2012-05-29 13:31:11 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# include "std3d.h"
# include "nel/3d/render_trav.h"
# include "nel/3d/hrc_trav.h"
# include "nel/3d/clip_trav.h"
# include "nel/3d/light_trav.h"
# include "nel/3d/driver.h"
# include "nel/3d/light.h"
# include "nel/3d/skeleton_model.h"
# include "nel/3d/scene.h"
# include "nel/3d/coarse_mesh_manager.h"
# include "nel/3d/lod_character_manager.h"
# include "nel/3d/water_model.h"
# include "nel/3d/water_shape.h"
# include "nel/misc/hierarchical_timer.h"
# include "nel/3d/transform.h"
# include "nel/misc/fast_floor.h"
# include "nel/3d/vertex_stream_manager.h"
# include "nel/3d/landscape_model.h"
# include "nel/3d/shape_bank.h"
using namespace std ;
using namespace NLMISC ;
namespace NL3D
{
// default is undefined, allows to see which CTransformShape are displayed in a scene, useful for debugging
//#define NL_DEBUG_RENDER_TRAV
// ***************************************************************************
// ***************************************************************************
// CRenderTrav
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
CRenderTrav : : CRenderTrav ( )
{
RenderList . resize ( 1024 ) ;
_CurrentNumVisibleModels = 0 ;
_MaxTransparencyPriority = 0 ;
OrderOpaqueList . init ( 1024 ) ;
setupTransparencySorting ( ) ;
Driver = NULL ;
_CurrentPassOpaque = true ;
_CacheLightContribution = NULL ;
// Default light Setup.
LightingSystemEnabled = false ;
AmbientGlobal = CRGBA ( 50 , 50 , 50 ) ;
SunAmbient = CRGBA : : Black ;
SunDiffuse = SunSpecular = CRGBA : : White ;
_SunDirection . set ( 0 , 0.5 , - 0.5 ) ;
_SunDirection . normalize ( ) ;
_StrongestLightTouched = true ;
_MeshSkinManager = NULL ;
_ShadowMeshSkinManager = NULL ;
_LayersRenderingOrder = true ;
_FirstWaterModel = NULL ;
}
// ***************************************************************************
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void CRenderTrav : : traverse ( UScene : : TRenderPart renderPart , bool newRender , bool generateShadows )
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{
# ifdef NL_DEBUG_RENDER_TRAV
nlwarning ( " Render trave begin " ) ;
# endif
H_AUTO ( NL3D_TravRender ) ;
if ( getDriver ( ) - > isLost ( ) ) return ; // device is lost so no need to render anything
CTravCameraScene : : update ( ) ;
// Bind to Driver.
setupDriverCamera ( ) ;
getDriver ( ) - > setupViewport ( _Viewport ) ;
// reset the light setup, and set global ambient.
resetLightSetup ( ) ;
if ( newRender )
{
// reset the Skin manager, if needed
if ( _MeshSkinManager )
{
if ( Driver ! = _MeshSkinManager - > getDriver ( ) )
{
_MeshSkinManager - > release ( ) ;
_MeshSkinManager - > init ( Driver ,
NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT ,
NL3D_MESH_SKIN_MANAGER_MAXVERTICES ,
NL3D_MESH_SKIN_MANAGER_NUMVB ,
" MRMSkinVB " , true ) ;
}
}
// Same For Shadow ones. NB: use AuxDriver here!!!
if ( _ShadowMeshSkinManager )
{
if ( getAuxDriver ( ) ! = _ShadowMeshSkinManager - > getDriver ( ) )
{
_ShadowMeshSkinManager - > release ( ) ;
_ShadowMeshSkinManager - > init ( getAuxDriver ( ) ,
NL3D_SHADOW_MESH_SKIN_MANAGER_VERTEXFORMAT ,
NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES ,
NL3D_SHADOW_MESH_SKIN_MANAGER_NUMVB ,
" ShadowSkinVB " , true ) ;
}
}
// Fill OT with models, for both Opaque and transparent pass
// =============================
// Sort the models by distance from camera
// This is done here and not in the addRenderModel because of the LoadBalancing traversal which can modify
// the transparency flag (multi lod for instance)
// clear the OTs, and prepare to allocate max element space
OrderOpaqueList . reset ( _CurrentNumVisibleModels ) ;
for ( uint k = 0 ; k < = ( uint ) _MaxTransparencyPriority ; + + k )
{
_OrderTransparentListByPriority [ k ] . reset ( _CurrentNumVisibleModels ) ; // all table share the same allocator (CLayeredOrderingTable::shareAllocator has been called)
// and an object can be only inserted in one table, so we only need to init the main allocator
}
// fill the OTs.
CTransform * * itRdrModel = NULL ;
uint32 nNbModels = _CurrentNumVisibleModels ;
if ( nNbModels )
itRdrModel = & RenderList [ 0 ] ;
float rPseudoZ , rPseudoZ2 ;
// Some precalc
float OOFar = 1.0f / this - > Far ;
uint32 opaqueOtSize = OrderOpaqueList . getSize ( ) ;
uint32 opaqueOtMax = OrderOpaqueList . getSize ( ) - 1 ;
uint32 transparentOtSize = _OrderTransparentListByPriority [ 0 ] . getSize ( ) ; // there is at least one list, and all list have the same number of entries
uint32 transparentOtMax = _OrderTransparentListByPriority [ 0 ] . getSize ( ) - 1 ;
uint32 otId ;
// fast floor
NLMISC : : OptFastFloorBegin ( ) ;
// For all rdr models
for ( ; nNbModels > 0 ; itRdrModel + + , nNbModels - - )
{
CTransform * pTransform = * itRdrModel ;
// if this entry was killed by removeRenderModel(), skip!
if ( ! pTransform )
continue ;
// Yoyo: skins are rendered through skeletons, so models WorldMatrix are all good here (even sticked objects)
rPseudoZ = ( pTransform - > getWorldMatrix ( ) . getPos ( ) - CamPos ) . norm ( ) ;
// rPseudoZ from 0.0 -> 1.0
rPseudoZ = sqrtf ( rPseudoZ * OOFar ) ;
if ( pTransform - > isOpaque ( ) )
{
// since norm, we are sure that rPseudoZ>=0
rPseudoZ2 = rPseudoZ * opaqueOtSize ;
otId = NLMISC : : OptFastFloor ( rPseudoZ2 ) ;
otId = min ( otId , opaqueOtMax ) ;
OrderOpaqueList . insert ( otId , pTransform ) ;
}
if ( pTransform - > isTransparent ( ) )
{
// since norm, we are sure that rPseudoZ>=0
rPseudoZ2 = rPseudoZ * transparentOtSize ;
otId = NLMISC : : OptFastFloor ( rPseudoZ2 ) ;
otId = min ( otId , transparentOtMax ) ;
// must invert id, because transparent, sort from back to front
_OrderTransparentListByPriority [ std : : min ( pTransform - > getTransparencyPriority ( ) , _MaxTransparencyPriority ) ] . insert ( pTransform - > getOrderingLayer ( ) , pTransform , transparentOtMax - otId ) ;
}
}
// fast floor
NLMISC : : OptFastFloorEnd ( ) ;
}
if ( renderPart & UScene : : RenderOpaque )
{
// Render Opaque stuff.
// =============================
// TestYoyo
//OrderOpaqueList.reset(0);
//OrderTransparentList.reset(0);
// Clear any landscape
clearRenderLandscapeList ( ) ;
// Start LodCharacter Manager render.
CLodCharacterManager * clodMngr = Scene - > getLodCharacterManager ( ) ;
if ( clodMngr )
clodMngr - > beginRender ( getDriver ( ) , CamPos ) ;
// Render the opaque materials
_CurrentPassOpaque = true ;
OrderOpaqueList . begin ( ) ;
while ( OrderOpaqueList . get ( ) ! = NULL )
{
CTransform * tr = OrderOpaqueList . get ( ) ;
# ifdef NL_DEBUG_RENDER_TRAV
CTransformShape * trShape = dynamic_cast < CTransformShape * > ( tr ) ;
if ( trShape )
{
const std : : string * shapeName = Scene - > getShapeBank ( ) - > getShapeNameFromShapePtr ( trShape - > Shape ) ;
if ( shapeName )
{
nlwarning ( " Displaying %s " , shapeName - > c_str ( ) ) ;
}
}
# endif
tr - > traverseRender ( ) ;
OrderOpaqueList . next ( ) ;
}
/* Render MeshBlock Manager.
Some Meshs may be render per block . Interesting to remove VertexBuffer and Material setup overhead .
Faster if rendered before lods , for ZBuffer optimisation : render first near objects then far .
Lods are usually far objects .
*/
MeshBlockManager . flush ( Driver , Scene , this ) ;
// End LodCharacter Manager render.
if ( clodMngr )
clodMngr - > endRender ( ) ;
/* Render Scene CoarseMeshManager.
Important to render them at end of Opaque rendering , because coarses instances are created / removed during
this model opaque rendering pass .
*/
if ( Scene - > getCoarseMeshManager ( ) )
Scene - > getCoarseMeshManager ( ) - > flushRender ( Driver ) ;
/* Render ShadowMaps.
Important to render them at end of Opaque rendering , because alphaBlended objects must blend with opaque
objects shadowed .
Therefore , transparent objects neither can ' t cast or receive shadows . . .
NB : Split in 2 calls and interleave Landscape Rendering between the 2. WHY ? ? ?
Because it is far more efficient for VBLock ( but not for ZBuffer optim . . . ) because in renderGenerate ( )
the ShadowMeshSkinManager do lot of VBLocks that really stall ( because only 2 VBHard with swap scheme ) .
Therefore the first Lock that stall will wait not only for the first MeshSkin to finish but also for the
preceding landscape render to finish too ! = > big STALL .
*/
// Generate ShadowMaps
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if ( generateShadows )
_ShadowMapManager . renderGenerate ( Scene ) ;
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// Render the Landscape
renderLandscapes ( ) ;
// Project ShadowMaps.
if ( Scene - > getLandscapePolyDrawingCallback ( ) ! = NULL )
{
Scene - > getLandscapePolyDrawingCallback ( ) - > beginPolyDrawing ( ) ;
}
_ShadowMapManager . renderProject ( Scene ) ;
if ( Scene - > getLandscapePolyDrawingCallback ( ) )
{
Scene - > getLandscapePolyDrawingCallback ( ) - > endPolyDrawing ( ) ;
}
// Profile this frame?
if ( Scene - > isNextRenderProfile ( ) )
{
OrderOpaqueList . begin ( ) ;
while ( OrderOpaqueList . get ( ) ! = NULL )
{
OrderOpaqueList . get ( ) - > profileRender ( ) ;
OrderOpaqueList . next ( ) ;
}
}
}
if ( renderPart & UScene : : RenderTransparent )
{
if ( _FirstWaterModel ) // avoid a lock if no water is to be rendered
{
// setup water models
CWaterModel * curr = _FirstWaterModel ;
uint numWantedVertices = 0 ;
while ( curr )
{
numWantedVertices + = curr - > getNumWantedVertices ( ) ;
curr = curr - > _Next ;
}
if ( numWantedVertices ! = 0 )
{
CWaterModel : : setupVertexBuffer ( Scene - > getWaterVB ( ) , numWantedVertices , getDriver ( ) ) ;
//
{
CVertexBufferReadWrite vbrw ;
Scene - > getWaterVB ( ) . lock ( vbrw ) ;
CWaterModel * curr = _FirstWaterModel ;
void * datas = vbrw . getVertexCoordPointer ( 0 ) ;
//
uint tri = 0 ;
while ( curr )
{
tri = curr - > fillVB ( datas , tri , * getDriver ( ) ) ;
nlassert ( tri < = numWantedVertices ) ;
curr = curr - > _Next ;
}
nlassert ( tri * 3 = = numWantedVertices ) ;
}
}
// Unlink all water model
clearWaterModelList ( ) ;
}
}
if ( ( renderPart & UScene : : RenderTransparent ) & &
( renderPart & UScene : : RenderFlare )
)
{
// Render all transparent stuffs including flares.
// =============================
// Render transparent materials (draw higher priority last, because their appear in front)
_CurrentPassOpaque = false ;
for ( std : : vector < CLayeredOrderingTable < CTransform > > : : iterator it = _OrderTransparentListByPriority . begin ( ) ; it ! = _OrderTransparentListByPriority . end ( ) ; + + it )
{
it - > begin ( _LayersRenderingOrder ) ;
while ( it - > get ( ) ! = NULL )
{
# ifdef NL_DEBUG_RENDER_TRAV
CTransformShape * trShape = dynamic_cast < CTransformShape * > ( it - > get ( ) ) ;
if ( trShape )
{
const std : : string * shapeName = Scene - > getShapeBank ( ) - > getShapeNameFromShapePtr ( trShape - > Shape ) ;
if ( shapeName )
{
nlwarning ( " Displaying %s " , shapeName - > c_str ( ) ) ;
}
}
# endif
it - > get ( ) - > traverseRender ( ) ;
it - > next ( ) ;
}
}
// Profile this frame?
if ( Scene - > isNextRenderProfile ( ) )
{
for ( std : : vector < CLayeredOrderingTable < CTransform > > : : iterator it = _OrderTransparentListByPriority . begin ( ) ; it ! = _OrderTransparentListByPriority . end ( ) ; + + it )
{
it - > begin ( ) ;
while ( it - > get ( ) ! = NULL )
{
it - > get ( ) - > profileRender ( ) ;
it - > next ( ) ;
}
}
}
}
else if ( renderPart & UScene : : RenderTransparent )
{
// Render all transparent stuffs, don't render flares
// =============================
_CurrentPassOpaque = false ;
for ( std : : vector < CLayeredOrderingTable < CTransform > > : : iterator it = _OrderTransparentListByPriority . begin ( ) ; it ! = _OrderTransparentListByPriority . end ( ) ; + + it )
{
it - > begin ( _LayersRenderingOrder ) ;
while ( it - > get ( ) ! = NULL )
{
if ( ! it - > get ( ) - > isFlare ( ) )
{
# ifdef NL_DEBUG_RENDER_TRAV
CTransformShape * trShape = dynamic_cast < CTransformShape * > ( it - > get ( ) ) ;
if ( trShape )
{
const std : : string * shapeName = Scene - > getShapeBank ( ) - > getShapeNameFromShapePtr ( trShape - > Shape ) ;
if ( shapeName )
{
nlwarning ( " Displaying %s " , shapeName - > c_str ( ) ) ;
}
}
# endif
it - > get ( ) - > traverseRender ( ) ;
}
it - > next ( ) ;
}
}
// Profile this frame?
if ( Scene - > isNextRenderProfile ( ) )
{
for ( std : : vector < CLayeredOrderingTable < CTransform > > : : iterator it = _OrderTransparentListByPriority . begin ( ) ; it ! = _OrderTransparentListByPriority . end ( ) ; + + it )
{
it - > begin ( ) ;
while ( it - > get ( ) ! = NULL )
{
if ( ! it - > get ( ) - > isFlare ( ) )
{
it - > get ( ) - > profileRender ( ) ;
}
it - > next ( ) ;
}
}
}
}
else if ( renderPart & UScene : : RenderFlare )
{
// Render flares only
// =============================
_CurrentPassOpaque = false ;
for ( std : : vector < CLayeredOrderingTable < CTransform > > : : iterator it = _OrderTransparentListByPriority . begin ( ) ; it ! = _OrderTransparentListByPriority . end ( ) ; + + it )
{
it - > begin ( _LayersRenderingOrder ) ;
while ( it - > get ( ) ! = NULL )
{
if ( it - > get ( ) - > isFlare ( ) )
{
# ifdef NL_DEBUG_RENDER_TRAV
CTransformShape * trShape = dynamic_cast < CTransformShape * > ( it - > get ( ) ) ;
if ( trShape )
{
const std : : string * shapeName = Scene - > getShapeBank ( ) - > getShapeNameFromShapePtr ( trShape - > Shape ) ;
if ( shapeName )
{
nlwarning ( " Displaying %s " , shapeName - > c_str ( ) ) ;
}
}
# endif
it - > get ( ) - > traverseRender ( ) ;
}
it - > next ( ) ;
}
}
// Profile this frame?
if ( Scene - > isNextRenderProfile ( ) )
{
for ( std : : vector < CLayeredOrderingTable < CTransform > > : : iterator it = _OrderTransparentListByPriority . begin ( ) ; it ! = _OrderTransparentListByPriority . end ( ) ; + + it )
{
it - > begin ( ) ;
while ( it - > get ( ) ! = NULL )
{
if ( it - > get ( ) - > isFlare ( ) )
{
it - > get ( ) - > profileRender ( ) ;
}
it - > next ( ) ;
}
}
}
}
// END!
// =============================
// clean: reset the light setup
resetLightSetup ( ) ;
}
// ***************************************************************************
void CRenderTrav : : setupDriverCamera ( )
{
getDriver ( ) - > setFrustum ( Left , Right , Bottom , Top , Near , Far , Perspective ) ;
// Use setupViewMatrixEx() for ZBuffer precision.
getDriver ( ) - > setupViewMatrixEx ( ViewMatrix , CamPos ) ;
}
// ***************************************************************************
void CRenderTrav : : clearRenderList ( )
{
_CurrentNumVisibleModels = 0 ;
}
// ***************************************************************************
void CRenderTrav : : setSunDirection ( const CVector & dir )
{
_SunDirection = dir ;
_SunDirection . normalize ( ) ;
}
// ***************************************************************************
void CRenderTrav : : setMeshSkinManager ( CVertexStreamManager * msm )
{
_MeshSkinManager = msm ;
}
// ***************************************************************************
void CRenderTrav : : setShadowMeshSkinManager ( CVertexStreamManager * msm )
{
_ShadowMeshSkinManager = msm ;
}
// ***************************************************************************
void CRenderTrav : : reserveRenderList ( uint numModels )
{
// enlarge only.
if ( numModels > RenderList . size ( ) )
RenderList . resize ( numModels ) ;
}
// ***************************************************************************
void CRenderTrav : : removeRenderModel ( CTransform * m )
{
// NB: storing a 8 bit in CTransform, instead of a 32 bits, is just to save space.
uint lsb = m - > _IndexLSBInRenderList ;
// this method is rarely called, so don't bother the slow down
// btw, we parse the entire list / 256!!! which is surely fast!!
for ( uint i = lsb ; i < _CurrentNumVisibleModels ; i + = 256 )
{
// if i am really this entry, then set NULL
if ( RenderList [ i ] = = m )
{
RenderList [ i ] = NULL ;
break ;
}
}
}
// ***************************************************************************
// ***************************************************************************
// LightSetup
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CRenderTrav : : resetLightSetup ( )
{
// If lighting System disabled, skip
if ( ! LightingSystemEnabled )
{
// Dont modify Driver lights, but setup default lighting For VertexProgram Lighting.
_NumLightEnabled = 1 ;
// Setup A default directionnal.
CVector defDir ( - 0.5f , 0.0 , - 0.85f ) ;
defDir . normalize ( ) ;
CRGBA aday = CRGBA ( 130 , 105 , 119 ) ;
CRGBA dday = CRGBA ( 238 , 225 , 204 ) ;
_DriverLight [ 0 ] . setupDirectional ( aday , dday , dday , defDir ) ;
return ;
}
else
{
uint i ;
// Disable all lights.
for ( i = 0 ; i < Driver - > getMaxLight ( ) ; + + i )
{
Driver - > enableLight ( uint8 ( i ) , false ) ;
}
// setup the precise cache, and setup lights according to this cache?
// setup blackSun (factor==0).
_LastSunFactor = 0 ;
_LastFinalAmbient . set ( 0 , 0 , 0 , 255 ) ;
_DriverLight [ 0 ] . setupDirectional ( CRGBA : : Black , CRGBA : : Black , CRGBA : : Black , _SunDirection ) ;
Driver - > setLight ( 0 , _DriverLight [ 0 ] ) ;
// setup NULL point lights (=> cache will fail), so no need to setup other lights in Driver.
for ( i = 0 ; i < NL3D_MAX_LIGHT_CONTRIBUTION ; i + + )
{
_LastPointLight [ i ] = NULL ;
}
// Set the global ambientColor
Driver - > setAmbientColor ( AmbientGlobal ) ;
// clear the cache.
_CacheLightContribution = NULL ;
_NumLightEnabled = 0 ;
_StrongestLightTouched = true ;
}
}
// ***************************************************************************
void CRenderTrav : : changeLightSetup ( CLightContribution * lightContribution , bool useLocalAttenuation )
{
// If lighting System disabled, skip
if ( ! LightingSystemEnabled )
return ;
uint i ;
// if same lightContribution, no-op.
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if ( _CacheLightContribution = = lightContribution & & ( lightContribution = = NULL | | _LastLocalAttenuation = = useLocalAttenuation ) )
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return ;
// else, must setup the lights into driver.
else
{
_StrongestLightTouched = true ;
// if the setup is !NULL
if ( lightContribution )
{
// Compute SunAmbient / LocalAmbient
//-----------
// Take the current model ambient
CRGBA finalAmbient = lightContribution - > computeCurrentAmbient ( SunAmbient ) ;
// If use the mergedPointLight, add it to final Ambient
if ( lightContribution - > UseMergedPointLight )
finalAmbient . addRGBOnly ( finalAmbient , lightContribution - > MergedPointLight ) ;
// Force Alpha to 255 for good cache test.
finalAmbient . A = 255 ;
// Setup the directionnal Sunlight.
//-----------
// expand 0..255 to 0..256, to avoid loss of precision.
uint ufactor = lightContribution - > SunContribution ;
// different SunLight as in cache ??
// NB: sunSetup can't change during renderPass, so need only to test factor.
if ( ufactor ! = _LastSunFactor | | finalAmbient ! = _LastFinalAmbient )
{
// cache (before expanding!!)
_LastSunFactor = ufactor ;
// Cache final ambient light
_LastFinalAmbient = finalAmbient ;
// expand to 0..256.
ufactor + = ufactor > > 7 ; // add 0 or 1.
// modulate color with factor of the lightContribution.
CRGBA sunDiffuse , sunSpecular ;
sunDiffuse . modulateFromuiRGBOnly ( SunDiffuse , ufactor ) ;
sunSpecular . modulateFromuiRGBOnly ( SunSpecular , ufactor ) ;
// setup driver light
_DriverLight [ 0 ] . setupDirectional ( finalAmbient , sunDiffuse , sunSpecular , _SunDirection ) ;
Driver - > setLight ( 0 , _DriverLight [ 0 ] ) ;
}
// Setup other point lights
//-----------
uint plId = 0 ;
// for the list of light.
while ( lightContribution - > PointLight [ plId ] ! = NULL )
{
CPointLight * pl = lightContribution - > PointLight [ plId ] ;
uint inf ;
if ( useLocalAttenuation )
inf = lightContribution - > Factor [ plId ] ;
else
inf = lightContribution - > AttFactor [ plId ] ;
// different PointLight setup than in cache??
// NB: pointLight setup can't change during renderPass, so need only to test pointer,
// attenuation mode and factor.
if ( pl ! = _LastPointLight [ plId ] | |
inf ! = _LastPointLightFactor [ plId ] | |
useLocalAttenuation ! = _LastPointLightLocalAttenuation [ plId ] )
{
// need to resetup the light. Cache it.
_LastPointLight [ plId ] = pl ;
_LastPointLightFactor [ plId ] = uint8 ( inf ) ;
_LastPointLightLocalAttenuation [ plId ] = useLocalAttenuation ;
// compute the driver light
if ( useLocalAttenuation )
pl - > setupDriverLight ( _DriverLight [ plId + 1 ] , uint8 ( inf ) ) ;
else
// Compute it with user Attenuation
pl - > setupDriverLightUserAttenuation ( _DriverLight [ plId + 1 ] , uint8 ( inf ) ) ;
// setup driver. decal+1 because of sun.
Driver - > setLight ( uint8 ( plId + 1 ) , _DriverLight [ plId + 1 ] ) ;
}
// next light?
plId + + ;
if ( plId > = NL3D_MAX_LIGHT_CONTRIBUTION )
break ;
}
// Disable olds, enable news, and cache.
//-----------
// count new number of light enabled.
uint newNumLightEnabled ;
// number of pointLight + the sun
newNumLightEnabled = plId + 1 ;
// enable lights which are used now and were not before.
for ( i = _NumLightEnabled ; i < newNumLightEnabled ; i + + )
{
Driver - > enableLight ( uint8 ( i ) , true ) ;
}
// disable lights which are no more used.
for ( i = newNumLightEnabled ; i < _NumLightEnabled ; i + + )
{
Driver - > enableLight ( uint8 ( i ) , false ) ;
}
// cache the setup.
_CacheLightContribution = lightContribution ;
_NumLightEnabled = newNumLightEnabled ;
_LastLocalAttenuation = useLocalAttenuation ;
}
else
{
// Disable old lights, and cache.
//-----------
// disable lights which are no more used.
for ( i = 0 ; i < _NumLightEnabled ; i + + )
{
Driver - > enableLight ( uint8 ( i ) , false ) ;
}
// cache the setup.
_CacheLightContribution = NULL ;
_NumLightEnabled = 0 ;
}
}
}
// ***************************************************************************
// ***************************************************************************
// VertexProgram LightSetup
// ***************************************************************************
// ***************************************************************************
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void CRenderTrav : : prepareVPLightSetup ( )
{
nlassert ( MaxVPLight = = 4 ) ;
_VPNumLights = min ( _NumLightEnabled , ( uint ) MaxVPLight ) ;
// Must force real light setup at least the first time, in changeVPLightSetupMaterial()
_VPMaterialCacheDirty = true ;
}
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// ***************************************************************************
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void CRenderTrav : : beginVPLightSetup ( CVertexProgramLighted * program , const CMatrix & invObjectWM )
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{
uint i ;
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// nlassert(MaxVPLight==4);
// _VPNumLights= min(_NumLightEnabled, (uint)MaxVPLight);
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// _VPCurrentCtStart= ctStart;
// _VPSupportSpecular= supportSpecular;
_VPCurrent = program ;
bool supportSpecular = program - > featuresLighted ( ) . SupportSpecular ;
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// Prepare Colors (to be multiplied by material)
//================
// Ambient. _VPCurrentCtStart+0
_VPFinalAmbient = AmbientGlobal ;
for ( i = 0 ; i < _VPNumLights ; i + + )
{
_VPFinalAmbient + = _DriverLight [ i ] . getAmbiant ( ) ;
}
// Diffuse. _VPCurrentCtStart+1 to 4
for ( i = 0 ; i < _VPNumLights ; i + + )
{
_VPLightDiffuse [ i ] = _DriverLight [ i ] . getDiffuse ( ) ;
}
// reset other to 0.
for ( ; i < MaxVPLight ; i + + )
{
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_VPLightDiffuse [ i ] = CRGBA : : Black ;
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if ( program - > idxLighted ( ) . Diffuse [ i ] ! = std : : numeric_limits < uint > : : max ( ) )
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{
Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Diffuse [ i ] , 0.f , 0.f , 0.f , 0.f ) ;
}
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}
// Specular. _VPCurrentCtStart+5 to 8 (only if supportSpecular)
if ( supportSpecular )
{
for ( i = 0 ; i < _VPNumLights ; i + + )
{
_VPLightSpecular [ i ] = _DriverLight [ i ] . getSpecular ( ) ;
}
// reset other to 0.
for ( ; i < MaxVPLight ; i + + )
{
_VPLightSpecular [ i ] = CRGBA : : Black ;
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if ( program - > idxLighted ( ) . Specular [ i ] ! = std : : numeric_limits < uint > : : max ( ) )
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{
Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Specular [ i ] , 0.f , 0.f , 0.f , 0.f ) ;
}
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}
}
// Compute Eye position in Object space.
CVector eye = invObjectWM * CamPos ;
// Setup Sun Directionnal light.
//================
CVector lightDir ;
// in objectSpace.
lightDir = invObjectWM . mulVector ( _DriverLight [ 0 ] . getDirection ( ) ) ;
lightDir . normalize ( ) ;
lightDir = - lightDir ;
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Driver - > setUniform3f ( IDriver : : VertexProgram , program - > idxLighted ( ) . DirOrPos [ 0 ] , lightDir ) ; // The sun is the same for every instance.
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// Setup PointLights
//================
uint startPLPos ;
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if ( supportSpecular )
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{
// Setup eye in objectSpace for localViewer
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Driver - > setUniform3f ( IDriver : : VertexProgram , program - > idxLighted ( ) . EyePosition , eye ) ;
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}
// For all pointLight enabled (other are black: don't matter)
for ( i = 1 ; i < _VPNumLights ; i + + )
{
// Setup position of light.
CVector lightPos ;
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lightPos = invObjectWM * _DriverLight [ i ] . getPosition ( ) ;
Driver - > setUniform3f ( IDriver : : VertexProgram , program - > idxLighted ( ) . DirOrPos [ i ] , lightPos ) ;
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}
// Must force real light setup at least the first time, in changeVPLightSetupMaterial()
_VPMaterialCacheDirty = true ;
}
// ***************************************************************************
void CRenderTrav : : changeVPLightSetupMaterial ( const CMaterial & mat , bool excludeStrongest )
{
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CVertexProgramLighted * program = _VPCurrent ;
nlassert ( program ) ;
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// Must test if at least done one time.
if ( ! _VPMaterialCacheDirty )
{
// Must test if same as in cache
if ( _VPMaterialCacheEmissive = = mat . getEmissive ( ) . getPacked ( ) & &
_VPMaterialCacheAmbient = = mat . getAmbient ( ) . getPacked ( ) & &
_VPMaterialCacheDiffuse = = mat . getDiffuse ( ) . getPacked ( ) )
{
// Same Diffuse part, test if same specular if necessary
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if ( ! program - > featuresLighted ( ) . SupportSpecular | |
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( _VPMaterialCacheSpecular = = mat . getSpecular ( ) . getPacked ( ) & &
_VPMaterialCacheShininess = = mat . getShininess ( ) ) )
{
// Then ok, skip.
return ;
}
}
}
// If not skiped, cache now. cache all for simplification
_VPMaterialCacheDirty = false ;
_VPMaterialCacheEmissive = mat . getEmissive ( ) . getPacked ( ) ;
_VPMaterialCacheAmbient = mat . getDiffuse ( ) . getPacked ( ) ;
_VPMaterialCacheDiffuse = mat . getDiffuse ( ) . getPacked ( ) ;
_VPMaterialCacheSpecular = mat . getSpecular ( ) . getPacked ( ) ;
_VPMaterialCacheShininess = mat . getShininess ( ) ;
// Setup constants
CRGBAF color ;
uint i ;
CRGBAF matDiff = mat . getDiffuse ( ) ;
CRGBAF matSpec = mat . getSpecular ( ) ;
float specExp = mat . getShininess ( ) ;
uint strongestLightIndex = excludeStrongest ? getStrongestLightIndex ( ) : _VPNumLights ;
// setup Ambient + Emissive
color = _VPFinalAmbient * mat . getAmbient ( ) ;
color + = mat . getEmissive ( ) ;
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Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Ambient , color ) ;
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// is the strongest light is not excluded, its index should have been setup to _VPNumLights
// setup Diffuse.
for ( i = 0 ; i < strongestLightIndex ; + + i )
{
color = _VPLightDiffuse [ i ] * matDiff ;
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Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Diffuse [ i ] , color ) ;
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}
if ( i ! = _VPNumLights )
{
color = _VPLightDiffuse [ i ] * matDiff ;
_StrongestLightDiffuse . set ( ( uint8 ) ( 255.f * color . R ) , ( uint8 ) ( 255.f * color . G ) , ( uint8 ) ( 255.f * color . B ) , ( uint8 ) ( 255.f * color . A ) ) ;
// setup strongest light to black for the gouraud part
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Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Diffuse [ i ] , 0.f , 0.f , 0.f , 0.f ) ;
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+ + i ;
// setup other lights
for ( ; i < _VPNumLights ; i + + )
{
color = _VPLightDiffuse [ i ] * matDiff ;
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Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Diffuse [ i ] , color ) ;
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}
}
// setup Specular
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if ( program - > featuresLighted ( ) . SupportSpecular )
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{
for ( i = 0 ; i < strongestLightIndex ; + + i )
{
color = _VPLightSpecular [ i ] * matSpec ;
color . A = specExp ;
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Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Specular [ i ] , color ) ;
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}
if ( i ! = _VPNumLights )
{
color = _VPLightSpecular [ i ] * matSpec ;
_StrongestLightSpecular . set ( ( uint8 ) ( 255.f * color . R ) , ( uint8 ) ( 255.f * color . G ) , ( uint8 ) ( 255.f * color . B ) , ( uint8 ) ( 255.f * color . A ) ) ;
// setup strongest light to black (for gouraud part)
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Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Specular [ i ] , 0.f , 0.f , 0.f , 0.f ) ;
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+ + i ;
// setup other lights
for ( ; i < _VPNumLights ; i + + )
{
color = _VPLightSpecular [ i ] * matSpec ;
color . A = specExp ;
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Driver - > setUniform4f ( IDriver : : VertexProgram , program - > idxLighted ( ) . Specular [ i ] , color ) ;
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}
}
}
// setup alpha.
static float alphaCte [ 4 ] = { 0 , 0 , 1 , 0 } ;
alphaCte [ 3 ] = matDiff . A ;
// setup at good place
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Driver - > setUniform4fv ( IDriver : : VertexProgram , program - > idxLighted ( ) . DiffuseAlpha , 1 , alphaCte ) ;
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}
// ***************************************************************************
sint CRenderTrav : : getStrongestLightIndex ( ) const
{
if ( ! _StrongestLightTouched ) return - 1 ;
uint vpNumLights = min ( _NumLightEnabled , ( uint ) MaxVPLight ) ;
// If there is only a directionnal light, use it
// If there is any point light, use the nearest, or the directionnal light if it is brighter
if ( vpNumLights = = 0 ) return - 1 ;
if ( vpNumLights = = 1 ) return 0 ;
// First point light is brightest ?
float lumDir = _VPLightDiffuse [ 0 ] . R + _VPLightDiffuse [ 0 ] . G + _VPLightDiffuse [ 0 ] . B + _VPLightDiffuse [ 0 ] . A
+ _VPLightSpecular [ 0 ] . R + _VPLightSpecular [ 0 ] . G + _VPLightSpecular [ 0 ] . B + _VPLightSpecular [ 0 ] . A ;
float lumOmni = _VPLightDiffuse [ 1 ] . R + _VPLightDiffuse [ 1 ] . G + _VPLightDiffuse [ 1 ] . B + _VPLightDiffuse [ 1 ] . A
+ _VPLightSpecular [ 1 ] . R + _VPLightSpecular [ 1 ] . G + _VPLightSpecular [ 1 ] . B + _VPLightSpecular [ 1 ] . A ;
return lumDir > lumOmni ? 0 : 1 ;
}
// ***************************************************************************
void CRenderTrav : : getStrongestLightColors ( NLMISC : : CRGBA & diffuse , NLMISC : : CRGBA & specular )
{
sint strongestLightIndex = getStrongestLightIndex ( ) ;
if ( strongestLightIndex = = - 1 )
{
diffuse = specular = NLMISC : : CRGBA : : Black ;
}
else
{
diffuse = _StrongestLightDiffuse ;
specular = _StrongestLightSpecular ;
}
}
// ***************************************************************************
static const char * LightingVPFragmentNormalize =
" # normalize normal \n \
DP3 R6 . w , R6 , R6 ; \ n \
RSQ R6 . w , R6 . w ; \ n \
MUL R6 , R6 , R6 . w ; \ n \
" ;
// ***************************************************************************
// NB: all CTS+x are replaced with good cte index.
static const char * LightingVPFragmentNoSpecular_Begin =
" \n \
# Global Ambient. \n\
MOV R2 , c [ CTS + 0 ] ; \ n \
\ n \
# Diffuse Sun \n\
DP3 R0 . x , R6 , c [ CTS + 5 ] ; # R0 . x = normal * - lightDir \ n \
LIT R0 . y , R0 . xxxx ; # R0 . y = R0 . x clamped \ n \
MAD R2 , R0 . y , c [ CTS + 1 ] , R2 ; # R2 = summed vertex color . \ n \
" ;
// The 3 point Light code.
static const char * LightingVPFragmentNoSpecular_PL [ ] =
{
" # Diffuse PointLight 0. \n \
ADD R0 , c [ CTS + 6 ] , - R5 ; # R0 = lightPos - vertex \ n \
DP3 R0 . w , R0 , R0 ; # normalize R0 . \ n \
RSQ R0 . w , R0 . w ; \ n \
MUL R0 , R0 , R0 . w ; \ n \
DP3 R0 . x , R6 , R0 ; # R0 . x = normal * lightDir \ n \
LIT R0 . y , R0 . xxxx ; # R0 . y = R0 . x clamped \ n \
MAD R2 , R0 . y , c [ CTS + 2 ] , R2 ; # R2 = summed vertex color . \ n \
" ,
" # Diffuse PointLight 1. \n \
ADD R0 , c [ CTS + 7 ] , - R5 ; # R0 = lightPos - vertex \ n \
DP3 R0 . w , R0 , R0 ; # normalize R0 . \ n \
RSQ R0 . w , R0 . w ; \ n \
MUL R0 , R0 , R0 . w ; \ n \
DP3 R0 . x , R6 , R0 ; # R0 . x = normal * lightDir \ n \
LIT R0 . y , R0 ; # R0 . y = R0 . x clamped \ n \
MAD R2 , R0 . y , c [ CTS + 3 ] , R2 ; # R2 = summed vertex color . \ n \
" ,
" # Diffuse PointLight 2. \n \
ADD R0 , c [ CTS + 8 ] , - R5 ; # R0 = lightPos - vertex \ n \
DP3 R0 . w , R0 , R0 ; # normalize R0 . \ n \
RSQ R0 . w , R0 . w ; \ n \
MUL R0 , R0 , R0 . w ; \ n \
DP3 R0 . x , R6 , R0 ; # R0 . x = normal * lightDir \ n \
LIT R0 . y , R0 ; # R0 . y = R0 . x clamped \ n \
MAD R2 , R0 . y , c [ CTS + 4 ] , R2 ; # R2 = summed vertex color . \ n \
"
} ;
// The End code.
static const char * LightingVPFragmentNoSpecular_End =
" # output to o[COL0] only, replacing alpha with material alpha. \n \
MAD o [ COL0 ] , R2 , c [ CTS + 9 ] . zzzx , c [ CTS + 9 ] . xxxw ; \ n \
" ;
// ***************************************************************************
// NB: all CTS+x are replaced with good cte index.
static const char * LightingVPFragmentSpecular_Begin =
" \n \
# Global Ambient. \n\
MOV R2 , c [ CTS + 0 ] ; \ n \
\ n \
# Always keep Specular exponent in R0.w \n\
MOV R0 . w , c [ CTS + 5 ] . w ; \ n \
\ n \
# Compute vertex-to-eye vector normed. \n\
ADD R4 , c [ CTS + 11 ] , - R5 ; \ n \
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DP3 R1 . w , R4 , R4 ; \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R4 , R4 , R1 . w ; \ n \
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\ n \
# Diffuse-Specular Sun \n\
# Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\
ADD R1 . xyz , c [ CTS + 9 ] , R4 ; # R1 = halfAngleVector \ n \
DP3 R1 . w , R1 , R1 ; # normalize R1 . \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R1 . xyz , R1 , R1 . w ; \ n \
# Compute Factors and colors. \n\
DP3 R0 . x , R6 , c [ CTS + 9 ] ; # R0 . x = normal * - lightDir \ n \
DP3 R0 . yz , R6 , R1 ; # R0 . yz = normal * halfAngleVector \ n \
LIT R0 . yz , R0 ; # R0 . y = R0 . x clamped , R0 . z = pow ( spec , R0 . w ) clamp \ n \
MAD R2 , R0 . y , c [ CTS + 1 ] , R2 ; # R2 = summed vertex color . \ n \
MUL R3 , R0 . z , c [ CTS + 5 ] ; # R3 = specular color . \ n \
" ;
// The 3 point Light code.
static const char * LightingVPFragmentSpecular_PL [ ] =
{
" # Diffuse-Specular PointLight 0. \n \
# Compute R0= (lightPos-vertex).normed(). \n\
ADD R0 . xyz , c [ CTS + 12 ] , - R5 ; # R0 = lightPos - vertex \ n \
DP3 R1 . w , R0 , R0 ; # normalize R0 . \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R0 . xyz , R0 , R1 . w ; \ n \
# Compute R1= halfAngleVector= (R0+R4).normed(). \n\
ADD R1 . xyz , R0 , R4 ; # R1 = halfAngleVector \ n \
DP3 R1 . w , R1 , R1 ; # normalize R1 . \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R1 . xyz , R1 , R1 . w ; \ n \
# Compute Factors and colors. \n\
DP3 R0 . x , R6 , R0 ; # R0 . x = normal * lightDir \ n \
DP3 R0 . yz , R6 , R1 ; # R0 . yz = normal * halfAngleVector \ n \
LIT R0 . yz , R0 ; # R0 . y = R0 . x clamped , R0 . z = pow ( spec , R0 . w ) clamp \ n \
MAD R2 , R0 . y , c [ CTS + 2 ] , R2 ; # R2 = summed vertex color . \ n \
MAD R3 , R0 . z , c [ CTS + 6 ] , R3 ; # R3 = summed specular color . \ n \
" ,
" # Diffuse-Specular PointLight 1. \n \
# Compute R0= (lightPos-vertex).normed(). \n\
ADD R0 . xyz , c [ CTS + 13 ] , - R5 ; # R0 = lightPos - vertex \ n \
DP3 R1 . w , R0 , R0 ; # normalize R0 . \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R0 . xyz , R0 , R1 . w ; \ n \
# Compute R1= halfAngleVector= (R0+R4).normed(). \n\
ADD R1 . xyz , R0 , R4 ; # R1 = halfAngleVector \ n \
DP3 R1 . w , R1 , R1 ; # normalize R1 . \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R1 . xyz , R1 , R1 . w ; \ n \
# Compute Factors and colors. \n\
DP3 R0 . x , R6 , R0 ; # R0 . x = normal * lightDir \ n \
DP3 R0 . yz , R6 , R1 ; # R0 . yz = normal * halfAngleVector \ n \
LIT R0 . yz , R0 ; # R0 . y = R0 . x clamped , R0 . z = pow ( spec , R0 . w ) clamp \ n \
MAD R2 , R0 . y , c [ CTS + 3 ] , R2 ; # R2 = summed vertex color . \ n \
MAD R3 , R0 . z , c [ CTS + 7 ] , R3 ; # R3 = summed specular color . \ n \
" ,
" # Diffuse-Specular PointLight 2. \n \
# Compute R0= (lightPos-vertex).normed(). \n\
ADD R0 . xyz , c [ CTS + 14 ] , - R5 ; # R0 = lightPos - vertex \ n \
DP3 R1 . w , R0 , R0 ; # normalize R0 . \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R0 . xyz , R0 , R1 . w ; \ n \
# Compute R1= halfAngleVector= (R0+R4).normed(). \n\
ADD R1 . xyz , R0 , R4 ; # R1 = halfAngleVector \ n \
DP3 R1 . w , R1 , R1 ; # normalize R1 . \ n \
RSQ R1 . w , R1 . w ; \ n \
MUL R1 . xyz , R1 , R1 . w ; \ n \
# Compute Factors and colors. \n\
DP3 R0 . x , R6 , R0 ; # R0 . x = normal * lightDir \ n \
DP3 R0 . yz , R6 , R1 ; # R0 . yz = normal * halfAngleVector \ n \
LIT R0 . yz , R0 ; # R0 . y = R0 . x clamped , R0 . z = pow ( spec , R0 . w ) clamp \ n \
MAD R2 , R0 . y , c [ CTS + 4 ] , R2 ; # R2 = summed vertex color . \ n \
"
} ;
// The End code.
static const char * LightingVPFragmentSpecular_End =
" # output directly to secondary color. \n \
MAD o [ COL1 ] , R0 . z , c [ CTS + 8 ] , R3 ; # final summed specular color . \ n \
\ n \
# output diffuse to o[COL0], replacing alpha with material alpha. \n\
MAD o [ COL0 ] , R2 , c [ CTS + 10 ] . zzzx , c [ CTS + 10 ] . xxxw ; \ n \
" ;
// ***************************************************************************
static void strReplaceAll ( string & strInOut , const string & tokenSrc , const string & tokenDst )
{
string : : size_type pos ;
string : : difference_type srcLen = tokenSrc . size ( ) ;
while ( ( pos = strInOut . find ( tokenSrc ) ) ! = string : : npos )
{
strInOut . replace ( pos , srcLen , tokenDst ) ;
}
}
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void CVertexProgramLighted : : buildInfo ( )
{
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CVertexProgram : : buildInfo ( ) ;
if ( profile ( ) = = nelvp )
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{
// Fixed uniform locations
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m_IdxLighted . Ambient = m_FeaturesLighted . CtStartNeLVP + 0 ;
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for ( uint i = 0 ; i < MaxLight ; + + i )
{
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m_IdxLighted . Diffuse [ i ] = m_FeaturesLighted . CtStartNeLVP + 1 + i ;
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}
if ( m_FeaturesLighted . SupportSpecular )
{
for ( uint i = 0 ; i < MaxLight ; + + i )
{
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m_IdxLighted . Specular [ i ] = m_FeaturesLighted . CtStartNeLVP + 5 + i ;
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}
m_IdxLighted . DirOrPos [ 0 ] = 9 ;
for ( uint i = 1 ; i < MaxLight ; + + i )
{
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m_IdxLighted . DirOrPos [ i ] = m_FeaturesLighted . CtStartNeLVP + ( 12 - 1 ) + i ;
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}
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m_IdxLighted . DiffuseAlpha = m_FeaturesLighted . CtStartNeLVP + 10 ;
m_IdxLighted . EyePosition = m_FeaturesLighted . CtStartNeLVP + 11 ;
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}
else
{
for ( uint i = 0 ; i < MaxLight ; + + i )
{
m_IdxLighted . Specular [ i ] = ~ 0 ;
}
for ( uint i = 0 ; i < MaxLight ; + + i )
{
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m_IdxLighted . DirOrPos [ i ] = m_FeaturesLighted . CtStartNeLVP + 5 + i ;
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}
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m_IdxLighted . DiffuseAlpha = m_FeaturesLighted . CtStartNeLVP + 9 ;
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m_IdxLighted . EyePosition = ~ 0 ;
}
}
else
{
// Named uniform locations
// TODO_VP_GLSL
// m_IdxLighted.Ambient = getUniformIndex("ambient");
// etc
}
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nlassert ( m_IdxLighted . Diffuse [ 0 ] ! = std : : numeric_limits < uint > : : max ( ) ) ;
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if ( m_FeaturesLighted . SupportSpecular )
{
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nlassert ( m_IdxLighted . Specular [ 0 ] ! = std : : numeric_limits < uint > : : max ( ) ) ;
nlassert ( m_IdxLighted . EyePosition ! = std : : numeric_limits < uint > : : max ( ) ) ;
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}
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nlassert ( m_IdxLighted . DirOrPos [ 0 ] ! = std : : numeric_limits < uint > : : max ( ) ) ;
nlassert ( m_IdxLighted . DiffuseAlpha ! = std : : numeric_limits < uint > : : max ( ) ) ;
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}
// generates the lighting part of a vertex program, nelvp profile
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// ***************************************************************************
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std : : string CRenderTrav : : getLightVPFragmentNeLVP ( uint numActivePointLights , uint ctStart , bool supportSpecular , bool normalize )
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{
string ret ;
// Code frag written for 4 light max.
nlassert ( MaxVPLight = = 4 ) ;
nlassert ( numActivePointLights < = MaxVPLight - 1 ) ;
// Add LightingVPFragmentNormalize fragment?
if ( normalize )
ret + = LightingVPFragmentNormalize ;
// Which fragment to use...
if ( supportSpecular )
{
// Add start of VP.
ret + = LightingVPFragmentSpecular_Begin ;
// Add needed pointLights.
for ( uint i = 0 ; i < numActivePointLights ; i + + )
{
ret + = LightingVPFragmentSpecular_PL [ i ] ;
}
// Add end of VP.
ret + = LightingVPFragmentSpecular_End ;
}
else
{
// Add start of VP.
ret + = LightingVPFragmentNoSpecular_Begin ;
// Add needed pointLights.
for ( uint i = 0 ; i < numActivePointLights ; i + + )
{
ret + = LightingVPFragmentNoSpecular_PL [ i ] ;
}
// Add end of VP.
ret + = LightingVPFragmentNoSpecular_End ;
}
// Replace all CTS+x with good index. do it for 15 possible indices: 0 to 14 if specular.
// run from 14 to 0 so CTS+14 will not be taken for a CTS+1 !!
for ( sint i = 14 ; i > = 0 ; i - - )
{
char tokenSrc [ 256 ] ;
sprintf ( tokenSrc , " CTS+%d " , i ) ;
char tokenDst [ 256 ] ;
sprintf ( tokenDst , " %d " , ctStart + i ) ;
// replace all in the string
strReplaceAll ( ret , tokenSrc , tokenDst ) ;
}
// verify no CTS+ leaved... (not all ctes parsed!!!)
nlassert ( ret . find ( " CTS+ " ) = = string : : npos ) ;
return ret ;
}
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CRenderTrav : : clearRenderLandscapeList ( )
{
_LandscapeRenderList . clear ( ) ;
}
// ***************************************************************************
void CRenderTrav : : addRenderLandscape ( CLandscapeModel * model )
{
_LandscapeRenderList . push_back ( model ) ;
}
// ***************************************************************************
void CRenderTrav : : renderLandscapes ( )
{
// Render Each Landscapes.
for ( uint i = 0 ; i < _LandscapeRenderList . size ( ) ; i + + )
{
_LandscapeRenderList [ i ] - > clipAndRenderLandscape ( ) ;
}
}
// ***************************************************************************
void CRenderTrav : : setupTransparencySorting ( uint8 maxPriority /*=0*/ , uint NbDistanceEntries /*=1024*/ )
{
NLMISC : : contReset ( _OrderTransparentListByPriority ) ; // avoid useless object copy when vector is resized (every element is reseted anyway)
_OrderTransparentListByPriority . resize ( ( uint ) maxPriority + 1 ) ;
for ( uint k = 0 ; k < _OrderTransparentListByPriority . size ( ) ; + + k )
{
_OrderTransparentListByPriority [ k ] . init ( NbDistanceEntries ) ;
if ( k ! = 0 ) _OrderTransparentListByPriority [ k ] . shareAllocator ( _OrderTransparentListByPriority [ 0 ] ) ; // node allocator is shared between all layers
}
_MaxTransparencyPriority = maxPriority ;
}
// ***************************************************************************
void CRenderTrav : : clearWaterModelList ( )
{
while ( _FirstWaterModel )
{
_FirstWaterModel - > unlink ( ) ;
}
}
// ***************************************************************************
void CRenderTrav : : debugWaterModelMemory ( const char * tag , bool dumpList )
{
// Test Memory of water model render list (because someone crash it...)
// Yoyo: this crash seems to be fixed, but i leave the code, in case of.....
if ( dumpList )
_DebugWaterModelList . clear ( ) ;
CWaterModel * curr = _FirstWaterModel ;
while ( curr )
{
// the model in the list Must have not empty clipped poly
CWaterModelDump dmp ;
dmp . Address = ( void * ) curr ;
curr - > debugDumpMem ( dmp . ClippedPolyBegin , dmp . ClippedPolyEnd ) ;
// if same ptr (begin==end), error!!
if ( dmp . ClippedPolyBegin = = dmp . ClippedPolyEnd )
{
// Before crash, do some log
nlwarning ( " ******* WaterModelList crash after %s " , tag ) ;
nlwarning ( " Current: Ptr:%p. List:%p/%p " , dmp . Address , dmp . ClippedPolyBegin , dmp . ClippedPolyEnd ) ;
// Log also the list bkuped (to do comparisons)
for ( uint i = 0 ; i < _DebugWaterModelList . size ( ) ; i + + )
{
CWaterModelDump & bkup = _DebugWaterModelList [ i ] ;
nlwarning ( " List%02d: Ptr:%p. Array:%p/%p " , i , bkup . Address , bkup . ClippedPolyBegin , bkup . ClippedPolyEnd ) ;
}
// crash (assert not stop for clearness)
nlassert ( dmp . ClippedPolyBegin ! = dmp . ClippedPolyEnd ) ;
}
// bkup infos for future log
if ( dumpList )
_DebugWaterModelList . push_back ( dmp ) ;
// next
curr = curr - > _Next ;
}
}
}