sampler = 0 ;
sampler = 0 ;
@ -474,13 +504,26 @@ namespace NL3D
sampler + + ;
sampler + + ;
}
}
if ( textures )
bool vertexColor = false ;
if ( hasFlag ( vbFormat , vertexFlags [ PrimaryColor ] ) )
vertexColor = true ;
if ( textures & & ! vertexColor )
ss < < " vec4 texel = vec4( 1.0, 1.0, 1.0, 1.0 ); " < < std : : endl ;
ss < < " vec4 texel = vec4( 1.0, 1.0, 1.0, 1.0 ); " < < std : : endl ;
else
if ( vertexColor )
ss < < " vec4 texel = color; " < < std : : endl ;
else
else
ss < < " vec4 texel = vec4( 0.5, 0.5, 0.5, 1.0 ); " < < std : : endl ;
ss < < " vec4 texel = vec4( 0.5, 0.5, 0.5, 1.0 ); " < < std : : endl ;
generateTexEnv ( ) ;
generateTexEnv ( ) ;
// This is just an idea I had, but it seems to be working.
// Unfortunately it's not documented anywhere I looked in the GL spec, but if I don't have this modulation here,
// the Ryzom UI looks horrific.
if ( vertexColor )
ss < < " texel = color * texel; " < < std : : endl ;
// Alpha test
// Alpha test
//ss << "if( texel.a <= 0.5 ) discard;" << std::endl;
//ss << "if( texel.a <= 0.5 ) discard;" << std::endl;
@ -786,19 +829,19 @@ namespace NL3D
switch ( op )
switch ( op )
{
{
case CMaterial : : SrcColor :
case CMaterial : : SrcColor :
ds < < " diffuse .rgb" ;
ds < < " mcolor .rgb" ;
break ;
break ;
case CMaterial : : InvSrcColor :
case CMaterial : : InvSrcColor :
ds < < " ( vec3( 1.0, 1.0, 1.0 ) - diffuse .rgb )" ;
ds < < " ( vec3( 1.0, 1.0, 1.0 ) - mcolor .rgb )" ;
break ;
break ;
case CMaterial : : SrcAlpha :
case CMaterial : : SrcAlpha :
ds < < " diffuse .a" ;
ds < < " mcolor .a" ;
break ;
break ;
case CMaterial : : InvSrcAlpha :
case CMaterial : : InvSrcAlpha :
ds < < " ( 1.0 - diffuse .a )" ;
ds < < " ( 1.0 - mcolor .a )" ;
break ;
break ;
}
}
break ;
break ;