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golgoth

OpenGL Texgen and per pixel lighting!

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here it is... render state pp LightPoint... void OpenGL::SetLightPoint(RS_LightPoint *in_state, Primitive *in_primitive) { glBlendFunc(GL_DST_COLOR, GL_ZERO); glEnable(GL_BLEND); GLfloat l_radius = 5.0f; GLfloat l_intensity = 1.0f / l_radius; Vector3 l_lightPosition = Vector3(3.0f, 1.0f, 0.0f); GLfloat l_plane_x[4] = {l_intensity, 0.0f, 0.0f, 0.5f - l_lightPosition.x / l_radius}; GLfloat l_plane_y[4] = {0.0f, l_intensity, 0.0f, 0.5f - l_lightPosition.y / l_radius}; GLfloat l_plane_z[4] = {0.0f, 0.0f, l_intensity, 0.5f - l_lightPosition.z / l_radius}; GLfloat l_plane_w[4] = {0.0f, 0.0f, 0.0f, 1.0f}; Texture *l_texture; // Texture 2D radial map texture. l_texture = in_state->GetScopeMap(); glActiveTextureARB(GL_TEXTURE0_ARB); glBindTexture(GL_TEXTURE_2D, (GLuint) in_texture->GetImageData()); glEnable(GL_TEXTURE_2D); glTexGenfv(GL_S, GL_EYE_PLANE, l_plane_x); glTexGenfv(GL_T, GL_EYE_PLANE, l_plane_y); glTexGenfv(GL_R, GL_EYE_PLANE, l_plane_z); glTexGenfv(GL_Q, GL_EYE_PLANE, l_plane_w); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glEnable(GL_TEXTURE_GEN_Q); // Texture 1D linear ramp texture. l_texture = in_state->GetRayMap(); glActiveTextureARB(GL_TEXTURE1_ARB); glBindTexture(GL_TEXTURE_1D, (GLuint) in_texture->GetImageData()); glEnable(GL_TEXTURE_1D); glTexGenfv(GL_S, GL_EYE_PLANE, l_plane_z); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glEnable(GL_TEXTURE_GEN_S); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_SUBTRACT_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glDrawElements(GL_QUADS, in_primitive->GetVertexCount(), GL_UNSIGNED_INT, in_primitive->GetQuad()); glActiveTextureARB(GL_TEXTURE1_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_1D); glActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); glDisable(GL_TEXTURE_GEN_Q); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); } it is difficult to make it simple! but i think we are getting there... the only thing missing here (I think) its the right equation for the l_plane_*... and tadam... per pixel lighting... the rest is pretty much rock solide! can someone help finding the right equation? Thx

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