Support halfVector struct parameter for GLSL light source inputs

This commit is contained in:
rdb 2015-02-08 23:38:07 +01:00
parent bd86907181
commit b4a87b58f2

View File

@ -1377,6 +1377,7 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name, LMatrix4 &
static const CPT_InternalName IN_diffuse("diffuse");
static const CPT_InternalName IN_specular("specular");
static const CPT_InternalName IN_position("position");
static const CPT_InternalName IN_halfVector("halfVector");
static const CPT_InternalName IN_spotDirection("spotDirection");
static const CPT_InternalName IN_spotCutoff("spotCutoff");
static const CPT_InternalName IN_spotCosCutoff("spotCosCutoff");
@ -1435,6 +1436,39 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name, LMatrix4 &
t = LMatrix4::translate_mat(pos);
return &t;
}
} else if (attrib == IN_halfVector) {
if (np.node()->is_of_type(DirectionalLight::get_class_type())) {
DirectionalLight *light;
DCAST_INTO_R(light, np.node(), &LMatrix4::ident_mat());
CPT(TransformState) transform = np.get_transform(_scene_setup->get_scene_root().get_parent());
LVector3 dir = -(light->get_direction() * transform->get_mat());
dir *= get_scene()->get_cs_world_transform()->get_mat();
dir.normalize();
dir += LVector3(0, 0, 1);
dir.normalize();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,dir[0],dir[1],dir[2],1);
return &t;
} else {
LightLensNode *light;
DCAST_INTO_R(light, np.node(), &LMatrix4::ident_mat());
Lens *lens = light->get_lens();
nassertr(lens != (Lens *)NULL, &LMatrix4::ident_mat());
CPT(TransformState) transform =
get_scene()->get_cs_world_transform()->compose(
np.get_transform(_scene_setup->get_scene_root().get_parent()));
const LMatrix4 &light_mat = transform->get_mat();
LPoint3 pos = lens->get_nodal_point() * light_mat;
pos.normalize();
pos += LVector3(0, 0, 1);
pos.normalize();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,pos[0],pos[1],pos[2],1);
return &t;
}
} else if (attrib == IN_spotDirection) {
LightLensNode *light;
DCAST_INTO_R(light, np.node(), &LMatrix4::ident_mat());