mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
70 lines
1.8 KiB
C++
70 lines
1.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Shaders/StdH.h"
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#include <Engine/Ska/Render.h>
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#include <Shaders/Common.h>
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#define TEXTURE_COUNT 2
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#define UVMAPS_COUNT 1
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#define COLOR_COUNT 2
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#define FLOAT_COUNT 0
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#define BASE_TEXTURE 0
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#define BASE_UVMAP 0
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#define BASE_COLOR 0
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#define BASE_FLOAT 0
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#define SPECULAR_TEXTURE 1
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#define SPECULAR_COLOR 1
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SHADER_MAIN(SpecularDS)
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{
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#if 0
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shaSetTexture(BASE_TEXTURE);
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shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
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shaSetUVMap(BASE_UVMAP);
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shaSetColor(BASE_COLOR);
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shaEnableDepthTest(TRUE);
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shaDepthFunc(GFX_LESS_EQUAL);
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shaCullFace(GFX_NONE);
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shaCalculateLight();
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COLOR colModelColor = MulColors(shaGetModelColor(),shaGetCurrentColor());
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BOOL bOpaque = (colModelColor&0xFF)==0xFF;
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// if fully opaque
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if(bOpaque) {
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shaEnableAlphaTest(FALSE);
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shaEnableBlend(FALSE);
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shaEnableDepthWrite(TRUE);
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// if translucent
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} else {
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shaEnableBlend(TRUE);
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shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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shaEnableDepthWrite(FALSE);
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shaModifyColorForFog();
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}
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if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
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shaRender();
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if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
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DoSpecularLayer(SPECULAR_TEXTURE,SPECULAR_COLOR);
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if(bOpaque) {
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shaDoFogPass();
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}
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#endif
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}
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SHADER_DESC(SpecularDS,ShaderDesc &shDesc)
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{
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shDesc.sd_astrTextureNames.New(TEXTURE_COUNT);
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shDesc.sd_astrTexCoordNames.New(UVMAPS_COUNT);
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shDesc.sd_astrColorNames.New(COLOR_COUNT);
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shDesc.sd_astrFloatNames.New(FLOAT_COUNT);
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shDesc.sd_astrTextureNames[0] = "Base texture";
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shDesc.sd_astrTextureNames[1] = "Specular texture";
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shDesc.sd_astrTexCoordNames[0] = "Base uvmap";
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shDesc.sd_astrColorNames[0] = "Base color";
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shDesc.sd_strShaderInfo = "Basic shader";
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shDesc.sd_astrColorNames[1] = "Specular color";
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} |