Remove forgotten files for ancient hardware
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a93befe941
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74144a85bc
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@ -1,437 +0,0 @@
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// regcombine.cpp
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//
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// Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
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//
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// Some functions for setting up the nVidia register combiners
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// extension for pretty rendering effects.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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#include <GL/glew.h>
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#include "regcombine.h"
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#if 0
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namespace rc
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{
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enum {
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Combiner0 = GL_COMBINER0_NV,
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Combiner1 = GL_COMBINER1_NV,
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Combiner2 = GL_COMBINER2_NV,
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Combiner3 = GL_COMBINER3_NV,
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};
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enum {
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A = GL_VARIABLE_A_NV,
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B = GL_VARIABLE_B_NV,
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C = GL_VARIABLE_C_NV,
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D = GL_VARIABLE_D_NV,
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E = GL_VARIABLE_E_NV,
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F = GL_VARIABLE_F_NV,
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G = GL_VARIABLE_G_NV,
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};
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enum {
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RGBPortion = GL_RGB,
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AlphaPortion = GL_ALPHA,
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BluePortion = GL_BLUE,
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};
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enum {
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UnsignedIdentity = GL_UNSIGNED_IDENTITY_NV,
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UnsignedInvert = GL_UNSIGNED_INVERT_NV,
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ExpandNormal = GL_EXPAND_NORMAL_NV,
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};
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};
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#endif
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namespace rc
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{
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void parameter(GLenum, Color);
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};
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void rc::parameter(GLenum which, Color color)
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{
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float f[4];
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f[0] = color.red();
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f[1] = color.green();
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f[2] = color.blue();
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f[3] = color.alpha();
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glCombinerParameterfvNV(which, f);
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}
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void SetupCombinersBumpMap(Texture& bumpTexture,
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Texture& normalizationTexture,
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Color ambientColor)
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{
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glEnable(GL_REGISTER_COMBINERS_NV);
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glDisable(GL_LIGHTING);
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glActiveTextureARB(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_CUBE_MAP_ARB);
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normalizationTexture.bind();
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glEnable(GL_TEXTURE_2D);
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bumpTexture.bind();
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// Just a single combiner stage required . . .
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glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
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float ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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ambient[0] = ambientColor.red();
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ambient[1] = ambientColor.green();
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ambient[2] = ambientColor.blue();
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glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, ambient);
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// Compute N dot L in the RGB portion of combiner 0
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// Load register A with a normal N from the normal map
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
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GL_VARIABLE_A_NV, GL_TEXTURE0_ARB,
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GL_EXPAND_NORMAL_NV, GL_RGB);
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// Load register B with the normalized light direction L
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
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GL_VARIABLE_B_NV, GL_TEXTURE1_ARB,
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GL_EXPAND_NORMAL_NV, GL_RGB);
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// Compute N dot L
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glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
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GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
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// Compute the self-shadowing term in the alpha portion of combiner 0
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// A = 1
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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// B = L.z
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
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// C = 1
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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// D = L.z
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
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// Create a steep ramp function for self-shadowing
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// SPARE0 = 4*(A*B+C*D) = 4*(1*L.z + 1*L.z) = 8 * L.z
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glCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
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GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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// A = SPARE0_alpha = per-pixel self-shadowing term
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glFinalCombinerInputNV(GL_VARIABLE_A_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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glFinalCombinerInputNV(GL_VARIABLE_B_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// C = zero
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glFinalCombinerInputNV(GL_VARIABLE_C_NV,
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GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// D = ambient color
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glFinalCombinerInputNV(GL_VARIABLE_D_NV,
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GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// G = diffuse illumination contribution = L dot N
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glFinalCombinerInputNV(GL_VARIABLE_G_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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}
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// Set up register combiners for per-pixel diffuse lighting, with a base
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// texture, ambient color, material color, and normal cube map. We could use
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// just a plain old color cube map, but we use a normal map instead for
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// consistency with bump mapped surfaces. Only one pass with a single
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// combiner is required.
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void SetupCombinersSmooth(Texture& baseTexture,
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Texture& normalizationTexture,
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Color ambientColor,
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bool invert)
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{
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glEnable(GL_REGISTER_COMBINERS_NV);
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glDisable(GL_LIGHTING);
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glActiveTextureARB(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_CUBE_MAP_ARB);
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normalizationTexture.bind();
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glEnable(GL_TEXTURE_2D);
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baseTexture.bind();
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// Just a single combiner stage required . . .
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glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
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float ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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ambient[0] = ambientColor.red();
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ambient[1] = ambientColor.green();
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ambient[2] = ambientColor.blue();
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glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, ambient);
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// A = primary color
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV,
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GL_RGB);
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// B = base texture color
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// SPARE1_rgb = primary * texture
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glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
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GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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// A = 1
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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// B = L.z
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV,
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GL_BLUE);
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// SPARE0_alpha = 1 * L.z
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glCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA,
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GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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// E = SPARE1_rgb = base texture color * primary
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glFinalCombinerInputNV(GL_VARIABLE_E_NV,
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GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// F = ambient color
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glFinalCombinerInputNV(GL_VARIABLE_F_NV,
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GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// A = SPARE1_rgb = base texture color * primary
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glFinalCombinerInputNV(GL_VARIABLE_A_NV,
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GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// B = SPARE0_alpha = L.z
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glFinalCombinerInputNV(GL_VARIABLE_B_NV,
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GL_SPARE0_NV,
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invert ? GL_UNSIGNED_INVERT_NV : GL_UNSIGNED_IDENTITY_NV,
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GL_ALPHA);
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// C = zero
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glFinalCombinerInputNV(GL_VARIABLE_C_NV,
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GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// D = SPARE1_rgb = E*F = texture * primary * ambient color
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glFinalCombinerInputNV(GL_VARIABLE_D_NV,
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GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// G = 1
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glFinalCombinerInputNV(GL_VARIABLE_G_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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}
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// Normal map should be bound as texture 1 and the base map should be bound
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// as texture 0.
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void SetupCombinersDecalAndBumpMap(Texture& /*bumpTexture*/,
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Color ambientColor,
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Color diffuseColor)
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{
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glEnable(GL_REGISTER_COMBINERS_NV);
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glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
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rc::parameter(GL_CONSTANT_COLOR0_NV, ambientColor);
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rc::parameter(GL_CONSTANT_COLOR1_NV, diffuseColor);
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// Compute N dot L in the RGB portion of combiner 0
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// Load register A with a normal N from the bump map
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
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GL_VARIABLE_A_NV, GL_TEXTURE1_ARB,
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GL_EXPAND_NORMAL_NV, GL_RGB);
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// Load register B with the primary color, which contains the surface
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// space light direction L. Because the color is linearly interpolated
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// across triangles, the direction may become denormalized; however, in
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// Celestia, planet surfaces are tessellated finely enough that this
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// is not a problem.
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
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GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV,
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GL_EXPAND_NORMAL_NV, GL_RGB);
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// Product C*D computes diffuse color * texture
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
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GL_VARIABLE_C_NV, GL_TEXTURE0_ARB,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB,
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GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// Compute N dot L in spare0 and diffuse * decal texture in spare1
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glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
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GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
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// Compute the self-shadowing term in the alpha portion of combiner 0
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// A = 1
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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// B = L.z
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_PRIMARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE);
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// C = 1
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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// D = L.z
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glCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV,
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GL_PRIMARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE);
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// Create a steep ramp function for self-shadowing
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// SPARE0 = 4*(A*B+C*D) = 4*(1*L.z + 1*L.z) = 8 * L.z
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glCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
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GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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// In the second combiner, sum the ambient color and product of the
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// diffuse and self-shadowing terms.
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glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV,
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GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
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glCombinerOutputNV(GL_COMBINER1_NV, GL_RGB,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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// E = SPARE0 = fragment brightness, including ambient, diffuse, and
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// self shadowing.
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glFinalCombinerInputNV(GL_VARIABLE_E_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// F = spare1 = decal texture rgb * diffuse color
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glFinalCombinerInputNV(GL_VARIABLE_F_NV,
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GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// A = fog factor
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glFinalCombinerInputNV(GL_VARIABLE_A_NV,
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GL_FOG, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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// B = color
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glFinalCombinerInputNV(GL_VARIABLE_B_NV,
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GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// C = fog color
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glFinalCombinerInputNV(GL_VARIABLE_C_NV,
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GL_FOG, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// D = zero
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glFinalCombinerInputNV(GL_VARIABLE_D_NV,
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GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// G = diffuse illumination contribution = L dot N
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glFinalCombinerInputNV(GL_VARIABLE_G_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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}
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// Set up the combiners to a texture with gloss map in the alpha channel.
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void SetupCombinersGlossMap(int glossMap)
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{
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glEnable(GL_REGISTER_COMBINERS_NV);
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// Just a single combiner stage required . . .
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glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
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// A = primary color
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// B = base texture color
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// C = secondary color
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
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GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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if (glossMap != 0)
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{
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// D = texture1 rgb (gloss mask)
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
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glossMap, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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}
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else
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{
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// D = texture alpha (gloss mask)
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glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
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GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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}
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// SPARE0_rgb = primary * texture.rgb + secondary * texture.alpha
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glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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// A = SPARE0_rgb
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glFinalCombinerInputNV(GL_VARIABLE_A_NV,
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GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// B = 1
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glFinalCombinerInputNV(GL_VARIABLE_B_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
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// C = zero
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glFinalCombinerInputNV(GL_VARIABLE_C_NV,
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GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// D = zero
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glFinalCombinerInputNV(GL_VARIABLE_D_NV,
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GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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// G = 1
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glFinalCombinerInputNV(GL_VARIABLE_G_NV,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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}
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// Set up the combiners to a texture with gloss in the alpha channel.
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void SetupCombinersGlossMapWithFog(int glossMap)
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{
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glEnable(GL_REGISTER_COMBINERS_NV);
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// 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);
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
// 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_
|
Loading…
Reference in New Issue