Serious-Engine/Sources/Shaders/BaseShaderDS.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "Shaders/StdH.h"
2016-03-11 14:57:17 +01:00
#define TEXTURE_COUNT 1
#define UVMAPS_COUNT 1
#define COLOR_COUNT 1
#define FLOAT_COUNT 0
#define BASE_TEXTURE 0
#define BASE_UVMAP 0
#define BASE_COLOR 0
#define BASE_FLOAT 0
SHADER_MAIN(BaseDS)
{
#if 0
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
shaCullFace(GFX_NONE);
shaCalculateLight();
if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
COLOR colModelColor = MulColors(shaGetModelColor(),shaGetCurrentColor());
BOOL bOpaque = (colModelColor&0xFF)==0xFF;
// if fully opaque
if(bOpaque) {
shaDisableAlphaTest();
shaDisableBlend();
shaEnableDepthWrite();
// if translucent
} else {
shaEnableBlend();
shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaDisableDepthWrite();
shaModifyColorForFog();
shaCullFace(GFX_FRONT);
shaRender();
shaCullFace(GFX_BACK);
}
shaRender();
if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
if(bOpaque) {
shaDoFogPass();
}
#endif
}
SHADER_DESC(BaseDS,ShaderDesc &shDesc)
{
shDesc.sd_astrTextureNames.New(TEXTURE_COUNT);
shDesc.sd_astrTexCoordNames.New(UVMAPS_COUNT);
shDesc.sd_astrColorNames.New(COLOR_COUNT);
shDesc.sd_astrFloatNames.New(FLOAT_COUNT);
shDesc.sd_astrTextureNames[0] = "Base texture";
shDesc.sd_astrTexCoordNames[0] = "Base uvmap";
shDesc.sd_astrColorNames[0] = "Base color";
shDesc.sd_strShaderInfo = "Double sided basic shader";
}