Add back normal map renderer for legacy opengl

Fixed transparent issue
This commit is contained in:
Benau 2016-11-19 14:21:56 +08:00
parent f853255204
commit a52c4699a1
6 changed files with 545 additions and 194 deletions

View File

@ -187,6 +187,7 @@ source/Irrlicht/CZipReader.cpp
source/Irrlicht/Irrlicht.cpp
source/Irrlicht/irrXML.cpp
source/Irrlicht/os.cpp
source/Irrlicht/COpenGLNormalMapRenderer.cpp
source/Irrlicht/BuiltInFont.h
source/Irrlicht/CAnimatedMeshSceneNode.h
source/Irrlicht/CAttributeImpl.h
@ -339,6 +340,7 @@ source/Irrlicht/S4DVertex.h
source/Irrlicht/SoftwareDriver2_compile_config.h
source/Irrlicht/SoftwareDriver2_helper.h
source/Irrlicht/wglext.h
source/Irrlicht/COpenGLNormalMapRenderer.h
include/aabbox3d.h
include/CDynamicMeshBuffer.h

View File

@ -700,17 +700,20 @@ namespace video
//! normal map lookup 32 bit version
inline f32 nml32(int x, int y, int pitch, int height, s32 *p) const
{
if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
if (y < 0) y = height-1; if (y >= height) y = 0;
if (x < 0) x = pitch-1;
if (x >= pitch) x = 0;
if (y < 0) y = height-1;
if (y >= height) y = 0;
return (f32)(((p[(y * pitch) + x])>>16) & 0xff);
}
//! normal map lookup 16 bit version
inline f32 nml16(int x, int y, int pitch, int height, s16 *p) const
{
if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
if (y < 0) y = height-1; if (y >= height) y = 0;
if (x < 0) x = pitch-1;
if (x >= pitch) x = 0;
if (y < 0) y = height-1;
if (y >= height) y = 0;
return (f32) getAverage ( p[(y * pitch) + x] );
}

View File

@ -14,6 +14,7 @@ extern bool GLContextDebugBit;
#include "COpenGLMaterialRenderer.h"
#include "COpenGLShaderMaterialRenderer.h"
#include "COpenGLSLMaterialRenderer.h"
#include "COpenGLNormalMapRenderer.h"
#include "COpenGLParallaxMapRenderer.h"
#include "os.h"
@ -29,7 +30,7 @@ namespace irr
{
namespace video
{
bool useCoreContext;
bool useCoreContext;
// -----------------------------------------------------------------------
// WINDOWS CONSTRUCTOR
// -----------------------------------------------------------------------
@ -85,107 +86,107 @@ static PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs_ARB;
static HGLRC getMeAGLContext(HDC HDc, bool force_legacy_context)
{
if (!force_legacy_context)
{
useCoreContext = true;
HGLRC hrc = 0;
int ctx44debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
if (!force_legacy_context)
{
useCoreContext = true;
HGLRC hrc = 0;
int ctx44debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx44[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx44[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx44debug : ctx44);
if (hrc)
return hrc;
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx44debug : ctx44);
if (hrc)
return hrc;
int ctx40debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx40debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx40[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx40[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx40debug : ctx40);
if (hrc)
return hrc;
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx40debug : ctx40);
if (hrc)
return hrc;
int ctx33debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx33debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx33[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx33[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx33debug : ctx33);
if (hrc)
return hrc;
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx33debug : ctx33);
if (hrc)
return hrc;
int ctx31debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx31debug[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx31[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
int ctx31[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx31debug : ctx31);
if (hrc)
return hrc;
} // if (!force_legacy_context)
hrc = wglCreateContextAttribs_ARB(HDc, 0, GLContextDebugBit ? ctx31debug : ctx31);
if (hrc)
return hrc;
} // if (!force_legacy_context)
useCoreContext = false;
int legacyctx[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
0
};
HGLRC hrc = wglCreateContextAttribs_ARB(HDc, 0, legacyctx);
if (hrc)
return hrc;
useCoreContext = false;
int legacyctx[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
0
};
HGLRC hrc = wglCreateContextAttribs_ARB(HDc, 0, legacyctx);
if (hrc)
return hrc;
return NULL;
return NULL;
}
//! inits the open gl driver
@ -513,8 +514,8 @@ bool COpenGLDriver::initDriver(CIrrDeviceWin32* device)
#ifdef WGL_ARB_create_context
if (wglCreateContextAttribs_ARB)
{
hrc = getMeAGLContext(HDc, Params.ForceLegacyDevice);
}
hrc = getMeAGLContext(HDc, Params.ForceLegacyDevice);
}
else
#endif
hrc=wglCreateContext(HDc);
@ -797,11 +798,11 @@ bool COpenGLDriver::genericDriverInit()
setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
if (!useCoreContext)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
if (!useCoreContext)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
Params.HandleSRGB &= ((FeatureAvailable[IRR_ARB_framebuffer_sRGB] || FeatureAvailable[IRR_EXT_framebuffer_sRGB]) &&
FeatureAvailable[IRR_EXT_texture_sRGB]);
@ -820,8 +821,8 @@ bool COpenGLDriver::genericDriverInit()
// glEnable(GL_RESCALE_NORMAL_EXT);
glClearDepth(1.0);
if (!useCoreContext)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (!useCoreContext)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glDepthFunc(GL_LEQUAL);
@ -837,8 +838,8 @@ bool COpenGLDriver::genericDriverInit()
// set the renderstates
setRenderStates3DMode();
if (!useCoreContext)
glAlphaFunc(GL_GREATER, 0.f);
if (!useCoreContext)
glAlphaFunc(GL_GREATER, 0.f);
// set fog mode
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
@ -885,6 +886,15 @@ void COpenGLDriver::createMaterialRenderers()
// add normal map renderers
s32 tmp = 0;
video::IMaterialRenderer* renderer = 0;
if (!useCoreContext)
{
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
renderer->drop();
}
// add parallax map renderers
renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
@ -1025,29 +1035,31 @@ void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matri
case ETS_WORLD:
{
// OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
// first load the viewing transformation for user clip planes
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
// we have to update the clip planes to the latest view matrix
for (u32 i=0; i<MaxUserClipPlanes; ++i)
{
if (UserClipPlanes[i].Enabled)
uploadClipPlane(i);
}
// now the real model-view matrix
if (!useCoreContext)
glMultMatrixf(Matrices[ETS_WORLD].pointer());
if (!useCoreContext)
glMultMatrixf(Matrices[ETS_WORLD].pointer());
}
break;
case ETS_PROJECTION:
{
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(mat.pointer());
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(mat.pointer());
}
break;
case ETS_COUNT:
@ -1063,9 +1075,9 @@ void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matri
if (MultiTextureExtension)
extGlActiveTexture(GL_TEXTURE0_ARB + i);
if (!useCoreContext)
glMatrixMode(GL_TEXTURE);
if (!isRTT && mat.isIdentity() && !useCoreContext)
if (!useCoreContext)
glMatrixMode(GL_TEXTURE);
if (!isRTT && mat.isIdentity() && !useCoreContext)
glLoadIdentity();
else
{
@ -1074,8 +1086,8 @@ void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matri
getGLTextureMatrix(glmat, mat * TextureFlipMatrix);
else
getGLTextureMatrix(glmat, mat);
if (!useCoreContext)
glLoadMatrixf(glmat);
if (!useCoreContext)
glLoadMatrixf(glmat);
}
break;
}
@ -1846,8 +1858,8 @@ void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCo
if (!primitiveCount || !vertexCount)
return;
if (useCoreContext)
return;
if (useCoreContext)
return;
if (!checkPrimitiveCount(primitiveCount))
return;
@ -2526,23 +2538,23 @@ bool COpenGLDriver::setActiveTexture(u32 stage, const video::ITexture* texture)
if (!texture)
{
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
return true;
}
else
{
if (texture->getDriverType() != EDT_OPENGL)
{
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
if (!useCoreContext)
glDisable(GL_TEXTURE_2D);
CurrentTexture.set(stage, 0);
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
return false;
}
if (!useCoreContext)
glEnable(GL_TEXTURE_2D);
if (!useCoreContext)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,
static_cast<const COpenGLTexture*>(texture)->getOpenGLTextureName());
}
@ -2658,20 +2670,20 @@ void COpenGLDriver::setRenderStates3DMode()
{
// Reset Texture Stages
glDisable(GL_BLEND);
if (!useCoreContext)
glDisable(GL_ALPHA_TEST);
if (!useCoreContext)
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// switch back the matrices
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
if (!useCoreContext)
glMatrixMode(GL_MODELVIEW);
if (!useCoreContext)
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
if (!useCoreContext)
glMatrixMode(GL_PROJECTION);
if (!useCoreContext)
glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
ResetRenderStates = true;
#ifdef GL_EXT_clip_volume_hint
@ -2838,27 +2850,27 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
glDisable(GL_COLOR_MATERIAL);
break;
case ECM_DIFFUSE:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
break;
case ECM_AMBIENT:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
break;
case ECM_EMISSIVE:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
break;
case ECM_SPECULAR:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
break;
case ECM_DIFFUSE_AND_AMBIENT:
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
if (!useCoreContext)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
break;
}
if (material.ColorMaterial != ECM_NONE && !useCoreContext)
if (material.ColorMaterial != ECM_NONE && !useCoreContext)
glEnable(GL_COLOR_MATERIAL);
}
@ -2879,8 +2891,8 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[1] = material.AmbientColor.getGreen() * inv;
color[2] = material.AmbientColor.getBlue() * inv;
color[3] = material.AmbientColor.getAlpha() * inv;
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
}
if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
@ -2890,8 +2902,8 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[1] = material.DiffuseColor.getGreen() * inv;
color[2] = material.DiffuseColor.getBlue() * inv;
color[3] = material.DiffuseColor.getAlpha() * inv;
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
}
if (material.ColorMaterial != video::ECM_EMISSIVE)
@ -2900,8 +2912,8 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[1] = material.EmissiveColor.getGreen() * inv;
color[2] = material.EmissiveColor.getBlue() * inv;
color[3] = material.EmissiveColor.getAlpha() * inv;
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
}
}
@ -2913,14 +2925,14 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
GLfloat color[4]={0.f,0.f,0.f,1.f};
const f32 inv = 1.0f / 255.0f;
if (!useCoreContext)
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
if (!useCoreContext)
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
// disable Specular colors if no shininess is set
if ((material.Shininess != 0.0f) &&
(material.ColorMaterial != video::ECM_SPECULAR))
{
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
color[0] = material.SpecularColor.getRed() * inv;
@ -2929,11 +2941,11 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
color[3] = material.SpecularColor.getAlpha() * inv;
}
#ifdef GL_EXT_separate_specular_color
else if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
else if (FeatureAvailable[IRR_EXT_separate_specular_color] && !useCoreContext)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
#endif
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
if (!useCoreContext)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
// Texture filter
@ -2987,18 +2999,18 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
// shademode
if (resetAllRenderStates || (lastmaterial.GouraudShading != material.GouraudShading))
{
if (material.GouraudShading && !useCoreContext)
if (material.GouraudShading && !useCoreContext)
glShadeModel(GL_SMOOTH);
else if (!useCoreContext)
else if (!useCoreContext)
glShadeModel(GL_FLAT);
}
// lighting
if (resetAllRenderStates || (lastmaterial.Lighting != material.Lighting))
{
if (material.Lighting && !useCoreContext)
if (material.Lighting && !useCoreContext)
glEnable(GL_LIGHTING);
else if (!useCoreContext)
else if (!useCoreContext)
glDisable(GL_LIGHTING);
}
@ -3079,18 +3091,18 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
// fog
if (resetAllRenderStates || lastmaterial.FogEnable != material.FogEnable)
{
if (material.FogEnable && !useCoreContext)
if (material.FogEnable && !useCoreContext)
glEnable(GL_FOG);
else if (!useCoreContext)
else if (!useCoreContext)
glDisable(GL_FOG);
}
// normalization
if (resetAllRenderStates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
{
if (material.NormalizeNormals && !useCoreContext)
if (material.NormalizeNormals && !useCoreContext)
glEnable(GL_NORMALIZE);
else if (!useCoreContext)
else if (!useCoreContext)
glDisable(GL_NORMALIZE);
}
@ -3470,9 +3482,11 @@ const wchar_t* COpenGLDriver::getName() const
//! deletes all dynamic lights there are
void COpenGLDriver::deleteAllDynamicLights()
{
if (!useCoreContext)
for (s32 i=0; i<MaxLights; ++i)
glDisable(GL_LIGHT0 + i);
if (!useCoreContext)
{
for (s32 i=0; i<MaxLights; ++i)
glDisable(GL_LIGHT0 + i);
}
RequestedLights.clear();
@ -3645,8 +3659,8 @@ u32 COpenGLDriver::getMaximalDynamicLightAmount() const
void COpenGLDriver::setAmbientLight(const SColorf& color)
{
GLfloat data[4] = {color.r, color.g, color.b, color.a};
if (!useCoreContext)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
if (!useCoreContext)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
}
@ -3877,42 +3891,42 @@ void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
{
CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
if (!useCoreContext)
glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
if (!useCoreContext)
glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
#ifdef GL_EXT_fog_coord
if (FeatureAvailable[IRR_EXT_fog_coord] && !useCoreContext)
if (FeatureAvailable[IRR_EXT_fog_coord] && !useCoreContext)
glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
#endif
#ifdef GL_NV_fog_distance
if (FeatureAvailable[IRR_NV_fog_distance])
{
if (rangeFog && !useCoreContext)
if (rangeFog && !useCoreContext)
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
else if (!useCoreContext)
else if (!useCoreContext)
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
}
#endif
if (fogType==EFT_FOG_LINEAR)
{
if (!useCoreContext)
glFogf(GL_FOG_START, start);
if (!useCoreContext)
glFogf(GL_FOG_END, end);
if (!useCoreContext)
glFogf(GL_FOG_START, start);
if (!useCoreContext)
glFogf(GL_FOG_END, end);
}
else if (!useCoreContext)
else if (!useCoreContext)
glFogf(GL_FOG_DENSITY, density);
if (pixelFog && !useCoreContext)
if (pixelFog && !useCoreContext)
glHint(GL_FOG_HINT, GL_NICEST);
else if (!useCoreContext)
else if (!useCoreContext)
glHint(GL_FOG_HINT, GL_FASTEST);
SColorf color(c);
GLfloat data[4] = {color.r, color.g, color.b, color.a};
if (!useCoreContext)
glFogfv(GL_FOG_COLOR, data);
if (!useCoreContext)
glFogfv(GL_FOG_COLOR, data);
}

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@ -0,0 +1,291 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "COpenGLNormalMapRenderer.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COpenGLDriver.h"
namespace irr
{
namespace video
{
// Irrlicht Engine OpenGL render path normal map vertex shader
// I guess it could be optimized a lot, because I wrote it in D3D ASM and
// transferred it 1:1 to OpenGL
const char OPENGL_NORMAL_MAP_VSH[] =
"!!ARBvp1.0\n"\
"#input\n"\
"# 0-3: transposed world matrix;\n"\
"#;12: Light01 position \n"\
"#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
"#;14: Light02 position \n"\
"#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
"\n"\
"ATTRIB InPos = vertex.position;\n"\
"ATTRIB InColor = vertex.color;\n"\
"ATTRIB InNormal = vertex.normal;\n"\
"ATTRIB InTexCoord = vertex.texcoord[0];\n"\
"ATTRIB InTangent = vertex.texcoord[1];\n"\
"ATTRIB InBinormal = vertex.texcoord[2];\n"\
"\n"\
"#output\n"\
"OUTPUT OutPos = result.position;\n"\
"OUTPUT OutLightColor1 = result.color.primary;\n"\
"OUTPUT OutLightColor2 = result.color.secondary;\n"\
"OUTPUT OutTexCoord = result.texcoord[0];\n"\
"OUTPUT OutLightVector1 = result.texcoord[1];\n"\
"OUTPUT OutLightVector2 = result.texcoord[2];\n"\
"\n"\
"PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
"TEMP Temp;\n"\
"TEMP TempColor;\n"\
"TEMP TempLightVector1;\n"\
"TEMP TempLightVector2;\n"\
"TEMP TempTransLightV1;\n"\
"TEMP TempTransLightV2;\n"\
"\n"\
"# transform position to clip space \n"\
"DP4 OutPos.x, MVP[0], InPos;\n"\
"DP4 OutPos.y, MVP[1], InPos;\n"\
"DP4 Temp.z, MVP[2], InPos;\n"\
"DP4 OutPos.w, MVP[3], InPos;\n"\
"MOV OutPos.z, Temp.z;\n"\
"MOV result.fogcoord.x, Temp.z;\n"\
"\n"\
"# vertex - lightpositions \n"\
"SUB TempLightVector1, program.local[12], InPos; \n"\
"SUB TempLightVector2, program.local[14], InPos; \n"\
"\n"\
"# transform the light vector 1 with U, V, W \n"\
"DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
"DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
"DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
"\n"\
"# transform the light vector 2 with U, V, W \n"\
"DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
"DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
"DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
"\n"\
"# normalize light vector 1 \n"\
"DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
"RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
"MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
"\n"\
"# normalize light vector 2 \n"\
"DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
"RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
"MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
"\n"\
"\n"\
"# move light vectors out\n"\
"MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"\n"\
"# calculate attenuation of light 1\n"\
"MOV TempLightVector1.w, {0,0,0,0}; \n"\
"DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
"MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w; \n"\
"RSQ TempLightVector1, TempLightVector1.x; \n"\
"MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# calculate attenuation of light 2\n"\
"MOV TempLightVector2.w, {0,0,0,0}; \n"\
"DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
"MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w; \n"\
"RSQ TempLightVector2, TempLightVector2.x; \n"\
"MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# move out texture coordinates and original alpha value\n"\
"MOV OutTexCoord, InTexCoord; \n"\
"MOV OutLightColor1.w, InColor.w; \n"\
"\n"\
"END\n";
// Irrlicht Engine OpenGL render path normal map pixel shader
// I guess it could be optimized a bit, because I wrote it in D3D ASM and
// transfered it 1:1 to OpenGL
const char OPENGL_NORMAL_MAP_PSH[] =
"!!ARBfp1.0\n"\
"#_IRR_FOG_MODE_\n"\
"\n"\
"#Input\n"\
"ATTRIB inTexCoord = fragment.texcoord[0]; \n"\
"ATTRIB light1Vector = fragment.texcoord[1]; \n"\
"ATTRIB light2Vector = fragment.texcoord[2]; \n"\
"ATTRIB light1Color = fragment.color.primary; \n"\
"ATTRIB light2Color = fragment.color.secondary; \n"\
"\n"\
"#Output\n"\
"OUTPUT outColor = result.color;\n"\
"TEMP temp;\n"\
"TEMP temp2;\n"\
"TEMP colorMapColor;\n"\
"TEMP normalMapColor;\n"\
"\n"\
"# fetch color and normal map; \n"\
"TXP colorMapColor, inTexCoord, texture[0], 2D; \n"\
"TXP normalMapColor, inTexCoord, texture[1], 2D; \n"\
"\n"\
"# calculate color of light1; \n"\
"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"MAD temp, light1Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp, normalMapColor, temp; \n"\
"MUL temp, light1Color, temp; \n"\
"\n"\
"# calculate color of light2; \n"\
"MAD temp2, light2Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp2, normalMapColor, temp2; \n"\
"MAD temp, light2Color, temp2, temp; \n"\
"\n"\
"# luminance * base color; \n"\
"MUL outColor, temp, colorMapColor; \n"\
"MOV outColor.a, light1Color.a; #write interpolated vertex alpha value\n"\
"\n"\
"END\n";
//! Constructor
COpenGLNormalMapRenderer::COpenGLNormalMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
: COpenGLShaderMaterialRenderer(driver, 0, baseMaterial), CompiledShaders(true)
{
#ifdef _DEBUG
setDebugName("COpenGLNormalMapRenderer");
#endif
// set this as callback. We could have done this in
// the initialization list, but some compilers don't like it.
CallBack = this;
// basically, this thing simply compiles the hardcoded shaders if the
// hardware is able to do them, otherwise it maps to the base material
if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
{
// this hardware is not able to do shaders. Fall back to
// base material.
outMaterialTypeNr = driver->addMaterialRenderer(this);
return;
}
// check if already compiled normal map shaders are there.
video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID);
if (renderer)
{
// use the already compiled shaders
video::COpenGLNormalMapRenderer* nmr = reinterpret_cast<video::COpenGLNormalMapRenderer*>(renderer);
CompiledShaders = false;
VertexShader = nmr->VertexShader;
PixelShader = nmr->PixelShader;
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
else
{
// compile shaders on our own
init(outMaterialTypeNr, OPENGL_NORMAL_MAP_VSH, OPENGL_NORMAL_MAP_PSH, EVT_TANGENTS);
}
// fallback if compilation has failed
if (-1==outMaterialTypeNr)
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
//! Destructor
COpenGLNormalMapRenderer::~COpenGLNormalMapRenderer()
{
if (CallBack == this)
CallBack = 0;
if (!CompiledShaders)
{
// prevent this from deleting shaders we did not create
VertexShader = 0;
PixelShader.clear();
}
}
//! Returns the render capability of the material.
s32 COpenGLNormalMapRenderer::getRenderCapability() const
{
if (Driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) &&
Driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
return 0;
return 1;
}
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
void COpenGLNormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set transposed world matrix
const core::matrix4& tWorld = driver->getTransform(video::ETS_WORLD).getTransposed();
services->setVertexShaderConstant(tWorld.pointer(), 0, 4);
// set transposed worldViewProj matrix
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we fetch the fixed function lights from the driver
// and set them as constants
u32 cnt = driver->getDynamicLightCount();
// Load the inverse world matrix.
core::matrix4 invWorldMat;
driver->getTransform(video::ETS_WORLD).getInverse(invWorldMat);
for (u32 i=0; i<2; ++i)
{
video::SLight light;
if (i<cnt)
light = driver->getDynamicLight(i);
else
{
light.DiffuseColor.set(0,0,0); // make light dark
light.Radius = 1.0f;
}
light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
// Transform the light by the inverse world matrix to get it into object space.
invWorldMat.transformVect(light.Position);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
}
}
} // end namespace video
} // end namespace irr
#endif

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@ -0,0 +1,49 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OPENGL_NORMAL_MAP_RENDERER_H_INCLUDED__
#define __C_OPENGL_NORMAL_MAP_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "COpenGLShaderMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
namespace irr
{
namespace video
{
//! Class for rendering normal maps with OpenGL
class COpenGLNormalMapRenderer : public COpenGLShaderMaterialRenderer, public IShaderConstantSetCallBack
{
public:
//! Constructor
COpenGLNormalMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial);
//! Destructor
~COpenGLNormalMapRenderer();
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
//! Returns the render capability of the material.
virtual s32 getRenderCapability() const;
protected:
bool CompiledShaders;
};
} // end namespace video
} // end namespace irr
#endif
#endif

View File

@ -521,14 +521,6 @@ void ParticleEmitter::setParticleType(const ParticleKind* type)
m_node->setMaterialTexture(0, material->getTexture());
mat0.ZWriteEnable = !material->isTransparent(); // disable z-buffer writes if material is transparent
// fallback for old render engine
if (material->getShaderType() == Material::SHADERTYPE_ADDITIVE)
mat0.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
else if (material->getShaderType() == Material::SHADERTYPE_ALPHA_BLEND)
mat0.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
else if (material->getShaderType() == Material::SHADERTYPE_ALPHA_TEST)
mat0.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
}
else
{