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