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author | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
---|---|---|
committer | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
commit | 959831f4ef5a3e797f576c3de08cd65032c997ad (patch) | |
tree | e7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp | |
parent | Add info about changes to Irrlicht. (diff) | |
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to '')
-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp | 496 |
1 files changed, 248 insertions, 248 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp index c5e039d..f1b4088 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp +++ b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8NormalMapRenderer.cpp | |||
@@ -1,248 +1,248 @@ | |||
1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | 1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt |
2 | // This file is part of the "Irrlicht Engine". | 2 | // This file is part of the "Irrlicht Engine". |
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | 3 | // For conditions of distribution and use, see copyright notice in irrlicht.h |
4 | 4 | ||
5 | #include "IrrCompileConfig.h" | 5 | #include "IrrCompileConfig.h" |
6 | #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ | 6 | #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ |
7 | 7 | ||
8 | #include "CD3D8NormalMapRenderer.h" | 8 | #include "CD3D8NormalMapRenderer.h" |
9 | #include "IMaterialRendererServices.h" | 9 | #include "IMaterialRendererServices.h" |
10 | #include "IVideoDriver.h" | 10 | #include "IVideoDriver.h" |
11 | #include "os.h" | 11 | #include "os.h" |
12 | #include "SLight.h" | 12 | #include "SLight.h" |
13 | 13 | ||
14 | namespace irr | 14 | namespace irr |
15 | { | 15 | { |
16 | namespace video | 16 | namespace video |
17 | { | 17 | { |
18 | 18 | ||
19 | // 1.1 Shaders with two lights and vertex based attenuation | 19 | // 1.1 Shaders with two lights and vertex based attenuation |
20 | 20 | ||
21 | // Irrlicht Engine D3D8 render path normal map vertex shader | 21 | // Irrlicht Engine D3D8 render path normal map vertex shader |
22 | const char D3D8_NORMAL_MAP_VSH[] = | 22 | const char D3D8_NORMAL_MAP_VSH[] = |
23 | ";Irrlicht Engine 0.8 D3D8 render path normal map vertex shader\n"\ | 23 | ";Irrlicht Engine 0.8 D3D8 render path normal map vertex shader\n"\ |
24 | "; c0-3: Transposed world matrix \n"\ | 24 | "; c0-3: Transposed world matrix \n"\ |
25 | "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ | 25 | "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ |
26 | "; c12: Light01 position \n"\ | 26 | "; c12: Light01 position \n"\ |
27 | "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ | 27 | "; c13: x,y,z: Light01 color; .w: 1/LightRadius˛ \n"\ |
28 | "; c14: Light02 position \n"\ | 28 | "; c14: Light02 position \n"\ |
29 | "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ | 29 | "; c15: x,y,z: Light02 color; .w: 1/LightRadius˛ \n"\ |
30 | "\n"\ | 30 | "\n"\ |
31 | "; v0 - position \n"\ | 31 | "; v0 - position \n"\ |
32 | "; v1 - normal \n"\ | 32 | "; v1 - normal \n"\ |
33 | "; v2 - color \n"\ | 33 | "; v2 - color \n"\ |
34 | "; v3 - texture coord \n"\ | 34 | "; v3 - texture coord \n"\ |
35 | "; v4 - tangent \n"\ | 35 | "; v4 - tangent \n"\ |
36 | "; v5 - binormal \n"\ | 36 | "; v5 - binormal \n"\ |
37 | "\n"\ | 37 | "\n"\ |
38 | "vs.1.1\n"\ | 38 | "vs.1.1\n"\ |
39 | "\n"\ | 39 | "\n"\ |
40 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ | 40 | "m4x4 oPos, v0, c8 ; transform position to clip space with worldViewProj matrix\n"\ |
41 | "\n"\ | 41 | "\n"\ |
42 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ | 42 | "m3x3 r5, v4, c0 ; transform tangent U\n"\ |
43 | "m3x3 r7, v1, c0 ; transform normal W\n"\ | 43 | "m3x3 r7, v1, c0 ; transform normal W\n"\ |
44 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ | 44 | "m3x3 r6, v5, c0 ; transform binormal V\n"\ |
45 | "\n"\ | 45 | "\n"\ |
46 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ | 46 | "m4x4 r4, v0, c0 ; vertex into world position\n"\ |
47 | "add r2, c12, -r4 ; vtxpos - lightpos1\n"\ | 47 | "add r2, c12, -r4 ; vtxpos - lightpos1\n"\ |
48 | "add r3, c14, -r4 ; vtxpos - lightpos2\n"\ | 48 | "add r3, c14, -r4 ; vtxpos - lightpos2\n"\ |
49 | "\n"\ | 49 | "\n"\ |
50 | "dp3 r8.x, r5, r2 ; transform the light vector 1 with U, V, W\n"\ | 50 | "dp3 r8.x, r5, r2 ; transform the light vector 1 with U, V, W\n"\ |
51 | "dp3 r8.y, r6, r2 \n"\ | 51 | "dp3 r8.y, r6, r2 \n"\ |
52 | "dp3 r8.z, r7, r2 \n"\ | 52 | "dp3 r8.z, r7, r2 \n"\ |
53 | "dp3 r9.x, r5, r3 ; transform the light vector 2 with U, V, W\n"\ | 53 | "dp3 r9.x, r5, r3 ; transform the light vector 2 with U, V, W\n"\ |
54 | "dp3 r9.y, r6, r3 \n"\ | 54 | "dp3 r9.y, r6, r3 \n"\ |
55 | "dp3 r9.z, r7, r3 \n"\ | 55 | "dp3 r9.z, r7, r3 \n"\ |
56 | "\n"\ | 56 | "\n"\ |
57 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ | 57 | "dp3 r8.w, r8, r8 ; normalize light vector 1 (r8)\n"\ |
58 | "rsq r8.w, r8.w \n"\ | 58 | "rsq r8.w, r8.w \n"\ |
59 | "mul r8, r8, r8.w \n"\ | 59 | "mul r8, r8, r8.w \n"\ |
60 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ | 60 | "dp3 r9.w, r9, r9 ; normalize light vector 2 (r9)\n"\ |
61 | "rsq r9.w, r9.w \n"\ | 61 | "rsq r9.w, r9.w \n"\ |
62 | "mul r9, r9, r9.w \n"\ | 62 | "mul r9, r9, r9.w \n"\ |
63 | "\n"\ | 63 | "\n"\ |
64 | "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\ | 64 | "mad oT2.xyz, r8.xyz, c95, c95 ; move light vector 1 from -1..1 into 0..1 \n"\ |
65 | "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ | 65 | "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ |
66 | "\n"\ | 66 | "\n"\ |
67 | " ; calculate attenuation of light 1 \n"\ | 67 | " ; calculate attenuation of light 1 \n"\ |
68 | "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\ | 68 | "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x˛ + r2.y˛ + r2.z˛ \n"\ |
69 | "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ | 69 | "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ |
70 | "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ | 70 | "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ |
71 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ | 71 | "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ |
72 | "\n"\ | 72 | "\n"\ |
73 | " ; calculate attenuation of light 2 \n"\ | 73 | " ; calculate attenuation of light 2 \n"\ |
74 | "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\ | 74 | "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x˛ + r3.y˛ + r3.z˛ \n"\ |
75 | "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ | 75 | "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ |
76 | "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ | 76 | "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ |
77 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ | 77 | "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ |
78 | "\n"\ | 78 | "\n"\ |
79 | "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\ | 79 | "mov oT0.xy, v3.xy ; move out texture coordinates 1\n"\ |
80 | "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ | 80 | "mov oT1.xy, v3.xy ; move out texture coordinates 2\n"\ |
81 | "mov oD0.a, v2.a ; move out original alpha value \n"\ | 81 | "mov oD0.a, v2.a ; move out original alpha value \n"\ |
82 | "\n"; | 82 | "\n"; |
83 | 83 | ||
84 | // Irrlicht Engine D3D8 render path normal map pixel shader | 84 | // Irrlicht Engine D3D8 render path normal map pixel shader |
85 | const char D3D8_NORMAL_MAP_PSH[] = | 85 | const char D3D8_NORMAL_MAP_PSH[] = |
86 | ";Irrlicht Engine 0.8 D3D8 render path normal map pixel shader\n"\ | 86 | ";Irrlicht Engine 0.8 D3D8 render path normal map pixel shader\n"\ |
87 | ";Input: \n"\ | 87 | ";Input: \n"\ |
88 | ";t0: color map texture coord \n"\ | 88 | ";t0: color map texture coord \n"\ |
89 | ";t1: normal map texture coords \n"\ | 89 | ";t1: normal map texture coords \n"\ |
90 | ";t2: light 1 vector in tangent space \n"\ | 90 | ";t2: light 1 vector in tangent space \n"\ |
91 | ";v0: light 1 color \n"\ | 91 | ";v0: light 1 color \n"\ |
92 | ";t3: light 2 vector in tangent space \n"\ | 92 | ";t3: light 2 vector in tangent space \n"\ |
93 | ";v1: light 2 color \n"\ | 93 | ";v1: light 2 color \n"\ |
94 | ";v0.a: vertex alpha value \n"\ | 94 | ";v0.a: vertex alpha value \n"\ |
95 | "ps.1.1 \n"\ | 95 | "ps.1.1 \n"\ |
96 | "tex t0 ; sample color map \n"\ | 96 | "tex t0 ; sample color map \n"\ |
97 | "tex t1 ; sample normal map\n"\ | 97 | "tex t1 ; sample normal map\n"\ |
98 | "texcoord t2 ; fetch light vector 1\n"\ | 98 | "texcoord t2 ; fetch light vector 1\n"\ |
99 | "texcoord t3 ; fetch light vector 2\n"\ | 99 | "texcoord t3 ; fetch light vector 2\n"\ |
100 | "\n"\ | 100 | "\n"\ |
101 | "dp3_sat r0, t1_bx2, t2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1)\n"\ | 101 | "dp3_sat r0, t1_bx2, t2_bx2 ; normal dot light 1 (_bx2 because moved into 0..1)\n"\ |
102 | "mul r0, r0, v0 ; luminance1 * light color 1 \n"\ | 102 | "mul r0, r0, v0 ; luminance1 * light color 1 \n"\ |
103 | "\n"\ | 103 | "\n"\ |
104 | "dp3_sat r1, t1_bx2, t3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1)\n"\ | 104 | "dp3_sat r1, t1_bx2, t3_bx2 ; normal dot light 2 (_bx2 because moved into 0..1)\n"\ |
105 | "mad r0, r1, v1, r0 ; (luminance2 * light color 2) + luminance 1 \n"\ | 105 | "mad r0, r1, v1, r0 ; (luminance2 * light color 2) + luminance 1 \n"\ |
106 | "\n"\ | 106 | "\n"\ |
107 | "mul r0, t0, r0 ; total luminance * base color\n"\ | 107 | "mul r0, t0, r0 ; total luminance * base color\n"\ |
108 | "mov r0.a, v0.a ; write interpolated vertex alpha value \n"\ | 108 | "mov r0.a, v0.a ; write interpolated vertex alpha value \n"\ |
109 | "\n"\ | 109 | "\n"\ |
110 | ""; | 110 | ""; |
111 | 111 | ||
112 | CD3D8NormalMapRenderer::CD3D8NormalMapRenderer( | 112 | CD3D8NormalMapRenderer::CD3D8NormalMapRenderer( |
113 | IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, | 113 | IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, |
114 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) | 114 | s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial) |
115 | : CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), | 115 | : CD3D8ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial), |
116 | CompiledShaders(true) | 116 | CompiledShaders(true) |
117 | { | 117 | { |
118 | 118 | ||
119 | #ifdef _DEBUG | 119 | #ifdef _DEBUG |
120 | setDebugName("CD3D8NormalMapRenderer"); | 120 | setDebugName("CD3D8NormalMapRenderer"); |
121 | #endif | 121 | #endif |
122 | 122 | ||
123 | // set this as callback. We could have done this in | 123 | // set this as callback. We could have done this in |
124 | // the initialization list, but some compilers don't like it. | 124 | // the initialization list, but some compilers don't like it. |
125 | 125 | ||
126 | CallBack = this; | 126 | CallBack = this; |
127 | 127 | ||
128 | // basicly, this thing simply compiles these hardcoded shaders if the | 128 | // basicly, this thing simply compiles these hardcoded shaders if the |
129 | // hardware is able to do them, otherwise it maps to the base material | 129 | // hardware is able to do them, otherwise it maps to the base material |
130 | 130 | ||
131 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) || | 131 | if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) || |
132 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | 132 | !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) |
133 | { | 133 | { |
134 | // this hardware is not able to do shaders. Fall back to | 134 | // this hardware is not able to do shaders. Fall back to |
135 | // base material. | 135 | // base material. |
136 | outMaterialTypeNr = driver->addMaterialRenderer(this); | 136 | outMaterialTypeNr = driver->addMaterialRenderer(this); |
137 | return; | 137 | return; |
138 | } | 138 | } |
139 | 139 | ||
140 | // check if already compiled normal map shaders are there. | 140 | // check if already compiled normal map shaders are there. |
141 | 141 | ||
142 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID); | 142 | video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID); |
143 | if (renderer) | 143 | if (renderer) |
144 | { | 144 | { |
145 | // use the already compiled shaders | 145 | // use the already compiled shaders |
146 | video::CD3D8NormalMapRenderer* nmr = (video::CD3D8NormalMapRenderer*)renderer; | 146 | video::CD3D8NormalMapRenderer* nmr = (video::CD3D8NormalMapRenderer*)renderer; |
147 | CompiledShaders = false; | 147 | CompiledShaders = false; |
148 | 148 | ||
149 | VertexShader = nmr->VertexShader; | 149 | VertexShader = nmr->VertexShader; |
150 | PixelShader = nmr->PixelShader; | 150 | PixelShader = nmr->PixelShader; |
151 | 151 | ||
152 | outMaterialTypeNr = driver->addMaterialRenderer(this); | 152 | outMaterialTypeNr = driver->addMaterialRenderer(this); |
153 | } | 153 | } |
154 | else | 154 | else |
155 | { | 155 | { |
156 | // compile shaders on our own | 156 | // compile shaders on our own |
157 | init(outMaterialTypeNr, D3D8_NORMAL_MAP_VSH, D3D8_NORMAL_MAP_PSH, EVT_TANGENTS); | 157 | init(outMaterialTypeNr, D3D8_NORMAL_MAP_VSH, D3D8_NORMAL_MAP_PSH, EVT_TANGENTS); |
158 | } | 158 | } |
159 | // something failed, use base material | 159 | // something failed, use base material |
160 | if (-1==outMaterialTypeNr) | 160 | if (-1==outMaterialTypeNr) |
161 | driver->addMaterialRenderer(this); | 161 | driver->addMaterialRenderer(this); |
162 | } | 162 | } |
163 | 163 | ||
164 | 164 | ||
165 | CD3D8NormalMapRenderer::~CD3D8NormalMapRenderer() | 165 | CD3D8NormalMapRenderer::~CD3D8NormalMapRenderer() |
166 | { | 166 | { |
167 | if (CallBack == this) | 167 | if (CallBack == this) |
168 | CallBack = 0; | 168 | CallBack = 0; |
169 | 169 | ||
170 | if (!CompiledShaders) | 170 | if (!CompiledShaders) |
171 | { | 171 | { |
172 | // prevent this from deleting shaders we did not create | 172 | // prevent this from deleting shaders we did not create |
173 | VertexShader = 0; | 173 | VertexShader = 0; |
174 | PixelShader = 0; | 174 | PixelShader = 0; |
175 | } | 175 | } |
176 | } | 176 | } |
177 | 177 | ||
178 | 178 | ||
179 | bool CD3D8NormalMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) | 179 | bool CD3D8NormalMapRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) |
180 | { | 180 | { |
181 | if (vtxtype != video::EVT_TANGENTS) | 181 | if (vtxtype != video::EVT_TANGENTS) |
182 | { | 182 | { |
183 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); | 183 | os::Printer::log("Error: Normal map renderer only supports vertices of type EVT_TANGENTS", ELL_ERROR); |
184 | return false; | 184 | return false; |
185 | } | 185 | } |
186 | 186 | ||
187 | return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype); | 187 | return CD3D8ShaderMaterialRenderer::OnRender(service, vtxtype); |
188 | } | 188 | } |
189 | 189 | ||
190 | //! Returns the render capability of the material. | 190 | //! Returns the render capability of the material. |
191 | s32 CD3D8NormalMapRenderer::getRenderCapability() const | 191 | s32 CD3D8NormalMapRenderer::getRenderCapability() const |
192 | { | 192 | { |
193 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) && | 193 | if (Driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) && |
194 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) | 194 | Driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1)) |
195 | return 0; | 195 | return 0; |
196 | 196 | ||
197 | return 1; | 197 | return 1; |
198 | } | 198 | } |
199 | 199 | ||
200 | 200 | ||
201 | //! Called by the engine when the vertex and/or pixel shader constants for an | 201 | //! Called by the engine when the vertex and/or pixel shader constants for an |
202 | //! material renderer should be set. | 202 | //! material renderer should be set. |
203 | void CD3D8NormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) | 203 | void CD3D8NormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData) |
204 | { | 204 | { |
205 | video::IVideoDriver* driver = services->getVideoDriver(); | 205 | video::IVideoDriver* driver = services->getVideoDriver(); |
206 | 206 | ||
207 | // set transposed world matrix | 207 | // set transposed world matrix |
208 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); | 208 | services->setVertexShaderConstant(driver->getTransform(video::ETS_WORLD).getTransposed().pointer(), 0, 4); |
209 | 209 | ||
210 | // set transposed worldViewProj matrix | 210 | // set transposed worldViewProj matrix |
211 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); | 211 | core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); |
212 | worldViewProj *= driver->getTransform(video::ETS_VIEW); | 212 | worldViewProj *= driver->getTransform(video::ETS_VIEW); |
213 | worldViewProj *= driver->getTransform(video::ETS_WORLD); | 213 | worldViewProj *= driver->getTransform(video::ETS_WORLD); |
214 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); | 214 | services->setVertexShaderConstant(worldViewProj.getTransposed().pointer(), 8, 4); |
215 | 215 | ||
216 | // here we've got to fetch the fixed function lights from the | 216 | // here we've got to fetch the fixed function lights from the |
217 | // driver and set them as constants | 217 | // driver and set them as constants |
218 | 218 | ||
219 | u32 cnt = driver->getDynamicLightCount(); | 219 | u32 cnt = driver->getDynamicLightCount(); |
220 | 220 | ||
221 | for (u32 i=0; i<2; ++i) | 221 | for (u32 i=0; i<2; ++i) |
222 | { | 222 | { |
223 | SLight light; | 223 | SLight light; |
224 | 224 | ||
225 | if (i<cnt) | 225 | if (i<cnt) |
226 | light = driver->getDynamicLight(i); | 226 | light = driver->getDynamicLight(i); |
227 | else | 227 | else |
228 | { | 228 | { |
229 | light.DiffuseColor.set(0,0,0); // make light dark | 229 | light.DiffuseColor.set(0,0,0); // make light dark |
230 | light.Radius = 1.0f; | 230 | light.Radius = 1.0f; |
231 | } | 231 | } |
232 | 232 | ||
233 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation | 233 | light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation |
234 | 234 | ||
235 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); | 235 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1); |
236 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1); | 236 | services->setVertexShaderConstant(reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1); |
237 | } | 237 | } |
238 | 238 | ||
239 | f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; | 239 | f32 c95[] = {0.5f, 0.5f, 0.5f, 0.5f}; |
240 | services->setVertexShaderConstant(c95, 95, 1); | 240 | services->setVertexShaderConstant(c95, 95, 1); |
241 | } | 241 | } |
242 | 242 | ||
243 | 243 | ||
244 | } // end namespace video | 244 | } // end namespace video |
245 | } // end namespace irr | 245 | } // end namespace irr |
246 | 246 | ||
247 | #endif // _IRR_COMPILE_WITH_DIRECT3D_8_ | 247 | #endif // _IRR_COMPILE_WITH_DIRECT3D_8_ |
248 | 248 | ||