// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef NL_MESHVP_PER_PIXEL_LIGHT_H #define NL_MESHVP_PER_PIXEL_LIGHT_H #include "nel/misc/types_nl.h" #include "nel/3d/mesh_vertex_program.h" #include "nel/3d/vertex_program.h" #include namespace NL3D { /** * This vertex program is used to perform perpixel lighting with meshs. Its ouputs are : * * Coord Tex 0 : duplicate the tex Coord 0 set from the v.b. * Coord Tex 1 : The light vector in tangent space. * Coord Tex 2 : The half-angle vector in tangent space. * * This is designed to work with material that got a 'PerPixelLighting' shader. Note that no bump is used with this shader. * * It requires that the input mesh has its tangent space first column vector encoded in the 2nd texture coordinate. * Other stages are not supported for now. * * Note that this can be mixed with gouraud rendered light (the gouraud diffuse and specular component are still computed) * * \author Nicolas Vizerie * \author Nevrax France * \date 2002 */ class CMeshVPPerPixelLight : public IMeshVertexProgram { public: /// true if want Specular Lighting. bool SpecularLighting; public: CMeshVPPerPixelLight() : SpecularLighting(true), _Enabled(false) {} /// \name IMeshVertexProgram implementation // @{ virtual void initInstance(CMeshBaseInstance *mbi); virtual bool begin(IDriver *drv, CScene *scene, CMeshBaseInstance *mbi, const NLMISC::CMatrix &invertedModelMat, const NLMISC::CVector &viewerPos); virtual void end(IDriver *drv); virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream); virtual void setupForMaterial(const CMaterial &mat, IDriver *drv, CScene *scene, CVertexBuffer *vb ); virtual bool needTangentSpace() const { return true; } NLMISC_DECLARE_CLASS(CMeshVPPerPixelLight); // @} private: // enable / disable this v.p void enable(bool enabled, IDriver *drv); private: // this setup the material, and returns true if the v.p has been enabled / disabled virtual bool setupForMaterial(const CMaterial &mat, IDriver *drv, CScene *scene ); bool _Enabled; bool _IsPointLight; // enum { NumVp = 8}; static std::auto_ptr _VertexProgram[NumVp]; }; } // NL3D #endif // NL_MESHVP_PER_PIXEL_LIGHT_H /* End of meshvp_per_pixel_light.h */