Remove forgotten files for ancient hardware

pull/312/head
Hleb Valoshka 2019-07-09 17:41:36 +03:00
parent a93befe941
commit 74144a85bc
2 changed files with 0 additions and 470 deletions

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// 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/glew.h>
#include "regcombine.h"
#if 0
namespace rc
{
enum {
Combiner0 = GL_COMBINER0_NV,
Combiner1 = GL_COMBINER1_NV,
Combiner2 = GL_COMBINER2_NV,
Combiner3 = GL_COMBINER3_NV,
};
enum {
A = GL_VARIABLE_A_NV,
B = GL_VARIABLE_B_NV,
C = GL_VARIABLE_C_NV,
D = GL_VARIABLE_D_NV,
E = GL_VARIABLE_E_NV,
F = GL_VARIABLE_F_NV,
G = GL_VARIABLE_G_NV,
};
enum {
RGBPortion = GL_RGB,
AlphaPortion = GL_ALPHA,
BluePortion = GL_BLUE,
};
enum {
UnsignedIdentity = GL_UNSIGNED_IDENTITY_NV,
UnsignedInvert = GL_UNSIGNED_INVERT_NV,
ExpandNormal = GL_EXPAND_NORMAL_NV,
};
};
#endif
namespace rc
{
void parameter(GLenum, Color);
};
void rc::parameter(GLenum which, Color color)
{
float f[4];
f[0] = color.red();
f[1] = color.green();
f[2] = color.blue();
f[3] = color.alpha();
glCombinerParameterfvNV(which, f);
}
void SetupCombinersBumpMap(Texture& bumpTexture,
Texture& normalizationTexture,
Color ambientColor)
{
glEnable(GL_REGISTER_COMBINERS_NV);
glDisable(GL_LIGHTING);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
normalizationTexture.bind();
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
bumpTexture.bind();
// Just a single combiner stage required . . .
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
float ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
ambient[0] = ambientColor.red();
ambient[1] = ambientColor.green();
ambient[2] = ambientColor.blue();
glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, ambient);
// 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);
// C = zero
glFinalCombinerInputNV(GL_VARIABLE_C_NV,
GL_ZERO, 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);
}
// Set up register combiners for per-pixel diffuse lighting, with a base
// texture, ambient color, material color, and normal cube map. We could use
// just a plain old color cube map, but we use a normal map instead for
// consistency with bump mapped surfaces. Only one pass with a single
// combiner is required.
void SetupCombinersSmooth(Texture& baseTexture,
Texture& normalizationTexture,
Color ambientColor,
bool invert)
{
glEnable(GL_REGISTER_COMBINERS_NV);
glDisable(GL_LIGHTING);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
normalizationTexture.bind();
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
baseTexture.bind();
// Just a single combiner stage required . . .
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
float ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
ambient[0] = ambientColor.red();
ambient[1] = ambientColor.green();
ambient[2] = ambientColor.blue();
glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, ambient);
// A = primary color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV,
GL_RGB);
// B = base texture color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// SPARE1_rgb = primary * texture
glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
// 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);
// SPARE0_alpha = 1 * L.z
glCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA,
GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
// E = SPARE1_rgb = base texture color * primary
glFinalCombinerInputNV(GL_VARIABLE_E_NV,
GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// F = ambient color
glFinalCombinerInputNV(GL_VARIABLE_F_NV,
GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// A = SPARE1_rgb = base texture color * primary
glFinalCombinerInputNV(GL_VARIABLE_A_NV,
GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// B = SPARE0_alpha = L.z
glFinalCombinerInputNV(GL_VARIABLE_B_NV,
GL_SPARE0_NV,
invert ? GL_UNSIGNED_INVERT_NV : GL_UNSIGNED_IDENTITY_NV,
GL_ALPHA);
// C = zero
glFinalCombinerInputNV(GL_VARIABLE_C_NV,
GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// D = SPARE1_rgb = E*F = texture * primary * ambient color
glFinalCombinerInputNV(GL_VARIABLE_D_NV,
GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// G = 1
glFinalCombinerInputNV(GL_VARIABLE_G_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
}
// Normal map should be bound as texture 1 and the base map should be bound
// as texture 0.
void SetupCombinersDecalAndBumpMap(Texture& /*bumpTexture*/,
Color ambientColor,
Color diffuseColor)
{
glEnable(GL_REGISTER_COMBINERS_NV);
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
rc::parameter(GL_CONSTANT_COLOR0_NV, ambientColor);
rc::parameter(GL_CONSTANT_COLOR1_NV, diffuseColor);
// Compute N dot L in the RGB portion of combiner 0
// Load register A with a normal N from the bump map
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
GL_VARIABLE_A_NV, GL_TEXTURE1_ARB,
GL_EXPAND_NORMAL_NV, GL_RGB);
// Load register B with the primary color, which contains the surface
// space light direction L. Because the color is linearly interpolated
// across triangles, the direction may become denormalized; however, in
// Celestia, planet surfaces are tessellated finely enough that this
// is not a problem.
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV,
GL_EXPAND_NORMAL_NV, GL_RGB);
// Product C*D computes diffuse color * texture
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
GL_VARIABLE_C_NV, GL_TEXTURE0_ARB,
GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV,
GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// Compute N dot L in spare0 and diffuse * decal texture in spare1
glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
GL_SPARE0_NV, GL_SPARE1_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_PRIMARY_COLOR_NV, 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_PRIMARY_COLOR_NV, 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);
// In the second combiner, sum the ambient color and product of the
// diffuse and self-shadowing terms.
glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV,
GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
glCombinerOutputNV(GL_COMBINER1_NV, GL_RGB,
GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
// E = SPARE0 = fragment brightness, including ambient, diffuse, and
// self shadowing.
glFinalCombinerInputNV(GL_VARIABLE_E_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// F = spare1 = decal texture rgb * diffuse color
glFinalCombinerInputNV(GL_VARIABLE_F_NV,
GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// A = fog factor
glFinalCombinerInputNV(GL_VARIABLE_A_NV,
GL_FOG, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
// B = color
glFinalCombinerInputNV(GL_VARIABLE_B_NV,
GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// C = fog color
glFinalCombinerInputNV(GL_VARIABLE_C_NV,
GL_FOG, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// D = zero
glFinalCombinerInputNV(GL_VARIABLE_D_NV,
GL_ZERO, 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);
}
// Set up the combiners to a texture with gloss map in the alpha channel.
void SetupCombinersGlossMap(int glossMap)
{
glEnable(GL_REGISTER_COMBINERS_NV);
// Just a single combiner stage required . . .
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
// A = primary color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// B = base texture color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// C = secondary color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
if (glossMap != 0)
{
// D = texture1 rgb (gloss mask)
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
glossMap, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
}
else
{
// D = texture alpha (gloss mask)
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
}
// SPARE0_rgb = primary * texture.rgb + secondary * texture.alpha
glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
// A = SPARE0_rgb
glFinalCombinerInputNV(GL_VARIABLE_A_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// B = 1
glFinalCombinerInputNV(GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
// C = zero
glFinalCombinerInputNV(GL_VARIABLE_C_NV,
GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// D = zero
glFinalCombinerInputNV(GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// G = 1
glFinalCombinerInputNV(GL_VARIABLE_G_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
}
// Set up the combiners to a texture with gloss in the alpha channel.
void SetupCombinersGlossMapWithFog(int glossMap)
{
glEnable(GL_REGISTER_COMBINERS_NV);
// Just a single combiner stage required . . .
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
// A = primary color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// B = base texture color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// C = secondary color
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
if (glossMap != 0)
{
// D = texture1 rgb (gloss mask)
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
glossMap, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
}
else
{
// D = texture alpha (gloss mask)
glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
}
// SPARE0_rgb = primary * texture.rgb + secondary * texture.alpha
glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
// A = fog factor
glFinalCombinerInputNV(GL_VARIABLE_A_NV,
GL_FOG, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
// B = spare0_rgb
glFinalCombinerInputNV(GL_VARIABLE_B_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// C = fog color
glFinalCombinerInputNV(GL_VARIABLE_C_NV,
GL_FOG, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// D = zero
glFinalCombinerInputNV(GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// G = 1
glFinalCombinerInputNV(GL_VARIABLE_G_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
}
void DisableCombiners()
{
glDisable(GL_REGISTER_COMBINERS_NV);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
}

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// regcombine.h
//
// 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.
#ifndef _REGCOMBINE_H_
#define _REGCOMBINE_H_
#include <celutil/color.h>
#include <celengine/texture.h>
extern void SetupCombinersBumpMap(Texture& bumpTexture,
Texture& normalizationTexture,
Color ambientColor);
extern void SetupCombinersSmooth(Texture& baseTexture,
Texture& normalizationTexture,
Color ambientColor,
bool invert);
extern void SetupCombinersDecalAndBumpMap(Texture& bumpTexture,
Color ambientColor,
Color diffuseColor);
extern void SetupCombinersGlossMap(int glossMap = 0);
extern void SetupCombinersGlossMapWithFog(int glossMap = 0);
extern void DisableCombiners();
#endif // _REGCOMBINE_H_