Serious-Engine/Sources/Shaders/DetailShader.cpp

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Shaders/StdH.h"
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#undef TEXTURE_COUNT
#undef UVMAPS_COUNT
#undef COLOR_COUNT
#undef FLOAT_COUNT
#undef FLAGS_COUNT
#define TEXTURE_COUNT 2
#define UVMAPS_COUNT 1
#define COLOR_COUNT 2
#define FLOAT_COUNT 1
#define FLAGS_COUNT 2
#define BASE_TEXTURE 0
#define BASE_UVMAP 0
#define BASE_COLOR 0
#define DETAIL_TEXTURE 1
#define DETAIL_UVMAP 1
#define DETAIL_COLOR 1
#define DETAIL_TILING 0
#define BASE_DOUBLE_SIDED (1UL<<0) // Double sided
#define BASE_FULL_BRIGHT (1UL<<1) // Full bright
SHADER_MAIN(Detail)
{
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
COLOR &colModelColor = shaGetModelColor();
BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
BOOL bOpaque = (colModelColor&0xFF)==0xFF;
if(bDoubleSided) {
shaCullFace(GFX_NONE);
} else {
shaCullFace(GFX_BACK);
}
shaCalculateLight();
// if fully opaque
if(bOpaque) {
// shaEnableAlphaTest(TRUE);
shaDisableBlend();
shaEnableDepthWrite();
// if translucent
} else {
// shaEnableAlphaTest(FALSE);
shaEnableBlend();
shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaDisableDepthWrite();
shaModifyColorForFog();
}
if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
shaRender();
if(bOpaque) {
shaDoFogPass();
}
// do detail pass
FLOAT fMul = shaGetFloat(DETAIL_TILING);
shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR);
shaSetTexture(DETAIL_TEXTURE);
shaSetUVMap(DETAIL_UVMAP);
shaSetColor(DETAIL_COLOR);
shaCalculateLight();
shaEnableBlend();
GFXTexCoord *ptxcOld = shaGetUVMap(0);
GFXTexCoord *ptxcNew = shaGetNewTexCoordArray();
INDEX ctTexCoords = shaGetVertexCount();
if(ctTexCoords>0) {
for(INDEX itxc=0;itxc<ctTexCoords;itxc++)
{
ptxcNew[itxc].uv.u = ptxcOld[itxc].uv.u * fMul;
ptxcNew[itxc].uv.v = ptxcOld[itxc].uv.v * fMul;
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}
shaSetTexCoords(ptxcNew);
}
shaRender();
shaDisableBlend();
/*
FLOAT fMul = shaGetFloat(DETAIL_TILING);
shaSetTexture(BASE_TEXTURE);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaCalculateLight();
shaRender();
shaEnableBlend(TRUE);
shaEnableAlphaTest(FALSE);
shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR);
shaSetTexture(DETAIL_TEXTURE);
shaSetUVMap(DETAIL_UVMAP);
shaSetColor(DETAIL_COLOR);
INDEX ctTexCoords=0;
GFXTexCoord *ptxcOld = shaGetUVMap(0,ctTexCoords);
GFXTexCoord *ptxcNew = shaGetEmptyUVMap(ctTexCoords);
if(ctTexCoords>0)
{
for(INDEX itxc=0;itxc<ctTexCoords;itxc++)
{
ptxcNew[itxc].u = ptxcOld[itxc].u * fMul;
ptxcNew[itxc].v = ptxcOld[itxc].v * fMul;
}
shaSetUVMap(ptxcNew,ctTexCoords);
}
shaRender();
shaEnableBlend(FALSE);
*/
if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
}
SHADER_DESC(Detail,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_astrFlagNames.New(FLAGS_COUNT);
shDesc.sd_astrTextureNames[0] = "Base texture";
shDesc.sd_astrTextureNames[1] = "Detail texture";
shDesc.sd_astrTexCoordNames[0] = "Base UVMap";
shDesc.sd_astrColorNames[0] = "Surface color";
shDesc.sd_astrColorNames[1] = "Detail color";
shDesc.sd_astrFloatNames[0] = "UVMap factor";
shDesc.sd_astrFlagNames[0] = "Double sided";
shDesc.sd_astrFlagNames[1] = "Full bright";
shDesc.sd_strShaderInfo = "Detail shader";
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}