2724 lines
77 KiB
C++
2724 lines
77 KiB
C++
// Copyright (C) 2002-2009 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#include "CSoftwareDriver2.h"
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#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
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#include "SoftwareDriver2_helper.h"
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#include "CSoftwareTexture2.h"
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#include "CSoftware2MaterialRenderer.h"
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#include "S3DVertex.h"
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#include "S4DVertex.h"
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#define MAT_TEXTURE(tex) ( (video::CSoftwareTexture2*) Material.org.getTexture ( tex ) )
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namespace irr
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{
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namespace video
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{
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namespace glsl
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{
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typedef sVec4 vec4;
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typedef sVec3 vec3;
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typedef sVec2 vec2;
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#define in
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#define uniform
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#define attribute
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#define varying
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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#endif
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struct mat4{
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float m[4][4];
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vec4 operator* ( const vec4 &in ) const
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{
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vec4 out;
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return out;
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}
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};
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struct mat3{
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float m[3][3];
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vec3 operator* ( const vec3 &in ) const
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{
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vec3 out;
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return out;
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}
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};
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const int gl_MaxLights = 8;
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inline float dot (float x, float y) { return x * y; }
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inline float dot ( const vec2 &x, const vec2 &y) { return x.x * y.x + x.y * y.y; }
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inline float dot ( const vec3 &x, const vec3 &y) { return x.x * y.x + x.y * y.y + x.z * y.z; }
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inline float dot ( const vec4 &x, const vec4 &y) { return x.x * y.x + x.y * y.y + x.z * y.z + x.w * y.w; }
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inline float reflect (float I, float N) { return I - 2.0 * dot (N, I) * N; }
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inline vec2 reflect (const vec2 &I, const vec2 &N) { return I - N * 2.0 * dot (N, I); }
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inline vec3 reflect (const vec3 &I, const vec3 &N) { return I - N * 2.0 * dot (N, I); }
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inline vec4 reflect (const vec4 &I, const vec4 &N) { return I - N * 2.0 * dot (N, I); }
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inline float refract (float I, float N, float eta){
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const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
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if (k < 0.0)
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return 0.0;
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return eta * I - (eta * dot (N, I) + sqrt (k)) * N;
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}
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inline vec2 refract (const vec2 &I, const vec2 &N, float eta){
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const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
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if (k < 0.0)
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return vec2 (0.0);
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return I * eta - N * (eta * dot (N, I) + sqrt (k));
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}
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inline vec3 refract (const vec3 &I, const vec3 &N, float eta) {
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const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
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if (k < 0.0)
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return vec3 (0.0);
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return I * eta - N * (eta * dot (N, I) + sqrt (k));
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}
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inline vec4 refract (const vec4 &I, const vec4 &N, float eta) {
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const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
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if (k < 0.0)
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return vec4 (0.0);
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return I * eta - N * (eta * dot (N, I) + sqrt (k));
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}
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inline float length ( const vec3 &v ) { return sqrtf ( v.x * v.x + v.y * v.y + v.z * v.z ); }
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vec3 normalize ( const vec3 &v ) { float l = 1.f / length ( v ); return vec3 ( v.x * l, v.y * l, v.z * l ); }
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float max ( float a, float b ) { return a > b ? a : b; }
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float min ( float a, float b ) { return a < b ? a : b; }
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vec4 clamp ( const vec4 &a, f32 low, f32 high ) { return vec4 ( min (max(a.x,low), high), min (max(a.y,low), high), min (max(a.z,low), high), min (max(a.w,low), high) ); }
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typedef int sampler2D;
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sampler2D texUnit0;
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vec4 texture2D (sampler2D sampler, const vec2 &coord) { return vec4 (0.0); }
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struct gl_LightSourceParameters {
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vec4 ambient; // Acli
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vec4 diffuse; // Dcli
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vec4 specular; // Scli
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vec4 position; // Ppli
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vec4 halfVector; // Derived: Hi
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vec3 spotDirection; // Sdli
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float spotExponent; // Srli
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float spotCutoff; // Crli
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// (range: [0.0,90.0], 180.0)
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float spotCosCutoff; // Derived: cos(Crli)
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// (range: [1.0,0.0],-1.0)
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float constantAttenuation; // K0
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float linearAttenuation; // K1
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float quadraticAttenuation;// K2
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};
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uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
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struct gl_LightModelParameters {
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vec4 ambient;
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};
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uniform gl_LightModelParameters gl_LightModel;
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struct gl_LightModelProducts {
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vec4 sceneColor;
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};
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uniform gl_LightModelProducts gl_FrontLightModelProduct;
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uniform gl_LightModelProducts gl_BackLightModelProduct;
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struct gl_LightProducts {
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
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uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
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struct gl_MaterialParameters
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{
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vec4 emission; // Ecm
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vec4 ambient; // Acm
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vec4 diffuse; // Dcm
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vec4 specular; // Scm
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float shininess; // Srm
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};
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uniform gl_MaterialParameters gl_FrontMaterial;
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uniform gl_MaterialParameters gl_BackMaterial;
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// GLSL has some built-in attributes in a vertex shader:
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attribute vec4 gl_Vertex; // 4D vector representing the vertex position
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attribute vec3 gl_Normal; // 3D vector representing the vertex normal
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attribute vec4 gl_Color; // 4D vector representing the vertex color
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attribute vec4 gl_MultiTexCoord0; // 4D vector representing the texture coordinate of texture unit X
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attribute vec4 gl_MultiTexCoord1; // 4D vector representing the texture coordinate of texture unit X
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uniform mat4 gl_ModelViewMatrix; //4x4 Matrix representing the model-view matrix.
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uniform mat4 gl_ModelViewProjectionMatrix; //4x4 Matrix representing the model-view-projection matrix.
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uniform mat3 gl_NormalMatrix; //3x3 Matrix representing the inverse transpose model-view matrix. This matrix is used for normal transformation.
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varying vec4 gl_FrontColor; // 4D vector representing the primitives front color
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varying vec4 gl_FrontSecondaryColor; // 4D vector representing the primitives second front color
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varying vec4 gl_BackColor; // 4D vector representing the primitives back color
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varying vec4 gl_TexCoord[4]; // 4D vector representing the Xth texture coordinate
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// shader output
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varying vec4 gl_Position; // 4D vector representing the final processed vertex position. Only available in vertex shader.
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varying vec4 gl_FragColor; // 4D vector representing the final color which is written in the frame buffer. Only available in fragment shader.
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varying float gl_FragDepth; // float representing the depth which is written in the depth buffer. Only available in fragment shader.
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varying vec4 gl_SecondaryColor;
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varying float gl_FogFragCoord;
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vec4 ftransform(void)
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{
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return gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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vec3 fnormal(void)
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{
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//Compute the normal
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vec3 normal = gl_NormalMatrix * gl_Normal;
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normal = normalize(normal);
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return normal;
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}
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struct program1
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{
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vec4 Ambient;
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vec4 Diffuse;
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vec4 Specular;
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void pointLight(in int i, in vec3 normal, in vec3 eye, in vec3 ecPosition3)
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{
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float nDotVP; // normal . light direction
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float nDotHV; // normal . light half vector
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float pf; // power factor
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float attenuation; // computed attenuation factor
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float d; // distance from surface to light source
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vec3 VP; // direction from surface to light position
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vec3 halfVector; // direction of maximum highlights
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// Compute vector from surface to light position
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VP = vec3 (gl_LightSource[i].position) - ecPosition3;
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// Compute distance between surface and light position
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d = length(VP);
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// Normalize the vector from surface to light position
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VP = normalize(VP);
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// Compute attenuation
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attenuation = 1.0 / (gl_LightSource[i].constantAttenuation +
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gl_LightSource[i].linearAttenuation * d +
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gl_LightSource[i].quadraticAttenuation * d * d);
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halfVector = normalize(VP + eye);
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nDotVP = max(0.0, dot(normal, VP));
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nDotHV = max(0.0, dot(normal, halfVector));
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if (nDotVP == 0.0)
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{
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pf = 0.0;
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}
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else
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{
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pf = pow(nDotHV, gl_FrontMaterial.shininess);
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}
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Ambient += gl_LightSource[i].ambient * attenuation;
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Diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation;
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Specular += gl_LightSource[i].specular * pf * attenuation;
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}
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vec3 fnormal(void)
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{
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//Compute the normal
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vec3 normal = gl_NormalMatrix * gl_Normal;
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normal = normalize(normal);
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return normal;
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}
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void ftexgen(in vec3 normal, in vec4 ecPosition)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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void flight(in vec3 normal, in vec4 ecPosition, float alphaFade)
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{
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vec4 color;
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vec3 ecPosition3;
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vec3 eye;
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ecPosition3 = (vec3 (ecPosition)) / ecPosition.w;
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eye = vec3 (0.0, 0.0, 1.0);
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// Clear the light intensity accumulators
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Ambient = vec4 (0.0);
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Diffuse = vec4 (0.0);
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Specular = vec4 (0.0);
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pointLight(0, normal, eye, ecPosition3);
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pointLight(1, normal, eye, ecPosition3);
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color = gl_FrontLightModelProduct.sceneColor +
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Ambient * gl_FrontMaterial.ambient +
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Diffuse * gl_FrontMaterial.diffuse;
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gl_FrontSecondaryColor = Specular * gl_FrontMaterial.specular;
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color = clamp( color, 0.0, 1.0 );
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gl_FrontColor = color;
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gl_FrontColor.a *= alphaFade;
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}
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void vertexshader_main (void)
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{
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vec3 transformedNormal;
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float alphaFade = 1.0;
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// Eye-coordinate position of vertex, needed in various calculations
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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// Do fixed functionality vertex transform
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gl_Position = ftransform();
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transformedNormal = fnormal();
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flight(transformedNormal, ecPosition, alphaFade);
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ftexgen(transformedNormal, ecPosition);
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}
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void fragmentshader_main (void)
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{
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vec4 color;
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color = gl_Color;
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color *= texture2D(texUnit0, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y) );
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color += gl_SecondaryColor;
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color = clamp(color, 0.0, 1.0);
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gl_FragColor = color;
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}
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};
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}
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//! constructor
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CBurningVideoDriver::CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter)
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: CNullDriver(io, params.WindowSize), BackBuffer(0), Presenter(presenter),
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WindowId(0), SceneSourceRect(0),
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RenderTargetTexture(0), RenderTargetSurface(0), CurrentShader(0),
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DepthBuffer(0), StencilBuffer ( 0 ),
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CurrentOut ( 12 * 2, 128 ), Temp ( 12 * 2, 128 )
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{
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#ifdef _DEBUG
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setDebugName("CBurningVideoDriver");
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#endif
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// create backbuffer
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BackBuffer = new CImage(BURNINGSHADER_COLOR_FORMAT, params.WindowSize);
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if (BackBuffer)
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{
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BackBuffer->fill(SColor(0));
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// create z buffer
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if ( params.ZBufferBits )
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DepthBuffer = video::createDepthBuffer(BackBuffer->getDimension());
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// create stencil buffer
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if ( params.Stencilbuffer )
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StencilBuffer = video::createStencilBuffer(BackBuffer->getDimension());
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}
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DriverAttributes->setAttribute("MaxTextures", 2);
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DriverAttributes->setAttribute("MaxIndices", 1<<16);
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DriverAttributes->setAttribute("MaxTextureSize", 1024);
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DriverAttributes->setAttribute("MaxTextureLODBias", 16.f);
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DriverAttributes->setAttribute("Version", 45);
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// create triangle renderers
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irr::memset32 ( BurningShader, 0, sizeof ( BurningShader ) );
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//BurningShader[ETR_FLAT] = createTRFlat2(DepthBuffer);
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//BurningShader[ETR_FLAT_WIRE] = createTRFlatWire2(DepthBuffer);
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BurningShader[ETR_GOURAUD] = createTriangleRendererGouraud2(this);
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BurningShader[ETR_GOURAUD_ALPHA] = createTriangleRendererGouraudAlpha2(this );
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BurningShader[ETR_GOURAUD_ALPHA_NOZ] = createTRGouraudAlphaNoZ2(this );
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//BurningShader[ETR_GOURAUD_WIRE] = createTriangleRendererGouraudWire2(DepthBuffer);
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//BurningShader[ETR_TEXTURE_FLAT] = createTriangleRendererTextureFlat2(DepthBuffer);
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//BurningShader[ETR_TEXTURE_FLAT_WIRE] = createTriangleRendererTextureFlatWire2(DepthBuffer);
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BurningShader[ETR_TEXTURE_GOURAUD] = createTriangleRendererTextureGouraud2(this);
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M1] = createTriangleRendererTextureLightMap2_M1(this);
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M2] = createTriangleRendererTextureLightMap2_M2(this);
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_M4] = createTriangleRendererGTextureLightMap2_M4(this);
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BurningShader[ETR_TEXTURE_LIGHTMAP_M4] = createTriangleRendererTextureLightMap2_M4(this);
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BurningShader[ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD] = createTriangleRendererTextureLightMap2_Add(this);
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BurningShader[ETR_TEXTURE_GOURAUD_DETAIL_MAP] = createTriangleRendererTextureDetailMap2(this);
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BurningShader[ETR_TEXTURE_GOURAUD_WIRE] = createTriangleRendererTextureGouraudWire2(this);
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BurningShader[ETR_TEXTURE_GOURAUD_NOZ] = createTRTextureGouraudNoZ2(this);
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BurningShader[ETR_TEXTURE_GOURAUD_ADD] = createTRTextureGouraudAdd2(this);
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BurningShader[ETR_TEXTURE_GOURAUD_ADD_NO_Z] = createTRTextureGouraudAddNoZ2(this);
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BurningShader[ETR_TEXTURE_GOURAUD_VERTEX_ALPHA] = createTriangleRendererTextureVertexAlpha2 ( this );
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BurningShader[ETR_TEXTURE_GOURAUD_ALPHA] = createTRTextureGouraudAlpha(this );
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BurningShader[ETR_TEXTURE_GOURAUD_ALPHA_NOZ] = createTRTextureGouraudAlphaNoZ( this );
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BurningShader[ETR_NORMAL_MAP_SOLID] = createTRNormalMap ( this );
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BurningShader[ETR_STENCIL_SHADOW] = createTRStencilShadow ( this );
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BurningShader[ETR_TEXTURE_BLEND] = createTRTextureBlend( this );
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BurningShader[ETR_REFERENCE] = createTriangleRendererReference ( this );
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// add the same renderer for all solid types
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CSoftware2MaterialRenderer_SOLID* smr = new CSoftware2MaterialRenderer_SOLID( this);
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CSoftware2MaterialRenderer_TRANSPARENT_ADD_COLOR* tmr = new CSoftware2MaterialRenderer_TRANSPARENT_ADD_COLOR( this);
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CSoftware2MaterialRenderer_UNSUPPORTED * umr = new CSoftware2MaterialRenderer_UNSUPPORTED ( this );
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//!TODO: addMaterialRenderer depends on pushing order....
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addMaterialRenderer ( smr ); // EMT_SOLID
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addMaterialRenderer ( smr ); // EMT_SOLID_2_LAYER,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP,
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addMaterialRenderer ( tmr ); // EMT_LIGHTMAP_ADD,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_M2,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_M4,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_LIGHTING,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_LIGHTING_M2,
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addMaterialRenderer ( smr ); // EMT_LIGHTMAP_LIGHTING_M4,
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addMaterialRenderer ( smr ); // EMT_DETAIL_MAP,
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addMaterialRenderer ( umr ); // EMT_SPHERE_MAP,
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addMaterialRenderer ( smr ); // EMT_REFLECTION_2_LAYER,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_ADD_COLOR,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_ALPHA_CHANNEL,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
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addMaterialRenderer ( tmr ); // EMT_TRANSPARENT_VERTEX_ALPHA,
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addMaterialRenderer ( smr ); // EMT_TRANSPARENT_REFLECTION_2_LAYER,
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addMaterialRenderer ( smr ); // EMT_NORMAL_MAP_SOLID,
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addMaterialRenderer ( umr ); // EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
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addMaterialRenderer ( tmr ); // EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
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addMaterialRenderer ( smr ); // EMT_PARALLAX_MAP_SOLID,
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addMaterialRenderer ( tmr ); // EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
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addMaterialRenderer ( tmr ); // EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
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addMaterialRenderer ( tmr ); // EMT_ONETEXTURE_BLEND
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smr->drop ();
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tmr->drop ();
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umr->drop ();
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// select render target
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setRenderTarget(BackBuffer);
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//reset Lightspace
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LightSpace.reset ();
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// select the right renderer
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setCurrentShader();
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}
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//! destructor
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CBurningVideoDriver::~CBurningVideoDriver()
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{
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// delete Backbuffer
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if (BackBuffer)
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BackBuffer->drop();
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// delete triangle renderers
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for (s32 i=0; i<ETR2_COUNT; ++i)
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{
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if (BurningShader[i])
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BurningShader[i]->drop();
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}
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// delete Additional buffer
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if (StencilBuffer)
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StencilBuffer->drop();
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if (DepthBuffer)
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DepthBuffer->drop();
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if (RenderTargetTexture)
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RenderTargetTexture->drop();
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if (RenderTargetSurface)
|
|
RenderTargetSurface->drop();
|
|
}
|
|
|
|
|
|
/*!
|
|
selects the right triangle renderer based on the render states.
|
|
*/
|
|
void CBurningVideoDriver::setCurrentShader()
|
|
{
|
|
ITexture *texture0 = Material.org.getTexture(0);
|
|
ITexture *texture1 = Material.org.getTexture(1);
|
|
|
|
bool zMaterialTest = Material.org.ZBuffer != ECFN_NEVER &&
|
|
Material.org.ZWriteEnable &&
|
|
( AllowZWriteOnTransparent || !Material.org.isTransparent() );
|
|
|
|
EBurningFFShader shader = zMaterialTest ? ETR_TEXTURE_GOURAUD : ETR_TEXTURE_GOURAUD_NOZ;
|
|
|
|
TransformationFlag[ ETS_TEXTURE_0] &= ~(ETF_TEXGEN_CAMERA_NORMAL|ETF_TEXGEN_CAMERA_REFLECTION);
|
|
LightSpace.Flags &= ~VERTEXTRANSFORM;
|
|
|
|
switch ( Material.org.MaterialType )
|
|
{
|
|
case EMT_ONETEXTURE_BLEND:
|
|
shader = ETR_TEXTURE_BLEND;
|
|
break;
|
|
|
|
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
|
|
Material.org.MaterialTypeParam = 0.5f;
|
|
// fall through
|
|
case EMT_TRANSPARENT_ALPHA_CHANNEL:
|
|
if ( texture0 && texture0->hasAlpha () )
|
|
{
|
|
shader = zMaterialTest ? ETR_TEXTURE_GOURAUD_ALPHA : ETR_TEXTURE_GOURAUD_ALPHA_NOZ;
|
|
break;
|
|
}
|
|
// fall through
|
|
|
|
case EMT_TRANSPARENT_ADD_COLOR:
|
|
shader = zMaterialTest ? ETR_TEXTURE_GOURAUD_ADD : ETR_TEXTURE_GOURAUD_ADD_NO_Z;
|
|
break;
|
|
|
|
case EMT_TRANSPARENT_VERTEX_ALPHA:
|
|
shader = ETR_TEXTURE_GOURAUD_VERTEX_ALPHA;
|
|
break;
|
|
|
|
case EMT_LIGHTMAP:
|
|
case EMT_LIGHTMAP_LIGHTING:
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M1;
|
|
break;
|
|
|
|
case EMT_LIGHTMAP_M2:
|
|
case EMT_LIGHTMAP_LIGHTING_M2:
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M2;
|
|
break;
|
|
|
|
case EMT_LIGHTMAP_LIGHTING_M4:
|
|
if ( texture1 )
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M4;
|
|
break;
|
|
case EMT_LIGHTMAP_M4:
|
|
if ( texture1 )
|
|
shader = ETR_TEXTURE_LIGHTMAP_M4;
|
|
break;
|
|
|
|
case EMT_LIGHTMAP_ADD:
|
|
if ( texture1 )
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD;
|
|
break;
|
|
|
|
case EMT_DETAIL_MAP:
|
|
shader = ETR_TEXTURE_GOURAUD_DETAIL_MAP;
|
|
break;
|
|
|
|
case EMT_SPHERE_MAP:
|
|
TransformationFlag[ ETS_TEXTURE_0] |= ETF_TEXGEN_CAMERA_REFLECTION; // ETF_TEXGEN_CAMERA_NORMAL;
|
|
LightSpace.Flags |= VERTEXTRANSFORM;
|
|
break;
|
|
case EMT_REFLECTION_2_LAYER:
|
|
shader = ETR_TEXTURE_GOURAUD_LIGHTMAP_M1;
|
|
TransformationFlag[ ETS_TEXTURE_1] |= ETF_TEXGEN_CAMERA_REFLECTION;
|
|
LightSpace.Flags |= VERTEXTRANSFORM;
|
|
break;
|
|
|
|
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
|
|
case EMT_NORMAL_MAP_SOLID:
|
|
case EMT_PARALLAX_MAP_SOLID:
|
|
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
|
|
shader = ETR_NORMAL_MAP_SOLID;
|
|
LightSpace.Flags |= VERTEXTRANSFORM;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
|
|
}
|
|
|
|
if ( !texture0 )
|
|
{
|
|
shader = ETR_GOURAUD;
|
|
}
|
|
|
|
if ( Material.org.Wireframe )
|
|
{
|
|
shader = ETR_TEXTURE_GOURAUD_WIRE;
|
|
}
|
|
|
|
//shader = ETR_REFERENCE;
|
|
|
|
// switchToTriangleRenderer
|
|
CurrentShader = BurningShader[shader];
|
|
if ( CurrentShader )
|
|
{
|
|
CurrentShader->setZCompareFunc ( Material.org.ZBuffer );
|
|
CurrentShader->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
CurrentShader->setMaterial ( Material );
|
|
|
|
switch ( shader )
|
|
{
|
|
case ETR_TEXTURE_GOURAUD_ALPHA:
|
|
case ETR_TEXTURE_GOURAUD_ALPHA_NOZ:
|
|
case ETR_TEXTURE_BLEND:
|
|
CurrentShader->setParam ( 0, Material.org.MaterialTypeParam );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//! queries the features of the driver, returns true if feature is available
|
|
bool CBurningVideoDriver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
|
|
{
|
|
if (!FeatureEnabled[feature])
|
|
return false;
|
|
|
|
switch (feature)
|
|
{
|
|
#ifdef SOFTWARE_DRIVER_2_BILINEAR
|
|
case EVDF_BILINEAR_FILTER:
|
|
return true;
|
|
#endif
|
|
#ifdef SOFTWARE_DRIVER_2_MIPMAPPING
|
|
case EVDF_MIP_MAP:
|
|
return true;
|
|
#endif
|
|
case EVDF_STENCIL_BUFFER:
|
|
case EVDF_RENDER_TO_TARGET:
|
|
case EVDF_MULTITEXTURE:
|
|
case EVDF_HARDWARE_TL:
|
|
case EVDF_TEXTURE_NSQUARE:
|
|
return true;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//! sets transformation
|
|
void CBurningVideoDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
|
|
{
|
|
Transformation[state] = mat;
|
|
core::setbit_cond ( TransformationFlag[state], mat.isIdentity(), ETF_IDENTITY );
|
|
|
|
switch ( state )
|
|
{
|
|
case ETS_VIEW:
|
|
Transformation[ETS_VIEW_PROJECTION].setbyproduct_nocheck (
|
|
Transformation[ETS_PROJECTION],
|
|
Transformation[ETS_VIEW]
|
|
);
|
|
getCameraPosWorldSpace ();
|
|
break;
|
|
|
|
case ETS_WORLD:
|
|
if ( TransformationFlag[state] & ETF_IDENTITY )
|
|
{
|
|
Transformation[ETS_WORLD_INVERSE] = Transformation[ETS_WORLD];
|
|
TransformationFlag[ETS_WORLD_INVERSE] |= ETF_IDENTITY;
|
|
Transformation[ETS_CURRENT] = Transformation[ETS_VIEW_PROJECTION];
|
|
}
|
|
else
|
|
{
|
|
//Transformation[ETS_WORLD].getInversePrimitive ( Transformation[ETS_WORLD_INVERSE] );
|
|
Transformation[ETS_CURRENT].setbyproduct_nocheck (
|
|
Transformation[ETS_VIEW_PROJECTION],
|
|
Transformation[ETS_WORLD]
|
|
);
|
|
}
|
|
TransformationFlag[ETS_CURRENT] = 0;
|
|
//getLightPosObjectSpace ();
|
|
break;
|
|
case ETS_TEXTURE_0:
|
|
case ETS_TEXTURE_1:
|
|
case ETS_TEXTURE_2:
|
|
case ETS_TEXTURE_3:
|
|
if ( 0 == (TransformationFlag[state] & ETF_IDENTITY ) )
|
|
LightSpace.Flags |= VERTEXTRANSFORM;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//! clears the zbuffer
|
|
bool CBurningVideoDriver::beginScene(bool backBuffer, bool zBuffer,
|
|
SColor color, const SExposedVideoData& videoData,
|
|
core::rect<s32>* sourceRect)
|
|
{
|
|
CNullDriver::beginScene(backBuffer, zBuffer, color, videoData, sourceRect);
|
|
WindowId = videoData.D3D9.HWnd;
|
|
SceneSourceRect = sourceRect;
|
|
|
|
if (backBuffer && BackBuffer)
|
|
BackBuffer->fill(color);
|
|
|
|
if (zBuffer && DepthBuffer)
|
|
DepthBuffer->clear();
|
|
|
|
memset ( TransformationFlag, 0, sizeof ( TransformationFlag ) );
|
|
return true;
|
|
}
|
|
|
|
|
|
//! presents the rendered scene on the screen, returns false if failed
|
|
bool CBurningVideoDriver::endScene()
|
|
{
|
|
CNullDriver::endScene();
|
|
|
|
return Presenter->present(BackBuffer, WindowId, SceneSourceRect);
|
|
}
|
|
|
|
|
|
//! sets a render target
|
|
bool CBurningVideoDriver::setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
|
|
bool clearZBuffer, SColor color)
|
|
{
|
|
if (texture && texture->getDriverType() != EDT_BURNINGSVIDEO)
|
|
{
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
if (RenderTargetTexture)
|
|
RenderTargetTexture->drop();
|
|
|
|
RenderTargetTexture = texture;
|
|
|
|
if (RenderTargetTexture)
|
|
{
|
|
RenderTargetTexture->grab();
|
|
setRenderTarget(((CSoftwareTexture2*)RenderTargetTexture)->getTexture());
|
|
}
|
|
else
|
|
{
|
|
setRenderTarget(BackBuffer);
|
|
}
|
|
|
|
if (RenderTargetSurface && (clearBackBuffer || clearZBuffer))
|
|
{
|
|
if (clearZBuffer)
|
|
DepthBuffer->clear();
|
|
|
|
if (clearBackBuffer)
|
|
RenderTargetSurface->fill( color );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//! sets a render target
|
|
void CBurningVideoDriver::setRenderTarget(video::CImage* image)
|
|
{
|
|
if (RenderTargetSurface)
|
|
RenderTargetSurface->drop();
|
|
|
|
RenderTargetSurface = image;
|
|
RenderTargetSize.Width = 0;
|
|
RenderTargetSize.Height = 0;
|
|
|
|
if (RenderTargetSurface)
|
|
{
|
|
RenderTargetSurface->grab();
|
|
RenderTargetSize = RenderTargetSurface->getDimension();
|
|
}
|
|
|
|
setViewPort(core::rect<s32>(0,0,RenderTargetSize.Width,RenderTargetSize.Height));
|
|
|
|
if (DepthBuffer)
|
|
DepthBuffer->setSize(RenderTargetSize);
|
|
|
|
if (StencilBuffer)
|
|
StencilBuffer->setSize(RenderTargetSize);
|
|
}
|
|
|
|
|
|
|
|
//! sets a viewport
|
|
void CBurningVideoDriver::setViewPort(const core::rect<s32>& area)
|
|
{
|
|
ViewPort = area;
|
|
|
|
core::rect<s32> rendert(0,0,RenderTargetSize.Width,RenderTargetSize.Height);
|
|
ViewPort.clipAgainst(rendert);
|
|
|
|
Transformation [ ETS_CLIPSCALE ].buildNDCToDCMatrix ( ViewPort, 1 );
|
|
|
|
if (CurrentShader)
|
|
CurrentShader->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
}
|
|
|
|
/*
|
|
generic plane clipping in homogenous coordinates
|
|
special case ndc frustum <-w,w>,<-w,w>,<-w,w>
|
|
can be rewritten with compares e.q near plane, a.z < -a.w and b.z < -b.w
|
|
*/
|
|
|
|
const sVec4 CBurningVideoDriver::NDCPlane[6] =
|
|
{
|
|
sVec4( 0.f, 0.f, -1.f, -1.f ), // near
|
|
sVec4( 0.f, 0.f, 1.f, -1.f ), // far
|
|
sVec4( 1.f, 0.f, 0.f, -1.f ), // left
|
|
sVec4( -1.f, 0.f, 0.f, -1.f ), // right
|
|
sVec4( 0.f, 1.f, 0.f, -1.f ), // bottom
|
|
sVec4( 0.f, -1.f, 0.f, -1.f ) // top
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
test a vertex if it's inside the standard frustum
|
|
|
|
this is the generic one..
|
|
|
|
f32 dotPlane;
|
|
for ( u32 i = 0; i!= 6; ++i )
|
|
{
|
|
dotPlane = v->Pos.dotProduct ( NDCPlane[i] );
|
|
core::setbit_cond( flag, dotPlane <= 0.f, 1 << i );
|
|
}
|
|
|
|
// this is the base for ndc frustum <-w,w>,<-w,w>,<-w,w>
|
|
core::setbit_cond( flag, ( v->Pos.z - v->Pos.w ) <= 0.f, 1 );
|
|
core::setbit_cond( flag, (-v->Pos.z - v->Pos.w ) <= 0.f, 2 );
|
|
core::setbit_cond( flag, ( v->Pos.x - v->Pos.w ) <= 0.f, 4 );
|
|
core::setbit_cond( flag, (-v->Pos.x - v->Pos.w ) <= 0.f, 8 );
|
|
core::setbit_cond( flag, ( v->Pos.y - v->Pos.w ) <= 0.f, 16 );
|
|
core::setbit_cond( flag, (-v->Pos.y - v->Pos.w ) <= 0.f, 32 );
|
|
|
|
*/
|
|
#ifdef IRRLICHT_FAST_MATH
|
|
|
|
REALINLINE u32 CBurningVideoDriver::clipToFrustumTest ( const s4DVertex * v ) const
|
|
{
|
|
f32 test[6];
|
|
u32 flag;
|
|
const f32 w = - v->Pos.w;
|
|
|
|
// a conditional move is needed....FCOMI ( but we don't have it )
|
|
// so let the fpu calculate and write it back.
|
|
// cpu makes the compare, interleaving
|
|
|
|
test[0] = v->Pos.z + w;
|
|
test[1] = -v->Pos.z + w;
|
|
test[2] = v->Pos.x + w;
|
|
test[3] = -v->Pos.x + w;
|
|
test[4] = v->Pos.y + w;
|
|
test[5] = -v->Pos.y + w;
|
|
|
|
flag = (IR ( test[0] ) ) >> 31;
|
|
flag |= (IR ( test[1] ) & 0x80000000 ) >> 30;
|
|
flag |= (IR ( test[2] ) & 0x80000000 ) >> 29;
|
|
flag |= (IR ( test[3] ) & 0x80000000 ) >> 28;
|
|
flag |= (IR ( test[4] ) & 0x80000000 ) >> 27;
|
|
flag |= (IR ( test[5] ) & 0x80000000 ) >> 26;
|
|
|
|
/*
|
|
flag = F32_LOWER_EQUAL_0 ( test[0] );
|
|
flag |= F32_LOWER_EQUAL_0 ( test[1] ) << 1;
|
|
flag |= F32_LOWER_EQUAL_0 ( test[2] ) << 2;
|
|
flag |= F32_LOWER_EQUAL_0 ( test[3] ) << 3;
|
|
flag |= F32_LOWER_EQUAL_0 ( test[4] ) << 4;
|
|
flag |= F32_LOWER_EQUAL_0 ( test[5] ) << 5;
|
|
*/
|
|
return flag;
|
|
}
|
|
|
|
#else
|
|
|
|
|
|
REALINLINE u32 CBurningVideoDriver::clipToFrustumTest ( const s4DVertex * v ) const
|
|
{
|
|
u32 flag = 0;
|
|
|
|
if ( v->Pos.z <= v->Pos.w ) flag |= 1;
|
|
if (-v->Pos.z <= v->Pos.w ) flag |= 2;
|
|
|
|
if ( v->Pos.x <= v->Pos.w ) flag |= 4;
|
|
if (-v->Pos.x <= v->Pos.w ) flag |= 8;
|
|
|
|
if ( v->Pos.y <= v->Pos.w ) flag |= 16;
|
|
if (-v->Pos.y <= v->Pos.w ) flag |= 32;
|
|
|
|
/*
|
|
for ( u32 i = 0; i!= 6; ++i )
|
|
{
|
|
core::setbit_cond( flag, v->Pos.dotProduct ( NDCPlane[i] ) <= 0.f, 1 << i );
|
|
}
|
|
*/
|
|
return flag;
|
|
}
|
|
|
|
#endif // _MSC_VER
|
|
|
|
u32 CBurningVideoDriver::clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane )
|
|
{
|
|
u32 outCount = 0;
|
|
s4DVertex * out = dest;
|
|
|
|
const s4DVertex * a;
|
|
const s4DVertex * b = source;
|
|
|
|
f32 bDotPlane;
|
|
|
|
bDotPlane = b->Pos.dotProduct ( plane );
|
|
|
|
for( u32 i = 1; i < inCount + 1; ++i)
|
|
{
|
|
const s32 condition = i - inCount;
|
|
const s32 index = (( ( condition >> 31 ) & ( i ^ condition ) ) ^ condition ) << 1;
|
|
|
|
a = &source[ index ];
|
|
|
|
// current point inside
|
|
if ( a->Pos.dotProduct ( plane ) <= 0.f )
|
|
{
|
|
// last point outside
|
|
if ( F32_GREATER_0 ( bDotPlane ) )
|
|
{
|
|
// intersect line segment with plane
|
|
out->interpolate ( *b, *a, bDotPlane / (b->Pos - a->Pos).dotProduct ( plane ) );
|
|
out += 2;
|
|
outCount += 1;
|
|
}
|
|
|
|
// copy current to out
|
|
//*out = *a;
|
|
irr::memcpy32_small ( out, a, SIZEOF_SVERTEX * 2 );
|
|
b = out;
|
|
|
|
out += 2;
|
|
outCount += 1;
|
|
}
|
|
else
|
|
{
|
|
// current point outside
|
|
|
|
if ( F32_LOWER_EQUAL_0 ( bDotPlane ) )
|
|
{
|
|
// previous was inside
|
|
// intersect line segment with plane
|
|
out->interpolate ( *b, *a, bDotPlane / (b->Pos - a->Pos).dotProduct ( plane ) );
|
|
out += 2;
|
|
outCount += 1;
|
|
}
|
|
// pointer
|
|
b = a;
|
|
}
|
|
|
|
bDotPlane = b->Pos.dotProduct ( plane );
|
|
|
|
}
|
|
|
|
return outCount;
|
|
}
|
|
|
|
|
|
u32 CBurningVideoDriver::clipToFrustum ( s4DVertex *v0, s4DVertex * v1, const u32 vIn )
|
|
{
|
|
u32 vOut = vIn;
|
|
|
|
vOut = clipToHyperPlane ( v1, v0, vOut, NDCPlane[0] ); if ( vOut < vIn ) return vOut;
|
|
vOut = clipToHyperPlane ( v0, v1, vOut, NDCPlane[1] ); if ( vOut < vIn ) return vOut;
|
|
vOut = clipToHyperPlane ( v1, v0, vOut, NDCPlane[2] ); if ( vOut < vIn ) return vOut;
|
|
vOut = clipToHyperPlane ( v0, v1, vOut, NDCPlane[3] ); if ( vOut < vIn ) return vOut;
|
|
vOut = clipToHyperPlane ( v1, v0, vOut, NDCPlane[4] ); if ( vOut < vIn ) return vOut;
|
|
vOut = clipToHyperPlane ( v0, v1, vOut, NDCPlane[5] );
|
|
return vOut;
|
|
}
|
|
|
|
/*!
|
|
Part I:
|
|
apply Clip Scale matrix
|
|
From Normalized Device Coordiante ( NDC ) Space to Device Coordinate Space ( DC )
|
|
|
|
Part II:
|
|
Project homogeneous vector
|
|
homogeneous to non-homogenous coordinates ( dividebyW )
|
|
|
|
Incoming: ( xw, yw, zw, w, u, v, 1, R, G, B, A )
|
|
Outgoing: ( xw/w, yw/w, zw/w, w/w, u/w, v/w, 1/w, R/w, G/w, B/w, A/w )
|
|
|
|
|
|
replace w/w by 1/w
|
|
*/
|
|
inline void CBurningVideoDriver::ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const
|
|
{
|
|
u32 g;
|
|
|
|
for ( g = 0; g != vIn; g += 2 )
|
|
{
|
|
if ( (dest[g].flag & VERTEX4D_PROJECTED ) == VERTEX4D_PROJECTED )
|
|
continue;
|
|
|
|
dest[g].flag = source[g].flag | VERTEX4D_PROJECTED;
|
|
|
|
const f32 w = source[g].Pos.w;
|
|
const f32 iw = core::reciprocal ( w );
|
|
|
|
// to device coordinates
|
|
dest[g].Pos.x = iw * ( source[g].Pos.x * Transformation [ ETS_CLIPSCALE ][ 0] + w * Transformation [ ETS_CLIPSCALE ][12] );
|
|
dest[g].Pos.y = iw * ( source[g].Pos.y * Transformation [ ETS_CLIPSCALE ][ 5] + w * Transformation [ ETS_CLIPSCALE ][13] );
|
|
|
|
#ifndef SOFTWARE_DRIVER_2_USE_WBUFFER
|
|
dest[g].Pos.z = iw * source[g].Pos.z;
|
|
#endif
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
|
dest[g].Color[0] = source[g].Color[0] * iw;
|
|
#else
|
|
dest[g].Color[0] = source[g].Color[0];
|
|
#endif
|
|
|
|
#endif
|
|
dest[g].LightTangent[0] = source[g].LightTangent[0] * iw;
|
|
dest[g].Pos.w = iw;
|
|
}
|
|
}
|
|
|
|
|
|
inline void CBurningVideoDriver::ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const
|
|
{
|
|
u32 g;
|
|
|
|
for ( g = 0; g != size; g += 1 )
|
|
{
|
|
s4DVertex * a = (s4DVertex*) v[g];
|
|
|
|
if ( (a[1].flag & VERTEX4D_PROJECTED ) == VERTEX4D_PROJECTED )
|
|
continue;
|
|
|
|
a[1].flag = a->flag | VERTEX4D_PROJECTED;
|
|
|
|
// project homogenous vertex, store 1/w
|
|
const f32 w = a->Pos.w;
|
|
const f32 iw = core::reciprocal ( w );
|
|
|
|
// to device coordinates
|
|
const f32 * p = Transformation [ ETS_CLIPSCALE ].pointer();
|
|
a[1].Pos.x = iw * ( a->Pos.x * p[ 0] + w * p[12] );
|
|
a[1].Pos.y = iw * ( a->Pos.y * p[ 5] + w * p[13] );
|
|
|
|
#ifndef SOFTWARE_DRIVER_2_USE_WBUFFER
|
|
a[1].Pos.z = a->Pos.z * iw;
|
|
#endif
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
|
a[1].Color[0] = a->Color[0] * iw;
|
|
#else
|
|
a[1].Color[0] = a->Color[0];
|
|
#endif
|
|
#endif
|
|
|
|
a[1].LightTangent[0] = a[0].LightTangent[0] * iw;
|
|
a[1].Pos.w = iw;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*!
|
|
crossproduct in projected 2D -> screen area triangle
|
|
*/
|
|
inline f32 CBurningVideoDriver::screenarea ( const s4DVertex *v ) const
|
|
{
|
|
return ( ( v[3].Pos.x - v[1].Pos.x ) * ( v[5].Pos.y - v[1].Pos.y ) ) -
|
|
( ( v[3].Pos.y - v[1].Pos.y ) * ( v[5].Pos.x - v[1].Pos.x ) );
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
inline f32 CBurningVideoDriver::texelarea ( const s4DVertex *v, int tex ) const
|
|
{
|
|
f32 z;
|
|
|
|
z = ( (v[2].Tex[tex].x - v[0].Tex[tex].x ) * (v[4].Tex[tex].y - v[0].Tex[tex].y ) )
|
|
- ( (v[4].Tex[tex].x - v[0].Tex[tex].x ) * (v[2].Tex[tex].y - v[0].Tex[tex].y ) );
|
|
|
|
return MAT_TEXTURE ( tex )->getLODFactor ( z );
|
|
}
|
|
|
|
/*!
|
|
crossproduct in projected 2D
|
|
*/
|
|
inline f32 CBurningVideoDriver::screenarea2 ( const s4DVertex **v ) const
|
|
{
|
|
return ( (( v[1] + 1 )->Pos.x - (v[0] + 1 )->Pos.x ) * ( (v[2] + 1 )->Pos.y - (v[0] + 1 )->Pos.y ) ) -
|
|
( (( v[1] + 1 )->Pos.y - (v[0] + 1 )->Pos.y ) * ( (v[2] + 1 )->Pos.x - (v[0] + 1 )->Pos.x ) );
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
inline f32 CBurningVideoDriver::texelarea2 ( const s4DVertex **v, s32 tex ) const
|
|
{
|
|
f32 z;
|
|
z = ( (v[1]->Tex[tex].x - v[0]->Tex[tex].x ) * (v[2]->Tex[tex].y - v[0]->Tex[tex].y ) )
|
|
- ( (v[2]->Tex[tex].x - v[0]->Tex[tex].x ) * (v[1]->Tex[tex].y - v[0]->Tex[tex].y ) );
|
|
|
|
return MAT_TEXTURE ( tex )->getLODFactor ( z );
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
inline void CBurningVideoDriver::select_polygon_mipmap ( s4DVertex *v, u32 vIn, u32 tex, const core::dimension2du& texSize ) const
|
|
{
|
|
f32 f[2];
|
|
|
|
f[0] = (f32) texSize.Width - 0.25f;
|
|
f[1] = (f32) texSize.Height - 0.25f;
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
|
for ( u32 g = 0; g != vIn; g += 2 )
|
|
{
|
|
(v + g + 1 )->Tex[tex].x = (v + g + 0)->Tex[tex].x * ( v + g + 1 )->Pos.w * f[0];
|
|
(v + g + 1 )->Tex[tex].y = (v + g + 0)->Tex[tex].y * ( v + g + 1 )->Pos.w * f[1];
|
|
}
|
|
#else
|
|
for ( u32 g = 0; g != vIn; g += 2 )
|
|
{
|
|
(v + g + 1 )->Tex[tex].x = (v + g + 0)->Tex[tex].x * f[0];
|
|
(v + g + 1 )->Tex[tex].y = (v + g + 0)->Tex[tex].y * f[1];
|
|
}
|
|
#endif
|
|
}
|
|
|
|
inline void CBurningVideoDriver::select_polygon_mipmap2 ( s4DVertex **v, u32 tex, const core::dimension2du& texSize ) const
|
|
{
|
|
f32 f[2];
|
|
|
|
f[0] = (f32) texSize.Width - 0.25f;
|
|
f[1] = (f32) texSize.Height - 0.25f;
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
|
|
(v[0] + 1 )->Tex[tex].x = v[0]->Tex[tex].x * ( v[0] + 1 )->Pos.w * f[0];
|
|
(v[0] + 1 )->Tex[tex].y = v[0]->Tex[tex].y * ( v[0] + 1 )->Pos.w * f[1];
|
|
|
|
(v[1] + 1 )->Tex[tex].x = v[1]->Tex[tex].x * ( v[1] + 1 )->Pos.w * f[0];
|
|
(v[1] + 1 )->Tex[tex].y = v[1]->Tex[tex].y * ( v[1] + 1 )->Pos.w * f[1];
|
|
|
|
(v[2] + 1 )->Tex[tex].x = v[2]->Tex[tex].x * ( v[2] + 1 )->Pos.w * f[0];
|
|
(v[2] + 1 )->Tex[tex].y = v[2]->Tex[tex].y * ( v[2] + 1 )->Pos.w * f[1];
|
|
|
|
#else
|
|
(v[0] + 1 )->Tex[tex].x = v[0]->Tex[tex].x * f[0];
|
|
(v[0] + 1 )->Tex[tex].y = v[0]->Tex[tex].y * f[1];
|
|
|
|
(v[1] + 1 )->Tex[tex].x = v[1]->Tex[tex].x * f[0];
|
|
(v[1] + 1 )->Tex[tex].y = v[1]->Tex[tex].y * f[1];
|
|
|
|
(v[2] + 1 )->Tex[tex].x = v[2]->Tex[tex].x * f[0];
|
|
(v[2] + 1 )->Tex[tex].y = v[2]->Tex[tex].y * f[1];
|
|
#endif
|
|
}
|
|
|
|
// Vertex Cache
|
|
const SVSize CBurningVideoDriver::vSize[] =
|
|
{
|
|
{ VERTEX4D_FORMAT_TEXTURE_1 | VERTEX4D_FORMAT_COLOR_1, sizeof(S3DVertex), 1 },
|
|
{ VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_1, sizeof(S3DVertex2TCoords),2 },
|
|
{ VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_1 | VERTEX4D_FORMAT_BUMP_DOT3, sizeof(S3DVertexTangents),2 },
|
|
{ VERTEX4D_FORMAT_TEXTURE_2 | VERTEX4D_FORMAT_COLOR_1, sizeof(S3DVertex), 2 }, // reflection map
|
|
{ 0, sizeof(f32) * 3, 0 }, // core::vector3df*
|
|
};
|
|
|
|
|
|
|
|
/*!
|
|
fill a cache line with transformed, light and clipp test triangles
|
|
*/
|
|
void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex, const u32 destIndex)
|
|
{
|
|
u8 * source;
|
|
s4DVertex *dest;
|
|
|
|
source = (u8*) VertexCache.vertices + ( sourceIndex * vSize[VertexCache.vType].Pitch );
|
|
|
|
// it's a look ahead so we never hit it..
|
|
// but give priority...
|
|
//VertexCache.info[ destIndex ].hit = hitCount;
|
|
|
|
// store info
|
|
VertexCache.info[ destIndex ].index = sourceIndex;
|
|
VertexCache.info[ destIndex ].hit = 0;
|
|
|
|
// destination Vertex
|
|
dest = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( destIndex << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
|
|
// transform Model * World * Camera * Projection * NDCSpace matrix
|
|
const S3DVertex *base = ((S3DVertex*) source );
|
|
Transformation [ ETS_CURRENT].transformVect ( &dest->Pos.x, base->Pos );
|
|
|
|
//mhm ;-) maybe no goto
|
|
if ( VertexCache.vType == 4 ) goto clipandproject;
|
|
|
|
|
|
#if defined (SOFTWARE_DRIVER_2_LIGHTING) || defined ( SOFTWARE_DRIVER_2_TEXTURE_TRANSFORM )
|
|
|
|
// vertex normal in light space
|
|
if ( Material.org.Lighting || (LightSpace.Flags & VERTEXTRANSFORM) )
|
|
{
|
|
if ( TransformationFlag[ETS_WORLD] & ETF_IDENTITY )
|
|
{
|
|
LightSpace.normal.set ( base->Normal.X, base->Normal.Y, base->Normal.Z, 1.f );
|
|
LightSpace.vertex.set ( base->Pos.X, base->Pos.Y, base->Pos.Z, 1.f );
|
|
}
|
|
else
|
|
{
|
|
Transformation[ETS_WORLD].rotateVect ( &LightSpace.normal.x, base->Normal );
|
|
|
|
// vertex in light space
|
|
if ( LightSpace.Flags & ( POINTLIGHT | FOG | SPECULAR | VERTEXTRANSFORM) )
|
|
Transformation[ETS_WORLD].transformVect ( &LightSpace.vertex.x, base->Pos );
|
|
}
|
|
|
|
if ( LightSpace.Flags & NORMALIZE )
|
|
LightSpace.normal.normalize_xyz();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#if defined ( SOFTWARE_DRIVER_2_USE_VERTEX_COLOR )
|
|
// apply lighting model
|
|
#if defined (SOFTWARE_DRIVER_2_LIGHTING)
|
|
if ( Material.org.Lighting )
|
|
{
|
|
lightVertex ( dest, base->Color.color );
|
|
}
|
|
else
|
|
{
|
|
dest->Color[0].setA8R8G8B8 ( base->Color.color );
|
|
}
|
|
#else
|
|
dest->Color[0].setA8R8G8B8 ( base->Color.color );
|
|
#endif
|
|
#endif
|
|
|
|
// Texture Transform
|
|
#if !defined ( SOFTWARE_DRIVER_2_TEXTURE_TRANSFORM )
|
|
irr::memcpy32_small ( &dest->Tex[0],&base->TCoords,
|
|
vSize[VertexCache.vType].TexSize << 3 // * ( sizeof ( f32 ) * 2 )
|
|
);
|
|
#else
|
|
|
|
if ( 0 == (LightSpace.Flags & VERTEXTRANSFORM) )
|
|
{
|
|
irr::memcpy32_small ( &dest->Tex[0],&base->TCoords,
|
|
vSize[VertexCache.vType].TexSize << 3 // * ( sizeof ( f32 ) * 2 )
|
|
);
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
Generate texture coordinates as linear functions so that:
|
|
u = Ux*x + Uy*y + Uz*z + Uw
|
|
v = Vx*x + Vy*y + Vz*z + Vw
|
|
The matrix M for this case is:
|
|
Ux Vx 0 0
|
|
Uy Vy 0 0
|
|
Uz Vz 0 0
|
|
Uw Vw 0 0
|
|
*/
|
|
|
|
u32 t;
|
|
sVec4 n;
|
|
sVec2 srcT;
|
|
|
|
for ( t = 0; t != vSize[VertexCache.vType].TexSize; ++t )
|
|
{
|
|
const core::matrix4& M = Transformation [ ETS_TEXTURE_0 + t ];
|
|
|
|
// texgen
|
|
if ( TransformationFlag [ ETS_TEXTURE_0 + t ] & (ETF_TEXGEN_CAMERA_NORMAL|ETF_TEXGEN_CAMERA_REFLECTION) )
|
|
{
|
|
n.x = LightSpace.campos.x - LightSpace.vertex.x;
|
|
n.y = LightSpace.campos.x - LightSpace.vertex.y;
|
|
n.z = LightSpace.campos.x - LightSpace.vertex.z;
|
|
n.normalize_xyz();
|
|
n.x += LightSpace.normal.x;
|
|
n.y += LightSpace.normal.y;
|
|
n.z += LightSpace.normal.z;
|
|
n.normalize_xyz();
|
|
|
|
const f32 *view = Transformation[ETS_VIEW].pointer();
|
|
|
|
if ( TransformationFlag [ ETS_TEXTURE_0 + t ] & ETF_TEXGEN_CAMERA_REFLECTION )
|
|
{
|
|
srcT.x = 0.5f * ( 1.f + (n.x * view[0] + n.y * view[4] + n.z * view[8] ));
|
|
srcT.y = 0.5f * ( 1.f + (n.x * view[1] + n.y * view[5] + n.z * view[9] ));
|
|
}
|
|
else
|
|
{
|
|
srcT.x = 0.5f * ( 1.f + (n.x * view[0] + n.y * view[1] + n.z * view[2] ));
|
|
srcT.y = 0.5f * ( 1.f + (n.x * view[4] + n.y * view[5] + n.z * view[6] ));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
irr::memcpy32_small ( &srcT,(&base->TCoords) + t,
|
|
sizeof ( f32 ) * 2 );
|
|
}
|
|
|
|
switch ( Material.org.TextureLayer[t].TextureWrapU )
|
|
{
|
|
case ETC_CLAMP:
|
|
case ETC_CLAMP_TO_EDGE:
|
|
case ETC_CLAMP_TO_BORDER:
|
|
dest->Tex[t].x = core::clamp ( (f32) ( M[0] * srcT.x + M[4] * srcT.y + M[8] ), 0.f, 1.f );
|
|
break;
|
|
case ETC_MIRROR:
|
|
dest->Tex[t].x = M[0] * srcT.x + M[4] * srcT.y + M[8];
|
|
if (core::fract(dest->Tex[t].x)>0.5f)
|
|
dest->Tex[t].x=1.f-dest->Tex[t].x;
|
|
break;
|
|
case ETC_MIRROR_CLAMP:
|
|
case ETC_MIRROR_CLAMP_TO_EDGE:
|
|
case ETC_MIRROR_CLAMP_TO_BORDER:
|
|
dest->Tex[t].x = core::clamp ( (f32) ( M[0] * srcT.x + M[4] * srcT.y + M[8] ), 0.f, 1.f );
|
|
if (core::fract(dest->Tex[t].x)>0.5f)
|
|
dest->Tex[t].x=1.f-dest->Tex[t].x;
|
|
break;
|
|
case ETC_REPEAT:
|
|
default:
|
|
dest->Tex[t].x = M[0] * srcT.x + M[4] * srcT.y + M[8];
|
|
break;
|
|
}
|
|
switch ( Material.org.TextureLayer[t].TextureWrapV )
|
|
{
|
|
case ETC_CLAMP:
|
|
case ETC_CLAMP_TO_EDGE:
|
|
case ETC_CLAMP_TO_BORDER:
|
|
dest->Tex[t].y = core::clamp ( (f32) ( M[1] * srcT.x + M[5] * srcT.y + M[9] ), 0.f, 1.f );
|
|
break;
|
|
case ETC_MIRROR:
|
|
dest->Tex[t].y = M[1] * srcT.x + M[5] * srcT.y + M[9];
|
|
if (core::fract(dest->Tex[t].y)>0.5f)
|
|
dest->Tex[t].y=1.f-dest->Tex[t].y;
|
|
break;
|
|
case ETC_MIRROR_CLAMP:
|
|
case ETC_MIRROR_CLAMP_TO_EDGE:
|
|
case ETC_MIRROR_CLAMP_TO_BORDER:
|
|
dest->Tex[t].y = core::clamp ( (f32) ( M[1] * srcT.x + M[5] * srcT.y + M[9] ), 0.f, 1.f );
|
|
if (core::fract(dest->Tex[t].y)>0.5f)
|
|
dest->Tex[t].y=1.f-dest->Tex[t].y;
|
|
break;
|
|
case ETC_REPEAT:
|
|
default:
|
|
dest->Tex[t].y = M[1] * srcT.x + M[5] * srcT.y + M[9];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// tangent space light vector, emboss
|
|
if ( Lights.size () && ( vSize[VertexCache.vType].Format & VERTEX4D_FORMAT_BUMP_DOT3 ) )
|
|
{
|
|
const S3DVertexTangents *tangent = ((S3DVertexTangents*) source );
|
|
const SBurningShaderLight &light = LightSpace.Light[0];
|
|
|
|
sVec4 vp;
|
|
|
|
vp.x = light.pos.x - LightSpace.vertex.x;
|
|
vp.y = light.pos.y - LightSpace.vertex.y;
|
|
vp.z = light.pos.z - LightSpace.vertex.z;
|
|
|
|
vp.normalize_xyz();
|
|
|
|
LightSpace.tangent.x = vp.x * tangent->Tangent.X + vp.y * tangent->Tangent.Y + vp.z * tangent->Tangent.Z;
|
|
LightSpace.tangent.y = vp.x * tangent->Binormal.X + vp.y * tangent->Binormal.Y + vp.z * tangent->Binormal.Z;
|
|
//LightSpace.tangent.z = vp.x * tangent->Normal.X + vp.y * tangent->Normal.Y + vp.z * tangent->Normal.Z;
|
|
LightSpace.tangent.z = 0.f;
|
|
LightSpace.tangent.normalize_xyz();
|
|
|
|
f32 scale = 1.f / 128.f;
|
|
if ( Material.org.MaterialTypeParam > 0.f )
|
|
scale = Material.org.MaterialTypeParam;
|
|
|
|
// emboss, shift coordinates
|
|
dest->Tex[1].x = dest->Tex[0].x + LightSpace.tangent.x * scale;
|
|
dest->Tex[1].y = dest->Tex[0].y + LightSpace.tangent.y * scale;
|
|
//dest->Tex[1].z = LightSpace.tangent.z * scale;
|
|
}
|
|
#endif
|
|
|
|
if ( LightSpace.Light.size () && ( vSize[VertexCache.vType].Format & VERTEX4D_FORMAT_BUMP_DOT3 ) )
|
|
{
|
|
const S3DVertexTangents *tangent = ((S3DVertexTangents*) source );
|
|
|
|
sVec4 vp;
|
|
|
|
dest->LightTangent[0].x = 0.f;
|
|
dest->LightTangent[0].y = 0.f;
|
|
dest->LightTangent[0].z = 0.f;
|
|
for ( u32 i = 0; i < 2 && i < LightSpace.Light.size (); ++i )
|
|
{
|
|
const SBurningShaderLight &light = LightSpace.Light[i];
|
|
|
|
if ( !light.LightIsOn )
|
|
continue;
|
|
|
|
vp.x = light.pos.x - LightSpace.vertex.x;
|
|
vp.y = light.pos.y - LightSpace.vertex.y;
|
|
vp.z = light.pos.z - LightSpace.vertex.z;
|
|
|
|
/*
|
|
vp.x = light.pos_objectspace.x - base->Pos.X;
|
|
vp.y = light.pos_objectspace.y - base->Pos.Y;
|
|
vp.z = light.pos_objectspace.z - base->Pos.Z;
|
|
*/
|
|
|
|
vp.normalize_xyz();
|
|
|
|
|
|
// transform by tangent matrix
|
|
sVec3 l;
|
|
#if 1
|
|
l.x = (vp.x * tangent->Tangent.X + vp.y * tangent->Tangent.Y + vp.z * tangent->Tangent.Z );
|
|
l.y = (vp.x * tangent->Binormal.X + vp.y * tangent->Binormal.Y + vp.z * tangent->Binormal.Z );
|
|
l.z = (vp.x * tangent->Normal.X + vp.y * tangent->Normal.Y + vp.z * tangent->Normal.Z );
|
|
#else
|
|
l.x = (vp.x * tangent->Tangent.X + vp.y * tangent->Binormal.X + vp.z * tangent->Normal.X );
|
|
l.y = (vp.x * tangent->Tangent.Y + vp.y * tangent->Binormal.Y + vp.z * tangent->Normal.Y );
|
|
l.z = (vp.x * tangent->Tangent.Z + vp.y * tangent->Binormal.Z + vp.z * tangent->Normal.Z );
|
|
#endif
|
|
|
|
|
|
/*
|
|
f32 scale = 1.f / 128.f;
|
|
scale /= dest->LightTangent[0].b;
|
|
|
|
// emboss, shift coordinates
|
|
dest->Tex[1].x = dest->Tex[0].x + l.r * scale;
|
|
dest->Tex[1].y = dest->Tex[0].y + l.g * scale;
|
|
*/
|
|
dest->Tex[1].x = dest->Tex[0].x;
|
|
dest->Tex[1].y = dest->Tex[0].y;
|
|
|
|
// scale bias
|
|
dest->LightTangent[0].x += l.x;
|
|
dest->LightTangent[0].y += l.y;
|
|
dest->LightTangent[0].z += l.z;
|
|
}
|
|
dest->LightTangent[0].setLength ( 0.5f );
|
|
dest->LightTangent[0].x += 0.5f;
|
|
dest->LightTangent[0].y += 0.5f;
|
|
dest->LightTangent[0].z += 0.5f;
|
|
}
|
|
|
|
|
|
#endif
|
|
|
|
clipandproject:
|
|
dest[0].flag = dest[1].flag = vSize[VertexCache.vType].Format;
|
|
|
|
// test vertex
|
|
dest[0].flag |= clipToFrustumTest ( dest);
|
|
|
|
// to DC Space, project homogenous vertex
|
|
if ( (dest[0].flag & VERTEX4D_CLIPMASK ) == VERTEX4D_INSIDE )
|
|
{
|
|
ndc_2_dc_and_project2 ( (const s4DVertex**) &dest, 1 );
|
|
}
|
|
|
|
//return dest;
|
|
}
|
|
|
|
//
|
|
|
|
REALINLINE s4DVertex * CBurningVideoDriver::VertexCache_getVertex ( const u32 sourceIndex )
|
|
{
|
|
for ( s32 i = 0; i < VERTEXCACHE_ELEMENT; ++i )
|
|
{
|
|
if ( VertexCache.info[ i ].index == sourceIndex )
|
|
{
|
|
return (s4DVertex *) ( (u8*) VertexCache.mem.data + ( i << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*
|
|
Cache based on linear walk indices
|
|
fill blockwise on the next 16(Cache_Size) unique vertices in indexlist
|
|
merge the next 16 vertices with the current
|
|
*/
|
|
REALINLINE void CBurningVideoDriver::VertexCache_get ( s4DVertex ** face )
|
|
{
|
|
SCacheInfo info[VERTEXCACHE_ELEMENT];
|
|
|
|
// next primitive must be complete in cache
|
|
if ( VertexCache.indicesIndex - VertexCache.indicesRun < 3 &&
|
|
VertexCache.indicesIndex < VertexCache.indexCount
|
|
)
|
|
{
|
|
// rewind to start of primitive
|
|
VertexCache.indicesIndex = VertexCache.indicesRun;
|
|
|
|
irr::memset32 ( info, VERTEXCACHE_MISS, sizeof ( info ) );
|
|
|
|
// get the next unique vertices cache line
|
|
u32 fillIndex = 0;
|
|
u32 dIndex;
|
|
u32 i;
|
|
u32 sourceIndex;
|
|
|
|
while ( VertexCache.indicesIndex < VertexCache.indexCount &&
|
|
fillIndex < VERTEXCACHE_ELEMENT
|
|
)
|
|
{
|
|
switch ( VertexCache.iType )
|
|
{
|
|
case 1:
|
|
sourceIndex = ((u16*)VertexCache.indices) [ VertexCache.indicesIndex ];
|
|
break;
|
|
case 2:
|
|
sourceIndex = ((u32*)VertexCache.indices) [ VertexCache.indicesIndex ];
|
|
break;
|
|
case 4:
|
|
sourceIndex = VertexCache.indicesIndex;
|
|
break;
|
|
}
|
|
|
|
VertexCache.indicesIndex += 1;
|
|
|
|
// if not exist, push back
|
|
s32 exist = 0;
|
|
for ( dIndex = 0; dIndex < fillIndex; ++dIndex )
|
|
{
|
|
if ( info[ dIndex ].index == sourceIndex )
|
|
{
|
|
exist = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( 0 == exist )
|
|
{
|
|
info[fillIndex++].index = sourceIndex;
|
|
}
|
|
}
|
|
|
|
// clear marks
|
|
for ( i = 0; i!= VERTEXCACHE_ELEMENT; ++i )
|
|
{
|
|
VertexCache.info[i].hit = 0;
|
|
}
|
|
|
|
// mark all existing
|
|
for ( i = 0; i!= fillIndex; ++i )
|
|
{
|
|
for ( dIndex = 0; dIndex < VERTEXCACHE_ELEMENT; ++dIndex )
|
|
{
|
|
if ( VertexCache.info[ dIndex ].index == info[i].index )
|
|
{
|
|
info[i].hit = dIndex;
|
|
VertexCache.info[ dIndex ].hit = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// fill new
|
|
for ( i = 0; i!= fillIndex; ++i )
|
|
{
|
|
if ( info[i].hit != VERTEXCACHE_MISS )
|
|
continue;
|
|
|
|
for ( dIndex = 0; dIndex < VERTEXCACHE_ELEMENT; ++dIndex )
|
|
{
|
|
if ( 0 == VertexCache.info[dIndex].hit )
|
|
{
|
|
VertexCache_fill ( info[i].index, dIndex );
|
|
VertexCache.info[dIndex].hit += 1;
|
|
info[i].hit = dIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const u32 i0 = core::if_c_a_else_0 ( VertexCache.pType != scene::EPT_TRIANGLE_FAN, VertexCache.indicesRun );
|
|
|
|
switch ( VertexCache.iType )
|
|
{
|
|
case 1:
|
|
{
|
|
const u16 *p = (const u16 *) VertexCache.indices;
|
|
face[0] = VertexCache_getVertex ( p[ i0 ] );
|
|
face[1] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 1] );
|
|
face[2] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 2] );
|
|
} break;
|
|
|
|
case 2:
|
|
{
|
|
const u32 *p = (const u32 *) VertexCache.indices;
|
|
face[0] = VertexCache_getVertex ( p[ i0 ] );
|
|
face[1] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 1] );
|
|
face[2] = VertexCache_getVertex ( p[ VertexCache.indicesRun + 2] );
|
|
} break;
|
|
case 4:
|
|
face[0] = VertexCache_getVertex ( VertexCache.indicesRun + 0 );
|
|
face[1] = VertexCache_getVertex ( VertexCache.indicesRun + 1 );
|
|
face[2] = VertexCache_getVertex ( VertexCache.indicesRun + 2 );
|
|
break;
|
|
}
|
|
|
|
VertexCache.indicesRun += VertexCache.primitivePitch;
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
REALINLINE void CBurningVideoDriver::VertexCache_getbypass ( s4DVertex ** face )
|
|
{
|
|
const u32 i0 = core::if_c_a_else_0 ( VertexCache.pType != scene::EPT_TRIANGLE_FAN, VertexCache.indicesRun );
|
|
|
|
if ( VertexCache.iType == 1 )
|
|
{
|
|
const u16 *p = (const u16 *) VertexCache.indices;
|
|
VertexCache_fill ( p[ i0 ], 0 );
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 1], 1 );
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 2], 2 );
|
|
}
|
|
else
|
|
{
|
|
const u32 *p = (const u32 *) VertexCache.indices;
|
|
VertexCache_fill ( p[ i0 ], 0 );
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 1], 1 );
|
|
VertexCache_fill ( p[ VertexCache.indicesRun + 2], 2 );
|
|
}
|
|
|
|
VertexCache.indicesRun += VertexCache.primitivePitch;
|
|
|
|
face[0] = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( 0 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
face[1] = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( 1 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
face[2] = (s4DVertex *) ( (u8*) VertexCache.mem.data + ( 2 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) );
|
|
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
void CBurningVideoDriver::VertexCache_reset ( const void* vertices, u32 vertexCount,
|
|
const void* indices, u32 primitiveCount,
|
|
E_VERTEX_TYPE vType,
|
|
scene::E_PRIMITIVE_TYPE pType,
|
|
E_INDEX_TYPE iType)
|
|
{
|
|
VertexCache.vertices = vertices;
|
|
VertexCache.vertexCount = vertexCount;
|
|
|
|
VertexCache.indices = indices;
|
|
VertexCache.indicesIndex = 0;
|
|
VertexCache.indicesRun = 0;
|
|
|
|
if ( Material.org.MaterialType == video::EMT_REFLECTION_2_LAYER )
|
|
VertexCache.vType = 3;
|
|
else
|
|
VertexCache.vType = vType;
|
|
VertexCache.pType = pType;
|
|
|
|
switch ( iType )
|
|
{
|
|
case EIT_16BIT: VertexCache.iType = 1; break;
|
|
case EIT_32BIT: VertexCache.iType = 2; break;
|
|
default:
|
|
VertexCache.iType = iType; break;
|
|
}
|
|
|
|
switch ( VertexCache.pType )
|
|
{
|
|
// most types here will not work as expected, only triangles/triangle_fan
|
|
// is known to work.
|
|
case scene::EPT_POINTS:
|
|
VertexCache.indexCount = primitiveCount;
|
|
VertexCache.primitivePitch = 1;
|
|
break;
|
|
case scene::EPT_LINE_STRIP:
|
|
VertexCache.indexCount = primitiveCount+1;
|
|
VertexCache.primitivePitch = 1;
|
|
break;
|
|
case scene::EPT_LINE_LOOP:
|
|
VertexCache.indexCount = primitiveCount+1;
|
|
VertexCache.primitivePitch = 1;
|
|
break;
|
|
case scene::EPT_LINES:
|
|
VertexCache.indexCount = 2*primitiveCount;
|
|
VertexCache.primitivePitch = 2;
|
|
break;
|
|
case scene::EPT_TRIANGLE_STRIP:
|
|
VertexCache.indexCount = primitiveCount+2;
|
|
VertexCache.primitivePitch = 1;
|
|
break;
|
|
case scene::EPT_TRIANGLES:
|
|
VertexCache.indexCount = primitiveCount + primitiveCount + primitiveCount;
|
|
VertexCache.primitivePitch = 3;
|
|
break;
|
|
case scene::EPT_TRIANGLE_FAN:
|
|
VertexCache.indexCount = primitiveCount + 2;
|
|
VertexCache.primitivePitch = 1;
|
|
break;
|
|
case scene::EPT_QUAD_STRIP:
|
|
VertexCache.indexCount = 2*primitiveCount + 2;
|
|
VertexCache.primitivePitch = 2;
|
|
break;
|
|
case scene::EPT_QUADS:
|
|
VertexCache.indexCount = 4*primitiveCount;
|
|
VertexCache.primitivePitch = 4;
|
|
break;
|
|
case scene::EPT_POLYGON:
|
|
VertexCache.indexCount = primitiveCount+1;
|
|
VertexCache.primitivePitch = 1;
|
|
break;
|
|
case scene::EPT_POINT_SPRITES:
|
|
VertexCache.indexCount = primitiveCount;
|
|
VertexCache.primitivePitch = 1;
|
|
break;
|
|
}
|
|
|
|
irr::memset32 ( VertexCache.info, VERTEXCACHE_MISS, sizeof ( VertexCache.info ) );
|
|
}
|
|
|
|
|
|
void CBurningVideoDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
|
|
const void* indexList, u32 primitiveCount,
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
|
|
|
|
{
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
return;
|
|
|
|
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
|
|
|
|
if ( 0 == CurrentShader )
|
|
return;
|
|
|
|
VertexCache_reset ( vertices, vertexCount, indexList, primitiveCount, vType, pType, iType );
|
|
|
|
const s4DVertex * face[3];
|
|
|
|
f32 dc_area;
|
|
s32 lodLevel;
|
|
u32 i;
|
|
u32 g;
|
|
u32 m;
|
|
video::CSoftwareTexture2* tex;
|
|
|
|
for ( i = 0; i < (u32) primitiveCount; ++i )
|
|
{
|
|
VertexCache_get ( (s4DVertex**) face );
|
|
|
|
// if fully outside or outside on same side
|
|
if ( ( (face[0]->flag | face[1]->flag | face[2]->flag) & VERTEX4D_CLIPMASK )
|
|
!= VERTEX4D_INSIDE
|
|
)
|
|
continue;
|
|
|
|
// if fully inside
|
|
if ( ( face[0]->flag & face[1]->flag & face[2]->flag & VERTEX4D_CLIPMASK ) == VERTEX4D_INSIDE )
|
|
{
|
|
dc_area = screenarea2 ( face );
|
|
if ( Material.org.BackfaceCulling && F32_LOWER_EQUAL_0( dc_area ) )
|
|
continue;
|
|
else
|
|
if ( Material.org.FrontfaceCulling && F32_GREATER_EQUAL_0( dc_area ) )
|
|
continue;
|
|
|
|
// select mipmap
|
|
dc_area = core::reciprocal ( dc_area );
|
|
for ( m = 0; m != vSize[VertexCache.vType].TexSize; ++m )
|
|
{
|
|
if ( 0 == (tex = MAT_TEXTURE ( m )) )
|
|
{
|
|
CurrentShader->setTextureParam(m, 0, 0);
|
|
continue;
|
|
}
|
|
|
|
lodLevel = s32_log2_f32 ( texelarea2 ( face, m ) * dc_area );
|
|
CurrentShader->setTextureParam(m, tex, lodLevel );
|
|
select_polygon_mipmap2 ( (s4DVertex**) face, m, tex->getSize() );
|
|
}
|
|
|
|
// rasterize
|
|
CurrentShader->drawTriangle ( face[0] + 1, face[1] + 1, face[2] + 1 );
|
|
continue;
|
|
}
|
|
|
|
// else if not complete inside clipping necessary
|
|
irr::memcpy32_small ( ( (u8*) CurrentOut.data + ( 0 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) ), face[0], SIZEOF_SVERTEX * 2 );
|
|
irr::memcpy32_small ( ( (u8*) CurrentOut.data + ( 1 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) ), face[1], SIZEOF_SVERTEX * 2 );
|
|
irr::memcpy32_small ( ( (u8*) CurrentOut.data + ( 2 << ( SIZEOF_SVERTEX_LOG2 + 1 ) ) ), face[2], SIZEOF_SVERTEX * 2 );
|
|
|
|
const u32 flag = CurrentOut.data->flag & VERTEX4D_FORMAT_MASK;
|
|
|
|
for ( g = 0; g != CurrentOut.ElementSize; ++g )
|
|
{
|
|
CurrentOut.data[g].flag = flag;
|
|
Temp.data[g].flag = flag;
|
|
}
|
|
|
|
u32 vOut;
|
|
vOut = clipToFrustum ( CurrentOut.data, Temp.data, 3 );
|
|
/*
|
|
if ( vOut < 3 )
|
|
{
|
|
char buf[256];
|
|
struct SCheck
|
|
{
|
|
u32 flag;
|
|
const char * name;
|
|
};
|
|
|
|
SCheck check[5];
|
|
check[0].flag = face[0]->flag;
|
|
check[0].name = "face0";
|
|
check[1].flag = face[1]->flag;
|
|
check[1].name = "face1";
|
|
check[2].flag = face[2]->flag;
|
|
check[2].name = "face2";
|
|
check[3].flag = (face[0]->flag & face[1]->flag & face[2]->flag);
|
|
check[3].name = "AND ";
|
|
check[4].flag = (face[0]->flag | face[1]->flag | face[2]->flag);
|
|
check[4].name = "OR ";
|
|
|
|
for ( s32 h = 0; h!= 5; ++h )
|
|
{
|
|
sprintf ( buf, "%s: %d %d %d %d %d %d",
|
|
check[h].name,
|
|
( check[h].flag & 1 ),
|
|
( check[h].flag & 2 ) >> 1,
|
|
( check[h].flag & 4 ) >> 2,
|
|
( check[h].flag & 8 ) >> 3,
|
|
( check[h].flag & 16 ) >> 4,
|
|
( check[h].flag & 32 ) >> 5
|
|
);
|
|
os::Printer::log( buf );
|
|
}
|
|
|
|
sprintf ( buf, "Vout: %d\n", vOut );
|
|
os::Printer::log( buf );
|
|
|
|
int hold = 1;
|
|
}
|
|
*/
|
|
if ( vOut < 3 )
|
|
continue;
|
|
|
|
vOut <<= 1;
|
|
|
|
// to DC Space, project homogenous vertex
|
|
ndc_2_dc_and_project ( CurrentOut.data + 1, CurrentOut.data, vOut );
|
|
|
|
/*
|
|
// TODO: don't stick on 32 Bit Pointer
|
|
#define PointerAsValue(x) ( (u32) (u32*) (x) )
|
|
|
|
// if not complete inside clipping necessary
|
|
if ( ( test & VERTEX4D_INSIDE ) != VERTEX4D_INSIDE )
|
|
{
|
|
u32 v[2] = { PointerAsValue ( Temp ) , PointerAsValue ( CurrentOut ) };
|
|
for ( g = 0; g != 6; ++g )
|
|
{
|
|
vOut = clipToHyperPlane ( (s4DVertex*) v[0], (s4DVertex*) v[1], vOut, NDCPlane[g] );
|
|
if ( vOut < 3 )
|
|
break;
|
|
|
|
v[0] ^= v[1];
|
|
v[1] ^= v[0];
|
|
v[0] ^= v[1];
|
|
}
|
|
|
|
if ( vOut < 3 )
|
|
continue;
|
|
|
|
}
|
|
*/
|
|
|
|
// check 2d backface culling on first
|
|
dc_area = screenarea ( CurrentOut.data );
|
|
if ( Material.org.BackfaceCulling && F32_LOWER_EQUAL_0 ( dc_area ) )
|
|
continue;
|
|
else
|
|
if ( Material.org.FrontfaceCulling && F32_GREATER_EQUAL_0( dc_area ) )
|
|
continue;
|
|
|
|
// select mipmap
|
|
dc_area = core::reciprocal ( dc_area );
|
|
for ( m = 0; m != vSize[VertexCache.vType].TexSize; ++m )
|
|
{
|
|
if ( 0 == (tex = MAT_TEXTURE ( m )) )
|
|
{
|
|
CurrentShader->setTextureParam(m, 0, 0);
|
|
continue;
|
|
}
|
|
|
|
lodLevel = s32_log2_f32 ( texelarea ( CurrentOut.data, m ) * dc_area );
|
|
CurrentShader->setTextureParam(m, tex, lodLevel );
|
|
select_polygon_mipmap ( CurrentOut.data, vOut, m, tex->getSize() );
|
|
}
|
|
|
|
|
|
// re-tesselate ( triangle-fan, 0-1-2,0-2-3.. )
|
|
for ( g = 0; g <= vOut - 6; g += 2 )
|
|
{
|
|
// rasterize
|
|
CurrentShader->drawTriangle ( CurrentOut.data + 0 + 1,
|
|
CurrentOut.data + g + 3,
|
|
CurrentOut.data + g + 5);
|
|
}
|
|
|
|
}
|
|
|
|
// dump statistics
|
|
/*
|
|
char buf [64];
|
|
sprintf ( buf,"VCount:%d PCount:%d CacheMiss: %d",
|
|
vertexCount, primitiveCount,
|
|
VertexCache.CacheMiss
|
|
);
|
|
os::Printer::log( buf );
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
//! Sets the dynamic ambient light color. The default color is
|
|
//! (0,0,0,0) which means it is dark.
|
|
//! \param color: New color of the ambient light.
|
|
void CBurningVideoDriver::setAmbientLight(const SColorf& color)
|
|
{
|
|
LightSpace.Global_AmbientLight.setColorf ( color );
|
|
}
|
|
|
|
|
|
//! adds a dynamic light
|
|
s32 CBurningVideoDriver::addDynamicLight(const SLight& dl)
|
|
{
|
|
(void) CNullDriver::addDynamicLight( dl );
|
|
|
|
SBurningShaderLight l;
|
|
// l.org = dl;
|
|
l.Type = dl.Type;
|
|
l.LightIsOn = true;
|
|
|
|
l.AmbientColor.setColorf ( dl.AmbientColor );
|
|
l.DiffuseColor.setColorf ( dl.DiffuseColor );
|
|
l.SpecularColor.setColorf ( dl.SpecularColor );
|
|
|
|
switch ( dl.Type )
|
|
{
|
|
case video::ELT_DIRECTIONAL:
|
|
l.pos.x = -dl.Direction.X;
|
|
l.pos.y = -dl.Direction.Y;
|
|
l.pos.z = -dl.Direction.Z;
|
|
l.pos.w = 1.f;
|
|
break;
|
|
case ELT_POINT:
|
|
case ELT_SPOT:
|
|
LightSpace.Flags |= POINTLIGHT;
|
|
l.pos.x = dl.Position.X;
|
|
l.pos.y = dl.Position.Y;
|
|
l.pos.z = dl.Position.Z;
|
|
l.pos.w = 1.f;
|
|
/*
|
|
l.radius = (1.f / dl.Attenuation.Y) * (1.f / dl.Attenuation.Y);
|
|
l.constantAttenuation = dl.Attenuation.X;
|
|
l.linearAttenuation = dl.Attenuation.Y;
|
|
l.quadraticAttenuation = dl.Attenuation.Z;
|
|
*/
|
|
l.radius = dl.Radius * dl.Radius;
|
|
l.constantAttenuation = dl.Attenuation.X;
|
|
l.linearAttenuation = 1.f / dl.Radius;
|
|
l.quadraticAttenuation = dl.Attenuation.Z;
|
|
|
|
break;
|
|
}
|
|
|
|
LightSpace.Light.push_back ( l );
|
|
return LightSpace.Light.size() - 1;
|
|
}
|
|
|
|
//! Turns a dynamic light on or off
|
|
void CBurningVideoDriver::turnLightOn(s32 lightIndex, bool turnOn)
|
|
{
|
|
if(lightIndex > -1 && lightIndex < (s32)LightSpace.Light.size())
|
|
{
|
|
LightSpace.Light[lightIndex].LightIsOn = turnOn;
|
|
}
|
|
}
|
|
|
|
//! deletes all dynamic lights there are
|
|
void CBurningVideoDriver::deleteAllDynamicLights()
|
|
{
|
|
LightSpace.reset ();
|
|
CNullDriver::deleteAllDynamicLights();
|
|
|
|
}
|
|
|
|
//! returns the maximal amount of dynamic lights the device can handle
|
|
u32 CBurningVideoDriver::getMaximalDynamicLightAmount() const
|
|
{
|
|
return 8;
|
|
}
|
|
|
|
|
|
//! sets a material
|
|
void CBurningVideoDriver::setMaterial(const SMaterial& material)
|
|
{
|
|
Material.org = material;
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_TEXTURE_TRANSFORM
|
|
for (u32 i = 0; i < 2; ++i)
|
|
{
|
|
setTransform((E_TRANSFORMATION_STATE) (ETS_TEXTURE_0 + i),
|
|
material.getTextureMatrix(i));
|
|
}
|
|
#endif
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_LIGHTING
|
|
Material.AmbientColor.setR8G8B8 ( Material.org.AmbientColor.color );
|
|
Material.DiffuseColor.setR8G8B8 ( Material.org.DiffuseColor.color );
|
|
Material.EmissiveColor.setR8G8B8 ( Material.org.EmissiveColor.color );
|
|
Material.SpecularColor.setR8G8B8 ( Material.org.SpecularColor.color );
|
|
|
|
core::setbit_cond ( LightSpace.Flags, Material.org.Shininess != 0.f, SPECULAR );
|
|
core::setbit_cond ( LightSpace.Flags, Material.org.FogEnable, FOG );
|
|
core::setbit_cond ( LightSpace.Flags, Material.org.NormalizeNormals, NORMALIZE );
|
|
#endif
|
|
|
|
setCurrentShader();
|
|
}
|
|
|
|
|
|
/*!
|
|
Camera Position in World Space
|
|
*/
|
|
void CBurningVideoDriver::getCameraPosWorldSpace ()
|
|
{
|
|
Transformation[ETS_VIEW_INVERSE] = Transformation[ ETS_VIEW ];
|
|
Transformation[ETS_VIEW_INVERSE].makeInverse ();
|
|
TransformationFlag[ETS_VIEW_INVERSE] = 0;
|
|
|
|
const f32 *M = Transformation[ETS_VIEW_INVERSE].pointer ();
|
|
|
|
/* The viewpoint is at (0., 0., 0.) in eye space.
|
|
Turning this into a vector [0 0 0 1] and multiply it by
|
|
the inverse of the view matrix, the resulting vector is the
|
|
object space location of the camera.
|
|
*/
|
|
|
|
LightSpace.campos.x = M[12];
|
|
LightSpace.campos.y = M[13];
|
|
LightSpace.campos.z = M[14];
|
|
LightSpace.campos.w = 1.f;
|
|
}
|
|
|
|
void CBurningVideoDriver::getLightPosObjectSpace ()
|
|
{
|
|
if ( TransformationFlag[ETS_WORLD] & ETF_IDENTITY )
|
|
{
|
|
Transformation[ETS_WORLD_INVERSE] = Transformation[ETS_WORLD];
|
|
TransformationFlag[ETS_WORLD_INVERSE] |= ETF_IDENTITY;
|
|
}
|
|
else
|
|
{
|
|
Transformation[ETS_WORLD].getInverse ( Transformation[ETS_WORLD_INVERSE] );
|
|
TransformationFlag[ETS_WORLD_INVERSE] &= ~ETF_IDENTITY;
|
|
}
|
|
|
|
for ( u32 i = 0; i < 1 && i < LightSpace.Light.size(); ++i )
|
|
{
|
|
SBurningShaderLight &l = LightSpace.Light[i];
|
|
|
|
Transformation[ETS_WORLD_INVERSE].transformVec3 ( &l.pos_objectspace.x, &l.pos.x );
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef SOFTWARE_DRIVER_2_LIGHTING
|
|
|
|
//! Sets the fog mode.
|
|
void CBurningVideoDriver::setFog(SColor color, E_FOG_TYPE fogType, f32 start,
|
|
f32 end, f32 density, bool pixelFog, bool rangeFog)
|
|
{
|
|
CNullDriver::setFog(color, fogType, start, end, density, pixelFog, rangeFog);
|
|
LightSpace.FogColor.setA8R8G8B8 ( color.color );
|
|
}
|
|
|
|
/*!
|
|
applies lighting model
|
|
*/
|
|
void CBurningVideoDriver::lightVertex ( s4DVertex *dest, u32 vertexargb )
|
|
{
|
|
sVec3 dColor;
|
|
|
|
dColor = LightSpace.Global_AmbientLight;
|
|
dColor.add ( Material.EmissiveColor );
|
|
|
|
if ( Lights.size () == 0 )
|
|
{
|
|
dColor.saturate( dest->Color[0], vertexargb);
|
|
return;
|
|
}
|
|
|
|
sVec3 ambient;
|
|
sVec3 diffuse;
|
|
sVec3 specular;
|
|
|
|
|
|
// the universe started in darkness..
|
|
ambient.set ( 0.f, 0.f, 0.f );
|
|
diffuse.set ( 0.f, 0.f, 0.f );
|
|
specular.set ( 0.f, 0.f, 0.f );
|
|
|
|
|
|
u32 i;
|
|
f32 dot;
|
|
f32 len;
|
|
f32 attenuation;
|
|
sVec4 vp; // unit vector vertex to light
|
|
sVec4 lightHalf; // blinn-phong reflection
|
|
|
|
for ( i = 0; i!= LightSpace.Light.size (); ++i )
|
|
{
|
|
const SBurningShaderLight &light = LightSpace.Light[i];
|
|
|
|
if ( !light.LightIsOn )
|
|
continue;
|
|
|
|
// accumulate ambient
|
|
ambient.add ( light.AmbientColor );
|
|
|
|
switch ( light.Type )
|
|
{
|
|
case video::ELT_SPOT:
|
|
case video::ELT_POINT:
|
|
// surface to light
|
|
vp.x = light.pos.x - LightSpace.vertex.x;
|
|
vp.y = light.pos.y - LightSpace.vertex.y;
|
|
vp.z = light.pos.z - LightSpace.vertex.z;
|
|
//vp.x = light.pos_objectspace.x - LightSpace.vertex.x;
|
|
//vp.y = light.pos_objectspace.y - LightSpace.vertex.x;
|
|
//vp.z = light.pos_objectspace.z - LightSpace.vertex.x;
|
|
|
|
len = vp.get_length_xyz_square();
|
|
if ( light.radius < len )
|
|
continue;
|
|
|
|
len = core::reciprocal_squareroot ( len );
|
|
|
|
// build diffuse reflection
|
|
|
|
//angle between normal and light vector
|
|
vp.mul ( len );
|
|
dot = LightSpace.normal.dot_xyz ( vp );
|
|
if ( dot < 0.f )
|
|
continue;
|
|
|
|
attenuation = light.constantAttenuation + ( 1.f - ( len * light.linearAttenuation ) );
|
|
|
|
// diffuse component
|
|
diffuse.mulAdd ( light.DiffuseColor, 3.f * dot * attenuation );
|
|
|
|
if ( !(LightSpace.Flags & SPECULAR) )
|
|
continue;
|
|
|
|
// build specular
|
|
// surface to view
|
|
lightHalf.x = LightSpace.campos.x - LightSpace.vertex.x;
|
|
lightHalf.y = LightSpace.campos.y - LightSpace.vertex.y;
|
|
lightHalf.z = LightSpace.campos.z - LightSpace.vertex.z;
|
|
lightHalf.normalize_xyz();
|
|
lightHalf += vp;
|
|
lightHalf.normalize_xyz();
|
|
|
|
// specular
|
|
dot = LightSpace.normal.dot_xyz ( lightHalf );
|
|
if ( dot < 0.f )
|
|
continue;
|
|
|
|
//specular += light.SpecularColor * ( powf ( Material.org.Shininess ,dot ) * attenuation );
|
|
specular.mulAdd ( light.SpecularColor, dot * attenuation );
|
|
break;
|
|
|
|
case video::ELT_DIRECTIONAL:
|
|
|
|
//angle between normal and light vector
|
|
dot = LightSpace.normal.dot_xyz ( light.pos );
|
|
if ( dot < 0.f )
|
|
continue;
|
|
|
|
// diffuse component
|
|
diffuse.mulAdd ( light.DiffuseColor, dot );
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
// sum up lights
|
|
dColor.mulAdd (ambient, Material.AmbientColor );
|
|
dColor.mulAdd (diffuse, Material.DiffuseColor);
|
|
dColor.mulAdd (specular, Material.SpecularColor);
|
|
|
|
dColor.saturate ( dest->Color[0], vertexargb );
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
|
|
void CBurningVideoDriver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
|
|
const core::rect<s32>& sourceRect,
|
|
const core::rect<s32>* clipRect, SColor color,
|
|
bool useAlphaChannelOfTexture)
|
|
{
|
|
if (texture)
|
|
{
|
|
if (texture->getDriverType() != EDT_BURNINGSVIDEO)
|
|
{
|
|
os::Printer::log("Fatal Error: Tried to copy from a surface not owned by this driver.", ELL_ERROR);
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
// 2d methods don't use viewPort
|
|
core::position2di dest = destPos;
|
|
core::recti clip=ViewPort;
|
|
if (ViewPort.getSize().Width != ScreenSize.Width)
|
|
{
|
|
dest.X=ViewPort.UpperLeftCorner.X+core::round32(destPos.X*ViewPort.getWidth()/(f32)ScreenSize.Width);
|
|
dest.Y=ViewPort.UpperLeftCorner.Y+core::round32(destPos.Y*ViewPort.getHeight()/(f32)ScreenSize.Height);
|
|
if (clipRect)
|
|
{
|
|
clip.constrainTo(*clipRect);
|
|
}
|
|
clipRect = &clip;
|
|
}
|
|
#endif
|
|
if (useAlphaChannelOfTexture)
|
|
((CSoftwareTexture2*)texture)->getImage()->copyToWithAlpha(
|
|
RenderTargetSurface, destPos, sourceRect, color, clipRect);
|
|
else
|
|
((CSoftwareTexture2*)texture)->getImage()->copyTo(
|
|
RenderTargetSurface, destPos, sourceRect, clipRect);
|
|
}
|
|
}
|
|
|
|
|
|
//! Draws a 2d line.
|
|
void CBurningVideoDriver::draw2DLine(const core::position2d<s32>& start,
|
|
const core::position2d<s32>& end,
|
|
SColor color)
|
|
{
|
|
BackBuffer->drawLine(start, end, color );
|
|
}
|
|
|
|
|
|
//! Draws a pixel
|
|
void CBurningVideoDriver::drawPixel(u32 x, u32 y, const SColor & color)
|
|
{
|
|
BackBuffer->setPixel(x, y, color, true);
|
|
}
|
|
|
|
|
|
//! draw an 2d rectangle
|
|
void CBurningVideoDriver::draw2DRectangle(SColor color, const core::rect<s32>& pos,
|
|
const core::rect<s32>* clip)
|
|
{
|
|
if (clip)
|
|
{
|
|
core::rect<s32> p(pos);
|
|
|
|
p.clipAgainst(*clip);
|
|
|
|
if(!p.isValid())
|
|
return;
|
|
|
|
BackBuffer->drawRectangle(p, color);
|
|
}
|
|
else
|
|
{
|
|
if(!pos.isValid())
|
|
return;
|
|
|
|
BackBuffer->drawRectangle(pos, color);
|
|
}
|
|
}
|
|
|
|
|
|
//! Only used by the internal engine. Used to notify the driver that
|
|
//! the window was resized.
|
|
void CBurningVideoDriver::OnResize(const core::dimension2d<u32>& size)
|
|
{
|
|
// make sure width and height are multiples of 2
|
|
core::dimension2d<u32> realSize(size);
|
|
|
|
if (realSize.Width % 2)
|
|
realSize.Width += 1;
|
|
|
|
if (realSize.Height % 2)
|
|
realSize.Height += 1;
|
|
|
|
if (ScreenSize != realSize)
|
|
{
|
|
if (ViewPort.getWidth() == (s32)ScreenSize.Width &&
|
|
ViewPort.getHeight() == (s32)ScreenSize.Height)
|
|
{
|
|
ViewPort.UpperLeftCorner.X = 0;
|
|
ViewPort.UpperLeftCorner.Y = 0;
|
|
ViewPort.LowerRightCorner.X = realSize.Width;
|
|
ViewPort.LowerRightCorner.X = realSize.Height;
|
|
}
|
|
|
|
ScreenSize = realSize;
|
|
|
|
bool resetRT = (RenderTargetSurface == BackBuffer);
|
|
|
|
if (BackBuffer)
|
|
BackBuffer->drop();
|
|
BackBuffer = new CImage(BURNINGSHADER_COLOR_FORMAT, realSize);
|
|
|
|
if (resetRT)
|
|
setRenderTarget(BackBuffer);
|
|
}
|
|
}
|
|
|
|
|
|
//! returns the current render target size
|
|
const core::dimension2d<u32>& CBurningVideoDriver::getCurrentRenderTargetSize() const
|
|
{
|
|
return RenderTargetSize;
|
|
}
|
|
|
|
|
|
//!Draws an 2d rectangle with a gradient.
|
|
void CBurningVideoDriver::draw2DRectangle(const core::rect<s32>& position,
|
|
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
|
|
const core::rect<s32>* clip)
|
|
{
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
|
|
core::rect<s32> pos = position;
|
|
|
|
if (clip)
|
|
pos.clipAgainst(*clip);
|
|
|
|
if (!pos.isValid())
|
|
return;
|
|
|
|
const core::dimension2d<s32> renderTargetSize ( ViewPort.getSize() );
|
|
|
|
const s32 xPlus = -(renderTargetSize.Width>>1);
|
|
const f32 xFact = 1.0f / (renderTargetSize.Width>>1);
|
|
|
|
const s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1);
|
|
const f32 yFact = 1.0f / (renderTargetSize.Height>>1);
|
|
|
|
// fill VertexCache direct
|
|
s4DVertex *v;
|
|
|
|
VertexCache.vertexCount = 4;
|
|
|
|
VertexCache.info[0].index = 0;
|
|
VertexCache.info[1].index = 1;
|
|
VertexCache.info[2].index = 2;
|
|
VertexCache.info[3].index = 3;
|
|
|
|
v = &VertexCache.mem.data [ 0 ];
|
|
|
|
v[0].Pos.set ( (f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.UpperLeftCorner.Y) * yFact, 0.f, 1.f );
|
|
v[0].Color[0].setA8R8G8B8 ( colorLeftUp.color );
|
|
|
|
v[2].Pos.set ( (f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus- pos.UpperLeftCorner.Y) * yFact, 0.f, 1.f );
|
|
v[2].Color[0].setA8R8G8B8 ( colorRightUp.color );
|
|
|
|
v[4].Pos.set ( (f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.f ,1.f );
|
|
v[4].Color[0].setA8R8G8B8 ( colorRightDown.color );
|
|
|
|
v[6].Pos.set ( (f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.f, 1.f );
|
|
v[6].Color[0].setA8R8G8B8 ( colorLeftDown.color );
|
|
|
|
s32 i;
|
|
u32 g;
|
|
|
|
for ( i = 0; i!= 8; i += 2 )
|
|
{
|
|
v[i + 0].flag = clipToFrustumTest ( v + i );
|
|
v[i + 1].flag = 0;
|
|
if ( (v[i].flag & VERTEX4D_INSIDE ) == VERTEX4D_INSIDE )
|
|
{
|
|
ndc_2_dc_and_project ( v + i + 1, v + i, 2 );
|
|
}
|
|
}
|
|
|
|
|
|
IBurningShader * render;
|
|
|
|
render = BurningShader [ ETR_GOURAUD_ALPHA_NOZ ];
|
|
render->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
|
|
static const s16 indexList[6] = {0,1,2,0,2,3};
|
|
|
|
s4DVertex * face[3];
|
|
|
|
for ( i = 0; i!= 6; i += 3 )
|
|
{
|
|
face[0] = VertexCache_getVertex ( indexList [ i + 0 ] );
|
|
face[1] = VertexCache_getVertex ( indexList [ i + 1 ] );
|
|
face[2] = VertexCache_getVertex ( indexList [ i + 2 ] );
|
|
|
|
// test clipping
|
|
u32 test = face[0]->flag & face[1]->flag & face[2]->flag & VERTEX4D_INSIDE;
|
|
|
|
if ( test == VERTEX4D_INSIDE )
|
|
{
|
|
render->drawTriangle ( face[0] + 1, face[1] + 1, face[2] + 1 );
|
|
continue;
|
|
}
|
|
// Todo: all vertices are clipped in 2d..
|
|
// is this true ?
|
|
u32 vOut = 6;
|
|
memcpy ( CurrentOut.data + 0, face[0], sizeof ( s4DVertex ) * 2 );
|
|
memcpy ( CurrentOut.data + 2, face[1], sizeof ( s4DVertex ) * 2 );
|
|
memcpy ( CurrentOut.data + 4, face[2], sizeof ( s4DVertex ) * 2 );
|
|
|
|
vOut = clipToFrustum ( CurrentOut.data, Temp.data, 3 );
|
|
if ( vOut < 3 )
|
|
continue;
|
|
|
|
vOut <<= 1;
|
|
// to DC Space, project homogenous vertex
|
|
ndc_2_dc_and_project ( CurrentOut.data + 1, CurrentOut.data, vOut );
|
|
|
|
// re-tesselate ( triangle-fan, 0-1-2,0-2-3.. )
|
|
for ( g = 0; g <= vOut - 6; g += 2 )
|
|
{
|
|
// rasterize
|
|
render->drawTriangle ( CurrentOut.data + 1, &CurrentOut.data[g + 3], &CurrentOut.data[g + 5] );
|
|
}
|
|
|
|
}
|
|
#else
|
|
draw2DRectangle ( colorLeftUp, position, clip );
|
|
#endif
|
|
}
|
|
|
|
|
|
//! Draws a 3d line.
|
|
void CBurningVideoDriver::draw3DLine(const core::vector3df& start,
|
|
const core::vector3df& end, SColor color)
|
|
{
|
|
Transformation [ ETS_CURRENT].transformVect ( &CurrentOut.data[0].Pos.x, start );
|
|
Transformation [ ETS_CURRENT].transformVect ( &CurrentOut.data[2].Pos.x, end );
|
|
|
|
u32 g;
|
|
u32 vOut;
|
|
|
|
// no clipping flags
|
|
for ( g = 0; g != CurrentOut.ElementSize; ++g )
|
|
{
|
|
CurrentOut.data[g].flag = 0;
|
|
Temp.data[g].flag = 0;
|
|
}
|
|
|
|
// vertices count per line
|
|
vOut = clipToFrustum ( CurrentOut.data, Temp.data, 2 );
|
|
if ( vOut < 2 )
|
|
return;
|
|
|
|
vOut <<= 1;
|
|
|
|
IBurningShader * line;
|
|
line = BurningShader [ ETR_TEXTURE_GOURAUD_WIRE ];
|
|
line->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
|
|
// to DC Space, project homogenous vertex
|
|
ndc_2_dc_and_project ( CurrentOut.data + 1, CurrentOut.data, vOut );
|
|
|
|
// unproject vertex color
|
|
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
|
|
for ( g = 0; g != vOut; g+= 2 )
|
|
{
|
|
CurrentOut.data[ g + 1].Color[0].setA8R8G8B8 ( color.color );
|
|
}
|
|
#endif
|
|
|
|
|
|
for ( g = 0; g <= vOut - 4; g += 2 )
|
|
{
|
|
// rasterize
|
|
line->drawLine ( CurrentOut.data + 1, CurrentOut.data + g + 3 );
|
|
}
|
|
}
|
|
|
|
|
|
//! \return Returns the name of the video driver. Example: In case of the DirectX8
|
|
//! driver, it would return "Direct3D8.1".
|
|
const wchar_t* CBurningVideoDriver::getName() const
|
|
{
|
|
#ifdef BURNINGVIDEO_RENDERER_BEAUTIFUL
|
|
return L"Burning's Video 0.47 beautiful";
|
|
#elif defined ( BURNINGVIDEO_RENDERER_ULTRA_FAST )
|
|
return L"Burning's Video 0.47 ultra fast";
|
|
#elif defined ( BURNINGVIDEO_RENDERER_FAST )
|
|
return L"Burning's Video 0.47 fast";
|
|
#else
|
|
return L"Burning's Video 0.47";
|
|
#endif
|
|
}
|
|
|
|
//! Returns the graphics card vendor name.
|
|
core::stringc CBurningVideoDriver::getVendorInfo()
|
|
{
|
|
return "Burning's Video: Ing. Thomas Alten (c) 2006-2010";
|
|
}
|
|
|
|
|
|
//! Returns type of video driver
|
|
E_DRIVER_TYPE CBurningVideoDriver::getDriverType() const
|
|
{
|
|
return EDT_BURNINGSVIDEO;
|
|
}
|
|
|
|
|
|
//! returns color format
|
|
ECOLOR_FORMAT CBurningVideoDriver::getColorFormat() const
|
|
{
|
|
return BURNINGSHADER_COLOR_FORMAT;
|
|
}
|
|
|
|
|
|
//! Returns the transformation set by setTransform
|
|
const core::matrix4& CBurningVideoDriver::getTransform(E_TRANSFORMATION_STATE state) const
|
|
{
|
|
return Transformation[state];
|
|
}
|
|
|
|
|
|
//! Creates a render target texture.
|
|
ITexture* CBurningVideoDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
|
|
const io::path& name, const ECOLOR_FORMAT format)
|
|
{
|
|
CImage* img = new CImage(BURNINGSHADER_COLOR_FORMAT, size);
|
|
ITexture* tex = new CSoftwareTexture2(img, name, CSoftwareTexture2::IS_RENDERTARGET );
|
|
img->drop();
|
|
addTexture(tex);
|
|
tex->drop();
|
|
return tex;
|
|
}
|
|
|
|
|
|
//! Clears the DepthBuffer.
|
|
void CBurningVideoDriver::clearZBuffer()
|
|
{
|
|
if (DepthBuffer)
|
|
DepthBuffer->clear();
|
|
}
|
|
|
|
|
|
//! Returns an image created from the last rendered frame.
|
|
IImage* CBurningVideoDriver::createScreenShot()
|
|
{
|
|
if (BackBuffer)
|
|
{
|
|
CImage* tmp = new CImage(BackBuffer->getColorFormat(), BackBuffer->getDimension());
|
|
BackBuffer->copyTo(tmp);
|
|
return tmp;
|
|
}
|
|
else
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
//! returns a device dependent texture from a software surface (IImage)
|
|
//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
|
|
ITexture* CBurningVideoDriver::createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData)
|
|
{
|
|
return new CSoftwareTexture2(
|
|
surface, name,
|
|
(getTextureCreationFlag(ETCF_CREATE_MIP_MAPS) ? CSoftwareTexture2::GEN_MIPMAP : 0 ) |
|
|
(getTextureCreationFlag(ETCF_ALLOW_NON_POWER_2) ? 0 : CSoftwareTexture2::NP2_SIZE ), mipmapData);
|
|
|
|
}
|
|
|
|
|
|
//! Returns the maximum amount of primitives (mostly vertices) which
|
|
//! the device is able to render with one drawIndexedTriangleList
|
|
//! call.
|
|
u32 CBurningVideoDriver::getMaximalPrimitiveCount() const
|
|
{
|
|
return 0xFFFFFFFF;
|
|
}
|
|
|
|
|
|
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
|
|
//! this: First, draw all geometry. Then use this method, to draw the shadow
|
|
//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
|
|
void CBurningVideoDriver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail)
|
|
{
|
|
IBurningShader *shader = BurningShader [ ETR_STENCIL_SHADOW ];
|
|
|
|
CurrentShader = shader;
|
|
shader->setRenderTarget(RenderTargetSurface, ViewPort);
|
|
|
|
Material.org.MaterialType = video::EMT_SOLID;
|
|
Material.org.Lighting = false;
|
|
Material.org.ZWriteEnable = false;
|
|
Material.org.ZBuffer = ECFN_LESSEQUAL;
|
|
LightSpace.Flags &= ~VERTEXTRANSFORM;
|
|
|
|
//glStencilMask(~0);
|
|
//glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
if (zfail)
|
|
{
|
|
Material.org.BackfaceCulling = true;
|
|
Material.org.FrontfaceCulling = false;
|
|
shader->setParam ( 0, 0 );
|
|
shader->setParam ( 1, 1 );
|
|
shader->setParam ( 2, 0 );
|
|
drawVertexPrimitiveList ( triangles, count, 0, count/3, (video::E_VERTEX_TYPE) 4, scene::EPT_TRIANGLES, (video::E_INDEX_TYPE) 4 );
|
|
//glStencilOp(GL_KEEP, incr, GL_KEEP);
|
|
//glDrawArrays(GL_TRIANGLES,0,count);
|
|
|
|
Material.org.BackfaceCulling = false;
|
|
Material.org.FrontfaceCulling = true;
|
|
shader->setParam ( 0, 0 );
|
|
shader->setParam ( 1, 2 );
|
|
shader->setParam ( 2, 0 );
|
|
drawVertexPrimitiveList ( triangles, count, 0, count/3, (video::E_VERTEX_TYPE) 4, scene::EPT_TRIANGLES, (video::E_INDEX_TYPE) 4 );
|
|
//glStencilOp(GL_KEEP, decr, GL_KEEP);
|
|
//glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
else // zpass
|
|
{
|
|
Material.org.BackfaceCulling = true;
|
|
Material.org.FrontfaceCulling = false;
|
|
shader->setParam ( 0, 0 );
|
|
shader->setParam ( 1, 0 );
|
|
shader->setParam ( 2, 1 );
|
|
//glStencilOp(GL_KEEP, GL_KEEP, incr);
|
|
//glDrawArrays(GL_TRIANGLES,0,count);
|
|
|
|
Material.org.BackfaceCulling = false;
|
|
Material.org.FrontfaceCulling = true;
|
|
shader->setParam ( 0, 0 );
|
|
shader->setParam ( 1, 0 );
|
|
shader->setParam ( 2, 2 );
|
|
//glStencilOp(GL_KEEP, GL_KEEP, decr);
|
|
//glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//! Fills the stencil shadow with color. After the shadow volume has been drawn
|
|
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
|
|
//! to draw the color of the shadow.
|
|
void CBurningVideoDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
|
|
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
|
|
{
|
|
if (!StencilBuffer)
|
|
return;
|
|
// draw a shadow rectangle covering the entire screen using stencil buffer
|
|
const u32 h = RenderTargetSurface->getDimension().Height;
|
|
const u32 w = RenderTargetSurface->getDimension().Width;
|
|
tVideoSample *dst;
|
|
u32 *stencil;
|
|
u32* const stencilBase=(u32*) StencilBuffer->lock();
|
|
|
|
for ( u32 y = 0; y < h; ++y )
|
|
{
|
|
dst = (tVideoSample*)RenderTargetSurface->lock() + ( y * w );
|
|
stencil = stencilBase + ( y * w );
|
|
|
|
for ( u32 x = 0; x < w; ++x )
|
|
{
|
|
if ( stencil[x] > 1 )
|
|
{
|
|
dst[x] = PixelBlend32 ( dst[x], leftUpEdge.color );
|
|
}
|
|
}
|
|
}
|
|
|
|
StencilBuffer->clear();
|
|
}
|
|
|
|
|
|
core::dimension2du CBurningVideoDriver::getMaxTextureSize() const
|
|
{
|
|
return core::dimension2du(SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE, SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE);
|
|
}
|
|
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
//! creates a video driver
|
|
IVideoDriver* createBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
|
return new CBurningVideoDriver(params, io, presenter);
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
|
}
|
|
|
|
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|