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- Spelling fixes - Makefile adding to CFLAGS instead of replacing them. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6269 dfc29bdd-3216-0410-991c-e03cc46cb475
356 lines
12 KiB
C++
356 lines
12 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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 "COpenGLParallaxMapRenderer.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "IGPUProgrammingServices.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IVideoDriver.h"
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#include "os.h"
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#include "COpenGLDriver.h"
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namespace irr
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{
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namespace video
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{
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// Irrlicht Engine OpenGL render path parallax map vertex shader
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// I guess it could be optimized a lot, because I wrote it in D3D ASM and
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// transferred it 1:1 to OpenGL
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const char OPENGL_PARALLAX_MAP_VSH[] =
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"!!ARBvp1.0\n"\
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"#input\n"\
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"# 0-3: transposed world matrix;\n"\
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"#;12: Light01 position \n"\
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"#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
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"#;14: Light02 position \n"\
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"#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
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"#;16: Eye position \n"\
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"\n"\
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"ATTRIB InPos = vertex.position;\n"\
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"ATTRIB InColor = vertex.color;\n"\
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"ATTRIB InNormal = vertex.normal;\n"\
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"ATTRIB InTexCoord = vertex.texcoord[0];\n"\
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"ATTRIB InTangent = vertex.texcoord[1];\n"\
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"ATTRIB InBinormal = vertex.texcoord[2];\n"\
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"\n"\
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"#output\n"\
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"OUTPUT OutPos = result.position;\n"\
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"OUTPUT OutLightColor1 = result.color.primary;\n"\
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"OUTPUT OutLightColor2 = result.color.secondary;\n"\
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"OUTPUT OutTexCoord = result.texcoord[0];\n"\
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"OUTPUT OutLightVector1 = result.texcoord[1];\n"\
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"OUTPUT OutLightVector2 = result.texcoord[2];\n"\
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"OUTPUT OutEyeVector = result.texcoord[3];\n"\
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"\n"\
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"PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
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"TEMP Temp;\n"\
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"TEMP TempColor;\n"\
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"TEMP TempLightVector1;\n"\
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"TEMP TempLightVector2;\n"\
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"TEMP TempEyeVector;\n"\
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"TEMP TempTransLightV1;\n"\
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"TEMP TempTransLightV2;\n"\
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"\n"\
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"# transform position to clip space \n"\
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"DP4 OutPos.x, MVP[0], InPos;\n"\
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"DP4 OutPos.y, MVP[1], InPos;\n"\
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"DP4 Temp.z, MVP[2], InPos;\n"\
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"DP4 OutPos.w, MVP[3], InPos;\n"\
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"MOV OutPos.z, Temp.z;\n"\
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"MOV result.fogcoord.x, Temp.z;\n"\
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"\n"\
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"# vertex - lightpositions \n"\
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"SUB TempLightVector1, program.local[12], InPos; \n"\
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"SUB TempLightVector2, program.local[14], InPos; \n"\
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"\n"\
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"# eye vector \n"\
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"SUB Temp, program.local[16], InPos; \n"\
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"\n"\
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"# transform the light vector 1 with U, V, W \n"\
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"DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
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"DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
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"DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
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"\n"\
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"# transform the light vector 2 with U, V, W \n"\
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"DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
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"DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
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"DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
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"\n"\
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"# transform the eye vector with U, V, W \n"\
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"DP3 TempEyeVector.x, InTangent, Temp; \n"\
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"DP3 TempEyeVector.y, InBinormal, Temp; \n"\
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"DP3 TempEyeVector.z, InNormal, Temp; \n"\
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"\n"\
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"# normalize light vector 1 \n"\
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"DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
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"RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
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"MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
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"\n"\
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"# normalize light vector 2 \n"\
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"DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
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"RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
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"MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
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"\n"\
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"# normalize eye vector \n"\
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"DP3 TempEyeVector.w, TempEyeVector, TempEyeVector; \n"\
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"RSQ TempEyeVector.w, TempEyeVector.w; \n"\
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"MUL TempEyeVector, TempEyeVector, TempEyeVector.w;\n"\
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"MUL TempEyeVector, TempEyeVector, {1,-1,-1,1}; # flip x \n"\
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"\n"\
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"\n"\
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"# move light and eye vectors out\n"\
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"MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
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"MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
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"MAD OutEyeVector, TempEyeVector, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
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"\n"\
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"# calculate attenuation of light 1\n"\
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"MOV TempLightVector1.w, {0,0,0,0}; \n"\
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"DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
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"MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w; \n"\
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"RSQ TempLightVector1, TempLightVector1.x; \n"\
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"MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
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"\n"\
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"# calculate attenuation of light 2\n"\
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"MOV TempLightVector2.w, {0,0,0,0}; \n"\
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"DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
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"MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w; \n"\
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"RSQ TempLightVector2, TempLightVector2.x; \n"\
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"MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
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"\n"\
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"# move out texture coordinates and original alpha value\n"\
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"MOV OutTexCoord, InTexCoord; \n"\
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"MOV OutLightColor1.w, InColor.w; \n"\
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"\n"\
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"END\n";
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// Irrlicht Engine OpenGL render path parallax map pixel shader
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// I guess it could be optimized a bit, because I wrote it in D3D ASM and
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// transfered it 1:1 to OpenGL
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const char OPENGL_PARALLAX_MAP_PSH[] =
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"!!ARBfp1.0\n"\
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"#_IRR_FOG_MODE_\n"\
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"\n"\
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"#Input\n"\
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"ATTRIB inTexCoord = fragment.texcoord[0]; \n"\
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"ATTRIB light1Vector = fragment.texcoord[1]; \n"\
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"ATTRIB light2Vector = fragment.texcoord[2]; \n"\
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"ATTRIB eyeVector = fragment.texcoord[3]; \n"\
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"ATTRIB light1Color = fragment.color.primary; \n"\
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"ATTRIB light2Color = fragment.color.secondary; \n"\
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"\n"\
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"#Output\n"\
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"OUTPUT outColor = result.color;\n"\
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"TEMP temp;\n"\
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"TEMP temp2;\n"\
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"TEMP colorMapColor;\n"\
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"TEMP normalMapColor;\n"\
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"\n"\
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"PARAM height_scale = program.local[0]; \n"\
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"# fetch color and normal map; \n"\
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"TXP normalMapColor, inTexCoord, texture[1], 2D; \n"\
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"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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"\n"\
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"\n"\
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"# extract eye vector (so subtract 0.5f and multiply by 2)\n"\
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"MAD temp, eyeVector, {2,2,2,2}, {-1,-1,-1,-1};\n"\
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"\n"\
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"# height = height * scale \n"\
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"MUL normalMapColor, normalMapColor, height_scale;\n"\
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"\n"\
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"# calculate new texture coord: height * eye + oldTexCoord\n"\
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"MAD temp, temp, normalMapColor.wwww, inTexCoord;\n"\
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"\n"\
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"# fetch new textures \n"\
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"TXP colorMapColor, temp, texture[0], 2D; \n"\
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"TXP normalMapColor, temp, texture[1], 2D; \n"\
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"\n"\
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"# calculate color of light1; \n"\
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"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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"MAD temp, light1Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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"DP3_SAT temp, normalMapColor, temp; \n"\
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"MUL temp, light1Color, temp; \n"\
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"\n"\
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"# calculate color of light2; \n"\
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"MAD temp2, light2Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
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"DP3_SAT temp2, normalMapColor, temp2; \n"\
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"MAD temp, light2Color, temp2, temp; \n"\
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"\n"\
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"# luminance * base color; \n"\
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"MUL outColor, temp, colorMapColor; \n"\
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"MOV outColor.a, light1Color.a; #write interpolated vertex alpha value\n"\
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"\n"\
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"END\n";
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//! Constructor
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COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* driver,
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s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial)
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: COpenGLShaderMaterialRenderer(driver, 0, baseMaterial), CompiledShaders(true)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLParallaxMapRenderer");
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#endif
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// set this as callback. We could have done this in
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// the initialization list, but some compilers don't like it.
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CallBack = this;
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// basically, this simply compiles the hard coded shaders if the
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// hardware is able to do them, otherwise it maps to the base material
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if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
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!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
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{
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// this hardware is not able to do shaders. Fall back to
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// base material.
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outMaterialTypeNr = driver->addMaterialRenderer(this);
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return;
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}
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// check if already compiled normal map shaders are there.
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video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
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if (renderer)
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{
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// use the already compiled shaders
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video::COpenGLParallaxMapRenderer* nmr = reinterpret_cast<video::COpenGLParallaxMapRenderer*>(renderer);
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CompiledShaders = false;
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VertexShader = nmr->VertexShader;
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PixelShader = nmr->PixelShader;
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outMaterialTypeNr = driver->addMaterialRenderer(this);
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}
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else
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{
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// compile shaders on our own
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init(outMaterialTypeNr, OPENGL_PARALLAX_MAP_VSH, OPENGL_PARALLAX_MAP_PSH, EVT_TANGENTS);
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}
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// fallback if compilation has failed
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if (-1==outMaterialTypeNr)
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outMaterialTypeNr = driver->addMaterialRenderer(this);
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}
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//! Destructor
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COpenGLParallaxMapRenderer::~COpenGLParallaxMapRenderer()
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{
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if (CallBack == this)
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CallBack = 0;
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if (!CompiledShaders)
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{
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// prevent this from deleting shaders we did not create
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VertexShader = 0;
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PixelShader.clear();
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}
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}
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void COpenGLParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
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const video::SMaterial& lastMaterial,
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bool resetAllRenderstates, video::IMaterialRendererServices* services)
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{
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COpenGLShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
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resetAllRenderstates, services);
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CurrentScale = material.MaterialTypeParam;
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}
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//! Returns the render capability of the material.
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s32 COpenGLParallaxMapRenderer::getRenderCapability() const
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{
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if (Driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) &&
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Driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
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return 0;
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return 1;
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}
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//! Called by the engine when the vertex and/or pixel shader constants for an
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//! material renderer should be set.
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void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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// set transposed world matrix
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const core::matrix4& tWorld = driver->getTransform(video::ETS_WORLD).getTransposed();
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services->setVertexShaderConstant(tWorld.pointer(), 0, 4);
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// set transposed worldViewProj matrix
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core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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core::matrix4 tr(worldViewProj.getTransposed());
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services->setVertexShaderConstant(tr.pointer(), 8, 4);
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// here we fetch the fixed function lights from the driver
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// and set them as constants
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u32 cnt = driver->getDynamicLightCount();
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// Load the inverse world matrix.
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core::matrix4 invWorldMat;
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driver->getTransform(video::ETS_WORLD).getInverse(invWorldMat);
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for (u32 i=0; i<2; ++i)
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{
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video::SLight light;
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if (i<cnt)
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light = driver->getDynamicLight(i);
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else
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{
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light.DiffuseColor.set(0,0,0); // make light dark
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light.Radius = 1.0f;
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}
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light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
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// Transform the light by the inverse world matrix to get it into object space.
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invWorldMat.transformVect(light.Position);
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services->setVertexShaderConstant(
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reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
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services->setVertexShaderConstant(
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reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
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}
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// Obtain the view position by transforming 0,0,0 by the inverse view matrix
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// and then multiply this by the inverse world matrix.
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core::vector3df viewPos(0.0f, 0.0f, 0.0f);
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core::matrix4 inverseView;
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driver->getTransform(video::ETS_VIEW).getInverse(inverseView);
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inverseView.transformVect(viewPos);
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invWorldMat.transformVect(viewPos);
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services->setVertexShaderConstant(reinterpret_cast<const f32*>(&viewPos.X), 16, 1);
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// set scale factor
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f32 factor = 0.02f; // default value
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if (CurrentScale != 0.0f)
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factor = CurrentScale;
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f32 c6[] = {factor, factor, factor, factor};
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services->setPixelShaderConstant(c6, 0, 1);
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}
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} // end namespace video
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} // end namespace irr
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#endif
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