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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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Adjust order for meshvp
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ce7357ffa4
commit
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2 changed files with 17 additions and 13 deletions
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@ -437,6 +437,8 @@ bool CMeshVPPerPixelLight::begin(IDriver *drv,
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return false;
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return false;
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}
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}
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//
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//
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enable(true, drv); // must enable the vertex program before the vb is activated
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//
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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/// Setup for gouraud lighting
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/// Setup for gouraud lighting
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renderTrav->beginVPLightSetup(VPLightConstantStart,
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renderTrav->beginVPLightSetup(VPLightConstantStart,
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@ -482,9 +484,7 @@ bool CMeshVPPerPixelLight::begin(IDriver *drv,
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// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();
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// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();
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drv->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
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drv->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
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//
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enable(true, drv); // must enable the vertex program before the vb is activated
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//
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return true;
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return true;
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}
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}
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@ -538,6 +538,8 @@ bool CMeshVPPerPixelLight::setupForMaterial(const CMaterial &mat,
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)
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)
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{
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{
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bool enabled = (mat.getShader() == CMaterial::PerPixelLighting || mat.getShader() == CMaterial::PerPixelLightingNoSpec);
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bool enabled = (mat.getShader() == CMaterial::PerPixelLighting || mat.getShader() == CMaterial::PerPixelLightingNoSpec);
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bool change = (enabled != _Enabled);
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enable(enabled, drv); // enable disable the vertex program (for material that don't have the right shader)
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if (enabled)
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if (enabled)
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{
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{
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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@ -547,8 +549,6 @@ bool CMeshVPPerPixelLight::setupForMaterial(const CMaterial &mat,
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renderTrav->getStrongestLightColors(pplDiffuse, pplSpecular);
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renderTrav->getStrongestLightColors(pplDiffuse, pplSpecular);
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drv->setPerPixelLightingLight(pplDiffuse, pplSpecular, mat.getShininess());
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drv->setPerPixelLightingLight(pplDiffuse, pplSpecular, mat.getShininess());
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}
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}
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bool change = (enabled != _Enabled);
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enable(enabled, drv); // enable disable the vertex program (for material that don't have the right shader)
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return change;
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return change;
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}
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}
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//=================================================================================
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//=================================================================================
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@ -291,30 +291,34 @@ bool CMeshVPWindTree::begin(IDriver *driver, CScene *scene, CMeshBaseInstance *m
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if (!(driver->supportVertexProgram() && !driver->isVertexProgramEmulated())) return false;
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if (!(driver->supportVertexProgram() && !driver->isVertexProgramEmulated())) return false;
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// precompute mesh
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setupPerMesh(driver, scene);
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// Setup instance constants
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setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
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// Activate the good VertexProgram
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// Activate the good VertexProgram
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//===============
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//===============
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// Get how many pointLights are setuped now.
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// Get how many pointLights are setuped now.
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nlassert(scene != NULL);
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nlassert(scene != NULL);
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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CRenderTrav *renderTrav= &scene->getRenderTrav();
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sint numPls= renderTrav->getNumVPLights()-1;
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sint numPls= renderTrav->getNumVPLights()-1;
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clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
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clamp(numPls, 0, CRenderTrav::MaxVPLight-1);
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// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
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// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"
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uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
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uint idVP= (SpecularLighting?2:0) + (driver->isForceNormalize()?1:0) ;
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// correct VP id for correct unmber of pls.
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// correct VP id for correct unmber of pls.
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idVP= numPls*4 + idVP;
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idVP= numPls*4 + idVP;
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// activate VP.
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// activate VP.
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driver->activeVertexProgram(_VertexProgram[idVP]);
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driver->activeVertexProgram(_VertexProgram[idVP]);
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// precompute mesh
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setupPerMesh(driver, scene);
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// Setup instance constants
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setupPerInstanceConstants(driver, scene, mbi, invertedModelMat);
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return true;
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return true;
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}
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}
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