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@ -164,7 +164,7 @@ void CDriverGL3::setupUserTextureMatrix(uint numStages, CMaterial& mat)
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{
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if (newMask & shiftMask) // user matrix for this stage
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{
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_UserTexMat[ k ] = mat.getUserTexMat(k);
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_UserTexMat[k] = mat.getUserTexMat(k);
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_UserTexMatEnabled |= shiftMask;
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}
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else
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@ -174,7 +174,7 @@ void CDriverGL3::setupUserTextureMatrix(uint numStages, CMaterial& mat)
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(newMask & shiftMask) != (_UserTexMatEnabled & shiftMask)
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)
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{
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_UserTexMat[ k ].identity();
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_UserTexMat[k].identity();
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_UserTexMatEnabled &= ~shiftMask;
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}
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}
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@ -193,7 +193,7 @@ void CDriverGL3::disableUserTextureMatrix()
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{
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if (_UserTexMatEnabled & (1 << k)) // user matrix for this stage
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{
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_UserTexMat[ k ].identity();
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_UserTexMat[k].identity();
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_UserTexMatEnabled &= ~ (1 << k);
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}
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++k;
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@ -212,11 +212,6 @@ CMaterial::TShader CDriverGL3::getSupportedShader(CMaterial::TShader shader)
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return CMaterial::Normal; // FIXME GL3
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case CMaterial::PerPixelLightingNoSpec:
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return CMaterial::Normal; // FIXME GL3
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// Lightmap and Specular work only if at least 2 text stages.
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case CMaterial::LightMap:
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return (inlGetNumTextStages() >= 2) ? CMaterial::LightMap : CMaterial::Normal;
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case CMaterial::Specular:
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return (inlGetNumTextStages() >= 2) ? CMaterial::Specular : CMaterial::Normal;
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default:
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return shader;
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}
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@ -250,7 +245,7 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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}
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pShader=static_cast<CMaterialDrvInfosGL3*>((IMaterialDrvInfos*)(mat._MatDrvInfo));
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// 1. Setup modified fields of material.
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// 1. Setup modified fields of material conversion cache (FIXME GL3)
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//=====================================
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if (touched)
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{
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@ -318,7 +313,7 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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setupLightMapDynamicLighting(false);
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// if new is lightmap, setup dynamic lighting
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if (matShader==CMaterial::LightMap)
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if (matShader == CMaterial::LightMap)
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setupLightMapDynamicLighting(true);
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}
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@ -327,7 +322,7 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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// 2. Setup / Bind Textures.
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//==========================
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// Must setup textures each frame. (need to test if touched).
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// Must setup textures each frame, even when the same CMaterial applied. (need to test if touched).
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// Must separate texture setup and texture activation in 2 "for"...
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// because setupTexture() may disable all stage.
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if (matShader != CMaterial::Water && matShader != CMaterial::Program)
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@ -382,6 +377,13 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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}
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}
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}
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else if (matShader == CMaterial::Cloud)
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{
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activateTexture(0, mat.getTexture(0));
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setTexGenModeVP(0, TexGenDisabled);
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activateTexture(1, mat.getTexture(0));
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setTexGenModeVP(1, TexGenDisabled);
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}
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else //if (matShader != CMaterial::Specular) // TEMP BUGFIX
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{// TEMP BUGFIX
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for (uint stage = 0; stage < IDRV_MAT_MAXTEXTURES; ++stage)
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@ -389,6 +391,7 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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setTexGenModeVP(stage, TexGenDisabled);
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}
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}// TEMP BUGFIX
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if (matShader == CMaterial::Specular)
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{
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setTexGenModeVP(0, TexGenDisabled);
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@ -404,11 +407,11 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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// 3. Bind OpenGL States.
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//=======================
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if (_CurrentMaterial!=&mat)
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if (_CurrentMaterial != &mat) // FIXME GL3: CMaterial may be touched...
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{
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// Bind Blend Part.
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//=================
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bool blend = (mat.getFlags()&IDRV_MAT_BLEND)!=0;
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bool blend = (mat.getFlags() & IDRV_MAT_BLEND)!=0;
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_DriverGLStates.enableBlend(blend);
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if (blend)
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_DriverGLStates.blendFunc(pShader->SrcBlend, pShader->DstBlend);
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@ -419,25 +422,13 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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uint32 twoSided = mat.getFlags() & IDRV_MAT_DOUBLE_SIDED;
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_DriverGLStates.enableCullFace(twoSided == 0);
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// Alpha Test Part.
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//=================
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/*uint32 alphaTest = mat.getFlags() & IDRV_MAT_ALPHA_TEST;
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_DriverGLStates.enableAlphaTest(alphaTest);
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if (alphaTest)
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{
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// setup alphaTest threshold.
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_DriverGLStates.alphaFunc(mat.getAlphaTestThreshold());
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// GL3 PART OF MATERIAL PARAMETERS
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}*/
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// Bind ZBuffer Part.
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//===================
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_DriverGLStates.enableZWrite(mat.getFlags() & IDRV_MAT_ZWRITE);
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_DriverGLStates.depthFunc(pShader->ZComp);
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_DriverGLStates.setZBias(mat.getZBias() * _OODeltaZ);
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// Bind Stencil Buffer Part.
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// Bind Stencil Buffer Part. // FIXME GL3: STENCIL TEST
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//===================
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/*
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_DriverGLStates.enableStencilTest();
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@ -447,32 +438,11 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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// Color-Lighting Part.
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//=====================
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// Light Part.
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enableLightingVP(mat.getFlags() & IDRV_MAT_LIGHTING);
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if (mat.getFlags()&IDRV_MAT_LIGHTING)
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{
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/*_DriverGLStates.setEmissive(pShader->PackedEmissive, pShader->Emissive);
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_DriverGLStates.setAmbient(pShader->PackedAmbient, pShader->Ambient);
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_DriverGLStates.setDiffuse(pShader->PackedDiffuse, pShader->Diffuse);
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_DriverGLStates.setSpecular(pShader->PackedSpecular, pShader->Specular);
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_DriverGLStates.setShininess(mat.getShininess());
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_DriverGLStates.setVertexColorLighted(mat.isLightedVertexColor ());*/
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// FIXME GL3 VERTEX COLOR VP
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}
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else
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{
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// Color unlit
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// CRGBA col= mat.getColor();
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// glColor4ub(col.R, col.G, col.B, col.A);
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// _DriverGLStates.setVertexColorLighted(false);
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// FIXME GL3 VERTEX COLOR VP
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}
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// Fog Part.
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//=================
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// Disable fog if dest blend is ONE
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if (blend && (pShader->DstBlend == GL_ONE))
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{
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@ -484,12 +454,11 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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enableFogVP(_FogEnabled);
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}
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_CurrentMaterial=&mat;
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_CurrentMaterial = &mat;
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}
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// 4. Misc
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//=====================================
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// Textures user matrix
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if (matShader == CMaterial::Normal || matShader == CMaterial::Program)
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{
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@ -523,12 +492,6 @@ sint CDriverGL3::beginMultiPass()
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return beginPPLMultiPass();
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case CMaterial::PerPixelLightingNoSpec:
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return beginPPLNoSpecMultiPass();
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/* case CMaterial::Caustics:
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return beginCausticsMultiPass(); */
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case CMaterial::Cloud:
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return beginCloudMultiPass();
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// All others materials require just 1 pass.
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default:
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return 1;
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}
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@ -545,25 +508,22 @@ bool CDriverGL3::setupPass(uint pass)
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setupNormalPass();
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break;
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case CMaterial::LightMap:
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setupLightMapPass (pass);
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setupLightMapPass(pass);
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break;
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case CMaterial::Specular:
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setupSpecularPass (pass);
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setupSpecularPass(pass);
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break;
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case CMaterial::Water:
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setupWaterPass(pass);
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break;
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case CMaterial::PerPixelLighting:
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setupPPLPass (pass);
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setupPPLPass(pass);
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break;
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case CMaterial::PerPixelLightingNoSpec:
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setupPPLNoSpecPass (pass);
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setupPPLNoSpecPass(pass);
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break;
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/* case CMaterial::Caustics:
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case CMaterial::Caustics:
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break; */
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case CMaterial::Cloud:
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setupCloudPass (pass);
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setupCloudPass();
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break;
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}
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@ -592,13 +552,6 @@ void CDriverGL3::endMultiPass()
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case CMaterial::PerPixelLightingNoSpec:
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endPPLNoSpecMultiPass();
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break;
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/* case CMaterial::Caustics:
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endCausticsMultiPass();
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break; */
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case CMaterial::Cloud:
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endCloudMultiPass();
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break;
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// All others materials do not require multi pass.
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default: return;
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}
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}
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@ -609,15 +562,22 @@ void CDriverGL3::setupNormalPass()
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const CMaterial &mat = *_CurrentMaterial;
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for (int i = 0; i < IDRV_MAT_MAXTEXTURES; i++)
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for (uint stage = 0; stage < IDRV_MAT_MAXTEXTURES; ++stage)
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{
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// Set constants for TexEnv
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uint cl = m_DriverPixelProgram->getUniformIndex(CProgramIndex::TName(CProgramIndex::Constant0 + i));
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if (cl != ~0)
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// Set pixel program constants for TexEnv
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uint constantIdx = m_DriverPixelProgram->getUniformIndex(CProgramIndex::TName(CProgramIndex::Constant0 + stage));
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if (constantIdx != ~0)
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{
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GLfloat glCol[4];
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convColor(mat._TexEnvs[i].ConstantColor, glCol);
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setUniform4f(IDriver::PixelProgram, cl, glCol[0], glCol[1], glCol[2], glCol[3]);
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convColor(mat._TexEnvs[stage].ConstantColor, glCol);
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setUniform4f(IDriver::PixelProgram, constantIdx, glCol[0], glCol[1], glCol[2], glCol[3]);
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}
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// Set vertex program constants for TexMatrix
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uint texMatrixIdx = m_DriverVertexProgram->getUniformIndex((CProgramIndex::TName)(CProgramIndex::TexMatrix0 + stage));
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if (texMatrixIdx != ~0)
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{
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setUniform4x4f(IDriver::VertexProgram, texMatrixIdx, _UserTexMat[stage]);
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}
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}
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}
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@ -663,7 +623,7 @@ sint CDriverGL3::beginLightMapMultiPass ()
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const CMaterial &mat= *_CurrentMaterial;
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// compute how many lightmap and pass we must process.
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computeLightMapInfos (mat);
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computeLightMapInfos(mat);
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// always enable lighting for lightmap (because of dynamic light)
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enableLightingVP(true);
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@ -952,10 +912,6 @@ void CDriverGL3::setupSpecularBegin()
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{
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H_AUTO_OGL(CDriverGL3_setupSpecularBegin)
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// Disable texGen for stage 0
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// setTexGenModeVP(0, TexGenDisabled); // FIXME THIS IS NOT VALID HERE WHEN NOT IN BATCHING MODE!
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// setTexGenModeVP(1, TexGenReflectionMap);
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// setup the good matrix for stage 1.
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_UserTexMat[1] = _SpecularTexMtx;
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}
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@ -981,8 +937,11 @@ sint CDriverGL3::beginSpecularMultiPass()
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if (!_SpecularBatchOn)
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setupSpecularBegin();
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// Setup programs
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//setupBuiltinPrograms();
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// Set shader values
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// OPTIMIZE GL3: Only need to do this when program changed since it was last set
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uint idx = m_DriverVertexProgram->getUniformIndex((CProgramIndex::TName)(CProgramIndex::TexMatrix1));
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if (idx != ~0)
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setUniform4x4f(IDriver::VertexProgram, idx, _UserTexMat[1]);
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// Only need one pass for specular
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return 1;
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@ -995,13 +954,6 @@ void CDriverGL3::setupSpecularPass(uint pass)
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nlassert(m_DriverVertexProgram);
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H_AUTO_OGL(CDriverGL3_setupSpecularPass)
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for (uint stage = 0; stage < IDRV_MAT_MAXTEXTURES; ++stage) // Verify: Is it really only Specular that uses TexMatrix?
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{
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uint idx = m_DriverVertexProgram->getUniformIndex((CProgramIndex::TName)(CProgramIndex::TexMatrix0 + stage));
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if (idx != ~0)
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setUniform4x4f(IDriver::VertexProgram, idx, _UserTexMat[stage]);
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}
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}
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// ***************************************************************************
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@ -1014,125 +966,6 @@ void CDriverGL3::endSpecularMultiPass()
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setupSpecularEnd();
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}
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// a functor that can is used to generate a cube map used for specular / diffuse lighting
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struct CSpecCubeMapFunctor : ICubeMapFunctor
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{
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CSpecCubeMapFunctor(float exp) : Exp(exp) {}
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virtual NLMISC::CRGBA operator()(const NLMISC::CVector &v)
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{
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H_AUTO_OGL(CSpecCubeMapFunctor_operator_parenthesis)
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uint8 intensity = (uint8) (255.f * ::powf(std::max(v.normed().z, 0.f), Exp));
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return NLMISC::CRGBA(intensity, intensity, intensity, intensity);
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//return Exp == 1.f ? CRGBA((uint8)(v.x*127+127), (uint8)(v.y*127+127), (uint8)(v.z*127+127), 0): CRGBA::Black;
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}
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virtual ~CSpecCubeMapFunctor() {}
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float Exp;
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};
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/* /// parameters for specular cube map generation
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const uint MaxSpecularExp = 64;
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const uint SpecularExpStep = 8;
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const uint SpecularMapSize = 32; */
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// ***************************************************************************
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CTextureCube *CDriverGL3::getSpecularCubeMap(uint exp)
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{
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H_AUTO_OGL(CDriverGL3__getSpecularCubeMap)
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const uint DiffuseMapSize = 64;
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const uint SpecularMapSize = 32;
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const uint SpecularMapSizeHighExponent = 64;
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const float HighExponent = 128.f;
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const uint MaxExponent = 512;
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// this gives the cube map to use given an exponent (from 0 to 128)
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static uint16 expToCubeMap[MaxExponent];
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// this gives the exponent used by a given cube map (not necessarily ordered)
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static float cubeMapExp[] =
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{
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1.f, 4.f, 8.f, 24.f, 48.f, 128.f, 256.f, 511.f
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};
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const uint numCubeMap = sizeof(expToCubeMap) / sizeof(float);
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static bool tableBuilt = false;
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if (!tableBuilt)
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{
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for (uint k = 0; k < MaxExponent; ++k)
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{
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uint nearest = 0;
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float diff = (float) MaxExponent;
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// look for the nearest exponent
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for (uint l = 0; l < numCubeMap; ++l)
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{
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float newDiff = ::fabsf(k - cubeMapExp[l]);
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if (newDiff < diff)
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{
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diff = newDiff;
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nearest = l;
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}
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}
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expToCubeMap[k] = uint16(nearest);
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}
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tableBuilt = true;
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}
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if (_SpecularTextureCubes.empty())
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{
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_SpecularTextureCubes.resize(MaxExponent);
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}
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NLMISC::clamp(exp, 1u, (MaxExponent - 1));
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uint cubeMapIndex = expToCubeMap[exp];
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nlassert(cubeMapIndex < numCubeMap);
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if (_SpecularTextureCubes[cubeMapIndex] != NULL) // has the cube map already been cted ?
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{
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return _SpecularTextureCubes[cubeMapIndex];
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}
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else // build the cube map
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{
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float exponent = cubeMapExp[cubeMapIndex];
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CSpecCubeMapFunctor scmf(exponent);
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const uint bufSize = 128;
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char name[bufSize];
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NLMISC::smprintf(name, bufSize, "#SM%d", cubeMapIndex);
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CTextureCube *tc;
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if (exponent == 1)
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{
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tc = BuildCubeMap(DiffuseMapSize, scmf, false, name);
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}
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else
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{
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tc = BuildCubeMap(exponent >= HighExponent ? SpecularMapSizeHighExponent
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: SpecularMapSize,
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scmf,
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false,
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name);
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}
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static const CTextureCube::TFace numToFace[] =
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{ CTextureCube::positive_x,
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CTextureCube::negative_x,
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CTextureCube::positive_y,
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CTextureCube::negative_y,
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CTextureCube::positive_z,
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CTextureCube::negative_z
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};
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if (exponent != 1.f)
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{
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// force 16 bit for specular part, 32 bit if exponent is 1 (diffuse part)
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for (uint k = 0; k < 6; ++k)
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{
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nlassert(tc->getTexture(numToFace[k]));
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tc->getTexture(numToFace[k])->setUploadFormat(ITexture::RGB565);
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}
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}
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_SpecularTextureCubes[cubeMapIndex] = tc;
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return tc;
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}
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}
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// ***************************************************************************
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sint CDriverGL3::beginPPLMultiPass()
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{
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@ -1154,24 +987,24 @@ void CDriverGL3::setupPPLPass(uint pass)
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nlassert(pass == 0);
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ITexture *tex0 = getSpecularCubeMap(1);
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/*ITexture *tex0 = getSpecularCubeMap(1);
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if (tex0) setupTexture(*tex0);
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ITexture *tex2 = getSpecularCubeMap((uint) mat.getShininess());
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if (tex2) setupTexture(*tex2);
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if (mat.getTexture(0)) setupTexture(*mat.getTexture(0));
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if (mat.getTexture(0)) setupTexture(*mat.getTexture(0));*/
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// tex coord 0 = texture coordinates
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// tex coord 1 = normal in tangent space
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// tex coord 2 = half angle vector in tangent space
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activateTexture(0, tex0);
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/*activateTexture(0, tex0);
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activateTexture(1, mat.getTexture(0));
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activateTexture(2, tex2);
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activateTexture(2, tex2);*/
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for (uint k = 3; k < inlGetNumTextStages(); ++k)
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/*for (uint k = 3; k < inlGetNumTextStages(); ++k)
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{
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activateTexture(k, NULL);
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}
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}*/
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// setup the tex envs
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@ -1217,21 +1050,21 @@ void CDriverGL3::setupPPLNoSpecPass(uint pass)
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nlassert(pass == 0);
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ITexture *tex0 = getSpecularCubeMap(1);
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/* ITexture *tex0 = getSpecularCubeMap(1);
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if (tex0) setupTexture(*tex0);
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if (mat.getTexture(0)) setupTexture(*mat.getTexture(0));
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if (mat.getTexture(0)) setupTexture(*mat.getTexture(0));*/
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// tex coord 0 = texture coordinates
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// tex coord 1 = normal in tangent space
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activateTexture(0, tex0);
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/* activateTexture(0, tex0);
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activateTexture(1, mat.getTexture(0));
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for (uint k = 2; k < inlGetNumTextStages(); ++k)
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*/
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/*for (uint k = 2; k < inlGetNumTextStages(); ++k)
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{
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activateTexture(k, NULL);
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}
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}*/
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// setup the tex envs
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@ -1254,107 +1087,10 @@ void CDriverGL3::endPPLNoSpecMultiPass()
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}
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// ***************************************************************************
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/* sint CDriverGL3::beginCausticsMultiPass(const CMaterial &mat)
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{
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nlassert(mat.getShader() == CMaterial::Caustics);
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if (!_Extensions.ARBTextureCubeMap) return 1;
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switch (inlGetNumTextStages())
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{
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case 1: return 3;
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case 2: return 2;
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default:
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return 1;
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}
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}*/
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// ***************************************************************************
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/*inline void CDriverGL3::setupCausticsFirstTex(const CMaterial &mat)
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{
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/// setup texture 0
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activateTexture(0, mat.getTexture(0));
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/// texture environment 0
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setTexGenFunction(0, mat);
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/// texture matrix 0
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setupUserTextureMatrix(0, mat);
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}
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// ***************************************************************************
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inline void CDriverGL3::setupCausticsSecondTex(uint stage)
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{
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activateTexture(stage, mat.getTexture(0));
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_CausticCubeMap
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}
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// ***************************************************************************
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void CDriverGL3::setupCausticsPass(const CMaterial &mat, uint pass)
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{
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nlassert(mat.getShader() == CMaterial::Caustics);
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if (inlGetNumTextStages() == 1 || !_Extensions.ARBTextureCubeMap)
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{
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setupCausticsFirstTex(mat);
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}
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else
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if (inlGetNumTextStages() >= 3) /// do it in one pass
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{
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nlassert(pass == 0);
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setupCausticsFirstTex(mat);
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}
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else if (inlGetNumTextStages() == 2) /// do in in 2 pass
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{
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nlassert(pass < 2);
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if (pass == 0)
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{
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setupCausticsFirstTex(mat);
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}
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else /// caustics setup
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{
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/// setup additif blending
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_DriverGLStates.enableBlend();
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_DriverGLStates.blendFunc(pShader->SrcBlend, pShader->DstBlend);
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}
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}
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}
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// ***************************************************************************
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void CDriverGL3::endCausticsMultiPass(const CMaterial &mat)
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{
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nlassert(mat.getShader() == CMaterial::Caustics);
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}
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*/
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// ***************************************************************************
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sint CDriverGL3::beginCloudMultiPass ()
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{
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H_AUTO_OGL(CDriverGL3_beginCloudMultiPass)
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//setupBuiltinPrograms(); // FIXME GL3
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nlassert(_CurrentMaterial->getShader() == CMaterial::Cloud);
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return 1;
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}
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// ***************************************************************************
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void CDriverGL3::setupCloudPass (uint /* pass */)
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void CDriverGL3::setupCloudPass()
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{
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H_AUTO_OGL(CDriverGL3_setupCloudPass)
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nlassert(_CurrentMaterial->getShader() == CMaterial::Cloud);
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const CMaterial &mat= *_CurrentMaterial;
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activateTexture(0, mat.getTexture(0));
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activateTexture(1, mat.getTexture(0));
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}
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// ***************************************************************************
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void CDriverGL3::endCloudMultiPass()
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{
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H_AUTO_OGL(CDriverGL3_endCloudMultiPass)
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nlassert(_CurrentMaterial->getShader() == CMaterial::Cloud);
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}
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// ***************************************************************************
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|
|
@ -1437,8 +1173,6 @@ void CDriverGL3::endWaterMultiPass()
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H_AUTO_OGL(CDriverGL3_endWaterMultiPass);
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nlassert(_CurrentMaterial->getShader() == CMaterial::Water);
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// NB : as fragment shaders / programs bypass the texture envs, no special env enum is added (c.f CTexEnvSpecial)
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}
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#ifdef NL_STATIC
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|