/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #include "StdH.h" #include #include #define TEXTURE_COUNT 3 #define UVMAPS_COUNT 1 #define COLOR_COUNT 3 #define FLOAT_COUNT 0 #define BASE_TEXTURE 0 #define BASE_UVMAP 0 #define BASE_COLOR 0 #define BASE_FLOAT 0 #define REFLECTION_TEXTURE 1 #define REFLECTION_COLOR 1 #define SPECULAR_TEXTURE 2 #define SPECULAR_COLOR 2 SHADER_MAIN(ReflectionAndSpecularDS) { #if 0 shaSetTexture(BASE_TEXTURE); shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT); shaSetUVMap(BASE_UVMAP); shaSetColor(BASE_COLOR); shaEnableDepthTest(TRUE); shaDepthFunc(GFX_LESS_EQUAL); shaCullFace(GFX_NONE); shaCalculateLight(); COLOR colModelColor = MulColors(shaGetModelColor(),shaGetCurrentColor()); BOOL bOpaque = (colModelColor&0xFF)==0xFF; // if fully opaque if(bOpaque) { shaEnableAlphaTest(FALSE); shaEnableBlend(FALSE); shaEnableDepthWrite(TRUE); // if translucent } else { shaEnableBlend(TRUE); shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); shaEnableDepthWrite(FALSE); shaModifyColorForFog(); } if(shaOverBrightningEnabled()) shaSetTextureModulation(2); shaRender(); if(shaOverBrightningEnabled()) shaSetTextureModulation(1); DoReflectionLayer(REFLECTION_TEXTURE,REFLECTION_COLOR,FALSE); DoSpecularLayer(SPECULAR_TEXTURE,SPECULAR_COLOR); if(bOpaque) { shaDoFogPass(); } #endif } SHADER_DESC(ReflectionAndSpecularDS,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_astrTextureNames[1] = "Reflection texture"; shDesc.sd_astrTextureNames[2] = "Specular texture"; shDesc.sd_astrTexCoordNames[0] = "Base uvmap"; shDesc.sd_astrColorNames[0] = "Base color"; shDesc.sd_strShaderInfo = "Basic shader"; shDesc.sd_astrColorNames[1] = "Reflection color"; shDesc.sd_astrColorNames[2] = "Specular color"; }