5 namespace gfx::drivers;
7 // ********** Default Shader **********
8 public enum LightMode { off, dir, pos, posAtt, posSpot, posSpotAtt };
9 public enum SwizzleMode { off, alpha, red };
11 public class DefaultShaderBits : uint64
15 bool nonLocalViewer:1;
18 bool separateSpecular:1;
21 bool perVertexColor:1;
22 SwizzleMode swizzle:2;
28 bool normalsMapping:1;
29 bool specularMapping:1;
30 bool environmentMapping:1;
37 public class CompiledDefaultShader : CompiledShader
50 int uLightsDiffuse[8];
51 int uLightsAmbient[8];
52 int uLightsSpecular[8];
54 int uLightsSpotDir[8];
55 int uLightsSpotCutOffCos[8];
56 int uLightsSpotExp[8];
72 void registerUniforms(int program, DefaultShaderBits state)
75 uPrjMatrix = glGetUniformLocation(program, "projection_matrix");
76 uMatDiffuse = glGetUniformLocation(program, "matDiffuse");
79 uMVMatrix = glGetUniformLocation(program, "modelview_matrix");
85 for(i = 0; i < 8; i++)
89 sprintf(name, "lightsPos[%d]", i);
90 uLightsPos[i] = glGetUniformLocation(program, name);
92 sprintf(name, "lightsDiffuse[%d]", i);
93 uLightsDiffuse[i] = glGetUniformLocation(program, name);
95 sprintf(name, "lightsAmbient[%d]", i);
96 uLightsAmbient[i] = glGetUniformLocation(program, name);
98 sprintf(name, "lightsSpecular[%d]", i);
99 uLightsSpecular[i] = glGetUniformLocation(program, name);
101 sprintf(name, "lightsAtt[%d]", i);
102 uLightsAtt[i] = glGetUniformLocation(program, name);
104 sprintf(name, "lightsSpotDir[%d]", i);
105 uLightsSpotDir[i] = glGetUniformLocation(program, name);
107 sprintf(name, "lightsSpotCutOffCos[%d]", i);
108 uLightsSpotCutOffCos[i] = glGetUniformLocation(program, name);
110 sprintf(name, "lightsSpotExp[%d]", i);
111 uLightsSpotExp[i] = glGetUniformLocation(program, name);
114 uNearPlane = glGetUniformLocation(program, "nearPlane");
115 uNormalsMatrix = glGetUniformLocation(program, "normals_matrix");
116 uGlobalAmbient = glGetUniformLocation(program, "globalAmbient");
117 uMatAmbient = glGetUniformLocation(program, "matAmbient");
118 uMatEmissive = glGetUniformLocation(program, "matEmissive");
121 uMatSpecular = glGetUniformLocation(program, "matSpecular");
122 uMatPower = glGetUniformLocation(program, "matPower");
126 if((state.specularMapping || state.normalsMapping || state.texturing || state.reflectionMap || state.cubeMap) && state.textureMatrix)
127 uTextureMatrix = glGetUniformLocation(program, "texture_matrix");
128 if(state.texturing || state.cubeMap)
129 uDiffuseTex = glGetUniformLocation(program, "diffuseTex");
130 if(state.normalsMapping)
131 uBumpTex = glGetUniformLocation(program, "bumpTex");
132 if(state.specularMapping)
133 uSpecularTex = glGetUniformLocation(program, "specularTex");
134 if(state.environmentMapping)
136 uEnvTex = glGetUniformLocation(program, "envTex");
137 uCubeMapMatrix = glGetUniformLocation(program, "cubemap_matrix");
140 uRefractionETA = glGetUniformLocation(program, "matRefractionETA");
142 uMatReflectivity = glGetUniformLocation(program, "matReflectivity");
143 if(state.reflectionMap)
144 uReflectTex = glGetUniformLocation(program, "reflectTex");
149 uFogDensity = glGetUniformLocation(program, "fogDensity");
150 uFogColor = glGetUniformLocation(program, "fogColor");
156 public class DefaultShader : Shader
158 vertexShaderFile = "<:ecere>shaders/default.vert";
159 fragmentShaderFile = "<:ecere>shaders/default.frag";
163 float projection[16];
164 float matTexture[16];
165 float cubemap_matrix[9];
167 float normalsMatrix[9];
169 float globalAmbient[3];
172 float lDiffuse [8][4];
173 float lAmbient [8][3];
174 float lSpecular[8][3];
175 float lPosition[8][3];
178 float lSpotDir[8][3];
187 float refractionETA, reflectivity;
198 color[0] = 1, color[1] = 1, color[2] = 1, color[3] = 1;
199 diffuse[0] = 1, diffuse[1] = 1, diffuse[2] = 1, diffuse[3] = 1;
200 ambient[0] = 1, ambient[1] = 1, ambient[2] = 1;
202 // state = DefaultShaderBits { blinnSpecular = true };
205 void bindAttribs(int program)
207 #if ENABLE_GL_SHADERS
208 DefaultShaderBits state = this.state;
209 glBindAttribLocation(program, GLBufferContents::vertex, "vertex");
210 if(state.perVertexColor)
211 glBindAttribLocation(program, GLBufferContents::color, "color");
212 if(state.texturing || state.normalsMapping || state.specularMapping || state.reflectionMap)
213 glBindAttribLocation(program, GLBufferContents::texCoord, "texCoord");
215 glBindAttribLocation(program, GLBufferContents::normal, "normal");
216 if(state.normalsMapping)
218 glBindAttribLocation(program, GLBufferContents::tangent1, "tangent1");
219 glBindAttribLocation(program, GLBufferContents::tangent2, "tangent2");
224 CompiledDefaultShader registerShader(int program, uint64 state)
226 CompiledDefaultShader shader { };
227 shader.registerUniforms(program, state);
231 ZString getDefinitions(uint64 _state)
233 DefaultShaderBits state = _state;
234 ZString defs { allocType = heap, minSize = 5000 };
238 //PrintLn("Compiling shader for state: ", state);
241 #if defined(__EMSCRIPTEN__)
242 defs.concatf("#version 100\n");
243 defs.concatf("#define GLSL_FLOAT_PRECISION 1\n");
245 defs.concatf("#version 110\n");
246 defs.concatf("#define GLSL_FLOAT_PRECISION 0\n");
248 defs.concatf("\n#define NUM_LIGHTS %d", 8);
249 defs.concatf("\n#define MODELVIEW %d", state.modelView ? 1 : 0);
250 defs.concatf("\n#define PER_VERTEX_COLOR %d", state.perVertexColor ? 1 : 0);
251 defs.concatf("\n#define LIGHTING_ON %d", state.lighting ? 1 : 0);
252 defs.concatf("\n#define NON_LOCAL_VIEWER %d", state.nonLocalViewer ? 1 : 0);
253 defs.concatf("\n#define MAT_TWOSIDED %d", state.twoSided ? 1 : 0);
254 defs.concatf("\n#define MAT_SPECULAR %d", state.specular ? 1 : 0);
255 defs.concatf("\n#define MAT_SEPARATE_SPECULAR %d", state.separateSpecular ? 1 : 0);
256 defs.concatf("\n#define SPECULAR_MAPPING %d", state.specularMapping ? 1 : 0);
257 defs.concatf("\n#define ENVIRONMENT_MAPPING %d", state.environmentMapping ? 1 : 0);
258 defs.concatf("\n#define ENVIRONMENT_REFLECTION %d", state.reflection ? 1 : 0);
259 defs.concatf("\n#define ENVIRONMENT_REFRACTION %d", state.refraction ? 1 : 0);
260 defs.concatf("\n#define REFLECTION_MAP %d", state.reflectionMap ? 1 : 0);
261 defs.concatf("\n#define NORMALS_MAPPING %d", state.normalsMapping ? 1 : 0);
262 defs.concatf("\n#define CUBEMAP_ON %d", state.cubeMap ? 1 : 0);
263 defs.concatf("\n#define LIGHTING_SPECULAR_BLINN %d", state.blinnSpecular ? 1 : 0);
264 defs.concatf("\n#define TEXTURE_ON %d", state.texturing ? 1 : 0);
265 defs.concatf("\n#define TEXTURE_MATRIX %d", state.textureMatrix ? 1 : 0);
266 defs.concatf("\n#define SWIZZLE_ALPHA %d", state.swizzle == alpha ? 1 : 0);
267 defs.concatf("\n#define SWIZZLE_RED %d", state.swizzle == red ? 1 : 0);
268 defs.concatf("\n#define FOG_ON %d\n", state.fog ? 1 : 0);
269 defs.concatf("\n#define DEBUGGING %d\n", state.debugging ? 1 : 0);
270 for(i = 0; i < 8; i++)
272 LightMode mode = (LightMode)((state.lightBits & (0x7 << (3*i))) >> (3*i));
273 defs.concatf("\n#define LIGHT%d_ON %d", i, mode ? 1 : 0);
274 defs.concatf("\n#define LIGHT%d_POSITIONAL %d", i, mode >= pos ? 1 : 0);
275 defs.concatf("\n#define LIGHT%d_SPOT %d", i, mode >= posSpot ? 1 : 0);
276 defs.concatf("\n#define LIGHT%d_ATT %d\n", i, mode == posAtt || mode == posSpotAtt ? 1 : 0);
278 defs.concatf("\n\n#line 0\n");
281 //puts((String)defs._string);
286 void uploadUniforms(CompiledDefaultShader shader)
288 #if ENABLE_GL_SHADERS
289 DefaultShaderBits state = this.state;
296 Matrix * mv = &mvMatrix;
297 Matrix * prj = &prjMatrix;
299 mat.Multiply(mv, prj);
303 (float)mat.m[0][0], (float)mat.m[0][1], (float)mat.m[0][2], (float)mat.m[0][3],
304 (float)mat.m[1][0], (float)mat.m[1][1], (float)mat.m[1][2], (float)mat.m[1][3],
305 (float)mat.m[2][0], (float)mat.m[2][1], (float)mat.m[2][2], (float)mat.m[2][3],
306 (float)mat.m[3][0], (float)mat.m[3][1], (float)mat.m[3][2], (float)mat.m[3][3]
308 float mvz[4] = { (float)mv->m[0][2], (float)mv->m[1][2], (float)mv->m[2][2], (float)mv->m[3][2] };
309 glUniformMatrix4fv(shader.uPrjMatrix, 1, GL_FALSE, m);
311 glUniform3fv(uMVZ, 1, mvz);
316 glUniformMatrix4fv(shader.uPrjMatrix, 1, GL_FALSE, projection);
319 glUniformMatrix4fv(shader.uMVMatrix, 1, GL_FALSE, modelView);
325 for(i = 0; i < 8; i++)
327 LightMode mode = (LightMode)((state.lightBits & (0x7 << (3*i))) >> (3*i));
330 if(mode == posSpot || mode == posSpotAtt)
332 glUniform3fv(shader.uLightsSpotDir[i], 1, lSpotDir[i]);
333 glUniform1f(shader.uLightsSpotCutOffCos[i], lCutOffCos[i]);
334 glUniform1f(shader.uLightsSpotExp[i], lSpotExp[i]);
336 if(mode == posAtt || mode == posSpotAtt)
337 glUniform3fv(shader.uLightsAtt[i], 1, lAtt[i]);
339 glUniform3fv(shader.uLightsSpecular[i], 1, lSpecular[i]);
340 glUniform3fv(shader.uLightsPos[i], 1, lPosition[i]);
341 glUniform3fv(shader.uLightsDiffuse[i], 1, lDiffuse[i]);
342 glUniform3fv(shader.uLightsAmbient[i], 1, lAmbient[i]);
347 glUniform4fv(shader.uMatDiffuse, 1, diffuse);
348 glUniform3fv(shader.uMatAmbient, 1, ambient);
349 glUniform3fv(shader.uMatEmissive, 1, emissive);
352 glUniform3fv(shader.uMatSpecular, 1, specular);
353 glUniform1f(shader.uMatPower, state.blinnSpecular ? power : power / 4.0f);
356 glUniform1f(shader.uNearPlane, nearPlane);
357 glUniform3fv(shader.uGlobalAmbient, 1, globalAmbient);
359 glUniformMatrix3fv(shader.uNormalsMatrix, 1, GL_FALSE, normalsMatrix);
361 if(state.normalsMapping)
362 glUniform1i(shader.uBumpTex, 1);
364 if(state.specularMapping)
365 glUniform1i(shader.uSpecularTex, 2);
368 glUniform4fv(shader.uMatDiffuse, 1, color);
370 if(state.environmentMapping)
372 glUniform1i(shader.uEnvTex, 3);
373 glUniformMatrix3fv(shader.uCubeMapMatrix, 1, GL_FALSE, cubemap_matrix);
375 glUniform1f(shader.uMatReflectivity, reflectivity);
377 glUniform1f(shader.uRefractionETA, refractionETA);
378 if(state.reflectionMap)
379 glUniform1i(shader.uReflectTex, 4);
382 if(state.texturing || state.cubeMap)
383 glUniform1i(shader.uDiffuseTex, 0);
384 if((state.texturing || state.normalsMapping || state.specularMapping || state.reflectionMap || state.cubeMap) && state.textureMatrix)
385 glUniformMatrix4fv(shader.uTextureMatrix, 1, GL_FALSE, matTexture);
389 glUniform1f(shader.uFogDensity, fogDensity);
390 glUniform3fv(shader.uFogColor, 1, fogColor);
395 void setCamera(Camera camera)
397 double * c = camera.inverseTranspose.array;
400 (float) c[0], (float) c[1], (float)-c[2],
401 (float)-c[4], (float) c[5], (float) c[6],
402 (float)-c[8], (float) c[9], (float) c[10]
404 memcpy(cubemap_matrix, m, 9 * sizeof(float));
405 uniformsModified = true;
408 void updateMatrix(MatrixMode mode, Matrix matrix, bool isIdentity)
412 (float)matrix.m[0][0], (float)matrix.m[0][1], (float)matrix.m[0][2], (float)matrix.m[0][3],
413 (float)matrix.m[1][0], (float)matrix.m[1][1], (float)matrix.m[1][2], (float)matrix.m[1][3],
414 (float)matrix.m[2][0], (float)matrix.m[2][1], (float)matrix.m[2][2], (float)matrix.m[2][3],
415 (float)matrix.m[3][0], (float)matrix.m[3][1], (float)matrix.m[3][2], (float)matrix.m[3][3]
417 if(mode == projection)
419 memcpy(projection, m, 16 * sizeof(float));
420 nearPlane = (float)::nearPlane;
421 uniformsModified = true;
423 else if(mode == modelView)
426 double * i = inv.array;
428 memcpy(modelView, m, 16 * sizeof(float));
429 ((DefaultShaderBits)state).modelView = !isIdentity;
432 //prjViewModified = true;
441 (float)i[0],(float)i[1],(float)i[2],
442 (float)i[4],(float)i[5],(float)i[6],
443 (float)i[8],(float)i[9],(float)i[10]
445 memcpy(normalsMatrix, m, 9 * sizeof(float));
448 uniformsModified = true;
450 else if(mode == texture)
452 memcpy(matTexture, m, 16 * sizeof(float));
453 ((DefaultShaderBits)state).textureMatrix = !isIdentity;
454 if(((DefaultShaderBits)state).texturing || ((DefaultShaderBits)state).normalsMapping || ((DefaultShaderBits)state).specularMapping ||
455 ((DefaultShaderBits)state).reflectionMap || ((DefaultShaderBits)state).cubeMap)
456 uniformsModified = true;
460 void setGlobalAmbient(float r, float g, float b, float a)
462 globalAmbient[0] = r, globalAmbient[1] = g, globalAmbient[2] = b;
463 if(((DefaultShaderBits)state).lighting)
464 uniformsModified = true;
467 void setColor(float r, float g, float b, float a)
469 color[0] = r, color[1] = g, color[2] = b, color[3] = a;
470 uniformsModified = true;
473 void lighting(bool on)
475 if(((DefaultShaderBits)state).lighting != on)
477 ((DefaultShaderBits)state).lighting = on;
478 uniformsModified = true;
480 state &= ~DefaultShaderBits
482 nonLocalViewer = true;
485 separateSpecular = true;
486 blinnSpecular = true;
487 lightBits = 0xFFFFFF;
490 state |= DefaultShaderBits { separateSpecular = true };
499 ((DefaultShaderBits)state).fog = fogOn && fogDensity;
500 uniformsModified = true;
504 void setFogDensity(float density)
506 if(fogDensity != density)
508 fogDensity = density;
509 ((DefaultShaderBits)state).fog = fogOn && fogDensity;
511 uniformsModified = true;
515 void setFogColor(float r, float g, float b)
517 fogColor[0] = r, fogColor[1] = g, fogColor[2] = b;
519 uniformsModified = true;
522 void texturing(bool on)
524 if(((DefaultShaderBits)state).texturing != on)
526 ((DefaultShaderBits)state).texturing = on;
528 state &= ~DefaultShaderBits { swizzle = (SwizzleMode)0x3 };
529 if(!on && !((DefaultShaderBits)state).normalsMapping && !((DefaultShaderBits)state).specularMapping && !((DefaultShaderBits)state).reflectionMap && !((DefaultShaderBits)state).cubeMap)
530 state &= ~DefaultShaderBits { textureMatrix = true };
531 uniformsModified = true;
535 void debugging(bool on)
537 if(((DefaultShaderBits)state).debugging != on)
539 ((DefaultShaderBits)state).debugging = on;
540 uniformsModified = true;
544 void swizzle(SwizzleMode swizzle)
547 if(swizzle && !((DefaultShaderBits)state).texturing && !((DefaultShaderBits)state).cubeMap)
548 printf("swizzle() with texturing off\n");
550 if(((DefaultShaderBits)state).swizzle != swizzle)
552 ((DefaultShaderBits)state).swizzle = swizzle;
553 if(((DefaultShaderBits)state).texturing || ((DefaultShaderBits)state).cubeMap)
554 uniformsModified = true;
558 void setSimpleMaterial(ColorAlpha color, bool twoSided)
560 float r = color.color.r / 255.0f;
561 float g = color.color.g / 255.0f;
562 float b = color.color.b / 255.0f;
564 if(!((DefaultShaderBits)state).lighting)
565 printf("setSimpleMaterial() with lighting off\n");
567 diffuse[0] = r, diffuse[1] = g, diffuse[2] = b, diffuse[3] = color.a / 255.0f;
568 ambient[0] = r, ambient[1] = g, ambient[2] = b;
569 emissive[0] = 0, emissive[1] = 0, emissive[2] = 0;
570 ((DefaultShaderBits)state).perVertexColor = false;
571 ((DefaultShaderBits)state).normalsMapping = false;
572 ((DefaultShaderBits)state).environmentMapping = false;
573 ((DefaultShaderBits)state).reflectionMap = false;
574 ((DefaultShaderBits)state).specularMapping = false;
575 ((DefaultShaderBits)state).reflection = false;
576 ((DefaultShaderBits)state).refraction = false;
577 ((DefaultShaderBits)state).texturing = false;
578 ((DefaultShaderBits)state).cubeMap = false;
579 ((DefaultShaderBits)state).specular = false;
580 ((DefaultShaderBits)state).twoSided = twoSided;
581 uniformsModified = true;
584 void setPerVertexColor(bool perVertexColor)
586 if(((DefaultShaderBits)state).perVertexColor != perVertexColor)
588 ((DefaultShaderBits)state).perVertexColor = perVertexColor;
589 uniformsModified = true;
593 #if !defined(ECERE_NO3D)
594 void setMaterial(Material material, MeshFeatures flags)
596 #if ENABLE_GL_SHADERS
599 ((DefaultShaderBits)state).specular = material.power && (material.specular.r || material.specular.g || material.specular.b);
600 ((DefaultShaderBits)state).perVertexColor = flags.colors;
601 ((DefaultShaderBits)state).separateSpecular = ((DefaultShaderBits)state).specular && material.flags.separateSpecular;
602 ((DefaultShaderBits)state).cubeMap = material && material.flags.cubeMap && material.baseMap;
603 ((DefaultShaderBits)state).twoSided = material.flags.doubleSided && !material.flags.singleSideLight;
604 ((DefaultShaderBits)state).lightBits = material.flags.noLighting ? 0 : lightBits;
605 ((DefaultShaderBits)state).lighting = (!material.flags.noLighting && lightBits) ? true : false;
606 color[0] = 1, color[1] = 1, color[2] = 1, color[3] = material.opacity;
607 diffuse[0] = material.diffuse.r, diffuse[1] = material.diffuse.g, diffuse[2] = material.diffuse.b, diffuse[3] = material.opacity;
608 ambient[0] = material.ambient.r, ambient[1] = material.ambient.g, ambient[2] = material.ambient.b;
609 specular[0] = material.specular.r, specular[1] = material.specular.g, specular[2] = material.specular.b;
610 emissive[0] = material.emissive.r, emissive[1] = material.emissive.g, emissive[2] = material.emissive.b;
611 power = material.power;
615 ((DefaultShaderBits)state).cubeMap = false;
616 ((DefaultShaderBits)state).perVertexColor = false;
617 ((DefaultShaderBits)state).separateSpecular = false;
618 ((DefaultShaderBits)state).twoSided = false;
619 ((DefaultShaderBits)state).textureMatrix = false;
622 if(material && material.bumpMap && flags.tangents)
624 glActiveTexture(GL_TEXTURE1);
625 glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.bumpMap.driverData);
626 if(material.flags.tile)
628 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
629 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
633 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
634 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
637 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, material.bumpMap.mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
638 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
639 glActiveTexture(GL_TEXTURE0);
640 ((DefaultShaderBits)state).normalsMapping = true;
643 ((DefaultShaderBits)state).normalsMapping = false;
645 if(material && material.envMap && (material.refractiveIndex || material.refractiveIndexContainer || material.reflectivity || material.reflectMap))
647 CubeMap cube = material.envMap;
648 glActiveTexture(GL_TEXTURE3);
649 glBindTexture(GL_TEXTURE_CUBE_MAP, (GLuint)(uintptr)cube.driverData);
650 glActiveTexture(GL_TEXTURE0);
651 ((DefaultShaderBits)state).environmentMapping = true;
653 if(material.refractiveIndex || material.refractiveIndexContainer)
656 (material.refractiveIndexContainer ? material.refractiveIndexContainer : 1.0) /
657 (material.refractiveIndex ? material.refractiveIndex : 1.0);
659 ((DefaultShaderBits)state).refraction = true;
662 if(material.reflectivity || material.reflectMap)
664 reflectivity = material.reflectivity;
665 if(!reflectivity && material.reflectMap) reflectivity = 1.0;
667 if(material.reflectMap)
669 glActiveTexture(GL_TEXTURE4);
670 glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.reflectMap.driverData);
671 if(material.flags.tile)
673 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
674 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
678 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
679 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
682 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, material.reflectMap.mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
683 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
684 glActiveTexture(GL_TEXTURE0);
686 ((DefaultShaderBits)state).reflectionMap = true;
689 ((DefaultShaderBits)state).reflectionMap = false;
690 ((DefaultShaderBits)state).reflection = true;
695 ((DefaultShaderBits)state).environmentMapping = false;
696 ((DefaultShaderBits)state).refraction = false;
697 ((DefaultShaderBits)state).reflection = false;
698 ((DefaultShaderBits)state).reflectionMap = false;
701 if(material && material.specularMap)
703 glActiveTexture(GL_TEXTURE2);
704 glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.specularMap.driverData);
705 if(material.flags.tile)
707 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
708 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
712 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
713 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
716 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, material.specularMap.mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
717 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
718 glActiveTexture(GL_TEXTURE0);
719 ((DefaultShaderBits)state).specularMapping = true;
722 ((DefaultShaderBits)state).specularMapping = false;
724 uniformsModified = true;
728 void setLight(Display display, uint id, Light light)
731 bool lightOn = light && !light.flags.off;
732 LightMode mode = (LightMode)((((DefaultShaderBits)state).lightBits & (0x7 << lShift)) >> lShift);
734 if(lightOn && !((DefaultShaderBits)state).lighting)
735 ((DefaultShaderBits)state).lighting = true;
737 if(lightOn || (lightOn != (mode != off)))
738 uniformsModified = true;
742 Object lightObject = light.lightObject;
743 float multiplier = light.multiplier;
744 Matrix m = matrixStack[0][matrixIndex[0]];
746 m.Scale(::nearPlane, ::nearPlane, ::nearPlane);
748 if(!multiplier) multiplier = 1.0f;
750 lDiffuse[id][0] = light.diffuse.r * multiplier;
751 lDiffuse[id][1] = light.diffuse.g * multiplier;
752 lDiffuse[id][2] = light.diffuse.b * multiplier;
754 lAmbient[id][0] = light.ambient.r * multiplier;
755 lAmbient[id][1] = light.ambient.g * multiplier;
756 lAmbient[id][2] = light.ambient.b * multiplier;
758 lSpecular[id][0] = light.specular.r * multiplier;
759 lSpecular[id][1] = light.specular.g * multiplier;
760 lSpecular[id][2] = light.specular.b * multiplier;
764 // Positional Lights (Including Spot Lights and Omni with flags.spot not set)
765 Matrix * mat = &lightObject.matrix;
766 Vector3D positionVector { mat->m[3][0], mat->m[3][1], mat->m[3][2] };
767 if(display.display3D.camera)
768 positionVector.Subtract(positionVector, display.display3D.camera.cPosition);
770 l.MultMatrix(positionVector, m);
771 lPosition[id][0] = (float)l.x, lPosition[id][1] = (float)-l.y, lPosition[id][2] = (float)l.z;
773 // Display Light Position
775 GLSetupLighting(false);
776 glDisable(GL_DEPTH_TEST);
778 light.diffuse.r * multiplier,
779 light.diffuse.g * multiplier,
780 light.diffuse.b * multiplier);
783 GLVertex3dv((double *)&positionVector);
785 glEnable(GL_DEPTH_TEST);
786 GLSetupLighting(true);
793 Vector3D positionVector;
794 if(lightObject.flags.root || !lightObject.parent)
796 positionVector = light.target.transform.position;
797 positionVector.Subtract(positionVector, display.camera.cPosition);
801 positionVector.MultMatrix(light.target.transform.position,
802 lightObject.light.target.parent.matrix);
803 positionVector.Subtract(positionVector, display.camera.cPosition);
805 GLSetupLighting(false);
806 glDisable(GL_DEPTH_TEST);
810 GLVertex3dv((double *)&positionVector);
812 glEnable(GL_DEPTH_TEST);
813 GLSetupLighting(false);
817 if(light.flags.attenuation)
819 lAtt[id][0] = light.Kc;
820 lAtt[id][1] = light.Kl;
821 lAtt[id][2] = light.Kq;
824 if((light.flags.spot && light.fallOff < 360) || (lightObject && (light.direction.x || light.direction.y || light.direction.z)))
827 // Figure out exponent out of the hot spot
828 float exponent = light.flags.spot ? (float)(log(MAXLIGHT) / log(cos(light.hotSpot / 2))) : 1;
829 Degrees cutOff = light.flags.spot ? light.fallOff/2 : 90;
831 l.MultMatrix(light.direction, m);
835 lSpotDir[id][0] = (float)n.x, lSpotDir[id][1] = (float)-n.y, lSpotDir[id][2] = (float)n.z;
836 lCutOffCos[id] = (float)cos(Degrees { cutOff });
837 lSpotExp[id] = exponent;
839 mode = light.flags.attenuation ? posSpotAtt : posSpot;
842 mode = light.flags.attenuation ? posAtt : pos;
847 Vector3D vector { 0,0,-1 };
848 Vector3D direction, v;
850 mat.RotationQuaternion(light.orientation);
851 direction.MultMatrix(vector, mat);
852 v.Normalize(direction);
855 lPosition[id][0] = (float)l.x, lPosition[id][1] = (float)-l.y, lPosition[id][2] = (float)l.z;
861 lightBits = (lightBits & ~(0x7 << lShift)) | (mode << lShift);
862 ((DefaultShaderBits)state).lightBits = lightBits;
866 DefaultShader ::shader() { return defaultShader; }
869 DefaultShader defaultShader { };