CelestiaContent/src/regcombine.cpp

95 lines
3.6 KiB
C++

// regcombine.cpp
//
// Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
//
// Some functions for setting up the nVidia register combiners
// extension for pretty rendering effects.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include "gl.h"
#include "glext.h"
#include "regcombine.h"
void SetupCombinersBumpMap(CTexture& bumpTexture,
CTexture& normalizationTexture,
float* ambientColor)
{
glEnable(GL_REGISTER_COMBINERS_NV);
glDisable(GL_LIGHTING);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_EXT);
glBindTexture(GL_TEXTURE_2D, normalizationTexture.getName());
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, bumpTexture.getName());
// Just a single combiner stage required . . .
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, ambientColor);
// Compute N dot L in the RGB portion of combiner 0
// Load register A with a normal N from the normal map
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
GL_VARIABLE_A_NV, GL_TEXTURE0_ARB,
GL_EXPAND_NORMAL_NV, GL_RGB);
// Load register B with the normalized light direction L
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
GL_VARIABLE_B_NV, GL_TEXTURE1_ARB,
GL_EXPAND_NORMAL_NV, GL_RGB);
// Compute N dot L
glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
// Compute the self-shadowing term in the alpha portion of combiner 0
// A = 1
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
// B = L.z
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV,
GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
// C = 1
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
// D = L.z
glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV,
GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
// Create a steep ramp function for self-shadowing
// SPARE0 = 4*(A*B+C*D) = 4*(1*L.z + 1*L.z) = 8 * L.z
glCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA,
GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
// A = SPARE0_alpha = per-pixel self-shadowing term
glFinalCombinerInputNV(GL_VARIABLE_A_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
glFinalCombinerInputNV(GL_VARIABLE_B_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// D = ambient color
glFinalCombinerInputNV(GL_VARIABLE_D_NV,
GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// G = diffuse illumination contribution = L dot N
glFinalCombinerInputNV(GL_VARIABLE_G_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
}
void DisableCombiners()
{
glDisable(GL_REGISTER_COMBINERS_NV);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_EXT);
glActiveTextureARB(GL_TEXTURE0_ARB);
}