5 namespace gfx::drivers;
7 public class CubeMap : Bitmap
10 void Load(DisplaySystem displaySystem, const String * names, const String extension, bool oldStyle)
13 for(i = 0; i < 6; i++)
15 char location[MAX_LOCATION];
16 Bitmap face = i > 0 ? { } : this;
17 strcpy(location, names[i]);
19 ChangeExtension(location, extension, location);
20 if(face.Load(location, null, null))
22 face.driverData = driverData;
23 displaySystem.driver.MakeDDBitmap(displaySystem, face, true, (i + 1) | (oldStyle << 3));
35 // ********** Default Shader **********
36 public enum LightMode { off, dir, pos, posAtt, posSpot, posSpotAtt };
37 public enum SwizzleMode { off, alpha, red };
39 public class DefaultShaderBits : uint64
43 bool nonLocalViewer:1;
46 bool separateSpecular:1;
49 bool perVertexColor:1;
50 SwizzleMode swizzle:2;
56 bool normalsMapping:1;
57 bool specularMapping:1;
58 bool environmentMapping:1;
65 public class CompiledDefaultShader : CompiledShader
78 int uLightsDiffuse[8];
79 int uLightsAmbient[8];
80 int uLightsSpecular[8];
82 int uLightsSpotDir[8];
83 int uLightsSpotCutOffCos[8];
84 int uLightsSpotExp[8];
100 void registerUniforms(int program, DefaultShaderBits state)
102 #if ENABLE_GL_SHADERS
103 uPrjMatrix = glGetUniformLocation(program, "projection_matrix");
104 uMatDiffuse = glGetUniformLocation(program, "matDiffuse");
107 uMVMatrix = glGetUniformLocation(program, "modelview_matrix");
113 for(i = 0; i < 8; i++)
117 sprintf(name, "lightsPos[%d]", i);
118 uLightsPos[i] = glGetUniformLocation(program, name);
120 sprintf(name, "lightsDiffuse[%d]", i);
121 uLightsDiffuse[i] = glGetUniformLocation(program, name);
123 sprintf(name, "lightsAmbient[%d]", i);
124 uLightsAmbient[i] = glGetUniformLocation(program, name);
126 sprintf(name, "lightsSpecular[%d]", i);
127 uLightsSpecular[i] = glGetUniformLocation(program, name);
129 sprintf(name, "lightsAtt[%d]", i);
130 uLightsAtt[i] = glGetUniformLocation(program, name);
132 sprintf(name, "lightsSpotDir[%d]", i);
133 uLightsSpotDir[i] = glGetUniformLocation(program, name);
135 sprintf(name, "lightsSpotCutOffCos[%d]", i);
136 uLightsSpotCutOffCos[i] = glGetUniformLocation(program, name);
138 sprintf(name, "lightsSpotExp[%d]", i);
139 uLightsSpotExp[i] = glGetUniformLocation(program, name);
142 uNearPlane = glGetUniformLocation(program, "nearPlane");
143 uNormalsMatrix = glGetUniformLocation(program, "normals_matrix");
144 uGlobalAmbient = glGetUniformLocation(program, "globalAmbient");
145 uMatAmbient = glGetUniformLocation(program, "matAmbient");
146 uMatEmissive = glGetUniformLocation(program, "matEmissive");
149 uMatSpecular = glGetUniformLocation(program, "matSpecular");
150 uMatPower = glGetUniformLocation(program, "matPower");
154 if((state.specularMapping || state.normalsMapping || state.texturing || state.reflectionMap || state.cubeMap) && state.textureMatrix)
155 uTextureMatrix = glGetUniformLocation(program, "texture_matrix");
156 if(state.texturing || state.cubeMap)
157 uDiffuseTex = glGetUniformLocation(program, "diffuseTex");
158 if(state.normalsMapping)
159 uBumpTex = glGetUniformLocation(program, "bumpTex");
160 if(state.specularMapping)
161 uSpecularTex = glGetUniformLocation(program, "specularTex");
162 if(state.environmentMapping)
164 uEnvTex = glGetUniformLocation(program, "envTex");
165 uCubeMapMatrix = glGetUniformLocation(program, "cubemap_matrix");
168 uRefractionETA = glGetUniformLocation(program, "matRefractionETA");
170 uMatReflectivity = glGetUniformLocation(program, "matReflectivity");
171 if(state.reflectionMap)
172 uReflectTex = glGetUniformLocation(program, "reflectTex");
177 uFogDensity = glGetUniformLocation(program, "fogDensity");
178 uFogColor = glGetUniformLocation(program, "fogColor");
184 public class DefaultShader : Shader
186 vertexShaderFile = "<:ecere>shaders/default.vert";
187 fragmentShaderFile = "<:ecere>shaders/default.frag";
191 float projection[16];
192 float matTexture[16];
193 float cubemap_matrix[9];
195 float normalsMatrix[9];
197 float globalAmbient[3];
200 float lDiffuse [8][4];
201 float lAmbient [8][3];
202 float lSpecular[8][3];
203 float lPosition[8][3];
206 float lSpotDir[8][3];
215 float refractionETA, reflectivity;
226 color[0] = 1, color[1] = 1, color[2] = 1, color[3] = 1;
227 diffuse[0] = 1, diffuse[1] = 1, diffuse[2] = 1, diffuse[3] = 1;
228 ambient[0] = 1, ambient[1] = 1, ambient[2] = 1;
230 // state = DefaultShaderBits { blinnSpecular = true };
233 void bindAttribs(int program)
235 #if ENABLE_GL_SHADERS
236 DefaultShaderBits state = this.state;
237 glBindAttribLocation(program, GLBufferContents::vertex, "vertex");
238 if(state.perVertexColor)
239 glBindAttribLocation(program, GLBufferContents::color, "color");
240 if(state.texturing || state.normalsMapping || state.specularMapping || state.reflectionMap)
241 glBindAttribLocation(program, GLBufferContents::texCoord, "texCoord");
243 glBindAttribLocation(program, GLBufferContents::normal, "normal");
244 if(state.normalsMapping)
246 glBindAttribLocation(program, GLBufferContents::tangent1, "tangent1");
247 glBindAttribLocation(program, GLBufferContents::tangent2, "tangent2");
252 CompiledDefaultShader registerShader(int program, uint64 state)
254 CompiledDefaultShader shader { };
255 shader.registerUniforms(program, state);
259 ZString getDefinitions(uint64 _state)
261 DefaultShaderBits state = _state;
262 ZString defs { allocType = heap, minSize = 5000 };
266 //PrintLn("Compiling shader for state: ", state);
269 #if defined(__EMSCRIPTEN__)
270 defs.concatf("#version 100\n");
272 defs.concatf("#version 110\n");
274 defs.concatf("\n#define NUM_LIGHTS %d", 8);
275 defs.concatf("\n#define MODELVIEW %d", state.modelView ? 1 : 0);
276 defs.concatf("\n#define PER_VERTEX_COLOR %d", state.perVertexColor ? 1 : 0);
277 defs.concatf("\n#define LIGHTING_ON %d", state.lighting ? 1 : 0);
278 defs.concatf("\n#define NON_LOCAL_VIEWER %d", state.nonLocalViewer ? 1 : 0);
279 defs.concatf("\n#define MAT_TWOSIDED %d", state.twoSided ? 1 : 0);
280 defs.concatf("\n#define MAT_SPECULAR %d", state.specular ? 1 : 0);
281 defs.concatf("\n#define MAT_SEPARATE_SPECULAR %d", state.separateSpecular ? 1 : 0);
282 defs.concatf("\n#define SPECULAR_MAPPING %d", state.specularMapping ? 1 : 0);
283 defs.concatf("\n#define ENVIRONMENT_MAPPING %d", state.environmentMapping ? 1 : 0);
284 defs.concatf("\n#define ENVIRONMENT_REFLECTION %d", state.reflection ? 1 : 0);
285 defs.concatf("\n#define ENVIRONMENT_REFRACTION %d", state.refraction ? 1 : 0);
286 defs.concatf("\n#define REFLECTION_MAP %d", state.reflectionMap ? 1 : 0);
287 defs.concatf("\n#define NORMALS_MAPPING %d", state.normalsMapping ? 1 : 0);
288 defs.concatf("\n#define CUBEMAP_ON %d", state.cubeMap ? 1 : 0);
289 defs.concatf("\n#define LIGHTING_SPECULAR_BLINN %d", state.blinnSpecular ? 1 : 0);
290 defs.concatf("\n#define TEXTURE_ON %d", state.texturing ? 1 : 0);
291 defs.concatf("\n#define TEXTURE_MATRIX %d", state.textureMatrix ? 1 : 0);
292 defs.concatf("\n#define SWIZZLE_ALPHA %d", state.swizzle == alpha ? 1 : 0);
293 defs.concatf("\n#define SWIZZLE_RED %d", state.swizzle == red ? 1 : 0);
294 defs.concatf("\n#define FOG_ON %d\n", state.fog ? 1 : 0);
295 defs.concatf("\n#define DEBUGGING %d\n", state.debugging ? 1 : 0);
296 for(i = 0; i < 8; i++)
298 LightMode mode = (LightMode)((state.lightBits & (0x7 << (3*i))) >> (3*i));
299 defs.concatf("\n#define LIGHT%d_ON %d", i, mode ? 1 : 0);
300 defs.concatf("\n#define LIGHT%d_POSITIONAL %d", i, mode >= pos ? 1 : 0);
301 defs.concatf("\n#define LIGHT%d_SPOT %d", i, mode >= posSpot ? 1 : 0);
302 defs.concatf("\n#define LIGHT%d_ATT %d\n", i, mode == posAtt || mode == posSpotAtt ? 1 : 0);
304 defs.concatf("\n\n#line 0\n");
307 //puts((String)defs._string);
312 void uploadUniforms(CompiledDefaultShader shader)
314 #if ENABLE_GL_SHADERS
315 DefaultShaderBits state = this.state;
322 Matrix * mv = &mvMatrix;
323 Matrix * prj = &prjMatrix;
325 mat.Multiply(mv, prj);
329 (float)mat.m[0][0], (float)mat.m[0][1], (float)mat.m[0][2], (float)mat.m[0][3],
330 (float)mat.m[1][0], (float)mat.m[1][1], (float)mat.m[1][2], (float)mat.m[1][3],
331 (float)mat.m[2][0], (float)mat.m[2][1], (float)mat.m[2][2], (float)mat.m[2][3],
332 (float)mat.m[3][0], (float)mat.m[3][1], (float)mat.m[3][2], (float)mat.m[3][3]
334 float mvz[4] = { (float)mv->m[0][2], (float)mv->m[1][2], (float)mv->m[2][2], (float)mv->m[3][2] };
335 glUniformMatrix4fv(shader.uPrjMatrix, 1, GL_FALSE, m);
337 glUniform3fv(uMVZ, 1, mvz);
342 glUniformMatrix4fv(shader.uPrjMatrix, 1, GL_FALSE, projection);
345 glUniformMatrix4fv(shader.uMVMatrix, 1, GL_FALSE, modelView);
351 for(i = 0; i < 8; i++)
353 LightMode mode = (LightMode)((state.lightBits & (0x7 << (3*i))) >> (3*i));
356 if(mode == posSpot || mode == posSpotAtt)
358 glUniform3fv(shader.uLightsSpotDir[i], 1, lSpotDir[i]);
359 glUniform1f(shader.uLightsSpotCutOffCos[i], lCutOffCos[i]);
360 glUniform1f(shader.uLightsSpotExp[i], lSpotExp[i]);
362 if(mode == posAtt || mode == posSpotAtt)
363 glUniform3fv(shader.uLightsAtt[i], 1, lAtt[i]);
365 glUniform3fv(shader.uLightsSpecular[i], 1, lSpecular[i]);
366 glUniform3fv(shader.uLightsPos[i], 1, lPosition[i]);
367 glUniform3fv(shader.uLightsDiffuse[i], 1, lDiffuse[i]);
368 glUniform3fv(shader.uLightsAmbient[i], 1, lAmbient[i]);
373 glUniform4fv(shader.uMatDiffuse, 1, diffuse);
374 glUniform3fv(shader.uMatAmbient, 1, ambient);
375 glUniform3fv(shader.uMatEmissive, 1, emissive);
378 glUniform3fv(shader.uMatSpecular, 1, specular);
379 glUniform1f(shader.uMatPower, state.blinnSpecular ? power : power / 4.0f);
382 glUniform1f(shader.uNearPlane, nearPlane);
383 glUniform3fv(shader.uGlobalAmbient, 1, globalAmbient);
385 glUniformMatrix3fv(shader.uNormalsMatrix, 1, GL_FALSE, normalsMatrix);
387 if(state.normalsMapping)
388 glUniform1i(shader.uBumpTex, 1);
390 if(state.specularMapping)
391 glUniform1i(shader.uSpecularTex, 2);
394 glUniform4fv(shader.uMatDiffuse, 1, color);
396 if(state.environmentMapping)
398 glUniform1i(shader.uEnvTex, 3);
399 glUniformMatrix3fv(shader.uCubeMapMatrix, 1, GL_FALSE, cubemap_matrix);
401 glUniform1f(shader.uMatReflectivity, reflectivity);
403 glUniform1f(shader.uRefractionETA, refractionETA);
404 if(state.reflectionMap)
405 glUniform1i(shader.uReflectTex, 4);
408 if(state.texturing || state.cubeMap)
409 glUniform1i(shader.uDiffuseTex, 0);
410 if((state.texturing || state.normalsMapping || state.specularMapping || state.reflectionMap || state.cubeMap) && state.textureMatrix)
411 glUniformMatrix4fv(shader.uTextureMatrix, 1, GL_FALSE, matTexture);
415 glUniform1f(shader.uFogDensity, fogDensity);
416 glUniform3fv(shader.uFogColor, 1, fogColor);
421 void setCamera(Camera camera)
423 double * c = camera.inverseTranspose.array;
426 (float) c[0], (float) c[1], (float)-c[2],
427 (float)-c[4], (float) c[5], (float) c[6],
428 (float)-c[8], (float) c[9], (float) c[10]
430 memcpy(cubemap_matrix, m, 9 * sizeof(float));
431 uniformsModified = true;
434 void updateMatrix(MatrixMode mode, Matrix matrix, bool isIdentity)
438 (float)matrix.m[0][0], (float)matrix.m[0][1], (float)matrix.m[0][2], (float)matrix.m[0][3],
439 (float)matrix.m[1][0], (float)matrix.m[1][1], (float)matrix.m[1][2], (float)matrix.m[1][3],
440 (float)matrix.m[2][0], (float)matrix.m[2][1], (float)matrix.m[2][2], (float)matrix.m[2][3],
441 (float)matrix.m[3][0], (float)matrix.m[3][1], (float)matrix.m[3][2], (float)matrix.m[3][3]
443 if(mode == projection)
445 memcpy(projection, m, 16 * sizeof(float));
446 nearPlane = (float)::nearPlane;
447 uniformsModified = true;
449 else if(mode == modelView)
452 double * i = inv.array;
454 memcpy(modelView, m, 16 * sizeof(float));
455 ((DefaultShaderBits)state).modelView = !isIdentity;
458 //prjViewModified = true;
467 (float)i[0],(float)i[1],(float)i[2],
468 (float)i[4],(float)i[5],(float)i[6],
469 (float)i[8],(float)i[9],(float)i[10]
471 memcpy(normalsMatrix, m, 9 * sizeof(float));
474 uniformsModified = true;
476 else if(mode == texture)
478 memcpy(matTexture, m, 16 * sizeof(float));
479 ((DefaultShaderBits)state).textureMatrix = !isIdentity;
480 if(((DefaultShaderBits)state).texturing || ((DefaultShaderBits)state).normalsMapping || ((DefaultShaderBits)state).specularMapping ||
481 ((DefaultShaderBits)state).reflectionMap || ((DefaultShaderBits)state).cubeMap)
482 uniformsModified = true;
486 void setGlobalAmbient(float r, float g, float b, float a)
488 globalAmbient[0] = r, globalAmbient[1] = g, globalAmbient[2] = b;
489 if(((DefaultShaderBits)state).lighting)
490 uniformsModified = true;
493 void setColor(float r, float g, float b, float a)
495 color[0] = r, color[1] = g, color[2] = b, color[3] = a;
496 uniformsModified = true;
499 void lighting(bool on)
501 if(((DefaultShaderBits)state).lighting != on)
503 ((DefaultShaderBits)state).lighting = on;
504 uniformsModified = true;
506 state &= ~DefaultShaderBits
508 nonLocalViewer = true;
511 separateSpecular = true;
512 blinnSpecular = true;
513 lightBits = 0xFFFFFF;
516 state |= DefaultShaderBits { separateSpecular = true };
525 ((DefaultShaderBits)state).fog = fogOn && fogDensity;
526 uniformsModified = true;
530 void setFogDensity(float density)
532 if(fogDensity != density)
534 fogDensity = density;
535 ((DefaultShaderBits)state).fog = fogOn && fogDensity;
537 uniformsModified = true;
541 void setFogColor(float r, float g, float b)
543 fogColor[0] = r, fogColor[1] = g, fogColor[2] = b;
545 uniformsModified = true;
548 void texturing(bool on)
550 if(((DefaultShaderBits)state).texturing != on)
552 ((DefaultShaderBits)state).texturing = on;
554 state &= ~DefaultShaderBits { swizzle = (SwizzleMode)0x3 };
555 if(!on && !((DefaultShaderBits)state).normalsMapping && !((DefaultShaderBits)state).specularMapping && !((DefaultShaderBits)state).reflectionMap && !((DefaultShaderBits)state).cubeMap)
556 state &= ~DefaultShaderBits { textureMatrix = true };
557 uniformsModified = true;
561 void debugging(bool on)
563 if(((DefaultShaderBits)state).debugging != on)
565 ((DefaultShaderBits)state).debugging = on;
566 uniformsModified = true;
570 void swizzle(SwizzleMode swizzle)
573 if(swizzle && !((DefaultShaderBits)state).texturing && !((DefaultShaderBits)state).cubeMap)
574 printf("swizzle() with texturing off\n");
576 if(((DefaultShaderBits)state).swizzle != swizzle)
578 ((DefaultShaderBits)state).swizzle = swizzle;
579 if(((DefaultShaderBits)state).texturing || ((DefaultShaderBits)state).cubeMap)
580 uniformsModified = true;
584 void setSimpleMaterial(ColorAlpha color, bool twoSided)
586 float r = color.color.r / 255.0f;
587 float g = color.color.g / 255.0f;
588 float b = color.color.b / 255.0f;
590 if(!((DefaultShaderBits)state).lighting)
591 printf("setSimpleMaterial() with lighting off\n");
593 diffuse[0] = r, diffuse[1] = g, diffuse[2] = b, diffuse[3] = color.a / 255.0f;
594 ambient[0] = r, ambient[1] = g, ambient[2] = b;
595 emissive[0] = 0, emissive[1] = 0, emissive[2] = 0;
596 ((DefaultShaderBits)state).perVertexColor = false;
597 ((DefaultShaderBits)state).normalsMapping = false;
598 ((DefaultShaderBits)state).environmentMapping = false;
599 ((DefaultShaderBits)state).reflectionMap = false;
600 ((DefaultShaderBits)state).specularMapping = false;
601 ((DefaultShaderBits)state).reflection = false;
602 ((DefaultShaderBits)state).refraction = false;
603 ((DefaultShaderBits)state).texturing = false;
604 ((DefaultShaderBits)state).cubeMap = false;
605 ((DefaultShaderBits)state).specular = false;
606 ((DefaultShaderBits)state).twoSided = twoSided;
607 uniformsModified = true;
610 void setPerVertexColor(bool perVertexColor)
612 if(((DefaultShaderBits)state).perVertexColor != perVertexColor)
614 ((DefaultShaderBits)state).perVertexColor = perVertexColor;
615 uniformsModified = true;
619 #if !defined(ECERE_NO3D)
620 void setMaterial(Material material, MeshFeatures flags)
622 #if ENABLE_GL_SHADERS
625 ((DefaultShaderBits)state).specular = material.power && (material.specular.r || material.specular.g || material.specular.b);
626 ((DefaultShaderBits)state).perVertexColor = flags.colors;
627 ((DefaultShaderBits)state).separateSpecular = ((DefaultShaderBits)state).specular && material.flags.separateSpecular;
628 ((DefaultShaderBits)state).cubeMap = material && material.flags.cubeMap && material.baseMap;
629 ((DefaultShaderBits)state).twoSided = material.flags.doubleSided && !material.flags.singleSideLight;
630 ((DefaultShaderBits)state).lightBits = material.flags.noLighting ? 0 : lightBits;
631 ((DefaultShaderBits)state).lighting = (!material.flags.noLighting && lightBits) ? true : false;
632 diffuse[0] = material.diffuse.r, diffuse[1] = material.diffuse.g, diffuse[2] = material.diffuse.b, diffuse[3] = material.opacity;
633 ambient[0] = material.ambient.r, ambient[1] = material.ambient.g, ambient[2] = material.ambient.b;
634 specular[0] = material.specular.r, specular[1] = material.specular.g, specular[2] = material.specular.b;
635 emissive[0] = material.emissive.r, emissive[1] = material.emissive.g, emissive[2] = material.emissive.b;
636 power = material.power;
640 ((DefaultShaderBits)state).cubeMap = false;
641 ((DefaultShaderBits)state).perVertexColor = false;
642 ((DefaultShaderBits)state).separateSpecular = false;
643 ((DefaultShaderBits)state).twoSided = false;
644 ((DefaultShaderBits)state).textureMatrix = false;
647 if(material && material.bumpMap && flags.tangents)
649 glActiveTexture(GL_TEXTURE1);
650 glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.bumpMap.driverData);
651 if(material.flags.tile)
653 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
654 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
658 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
659 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
662 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, material.bumpMap.mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
663 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
664 glActiveTexture(GL_TEXTURE0);
665 ((DefaultShaderBits)state).normalsMapping = true;
668 ((DefaultShaderBits)state).normalsMapping = false;
670 if(material && material.envMap && (material.refractiveIndex || material.refractiveIndexContainer || material.reflectivity || material.reflectMap))
672 CubeMap cube = material.envMap;
673 glActiveTexture(GL_TEXTURE3);
674 glBindTexture(GL_TEXTURE_CUBE_MAP, (GLuint)(uintptr)cube.driverData);
675 glActiveTexture(GL_TEXTURE0);
676 ((DefaultShaderBits)state).environmentMapping = true;
678 if(material.refractiveIndex || material.refractiveIndexContainer)
681 (material.refractiveIndexContainer ? material.refractiveIndexContainer : 1.0) /
682 (material.refractiveIndex ? material.refractiveIndex : 1.0);
684 ((DefaultShaderBits)state).refraction = true;
687 if(material.reflectivity || material.reflectMap)
689 reflectivity = material.reflectivity;
690 if(!reflectivity && material.reflectMap) reflectivity = 1.0;
692 if(material.reflectMap)
694 glActiveTexture(GL_TEXTURE4);
695 glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.reflectMap.driverData);
696 if(material.flags.tile)
698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
703 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
704 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
707 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, material.reflectMap.mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
708 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
709 glActiveTexture(GL_TEXTURE0);
711 ((DefaultShaderBits)state).reflectionMap = true;
714 ((DefaultShaderBits)state).reflectionMap = false;
715 ((DefaultShaderBits)state).reflection = true;
720 ((DefaultShaderBits)state).environmentMapping = false;
721 ((DefaultShaderBits)state).refraction = false;
722 ((DefaultShaderBits)state).reflection = false;
723 ((DefaultShaderBits)state).reflectionMap = false;
726 if(material && material.specularMap)
728 glActiveTexture(GL_TEXTURE2);
729 glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.specularMap.driverData);
730 if(material.flags.tile)
732 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
733 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
737 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
738 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
741 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, material.specularMap.mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
742 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
743 glActiveTexture(GL_TEXTURE0);
744 ((DefaultShaderBits)state).specularMapping = true;
747 ((DefaultShaderBits)state).specularMapping = false;
749 uniformsModified = true;
753 void setLight(Display display, uint id, Light light)
756 bool lightOn = light && !light.flags.off;
757 LightMode mode = (LightMode)((((DefaultShaderBits)state).lightBits & (0x7 << lShift)) >> lShift);
759 if(lightOn && !((DefaultShaderBits)state).lighting)
760 ((DefaultShaderBits)state).lighting = true;
762 if(lightOn || (lightOn != (mode != off)))
763 uniformsModified = true;
767 Object lightObject = light.lightObject;
768 float multiplier = light.multiplier;
769 Matrix m = matrixStack[0][matrixIndex[0]];
771 m.Scale(::nearPlane, ::nearPlane, ::nearPlane);
773 if(!multiplier) multiplier = 1.0f;
775 lDiffuse[id][0] = light.diffuse.r * multiplier;
776 lDiffuse[id][1] = light.diffuse.g * multiplier;
777 lDiffuse[id][2] = light.diffuse.b * multiplier;
779 lAmbient[id][0] = light.ambient.r * multiplier;
780 lAmbient[id][1] = light.ambient.g * multiplier;
781 lAmbient[id][2] = light.ambient.b * multiplier;
783 lSpecular[id][0] = light.specular.r * multiplier;
784 lSpecular[id][1] = light.specular.g * multiplier;
785 lSpecular[id][2] = light.specular.b * multiplier;
789 // Positional Lights (Including Spot Lights and Omni with flags.spot not set)
790 Matrix * mat = &lightObject.matrix;
791 Vector3D positionVector { mat->m[3][0], mat->m[3][1], mat->m[3][2] };
792 if(display.display3D.camera)
793 positionVector.Subtract(positionVector, display.display3D.camera.cPosition);
795 l.MultMatrix(positionVector, m);
796 lPosition[id][0] = (float)l.x, lPosition[id][1] = (float)-l.y, lPosition[id][2] = (float)l.z;
798 // Display Light Position
800 GLSetupLighting(false);
801 glDisable(GL_DEPTH_TEST);
803 light.diffuse.r * multiplier,
804 light.diffuse.g * multiplier,
805 light.diffuse.b * multiplier);
808 GLVertex3dv((double *)&positionVector);
810 glEnable(GL_DEPTH_TEST);
811 GLSetupLighting(true);
818 Vector3D positionVector;
819 if(lightObject.flags.root || !lightObject.parent)
821 positionVector = light.target.transform.position;
822 positionVector.Subtract(positionVector, display.camera.cPosition);
826 positionVector.MultMatrix(light.target.transform.position,
827 lightObject.light.target.parent.matrix);
828 positionVector.Subtract(positionVector, display.camera.cPosition);
830 GLSetupLighting(false);
831 glDisable(GL_DEPTH_TEST);
835 GLVertex3dv((double *)&positionVector);
837 glEnable(GL_DEPTH_TEST);
838 GLSetupLighting(false);
842 if(light.flags.attenuation)
844 lAtt[id][0] = light.Kc;
845 lAtt[id][1] = light.Kl;
846 lAtt[id][2] = light.Kq;
849 if((light.flags.spot && light.fallOff < 360) || (lightObject && (light.direction.x || light.direction.y || light.direction.z)))
852 // Figure out exponent out of the hot spot
853 float exponent = light.flags.spot ? (float)(log(MAXLIGHT) / log(cos(light.hotSpot / 2))) : 1;
854 Degrees cutOff = light.flags.spot ? light.fallOff/2 : 90;
856 l.MultMatrix(light.direction, m);
860 lSpotDir[id][0] = (float)n.x, lSpotDir[id][1] = (float)-n.y, lSpotDir[id][2] = (float)n.z;
861 lCutOffCos[id] = (float)cos(Degrees { cutOff });
862 lSpotExp[id] = exponent;
864 mode = light.flags.attenuation ? posSpotAtt : posSpot;
867 mode = light.flags.attenuation ? posAtt : pos;
872 Vector3D vector { 0,0,-1 };
873 Vector3D direction, v;
875 mat.RotationQuaternion(light.orientation);
876 direction.MultMatrix(vector, mat);
877 v.Normalize(direction);
880 lPosition[id][0] = (float)l.x, lPosition[id][1] = (float)-l.y, lPosition[id][2] = (float)l.z;
886 lightBits = (lightBits & ~(0x7 << lShift)) | (mode << lShift);
887 ((DefaultShaderBits)state).lightBits = lightBits;
891 DefaultShader ::shader() { return defaultShader; }
894 DefaultShader defaultShader { };