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@ -21,6 +21,7 @@
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#include "nel/3d/texture_bump.h"
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#include "nel/3d/material.h"
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#include "nel/3d/i_program_object.h"
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#include "nel/3d/dynamic_material.h"
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namespace NL3D {
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@ -234,6 +235,17 @@ CMaterial::TShader CDriverGL3::getSupportedShader(CMaterial::TShader shader)
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bool CDriverGL3::setupMaterial(CMaterial& mat)
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{
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H_AUTO_OGL(CDriverGL3_setupMaterial)
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#ifdef GLSL
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if( mat.getDynMat() != NULL )
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{
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_CurrentMaterial = &mat;
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return true;
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}
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#endif
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CShaderGL3* pShader;
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GLenum glenum = GL_ZERO;
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uint32 touched = mat.getTouched();
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@ -497,6 +509,12 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
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sint CDriverGL3::beginMultiPass()
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{
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H_AUTO_OGL(CDriverGL3_beginMultiPass)
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#ifdef GLSL
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if( _CurrentMaterial->getDynMat() != NULL )
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return _CurrentMaterial->getDynMat()->getPassCount();
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#endif
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// Depending on material type and hardware, return number of pass required to draw this material.
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switch(_CurrentMaterialSupportedShader)
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{
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@ -521,9 +539,16 @@ sint CDriverGL3::beginMultiPass()
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}
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// ***************************************************************************
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void CDriverGL3::setupPass(uint pass)
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bool CDriverGL3::setupPass(uint pass)
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{
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H_AUTO_OGL(CDriverGL3_setupPass)
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#ifdef GLSL
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if( _CurrentMaterial->getDynMat() != NULL )
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return setupDynMatPass( pass );
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#endif
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switch(_CurrentMaterialSupportedShader)
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{
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case CMaterial::Normal:
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@ -550,17 +575,21 @@ void CDriverGL3::setupPass(uint pass)
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case CMaterial::Cloud:
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setupCloudPass (pass);
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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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return true;
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}
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// ***************************************************************************
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void CDriverGL3::endMultiPass()
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{
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H_AUTO_OGL(CDriverGL3_endMultiPass)
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#ifdef GLSL
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if( _CurrentMaterial->getDynMat() != NULL )
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return;
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#endif
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switch(_CurrentMaterialSupportedShader)
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{
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case CMaterial::LightMap:
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@ -589,6 +618,77 @@ void CDriverGL3::endMultiPass()
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}
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}
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bool CDriverGL3::setupDynMatPass( uint pass )
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{
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#ifdef GLSL
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if( !setupDynMatProgram( *_CurrentMaterial, pass ) )
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return false;
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CDynMaterial *m = _CurrentMaterial->getDynMat();
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SRenderPass *p = m->getPass( pass );
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for( uint32 i = 0; i < p->count(); i++ )
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{
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const SDynMaterialProp *prop = p->getProperty( i );
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int loc = nglGetUniformLocation( currentProgram->getProgramId(), prop->prop.c_str() );
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if( loc == -1 )
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continue;
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switch( prop->type )
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{
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case SDynMaterialProp::Float:
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setUniform1f( loc, prop->value.toFloat() );
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break;
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case SDynMaterialProp::Int:
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setUniform1i( loc, prop->value.toInt() );
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break;
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case SDynMaterialProp::Uint:
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setUniform1u( loc, prop->value.toUInt() );
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break;
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case SDynMaterialProp::Color:
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case SDynMaterialProp::Vector4:
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float v[ 4 ];
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prop->value.getVector4( v );
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setUniform4f( loc, v[ 0 ], v[ 1 ], v[ 2 ], v[ 3 ] );
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break;
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case SDynMaterialProp::Matrix4:
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float m[ 16 ];
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prop->value.getMatrix4( m );
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setUniformMatrix4fv( loc, 1, false, m );
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break;
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case SDynMaterialProp::Texture:
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break;
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}
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}
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////////////////////////////////// Set up some standard uniforms //////////////////////////////////
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int loc = -1;
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loc = nglGetUniformLocation( currentProgram->getProgramId(), "mvpMatrix" );
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if( loc != -1 )
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{
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CMatrix mat = _GLProjMat * _ModelViewMatrix;
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setUniformMatrix4fv( loc, 1, false, mat.get() );
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}
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loc = nglGetUniformLocation( currentProgram->getProgramId(), "mvMatrix" );
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if( loc != -1 )
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{
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setUniformMatrix4fv( loc, 1, false, _ModelViewMatrix.get() );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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#endif
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return true;
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}
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void CDriverGL3::setupNormalPass()
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{
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const CMaterial &mat = *_CurrentMaterial;
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