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bumpmapping.bb
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bumpmapping.bb
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Global Litex,BumpTex,AmbientTex,MeshTex,Reftex,lbox,Intencity,Bump_ref
Function InitBump ( LightCube$, SpecularTex$, light, cam, Blic_size#=20, Intencity#=1,AmbColorR, AmbColorG, AmbColorB )
Local argb
lbox = LoadLightBox(LightCube$,"png");
Bump_ref = LoadTexture( SpecularTex$,1)
TextureBlend Bump_ref,2
AmbientTex=CreateTexture(1,1,1)
TextureBlend AmbientTex,3
argb= (((AmbColorR Shl 8) Or AmbColorG) Shl 8) Or AmbColorB
WritePixel 0,0,argb ,TextureBuffer( AmbientTex)
Litex = CreateTexture( 32,32, 128+9)
SetCubeMode Litex,2
TextureBlend Litex,1
Reftex = CreateTexture( 64,64, 128+9)
SetCubeMode Reftex,1
TextureBlend Reftex,1
RenderLight ( Litex, light, cam, lbox, Intencity )
RenderLight ( Reftex, light, cam, lbox, .0, 1, Blic_size, Intencity, Bump_ref )
End Function
Function LoadLightBox( file$, ext$ )
m=CreateMesh()
;front face
b=LoadBrush( file$+"_pz."+ext$,49 )
s=CreateSurface( m,b )
AddVertex s,-1,+1,-1,1,1:AddVertex s,+1,+1,-1,0,1
AddVertex s,+1,-1,-1,0,0:AddVertex s,-1,-1,-1,1,0
AddTriangle s,0,1,2:AddTriangle s,0,2,3:
FreeBrush b
;right face
b=LoadBrush( file$+"_nx."+ext$,49 )
s=CreateSurface( m,b )
AddVertex s,+1,+1,-1,1,1:AddVertex s,+1,+1,+1,0,1
AddVertex s,+1,-1,+1,0,0:AddVertex s,+1,-1,-1,1,0
AddTriangle s,0,1,2:AddTriangle s,0,2,3
FreeBrush b
;back face
b=LoadBrush( file$+"_nz."+ext$,49 )
s=CreateSurface( m,b )
AddVertex s,+1,+1,+1,1,1:AddVertex s,-1,+1,+1,0,1
AddVertex s,-1,-1,+1,0,0:AddVertex s,+1,-1,+1,1,0
AddTriangle s,0,1,2:AddTriangle s,0,2,3
FreeBrush b
;left face
b=LoadBrush( file$+"_px."+ext$,49 )
s=CreateSurface( m,b )
AddVertex s,-1,+1,+1,1,1:AddVertex s,-1,+1,-1,0,1
AddVertex s,-1,-1,-1,0,0:AddVertex s,-1,-1,+1,1,0
AddTriangle s,0,1,2:AddTriangle s,0,2,3
FreeBrush b
;top face
b=LoadBrush( file$+"_ny."+ext$,49 )
s=CreateSurface( m,b )
AddVertex s,-1,+1,+1,1,1:AddVertex s,+1,+1,+1,0,1
AddVertex s,+1,+1,-1,0,0:AddVertex s,-1,+1,-1,1,0
AddTriangle s,0,1,2:AddTriangle s,0,2,3
FreeBrush b
;bottom face
b=LoadBrush( file$+"_py."+ext$,49 )
s=CreateSurface( m,b )
AddVertex s,-1,-1,-1,1,1:AddVertex s,+1,-1,-1,0,1
AddVertex s,+1,-1,+1,0,0:AddVertex s,-1,-1,+1,1,0
AddTriangle s,0,1,2:AddTriangle s,0,2,3
FreeBrush b
FlipMesh m
EntityFX m,1
Return m
End Function
Function RenderLight ( Reftex, light, cam, mesh, Intencity#=1, Mode=0,size#=10, IntencitySpr#=1, Ref=0)
Local BlicSpr,fxcam
fxcam = CreateCamera()
TFormNormal 0,0,1,light,0
CameraViewport fxcam, 0,0,TextureWidth(Reftex), TextureHeight(Reftex)
CameraProjMode fxcam,1
CameraProjMode cam,0
PositionEntity fxcam,65535,65535,65535
ScaleEntity mesh,10,10,10
EntityFX mesh,1
EntityColor mesh,255,255,255*Intencity#
PositionEntity mesh,65535,65535,65535
AlignToVector mesh, TFormedX(), TFormedY(), TFormedZ(),0
ShowEntity mesh
If Mode=1
BlicSpr=CreateSprite()
If Ref EntityTexture BlicSpr,Ref
ScaleSprite BlicSpr,size#,size#
SpriteViewMode BlicSpr,2
EntityBlend BlicSpr,3
EntityColor BlicSpr,255,255,255*IntencitySpr#
EntityFX BlicSpr,17
PositionEntity BlicSpr,65535,65535,65535
MoveEntity BlicSpr, -10*TFormedX(), -10*TFormedY(), -10*TFormedZ()
PointEntity BlicSpr, fxcam
EntityOrder BlicSpr,-1
EndIf
tex_sz=TextureWidth(Reftex)
SetCubeFace Reftex,0
RotateEntity fxcam,0,90,0
RenderWorld
CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(Reftex)
SetCubeFace Reftex,1
RotateEntity fxcam,0,0,0
RenderWorld
CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(Reftex)
SetCubeFace Reftex,2
RotateEntity fxcam,0,-90,0
RenderWorld
CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(Reftex)
SetCubeFace Reftex,3
RotateEntity fxcam,0,180,0
RenderWorld
CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(Reftex)
SetCubeFace Reftex,4
RotateEntity fxcam,-90,0,0
RenderWorld
CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(Reftex)
SetCubeFace Reftex,5
RotateEntity fxcam,90,0,0
RenderWorld
CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(Reftex)
If Mode=1
FreeEntity BlicSpr
EndIf
HideEntity mesh
CameraProjMode cam,1
FreeEntity fxcam
End Function
;Global mesh = LoadMesh("mesh.3ds")
;PointEntity light,mesh ;Point the light towards the mesh. You dont have to do this just nice if you do.