|
|
|
@ -113,21 +113,12 @@ static inline void convTexAddr(ITexture *tex, CMaterial::TTexAddressingMode mode
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// --------------------------------------------------
|
|
|
|
|
void CDriverGL3::setTextureEnvFunction(uint stage, CMaterial& mat)
|
|
|
|
|
void CDriverGL3::setTexGenFunction(uint stage, CMaterial& mat)
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_setTextureEnvFunction)
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_setTexGenFunction)
|
|
|
|
|
ITexture *text = mat.getTexture(uint8(stage));
|
|
|
|
|
if (text)
|
|
|
|
|
{
|
|
|
|
|
CMaterial::CTexEnv &env= mat._TexEnvs[stage];
|
|
|
|
|
|
|
|
|
|
// Activate the env for this stage.
|
|
|
|
|
// NB: Thoses calls use caching.
|
|
|
|
|
activateTexEnvMode(stage, env);
|
|
|
|
|
activateTexEnvColor(stage, env);
|
|
|
|
|
|
|
|
|
|
// Activate texture generation mapping
|
|
|
|
|
//_DriverGLStates.activeTexture(stage);
|
|
|
|
|
if (mat.getTexCoordGen(stage))
|
|
|
|
|
{
|
|
|
|
|
// set mode and enable.
|
|
|
|
@ -240,7 +231,6 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
|
|
|
|
|
CMaterial::TShader matShader;
|
|
|
|
|
GLenum glenum = GL_ZERO;
|
|
|
|
|
uint32 touched = mat.getTouched();
|
|
|
|
|
uint stage;
|
|
|
|
|
|
|
|
|
|
// profile.
|
|
|
|
|
_NbSetupMaterialCall++;
|
|
|
|
@ -315,15 +305,8 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
|
|
|
|
|
|
|
|
|
|
// 2b. User supplied pixel shader overrides material
|
|
|
|
|
//==================================
|
|
|
|
|
if (m_UserPixelProgram)
|
|
|
|
|
{
|
|
|
|
|
matShader = CMaterial::Program;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Now we can get the supported shader from the cache.
|
|
|
|
|
matShader = pShader->SupportedShader;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 2b. Update more shader state
|
|
|
|
|
//==================================
|
|
|
|
@ -349,7 +332,7 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
|
|
|
|
|
// because setupTexture() may disable all stage.
|
|
|
|
|
if (matShader != CMaterial::Water && matShader != CMaterial::Program)
|
|
|
|
|
{
|
|
|
|
|
for (stage=0 ; stage<inlGetNumTextStages() ; stage++)
|
|
|
|
|
for (uint stage = 0; stage < inlGetNumTextStages(); ++stage)
|
|
|
|
|
{
|
|
|
|
|
ITexture *text = mat.getTexture(uint8(stage));
|
|
|
|
|
if (text != NULL && !setupTexture(*text))
|
|
|
|
@ -359,11 +342,11 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
|
|
|
|
|
// Here, for Lightmap materials, setup the lightmaps.
|
|
|
|
|
if (matShader == CMaterial::LightMap)
|
|
|
|
|
{
|
|
|
|
|
for (stage = 0; stage < mat._LightMaps.size(); stage++)
|
|
|
|
|
for (uint stage = 0; stage < mat._LightMaps.size(); stage++)
|
|
|
|
|
{
|
|
|
|
|
ITexture *text = mat._LightMaps[stage].Texture;
|
|
|
|
|
if (text != NULL && !setupTexture(*text))
|
|
|
|
|
return(false);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -376,23 +359,27 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
|
|
|
|
|
// Activate the textures.
|
|
|
|
|
// Do not do it for Lightmap and per pixel lighting , because done in multipass in a very special fashion.
|
|
|
|
|
// This avoid the useless multiple change of texture states per lightmapped object.
|
|
|
|
|
// Don't do it also for Specular because the EnvFunction and the TexGen may be special.
|
|
|
|
|
if (matShader != CMaterial::LightMap
|
|
|
|
|
&& matShader != CMaterial::PerPixelLighting
|
|
|
|
|
/* && matShader != CMaterial::Caustics */
|
|
|
|
|
&& matShader != CMaterial::Cloud
|
|
|
|
|
&& matShader != CMaterial::Water
|
|
|
|
|
&& matShader != CMaterial::Specular
|
|
|
|
|
&& matShader != CMaterial::Program
|
|
|
|
|
)
|
|
|
|
|
{
|
|
|
|
|
for (stage=0 ; stage<inlGetNumTextStages() ; stage++)
|
|
|
|
|
uint maxTex = matShader == CMaterial::Specular ? 2 : inlGetNumTextStages();
|
|
|
|
|
for (uint stage = 0; stage < maxTex; ++stage)
|
|
|
|
|
{
|
|
|
|
|
ITexture *text = mat.getTexture(uint8(stage));
|
|
|
|
|
|
|
|
|
|
// activate the texture, or disable texturing if NULL.
|
|
|
|
|
activateTexture(stage, text);
|
|
|
|
|
|
|
|
|
|
// Specular has it's own env function setup by startSpecularBatch
|
|
|
|
|
if (matShader != CMaterial::Specular)
|
|
|
|
|
{
|
|
|
|
|
setTexGenFunction(stage, mat);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -497,7 +484,7 @@ bool CDriverGL3::setupMaterial(CMaterial& mat)
|
|
|
|
|
|
|
|
|
|
// 5. Set up the program
|
|
|
|
|
// =====================
|
|
|
|
|
return setupBuiltinPrograms(mat);
|
|
|
|
|
return setupBuiltinPrograms();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
@ -524,7 +511,8 @@ sint CDriverGL3::beginMultiPass()
|
|
|
|
|
return beginCloudMultiPass();
|
|
|
|
|
|
|
|
|
|
// All others materials require just 1 pass.
|
|
|
|
|
default: return 1;
|
|
|
|
|
default:
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -597,127 +585,17 @@ void CDriverGL3::endMultiPass()
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CDriverGL3::setupDynMatPass(uint pass)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
if (!setupDynMatProgram(*_CurrentMaterial, pass))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if ((_CurrentMaterial->getFlags() & IDRV_MAT_DOUBLE_SIDED) != 0)
|
|
|
|
|
_DriverGLStates.enableCullFace(false);
|
|
|
|
|
else
|
|
|
|
|
_DriverGLStates.enableCullFace(true);
|
|
|
|
|
|
|
|
|
|
CDynMaterial *m = _CurrentMaterial->getDynMat();
|
|
|
|
|
SRenderPass *currentPass = m->getPass(pass);
|
|
|
|
|
|
|
|
|
|
IProgram *p;
|
|
|
|
|
|
|
|
|
|
IProgram* programs[ 2 ];
|
|
|
|
|
programs[ 0 ] = currentProgram.vp;
|
|
|
|
|
programs[ 1 ] = currentProgram.pp;
|
|
|
|
|
|
|
|
|
|
IDriver::TProgram type[ 2 ];
|
|
|
|
|
type[ 0 ] = IDriver::VertexProgram;
|
|
|
|
|
type[ 1 ] = IDriver::PixelProgram;
|
|
|
|
|
|
|
|
|
|
for (uint32 j = 0; j < 2; j++)
|
|
|
|
|
{
|
|
|
|
|
p = programs[ j ];
|
|
|
|
|
|
|
|
|
|
for (uint32 i = 0; i < currentPass->count(); i++)
|
|
|
|
|
{
|
|
|
|
|
const SDynMaterialProp *prop = currentPass->getProperty(i);
|
|
|
|
|
int loc = getUniformLocation(type[ j ], prop->prop.c_str());
|
|
|
|
|
if (loc == -1)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
switch(prop->type)
|
|
|
|
|
{
|
|
|
|
|
case SDynMaterialProp::Float:
|
|
|
|
|
setUniform1f(type[ j ], loc, prop->value.toFloat());
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDynMaterialProp::Int:
|
|
|
|
|
setUniform1i(type[ j ], loc, prop->value.toInt());
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDynMaterialProp::Uint:
|
|
|
|
|
setUniform1ui(type[ j ], loc, prop->value.toUInt());
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDynMaterialProp::Color:
|
|
|
|
|
{
|
|
|
|
|
float v[ 4 ];
|
|
|
|
|
prop->value.getVector4(v);
|
|
|
|
|
|
|
|
|
|
for (int k = 0; k < 4; k++)
|
|
|
|
|
v[ k ] = v[ k ] / 255.0f;
|
|
|
|
|
|
|
|
|
|
setUniform4f(type[ j ], loc, v[ 0 ], v[ 1 ], v[ 2 ], v[ 3 ]);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDynMaterialProp::Vector4:
|
|
|
|
|
{
|
|
|
|
|
float v[ 4 ];
|
|
|
|
|
prop->value.getVector4(v);
|
|
|
|
|
setUniform4f(type[ j ], loc, v[ 0 ], v[ 1 ], v[ 2 ], v[ 3 ]);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case SDynMaterialProp::Matrix4:
|
|
|
|
|
{
|
|
|
|
|
float m[ 16 ];
|
|
|
|
|
prop->value.getMatrix4(m);
|
|
|
|
|
setUniform4x4f(type[ j ], loc, m);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
case SDynMaterialProp::Texture:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
////////////////////////////////// Set up some standard uniforms //////////////////////////////////
|
|
|
|
|
|
|
|
|
|
int loc = -1;
|
|
|
|
|
loc = getUniformLocation(type[ j ], "mvpMatrix");
|
|
|
|
|
if (loc != -1)
|
|
|
|
|
{
|
|
|
|
|
CMatrix mat = _GLProjMat * _ModelViewMatrix;
|
|
|
|
|
setUniform4x4f(type[ j ], loc, mat);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
loc = getUniformLocation(type[ j ], "mvMatrix");
|
|
|
|
|
if (loc != -1)
|
|
|
|
|
{
|
|
|
|
|
setUniform4x4f(type[ j ], loc, _ModelViewMatrix);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
*/
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CDriverGL3::setupNormalPass()
|
|
|
|
|
{
|
|
|
|
|
nlassert(m_DriverPixelProgram);
|
|
|
|
|
|
|
|
|
|
const CMaterial &mat = *_CurrentMaterial;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < _Extensions.NbFragmentTextureUnits; i++)
|
|
|
|
|
for (int i = 0; i < IDRV_MAT_MAXTEXTURES; i++)
|
|
|
|
|
{
|
|
|
|
|
if (!m_UserPixelProgram)
|
|
|
|
|
{
|
|
|
|
|
// Set constant
|
|
|
|
|
int cl = m_DriverPixelProgram->getUniformIndex(CProgramIndex::TName(CProgramIndex::Constant0 + i));
|
|
|
|
|
if (cl != -1)
|
|
|
|
|
// Set constants for TexEnv
|
|
|
|
|
uint cl = m_DriverPixelProgram->getUniformIndex(CProgramIndex::TName(CProgramIndex::Constant0 + i));
|
|
|
|
|
if (cl != ~0)
|
|
|
|
|
{
|
|
|
|
|
GLfloat glCol[4];
|
|
|
|
|
convColor(mat._TexEnvs[i].ConstantColor, glCol);
|
|
|
|
@ -725,7 +603,6 @@ void CDriverGL3::setupNormalPass()
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
|
void CDriverGL3::computeLightMapInfos (const CMaterial &mat)
|
|
|
|
@ -762,6 +639,9 @@ void CDriverGL3::computeLightMapInfos (const CMaterial &mat)
|
|
|
|
|
sint CDriverGL3::beginLightMapMultiPass ()
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_beginLightMapMultiPass)
|
|
|
|
|
|
|
|
|
|
//setupBuiltinPrograms(); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
const CMaterial &mat= *_CurrentMaterial;
|
|
|
|
|
|
|
|
|
|
// compute how many lightmap and pass we must process.
|
|
|
|
@ -811,8 +691,8 @@ void CDriverGL3::setupLightMapPass(uint pass)
|
|
|
|
|
activateTexture(0,text);
|
|
|
|
|
|
|
|
|
|
// setup std modulate env
|
|
|
|
|
CMaterial::CTexEnv env;
|
|
|
|
|
activateTexEnvMode(0, env);
|
|
|
|
|
//CMaterial::CTexEnv env;
|
|
|
|
|
//activateTexEnvMode(0, env); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
// Since Lighting is disabled, as well as colorArray, must setup alpha.
|
|
|
|
|
// setup color to 0 => blackness. in emissive cause texture can still be lighted by dynamic light
|
|
|
|
@ -820,7 +700,7 @@ void CDriverGL3::setupLightMapPass(uint pass)
|
|
|
|
|
// FIXME GL3 LIGHTMAP
|
|
|
|
|
|
|
|
|
|
// Setup gen tex off
|
|
|
|
|
setTexGenModeVP(0, TexGenDisabled);
|
|
|
|
|
// setTexGenModeVP(0, TexGenDisabled); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
// And disable other stages.
|
|
|
|
|
for (uint stage = 1; stage < inlGetNumTextStages(); stage++)
|
|
|
|
@ -913,17 +793,17 @@ void CDriverGL3::setupLightMapPass(uint pass)
|
|
|
|
|
setUniform4f(IDriver::PixelProgram, cl, glCol[ 0 ], glCol[ 1 ], glCol[ 2 ], glCol[ 3 ]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
activateTexEnvColor(stage, stdEnv);
|
|
|
|
|
// activateTexEnvColor(stage, stdEnv); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
// Setup env for texture stage.
|
|
|
|
|
setTexGenModeVP(stage, TexGenDisabled);
|
|
|
|
|
// setTexGenModeVP(stage, TexGenDisabled); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
// setup TexEnvCombine4 (ignore alpha part).
|
|
|
|
|
if (_CurrentTexEnvSpecial[stage] != TexEnvSpecialLightMap)
|
|
|
|
|
/*if (_CurrentTexEnvSpecial[stage] != TexEnvSpecialLightMap)
|
|
|
|
|
{
|
|
|
|
|
// TexEnv is special.
|
|
|
|
|
_CurrentTexEnvSpecial[stage] = TexEnvSpecialLightMap;
|
|
|
|
|
}
|
|
|
|
|
}*/ // FIXME GL3
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -941,10 +821,10 @@ void CDriverGL3::setupLightMapPass(uint pass)
|
|
|
|
|
activateTexture(stage,text);
|
|
|
|
|
|
|
|
|
|
// setup ModulateRGB/ReplaceAlpha env. (this may disable possible COMBINE4_NV setup).
|
|
|
|
|
activateTexEnvMode(stage, _LightMapLastStageEnv);
|
|
|
|
|
// activateTexEnvMode(stage, _LightMapLastStageEnv); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
// Setup gen tex off
|
|
|
|
|
setTexGenModeVP(stage, TexGenDisabled);
|
|
|
|
|
// setTexGenModeVP(stage, TexGenDisabled); // FIXME GL3
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
@ -1053,31 +933,9 @@ void CDriverGL3::endSpecularBatch()
|
|
|
|
|
void CDriverGL3::setupSpecularBegin()
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_setupSpecularBegin)
|
|
|
|
|
// ---- Reset any textures with id>=2
|
|
|
|
|
uint stage = 2;
|
|
|
|
|
for (; stage < inlGetNumTextStages(); stage++)
|
|
|
|
|
{
|
|
|
|
|
// disable texturing
|
|
|
|
|
activateTexture(stage, NULL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ---- Stage 0 Common Setup.
|
|
|
|
|
// Setup the env for stage 0 only.
|
|
|
|
|
// Result RGB : Texture*Diffuse, Alpha : Texture
|
|
|
|
|
CMaterial::CTexEnv env;
|
|
|
|
|
env.Env.OpAlpha= CMaterial::Replace;
|
|
|
|
|
activateTexEnvMode(0, env);
|
|
|
|
|
|
|
|
|
|
// Disable texGen for stage 0
|
|
|
|
|
setTexGenModeVP(0, TexGenDisabled);
|
|
|
|
|
|
|
|
|
|
// ---- Stage 1 Common Setup.
|
|
|
|
|
// NB don't setup the TexEnv here (stage1 setuped in setupSpecularPass() according to extensions)
|
|
|
|
|
// For all cases, setup the TexCoord gen for stage1
|
|
|
|
|
_DriverGLStates.activeTexture(1);
|
|
|
|
|
|
|
|
|
|
// todo hulud remove - lol
|
|
|
|
|
// _DriverGLStates.setTextureMode(CDriverGLStates::TextureCubeMap);
|
|
|
|
|
setTexGenModeVP(1, TexGenReflectionMap);
|
|
|
|
|
|
|
|
|
|
// setup the good matrix for stage 1.
|
|
|
|
@ -1101,25 +959,14 @@ sint CDriverGL3::beginSpecularMultiPass()
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_beginSpecularMultiPass)
|
|
|
|
|
const CMaterial &mat= *_CurrentMaterial;
|
|
|
|
|
|
|
|
|
|
// activate the 2 textures here
|
|
|
|
|
uint stage;
|
|
|
|
|
uint numStages= std::min((uint)2, inlGetNumTextStages());
|
|
|
|
|
for (stage=0 ; stage<numStages; stage++)
|
|
|
|
|
{
|
|
|
|
|
ITexture *text= mat.getTexture(uint8(stage));
|
|
|
|
|
|
|
|
|
|
// activate the texture, or disable texturing if NULL.
|
|
|
|
|
activateTexture(stage,text);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// End specular , only if not Batching mode.
|
|
|
|
|
if (!_SpecularBatchOn)
|
|
|
|
|
setupSpecularBegin();
|
|
|
|
|
|
|
|
|
|
// Manage the rare case when the SpecularMap is not provided (fault of graphist).
|
|
|
|
|
if (mat.getTexture(1)==NULL)
|
|
|
|
|
return 1;
|
|
|
|
|
// Setup programs
|
|
|
|
|
//setupBuiltinPrograms();
|
|
|
|
|
|
|
|
|
|
// Only need one pass for specular
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1127,57 +974,15 @@ sint CDriverGL3::beginSpecularMultiPass()
|
|
|
|
|
void CDriverGL3::setupSpecularPass(uint pass)
|
|
|
|
|
{
|
|
|
|
|
nlassert(m_DriverPixelProgram);
|
|
|
|
|
nlassert(!m_UserPixelProgram);
|
|
|
|
|
nlassert(m_DriverVertexProgram);
|
|
|
|
|
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_setupSpecularPass)
|
|
|
|
|
const CMaterial &mat= *_CurrentMaterial;
|
|
|
|
|
|
|
|
|
|
// Manage the rare case when the SpecularMap is not provided (error of a graphist).
|
|
|
|
|
if (mat.getTexture(1)==NULL)
|
|
|
|
|
{
|
|
|
|
|
// Just display the texture
|
|
|
|
|
// NB: setupMaterial() code has correclty setuped textures.
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int tm0 = m_DriverVertexProgram->getUniformIndex(CProgramIndex::TexMatrix0); // FIXME GL3 VERTEX PROGRAM
|
|
|
|
|
if (tm0 != -1)
|
|
|
|
|
{
|
|
|
|
|
setUniform4x4f(IDriver::VertexProgram, tm0, _UserTexMat[ 0 ]); // OR is it just 1 (and not 0 2 3)?
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int tm2 = m_DriverVertexProgram->getUniformIndex(CProgramIndex::TexMatrix2); // FIXME GL3 VERTEX PROGRAM
|
|
|
|
|
if (tm2 != -1)
|
|
|
|
|
{
|
|
|
|
|
setUniform4x4f(IDriver::VertexProgram, tm2, _UserTexMat[ 2 ]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int tm3 = m_DriverVertexProgram->getUniformIndex(CProgramIndex::TexMatrix3); // FIXME GL3 VERTEX PROGRAM
|
|
|
|
|
if (tm3 != -1)
|
|
|
|
|
{
|
|
|
|
|
setUniform4x4f(IDriver::VertexProgram, tm3, _UserTexMat[ 3 ]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
// Ok we can do it in a single pass
|
|
|
|
|
|
|
|
|
|
// Set Stage 1
|
|
|
|
|
// Special: not the same special env if there is or not texture in stage 0.
|
|
|
|
|
CTexEnvSpecial newEnvStage1;
|
|
|
|
|
if (mat.getTexture(0) == NULL)
|
|
|
|
|
newEnvStage1= TexEnvSpecialSpecularStage1NoText;
|
|
|
|
|
else
|
|
|
|
|
newEnvStage1= TexEnvSpecialSpecularStage1;
|
|
|
|
|
// Test if same env as prec.
|
|
|
|
|
if (_CurrentTexEnvSpecial[1] != newEnvStage1)
|
|
|
|
|
for (uint stage = 0; stage < IDRV_MAT_MAXTEXTURES; ++stage) // Verify: Is it really only Specular that uses TexMatrix?
|
|
|
|
|
{
|
|
|
|
|
// TexEnv is special.
|
|
|
|
|
_CurrentTexEnvSpecial[1] = newEnvStage1;
|
|
|
|
|
|
|
|
|
|
_DriverGLStates.activeTexture(1);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
uint idx = m_DriverVertexProgram->getUniformIndex((CProgramIndex::TName)(CProgramIndex::TexMatrix0 + stage));
|
|
|
|
|
if (idx != ~0)
|
|
|
|
|
setUniform4x4f(IDriver::VertexProgram, idx, _UserTexMat[stage]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1185,6 +990,7 @@ void CDriverGL3::setupSpecularPass(uint pass)
|
|
|
|
|
void CDriverGL3::endSpecularMultiPass()
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_endSpecularMultiPass)
|
|
|
|
|
|
|
|
|
|
// End specular , only if not Batching mode.
|
|
|
|
|
if (!_SpecularBatchOn)
|
|
|
|
|
setupSpecularEnd();
|
|
|
|
@ -1313,6 +1119,9 @@ CTextureCube *CDriverGL3::getSpecularCubeMap(uint exp)
|
|
|
|
|
sint CDriverGL3::beginPPLMultiPass()
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_beginPPLMultiPass)
|
|
|
|
|
|
|
|
|
|
//setupBuiltinPrograms(); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
#ifdef NL_DEBUG
|
|
|
|
|
nlassert(supportPerPixelLighting(true)); // make sure the hardware can do that
|
|
|
|
|
#endif
|
|
|
|
@ -1350,7 +1159,7 @@ void CDriverGL3::setupPPLPass(uint pass)
|
|
|
|
|
|
|
|
|
|
// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1
|
|
|
|
|
|
|
|
|
|
activateTexEnvColor(0, _PPLightDiffuseColor);
|
|
|
|
|
// activateTexEnvColor(0, _PPLightDiffuseColor); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
// Stage 1
|
|
|
|
|
// alpha = diffuse alpha
|
|
|
|
@ -1358,7 +1167,7 @@ void CDriverGL3::setupPPLPass(uint pass)
|
|
|
|
|
// Stage 2 is rgb = SpecularCubeMap * SpecularLightColor + Prec * 1
|
|
|
|
|
// alpha = prec alpha
|
|
|
|
|
|
|
|
|
|
activateTexEnvColor(2, _PPLightSpecularColor);
|
|
|
|
|
// activateTexEnvColor(2, _PPLightSpecularColor); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1373,6 +1182,9 @@ void CDriverGL3::endPPLMultiPass()
|
|
|
|
|
sint CDriverGL3::beginPPLNoSpecMultiPass()
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_beginPPLNoSpecMultiPass)
|
|
|
|
|
|
|
|
|
|
//setupBuiltinPrograms(); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
#ifdef NL_DEBUG
|
|
|
|
|
nlassert(supportPerPixelLighting(false)); // make sure the hardware can do that
|
|
|
|
|
#endif
|
|
|
|
@ -1407,12 +1219,12 @@ void CDriverGL3::setupPPLNoSpecPass(uint pass)
|
|
|
|
|
|
|
|
|
|
// Stage 0 is rgb = DiffuseCubeMap * LightColor + DiffuseGouraud * 1 (TODO : EnvCombine3)
|
|
|
|
|
|
|
|
|
|
activateTexEnvColor(0, _PPLightDiffuseColor);
|
|
|
|
|
// activateTexEnvColor(0, _PPLightDiffuseColor); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
// Stage 1
|
|
|
|
|
static CMaterial::CTexEnv env;
|
|
|
|
|
/*static CMaterial::CTexEnv env;
|
|
|
|
|
env.Env.SrcArg1Alpha = CMaterial::Diffuse;
|
|
|
|
|
activateTexEnvMode(1, env);
|
|
|
|
|
activateTexEnvMode(1, env);*/ // FIXME GL3
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1444,7 +1256,7 @@ void CDriverGL3::endPPLNoSpecMultiPass()
|
|
|
|
|
activateTexture(0, mat.getTexture(0));
|
|
|
|
|
|
|
|
|
|
/// texture environment 0
|
|
|
|
|
setTextureEnvFunction(0, mat);
|
|
|
|
|
setTexGenFunction(0, mat);
|
|
|
|
|
|
|
|
|
|
/// texture matrix 0
|
|
|
|
|
setupUserTextureMatrix(0, mat);
|
|
|
|
@ -1501,6 +1313,9 @@ void CDriverGL3::endCausticsMultiPass(const CMaterial &mat)
|
|
|
|
|
sint CDriverGL3::beginCloudMultiPass ()
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_beginCloudMultiPass)
|
|
|
|
|
|
|
|
|
|
//setupBuiltinPrograms(); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
nlassert(_CurrentMaterial->getShader() == CMaterial::Cloud);
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
@ -1528,6 +1343,9 @@ void CDriverGL3::endCloudMultiPass()
|
|
|
|
|
sint CDriverGL3::beginWaterMultiPass()
|
|
|
|
|
{
|
|
|
|
|
H_AUTO_OGL(CDriverGL3_beginWaterMultiPass)
|
|
|
|
|
|
|
|
|
|
//setupBuiltinPrograms(); // FIXME GL3
|
|
|
|
|
|
|
|
|
|
nlassert(_CurrentMaterial->getShader() == CMaterial::Water);
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|