Add container for lighted vertex program

--HG--
branch : multipass-stereo
This commit is contained in:
kaetemi 2013-09-13 19:03:05 +02:00
parent ab231ea700
commit a72f25e763
4 changed files with 91 additions and 6 deletions

View file

@ -27,6 +27,7 @@
#include "nel/3d/mesh_block_manager.h"
#include "nel/3d/shadow_map_manager.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/vertex_program.h"
#include <vector>
@ -68,6 +69,41 @@ class CWaterModel;
#define NL3D_SHADOW_MESH_SKIN_MANAGER_MAXVERTICES 3000
#define NL3D_SHADOW_MESH_SKIN_MANAGER_NUMVB 8
/// Container for lighted vertex program.
class CVertexProgramLighted : CVertexProgram
{
public:
static const uint MaxLight = 4;
static const uint MaxPointLight = (MaxLight - 1);
struct CIdxLighted
{
uint Ambient;
uint Diffuse[MaxLight];
uint Specular[MaxLight];
uint DirOrPos[MaxLight]; // light 0, directional sun; light 1,2,3, omni point light
uint EyePosition;
uint DiffuseAlpha;
};
struct CFeaturesLighted
{
/// Number of point lights that this program is generated for, varies from 0 to 3.
uint NumActivePointLights;
bool SupportSpecular;
bool Normalize;
/// Start of constants to use for lighting with assembly shaders.
uint CtStartNeLVP;
};
CVertexProgramLighted() { }
virtual ~CVertexProgramLighted() { }
virtual void buildInfo();
const CIdxLighted &idxLighted() const { return m_IdxLighted; }
const CFeaturesLighted &featuresLighted() const { return m_FeaturesLighted; }
private:
CIdxLighted m_IdxLighted;
CFeaturesLighted m_FeaturesLighted;
};
// ***************************************************************************
@ -224,7 +260,7 @@ public:
// @{
// Max VP Light setup Infos.
enum {MaxVPLight= 4};
enum {MaxVPLight = CVertexProgramLighted::MaxLight};
/** reset the lighting setup in the driver (all lights are disabled).
* called at beginning of traverse(). Must be called by any model (before and after rendering)
@ -299,7 +335,8 @@ public:
* \param numActivePoinLights tells how many point light from 0 to 3 this VP must handle. NB: the Sun directionnal is not option
* NB: nlassert(numActiveLights<=MaxVPLight-1).
*/
static std::string getLightVPFragment(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize);
static std::string getLightVPFragmentNeLVP(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize);
// TODO_VP_GLSL
/** This returns a reference to a driver light, by its index
* \see getStrongestLightIndex

View file

@ -393,10 +393,10 @@ void CMeshVPPerPixelLight::initInstance(CMeshBaseInstance *mbi)
for (uint vp = 0; vp < NumVp; ++vp)
{
// \todo yoyo TODO_OPTIM Manage different number of pointLights
// NB: never call getLightVPFragment() with normalize, because already done by PerPixel fragment before.
// NB: never call getLightVPFragmentNeLVP() with normalize, because already done by PerPixel fragment before.
std::string vpCode = std::string(vpName[vp])
+ std::string("# ***************") // temp for debug
+ CRenderTrav::getLightVPFragment(CRenderTrav::MaxVPLight-1, VPLightConstantStart, (vp & 2) != 0, false)
+ CRenderTrav::getLightVPFragmentNeLVP(CRenderTrav::MaxVPLight-1, VPLightConstantStart, (vp & 2) != 0, false)
+ std::string("# ***************") // temp for debug
+ std::string(PPLightingVPCodeEnd);
#ifdef NL_DEBUG

View file

@ -155,7 +155,7 @@ void CMeshVPWindTree::initInstance(CMeshBaseInstance *mbi)
// combine fragments
vpCode= string(WindTreeVPCodeWave)
+ CRenderTrav::getLightVPFragment(numPls, VPLightConstantStart, specular, normalize)
+ CRenderTrav::getLightVPFragmentNeLVP(numPls, VPLightConstantStart, specular, normalize)
+ WindTreeVPCodeEnd;
_VertexProgram[i] = new CVertexProgram(vpCode.c_str());
// TODO_VP_GLSL

View file

@ -1168,8 +1168,56 @@ static void strReplaceAll(string &strInOut, const string &tokenSrc, const string
}
}
void CVertexProgramLighted::buildInfo()
{
if (m_FeaturesLighted.CtStartNeLVP != ~0)
{
// Fixed uniform locations
m_IdxLighted.Ambient = 0;
for (uint i = 0; i < MaxLight; ++i)
{
m_IdxLighted.Diffuse[i] = 1 + i;
}
if (m_FeaturesLighted.SupportSpecular)
{
for (uint i = 0; i < MaxLight; ++i)
{
m_IdxLighted.Specular[i] = 5 + i;
}
m_IdxLighted.DirOrPos[0] = 9;
for (uint i = 1; i < MaxLight; ++i)
{
m_IdxLighted.DirOrPos[i] = (12 - 1) + i;
}
m_IdxLighted.DiffuseAlpha = 10;
m_IdxLighted.EyePosition = 11;
}
else
{
for (uint i = 0; i < MaxLight; ++i)
{
m_IdxLighted.Specular[i] = ~0;
}
for (uint i = 0; i < MaxLight; ++i)
{
m_IdxLighted.DirOrPos[i] = 5 + i;
}
m_IdxLighted.DiffuseAlpha = 9;
m_IdxLighted.EyePosition = ~0;
}
}
else
{
// Named uniform locations
// TODO_VP_GLSL
// m_IdxLighted.Ambient = getUniformIndex("ambient");
// etc
}
}
// generates the lighting part of a vertex program, nelvp profile
// ***************************************************************************
std::string CRenderTrav::getLightVPFragment(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize)
std::string CRenderTrav::getLightVPFragmentNeLVP(uint numActivePointLights, uint ctStart, bool supportSpecular, bool normalize)
{
string ret;