mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 23:54:50 +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. :)
854 lines
19 KiB
C++
854 lines
19 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include <Engine/StdH.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Ska/Render.h>
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#include <Engine/Graphics/Shader.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Graphics/Fog_internal.h>
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static INDEX _ctVertices =-1;
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static INDEX _ctIndices =-1;
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static INDEX _ctTextures =-1;
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static INDEX _ctUVMaps =-1;
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static INDEX _ctColors =-1;
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static INDEX _ctFloats =-1;
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static INDEX _ctLights =-1;
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static CAnyProjection3D *_paprProjection; // current projection
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static Matrix12 *_pmObjToView = NULL;
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static Matrix12 *_pmObjToAbs = NULL;
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static CShader *_pShader = NULL; // current shader
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static GFXTexCoord *_pCurrentUVMap = NULL; // current UVMap
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static GFXVertex4 *_paVertices = NULL; // array of vertices
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static GFXNormal *_paNormals = NULL; // array of normals
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static GFXTexCoord **_paUVMaps = NULL; // array of uvmaps to chose from
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static GFXTexCoord *_paFogUVMap = NULL; // UVMap for fog pass
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static GFXTexCoord *_paHazeUVMap = NULL; // UVMap for haze pass
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static GFXColor *_pacolVtxHaze = NULL; // array of vertex colors for haze
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static CTextureObject **_paTextures = NULL;// array of textures to chose from
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static INDEX *_paIndices = NULL; // current array of triangle indices
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static GFXColor _colAmbient = 0x000000FF; // Ambient color
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static COLOR _colModel = 0x000000FF; // Model color
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static GFXColor _colLight = 0x000000FF; // Light color
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static FLOAT3D _vLightDir = FLOAT3D(0,0,0); // Light direction
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static COLOR _colConstant = 0; // current set color
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static COLOR *_paColors = NULL; // array of colors to chose from
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static FLOAT *_paFloats = NULL; // array of floats to chose from
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static ULONG _ulFlags = 0;
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// Vertex colors
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static CStaticStackArray<GFXColor> _acolVtxColors; // array of color values for each vertex
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static CStaticStackArray<GFXColor> _acolVtxModifyColors; // array of color modified values for each vertex
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GFXColor *_pcolVtxColors = NULL; // pointer to vertex color array (points to current array of vertex colors)
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// vertex array that is returned if shader request vertices for modify
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static CStaticStackArray<GFXVertex4> _vModifyVertices;
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static CStaticStackArray<GFXTexCoord> _uvUVMapForModify;
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// Begin shader using
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void shaBegin(CAnyProjection3D &aprProjection,CShader *pShader)
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{
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// Chech that last shading ended with shaEnd
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ASSERT(_pShader==NULL);
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// Chech if shader exists
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ASSERT(pShader!=NULL);
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// Set current projection
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_paprProjection = &aprProjection;
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// Set pointer to shader
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_pShader = pShader;
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}
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// End shader using
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void shaEnd(void)
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{
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// Chech if shader exists
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ASSERT(_pShader!=NULL);
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// Call shader function
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_pShader->ShaderFunc();
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// Clean used values
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shaClean();
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_pShader = NULL;
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}
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// Render given model
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void shaRender(void)
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{
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ASSERT(_ctVertices>0);
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ASSERT(_ctIndices>0);
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ASSERT(_paVertices!=NULL);
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ASSERT(_paIndices!=NULL);
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// Set vertices
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gfxSetVertexArray(_paVertices,_ctVertices);
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gfxLockArrays();
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// if there is valid UVMap
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if(_pCurrentUVMap!=NULL) {
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gfxSetTexCoordArray(_pCurrentUVMap, FALSE);
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}
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// if there is valid vertex color array
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if(_pcolVtxColors!=NULL) {
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gfxSetColorArray(_pcolVtxColors);
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}
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// draw model with set params
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gfxDrawElements( _ctIndices, _paIndices);
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gfxUnlockArrays();
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}
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// Render aditional pass for fog and haze
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void shaDoFogPass(void)
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{
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// if full bright
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if(shaGetFlags()&BASE_FULL_BRIGHT) {
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// no fog pass
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return;
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}
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ASSERT(_paFogUVMap==NULL);
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ASSERT(_paHazeUVMap==NULL);
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// Calculate fog and haze uvmap for this opaque surface
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RM_DoFogAndHaze(TRUE);
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// if fog uvmap has been given
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if(_paFogUVMap!=NULL) {
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// setup texture/color arrays and rendering mode
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gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
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gfxSetTexture( _fog_ulTexture, _fog_tpLocal);
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gfxSetTexCoordArray(_paFogUVMap, FALSE);
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gfxSetConstantColor(_fog_fp.fp_colColor);
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gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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gfxEnableBlend();
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// render fog pass
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gfxDrawElements( _ctIndices, _paIndices);
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}
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// if haze uvmap has been given
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if(_paHazeUVMap!=NULL) {
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gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
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gfxSetTexture( _haze_ulTexture, _haze_tpLocal);
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gfxSetTexCoordArray(_paHazeUVMap, TRUE);
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gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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gfxEnableBlend();
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// set vertex color array for haze
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if(_pacolVtxHaze !=NULL ) {
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gfxSetColorArray( _pacolVtxHaze);
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}
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// render fog pass
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gfxDrawElements( _ctIndices, _paIndices);
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}
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}
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// Modify color for fog
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void shaModifyColorForFog(void)
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{
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// if full bright
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if(shaGetFlags()&BASE_FULL_BRIGHT) {
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// no fog colors
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return;
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}
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// Update this surface color array if fog or haze exists
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RM_DoFogAndHaze(FALSE);
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}
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// Calculate lightning for given model
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void shaCalculateLight(void)
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{
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// if full bright
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if(shaGetFlags()&BASE_FULL_BRIGHT) {
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GFXColor colLight = _colConstant;
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GFXColor colAmbient;
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GFXColor colConstant;
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// is over brightning enabled
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if(shaOverBrightningEnabled()) {
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colAmbient = 0x7F7F7FFF;
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} else {
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colAmbient = 0xFFFFFFFF;
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}
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colConstant.MultiplyRGBA(colLight,colAmbient);
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shaSetConstantColor(ByteSwap(colConstant.ul.abgr));
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// no vertex colors
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return;
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}
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ASSERT(_paNormals!=NULL);
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_acolVtxColors.PopAll();
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_acolVtxColors.Push(_ctVertices);
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GFXColor colModel = _colModel; // Model color
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const GFXColor &colAmbient = _colAmbient; // Ambient color
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const GFXColor &colLight = _colLight; // Light color
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const GFXColor &colSurface = _colConstant; // shader color
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colModel.MultiplyRGBA(colModel,colSurface);
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UBYTE ubColShift = 8;
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SLONG slar = colAmbient.ub.r;
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SLONG slag = colAmbient.ub.g;
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SLONG slab = colAmbient.ub.b;
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if(shaOverBrightningEnabled()) {
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slar = ClampUp(slar,127L);
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slag = ClampUp(slag,127L);
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slab = ClampUp(slab,127L);
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ubColShift = 8;
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} else {
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slar*=2;
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slag*=2;
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slab*=2;
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ubColShift = 7;
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}
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// for each vertex color
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for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
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// calculate vertex light
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const FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
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FLOAT fDot = vNorm % _vLightDir;
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fDot = Clamp(fDot,0.0f,1.0f);
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SLONG slDot = NormFloatToByte(fDot);
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_acolVtxColors[ivx].ub.r = ClampUp(colModel.ub.r * (slar + ((colLight.ub.r * slDot)>>ubColShift))>>8,255L);
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_acolVtxColors[ivx].ub.g = ClampUp(colModel.ub.g * (slag + ((colLight.ub.g * slDot)>>ubColShift))>>8,255L);
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_acolVtxColors[ivx].ub.b = ClampUp(colModel.ub.b * (slab + ((colLight.ub.b * slDot)>>ubColShift))>>8,255L);
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_acolVtxColors[ivx].ub.a = colModel.ub.a;//slDot;
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}
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// Set current vertex color array
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_pcolVtxColors = &_acolVtxColors[0];
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}
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// Calculate lightning for given model
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void shaCalculateLightForSpecular(void)
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{
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ASSERT(_paNormals!=NULL);
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_acolVtxColors.PopAll();
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_acolVtxColors.Push(_ctVertices);
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GFXColor colModel = (GFXColor)_colModel; // Model color
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const GFXColor &colAmbient = (GFXColor)_colAmbient; // Ambient color
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const GFXColor &colLight = (GFXColor)_colLight; // Light color
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const GFXColor &colSurface = (GFXColor)_colConstant; // shader color
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// colModel = MulColors(colModel.r,colSurface.abgr);
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colModel.MultiplyRGBA(colModel,colSurface);
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UBYTE ubColShift = 8;
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SLONG slar = colAmbient.ub.r;
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SLONG slag = colAmbient.ub.g;
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SLONG slab = colAmbient.ub.b;
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if(shaOverBrightningEnabled()) {
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slar = ClampUp(slar,127L);
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slag = ClampUp(slag,127L);
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slab = ClampUp(slab,127L);
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ubColShift = 8;
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} else {
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slar*=2;
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slag*=2;
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slab*=2;
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ubColShift = 7;
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}
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// for each vertex color
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for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
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// calculate vertex light
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const FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
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FLOAT fDot = vNorm % _vLightDir;
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fDot = Clamp(fDot,0.0f,1.0f);
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SLONG slDot = NormFloatToByte(fDot);
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_acolVtxColors[ivx].ub.r = ClampUp(colModel.ub.r * (slar + ((colLight.ub.r * slDot)>>ubColShift))>>8,255L);
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_acolVtxColors[ivx].ub.g = ClampUp(colModel.ub.g * (slag + ((colLight.ub.g * slDot)>>ubColShift))>>8,255L);
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_acolVtxColors[ivx].ub.b = ClampUp(colModel.ub.b * (slab + ((colLight.ub.b * slDot)>>ubColShift))>>8,255L);
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_acolVtxColors[ivx].ub.a = slDot;//colModel.ub.a;//slDot;
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}
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// Set current wertex array
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_pcolVtxColors = &_acolVtxColors[0];
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}
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// Clean all values
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void shaClean(void)
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{
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_ctVertices = -1;
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_ctIndices = -1;
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_ctColors = -1;
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_ctTextures = -1;
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_ctUVMaps = -1;
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_ctLights = -1;
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_colConstant = 0;
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_ulFlags = 0;
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_pShader = NULL;
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_paVertices = NULL;
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_paNormals = NULL;
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_paIndices = NULL;
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_paUVMaps = NULL;
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_paTextures = NULL;
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_paColors = NULL;
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_paFloats = NULL;
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_pCurrentUVMap = NULL;
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_pcolVtxColors = NULL;
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_paFogUVMap = NULL;
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_paHazeUVMap = NULL;
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_pacolVtxHaze = NULL;
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_pmObjToView = NULL;
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_pmObjToAbs = NULL;
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_paprProjection = NULL;
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_acolVtxColors.PopAll();
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_acolVtxModifyColors.PopAll();
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_vModifyVertices.PopAll();
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_uvUVMapForModify.PopAll();
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shaCullFace(GFX_BACK);
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}
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/*
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* Shader value setting
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*/
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// Set array of vertices
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void shaSetVertexArray(GFXVertex4 *paVertices,INDEX ctVertices)
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{
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ASSERT(paVertices!=NULL);
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ASSERT(ctVertices>0);
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// set pointer to new vertex array
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_paVertices = paVertices;
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_ctVertices = ctVertices;
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}
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// Set array of normals
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void shaSetNormalArray(GFXNormal *paNormals)
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{
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ASSERT(paNormals!=NULL);
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_paNormals = paNormals;
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}
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// Set array of indices
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void shaSetIndices(INDEX *paIndices,INDEX ctIndices)
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{
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ASSERT(paIndices!=NULL);
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ASSERT(ctIndices>0);
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_paIndices = paIndices;
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_ctIndices = ctIndices;
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}
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// Set array of texture objects for shader
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void shaSetTextureArray(CTextureObject **paTextureObject, INDEX ctTextures)
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{
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_paTextures = paTextureObject;
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_ctTextures = ctTextures;
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}
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// Set array of uv maps
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void shaSetUVMapsArray(GFXTexCoord **paUVMaps, INDEX ctUVMaps)
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{
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ASSERT(paUVMaps!=NULL);
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ASSERT(ctUVMaps>0);
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_paUVMaps = paUVMaps;
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_ctUVMaps = ctUVMaps;
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}
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// Set array of shader colors
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void shaSetColorArray(COLOR *paColors, INDEX ctColors)
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{
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ASSERT(paColors!=NULL);
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ASSERT(ctColors>0);
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_paColors = paColors;
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_ctColors = ctColors;
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}
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// Set array of floats for shader
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void shaSetFloatArray(FLOAT *paFloats, INDEX ctFloats)
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{
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ASSERT(paFloats!=NULL);
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_paFloats = paFloats;
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_ctFloats = ctFloats;
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}
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// Set shading flags
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void shaSetFlags(ULONG ulFlags)
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{
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_ulFlags = ulFlags;
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}
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// Set base color of model
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void shaSetModelColor(COLOR &colModel)
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{
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_colModel = colModel;
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}
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// Set light direction
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void shaSetLightDirection(const FLOAT3D &vLightDir)
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{
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_vLightDir = vLightDir;
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}
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// Set light color
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void shaSetLightColor(COLOR colAmbient, COLOR colLight)
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{
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_colAmbient = colAmbient;
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_colLight = colLight;
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}
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// Set object to view matrix
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void shaSetObjToViewMatrix(Matrix12 &mat)
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{
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_pmObjToView = &mat;
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}
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// Set object to abs matrix
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void shaSetObjToAbsMatrix(Matrix12 &mat)
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{
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_pmObjToAbs = &mat;
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}
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// Set current texture index
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void shaSetTexture(INDEX iTextureIndex)
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{
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if(_paTextures==NULL || iTextureIndex<0 || iTextureIndex>=_ctTextures || _paTextures[iTextureIndex] == NULL) {
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gfxDisableTexture();
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return;
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}
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ASSERT(iTextureIndex<_ctTextures);
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CTextureObject *pto = _paTextures[iTextureIndex];
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ASSERT(pto!=NULL);
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CTextureData *pTextureData = (CTextureData*)pto->GetData();
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const INDEX iFrameNo = pto->GetFrame();
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pTextureData->SetAsCurrent(iFrameNo);
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}
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// Set current uvmap index
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void shaSetUVMap(INDEX iUVMapIndex)
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{
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ASSERT(iUVMapIndex>=0);
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if(iUVMapIndex<=_ctUVMaps) {
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_pCurrentUVMap = _paUVMaps[iUVMapIndex];
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}
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}
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// Set current color index
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void shaSetColor(INDEX icolIndex)
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{
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ASSERT(icolIndex>=0);
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if(icolIndex>=_ctColors) {
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_colConstant = C_WHITE|CT_OPAQUE;
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} else {
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_colConstant = _paColors[icolIndex];
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}
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// Set this color as constant color
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gfxSetConstantColor(_colConstant);
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}
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// Set array of texcoords index
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void shaSetTexCoords(GFXTexCoord *uvNewMap)
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{
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_pCurrentUVMap = uvNewMap;
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}
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// Set array of vertex colors
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void shaSetVertexColors(GFXColor *paColors)
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{
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_pcolVtxColors = paColors;
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}
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// Set constant color
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void shaSetConstantColor(const COLOR colConstant)
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{
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gfxSetConstantColor(colConstant);
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}
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/*
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* Shader value getting
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*/
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// Get vertex count
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INDEX shaGetVertexCount(void)
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{
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return _ctVertices;
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}
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// Get index count
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INDEX shaGetIndexCount(void)
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{
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return _ctIndices;
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}
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// Get float from array of floats
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FLOAT shaGetFloat(INDEX iFloatIndex)
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{
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ASSERT(iFloatIndex>=0);
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ASSERT(iFloatIndex<_ctFloats);
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return _paFloats[iFloatIndex];
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}
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// Get texture from array of textures
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CTextureObject *shaGetTexture( INDEX iTextureIndex)
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{
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ASSERT( iTextureIndex>=0);
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if( _paTextures==NULL || iTextureIndex>=_ctTextures || _paTextures[iTextureIndex]==NULL) return NULL;
|
|
else return _paTextures[iTextureIndex];
|
|
}
|
|
|
|
// Get color from color array
|
|
COLOR &shaGetColor(INDEX iColorIndex)
|
|
{
|
|
ASSERT(iColorIndex<_ctColors);
|
|
return _paColors[iColorIndex];
|
|
}
|
|
|
|
// Get shading flags
|
|
ULONG &shaGetFlags()
|
|
{
|
|
return _ulFlags;
|
|
}
|
|
|
|
// Get base color of model
|
|
COLOR &shaGetModelColor(void)
|
|
{
|
|
return _colModel;
|
|
}
|
|
|
|
// Get light direction
|
|
FLOAT3D &shaGetLightDirection(void)
|
|
{
|
|
return _vLightDir;
|
|
}
|
|
|
|
// Get current light color
|
|
COLOR &shaGetLightColor(void)
|
|
{
|
|
return _colLight.ul.abgr;
|
|
}
|
|
|
|
// Get current ambient volor
|
|
COLOR &shaGetAmbientColor(void)
|
|
{
|
|
return _colAmbient.ul.abgr;
|
|
}
|
|
|
|
// Get current set color
|
|
COLOR &shaGetCurrentColor(void)
|
|
{
|
|
return _colConstant;
|
|
}
|
|
|
|
// Get vertex array
|
|
GFXVertex4 *shaGetVertexArray(void)
|
|
{
|
|
return _paVertices;
|
|
}
|
|
|
|
// Get index array
|
|
INDEX *shaGetIndexArray(void)
|
|
{
|
|
return _paIndices;
|
|
}
|
|
|
|
// Get normal array
|
|
GFXNormal *shaGetNormalArray(void)
|
|
{
|
|
return _paNormals;
|
|
}
|
|
|
|
// Get uvmap array from array of uvmaps
|
|
GFXTexCoord *shaGetUVMap(INDEX iUVMapIndex)
|
|
{
|
|
ASSERT( iUVMapIndex>=0);
|
|
if( iUVMapIndex>=_ctUVMaps) return NULL;
|
|
else return _paUVMaps[iUVMapIndex];
|
|
}
|
|
|
|
// Get color array
|
|
GFXColor *shaGetColorArray(void)
|
|
{
|
|
return &_acolVtxColors[0];
|
|
}
|
|
|
|
|
|
// Get empty color array for modifying
|
|
GFXColor *shaGetNewColorArray(void)
|
|
{
|
|
ASSERT(_ctVertices!=0);
|
|
_acolVtxModifyColors.PopAll();
|
|
_acolVtxModifyColors.Push(_ctVertices);
|
|
return &_acolVtxModifyColors[0];
|
|
}
|
|
|
|
// Get empty texcoords array for modifying
|
|
GFXTexCoord *shaGetNewTexCoordArray(void)
|
|
{
|
|
ASSERT(_ctVertices!=0);
|
|
_uvUVMapForModify.PopAll();
|
|
_uvUVMapForModify.Push(_ctVertices);
|
|
return &_uvUVMapForModify[0];
|
|
}
|
|
|
|
// Get empty vertex array for modifying
|
|
GFXVertex *shaGetNewVertexArray(void)
|
|
{
|
|
ASSERT(_ctVertices!=0);
|
|
_vModifyVertices.PopAll();
|
|
_vModifyVertices.Push(_ctVertices);
|
|
return &_vModifyVertices[0];
|
|
}
|
|
|
|
// Get current projection
|
|
CAnyProjection3D *shaGetProjection()
|
|
{
|
|
return _paprProjection;
|
|
}
|
|
|
|
// Get object to view matrix
|
|
Matrix12 *shaGetObjToViewMatrix(void)
|
|
{
|
|
ASSERT(_pmObjToView!=NULL);
|
|
return _pmObjToView;
|
|
}
|
|
|
|
// Get object to abs matrix
|
|
Matrix12 *shaGetObjToAbsMatrix(void)
|
|
{
|
|
ASSERT(_pmObjToAbs!=NULL);
|
|
return _pmObjToAbs;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Shader states
|
|
*/
|
|
|
|
// Set face culling
|
|
void shaCullFace(GfxFace eFace)
|
|
{
|
|
if(_paprProjection !=NULL && (*_paprProjection)->pr_bMirror) {
|
|
gfxFrontFace( GFX_CW);
|
|
} else {
|
|
gfxFrontFace( GFX_CCW);
|
|
}
|
|
gfxCullFace(eFace);
|
|
}
|
|
|
|
// Set blending operations
|
|
void shaBlendFunc(GfxBlend eSrc, GfxBlend eDst)
|
|
{
|
|
gfxBlendFunc(eSrc,eDst);
|
|
}
|
|
|
|
// Set texture modulation mode
|
|
void shaSetTextureModulation(INDEX iScale)
|
|
{
|
|
gfxSetTextureModulation(iScale);
|
|
}
|
|
|
|
// Enable/Disable blening
|
|
void shaEnableBlend(void)
|
|
{
|
|
gfxEnableBlend();
|
|
}
|
|
void shaDisableBlend(void)
|
|
{
|
|
gfxDisableBlend();
|
|
}
|
|
|
|
// Enable/Disable alpha test
|
|
void shaEnableAlphaTest(void)
|
|
{
|
|
gfxEnableAlphaTest();
|
|
}
|
|
void shaDisableAlphaTest(void)
|
|
{
|
|
gfxDisableAlphaTest();
|
|
}
|
|
|
|
// Enable/Disable depth test
|
|
void shaEnableDepthTest(void)
|
|
{
|
|
gfxEnableDepthTest();
|
|
}
|
|
void shaDisableDepthTest(void)
|
|
{
|
|
gfxDisableDepthTest();
|
|
}
|
|
|
|
// Enable/Disable depth write
|
|
void shaEnableDepthWrite(void)
|
|
{
|
|
gfxEnableDepthWrite();
|
|
}
|
|
void shaDisableDepthWrite(void)
|
|
{
|
|
gfxDisableDepthWrite();
|
|
}
|
|
|
|
// Set depth buffer compare mode
|
|
void shaDepthFunc(GfxComp eComp)
|
|
{
|
|
gfxDepthFunc(eComp);
|
|
}
|
|
|
|
// Set texture wrapping
|
|
void shaSetTextureWrapping( enum GfxWrap eWrapU, enum GfxWrap eWrapV)
|
|
{
|
|
gfxSetTextureWrapping(eWrapU,eWrapV);
|
|
}
|
|
|
|
|
|
// Set uvmap for fog
|
|
void shaSetFogUVMap(GFXTexCoord *paFogUVMap)
|
|
{
|
|
_paFogUVMap = paFogUVMap;
|
|
}
|
|
|
|
// Set uvmap for haze
|
|
void shaSetHazeUVMap(GFXTexCoord *paHazeUVMap)
|
|
{
|
|
_paHazeUVMap = paHazeUVMap;
|
|
}
|
|
|
|
// Set array of vertex colors used in haze
|
|
void shaSetHazeColorArray(GFXColor *paHazeColors)
|
|
{
|
|
_pacolVtxHaze = paHazeColors;
|
|
}
|
|
|
|
BOOL shaOverBrightningEnabled(void)
|
|
{
|
|
// determine multitexturing capability for overbrighting purposes
|
|
extern INDEX mdl_bAllowOverbright;
|
|
return mdl_bAllowOverbright && _pGfx->gl_ctTextureUnits>1;
|
|
}
|
|
|
|
|
|
/*
|
|
* Shader handling
|
|
*/
|
|
|
|
// Constructor
|
|
CShader::CShader()
|
|
{
|
|
hLibrary = NULL;
|
|
ShaderFunc = NULL;
|
|
GetShaderDesc = NULL;
|
|
}
|
|
|
|
// Destructor
|
|
CShader::~CShader()
|
|
{
|
|
// Release shader dll
|
|
Clear();
|
|
}
|
|
|
|
// Clear shader
|
|
void CShader::Clear(void)
|
|
{
|
|
ShaderFunc = NULL;
|
|
GetShaderDesc = NULL;
|
|
// release dll
|
|
if(hLibrary!=NULL) delete hLibrary;
|
|
}
|
|
|
|
// Count used memory
|
|
SLONG CShader::GetUsedMemory(void)
|
|
{
|
|
return sizeof(CShader);
|
|
}
|
|
|
|
// Write to stream
|
|
void CShader::Write_t(CTStream *ostrFile)
|
|
{
|
|
}
|
|
|
|
// Read from stream
|
|
void CShader::Read_t(CTStream *istrFile)
|
|
{
|
|
// read the dll filename and class name from the stream
|
|
CTFileName fnmDLL;
|
|
CTString strShaderFunc;
|
|
CTString strShaderInfo;
|
|
|
|
fnmDLL.ReadFromText_t(*istrFile, "Package: ");
|
|
strShaderFunc.ReadFromText_t(*istrFile, "Name: ");
|
|
strShaderInfo.ReadFromText_t(*istrFile, "Info: ");
|
|
|
|
// create name of dll
|
|
#ifdef STATICALLY_LINKED
|
|
#define fnmExpanded NULL
|
|
#else
|
|
#ifndef NDEBUG
|
|
fnmDLL = fnmDLL.FileDir()+"Debug\\"+fnmDLL.FileName()+/*_strModExt+*/"D"+fnmDLL.FileExt();
|
|
#else
|
|
fnmDLL = fnmDLL.FileDir()+fnmDLL.FileName()+/*_strModExt+*/fnmDLL.FileExt();
|
|
#endif
|
|
fnmDLL = CDynamicLoader::ConvertLibNameToPlatform(fnmDLL);
|
|
CTFileName fnmExpanded;
|
|
ExpandFilePath(EFP_READ | EFP_NOZIPS,fnmDLL,fnmExpanded);
|
|
#endif
|
|
|
|
// !!! FIXME : rcg12142001 Should I move this into CWin32DynamicLoader?
|
|
#ifdef PLATFORM_WIN32
|
|
// set new error mode
|
|
const UINT iOldErrorMode = SetErrorMode(SEM_NOOPENFILEERRORBOX|SEM_FAILCRITICALERRORS);
|
|
#endif
|
|
|
|
// load dll
|
|
hLibrary = CDynamicLoader::GetInstance(fnmExpanded);
|
|
|
|
// !!! FIXME : rcg12142001 Should I move this into CWin32DynamicLoader?
|
|
#ifdef PLATFORM_WIN32
|
|
// return last error mode
|
|
SetErrorMode(iOldErrorMode);
|
|
#endif
|
|
|
|
// check if library has loaded
|
|
const char *errmsg = hLibrary->GetError();
|
|
if(errmsg != NULL)
|
|
{
|
|
// report error
|
|
istrFile->Throw_t("Error loading '%s' library: %s",(const char*)fnmExpanded, errmsg);
|
|
return;
|
|
}
|
|
|
|
// get pointer to shader render function
|
|
ShaderFunc = (void(*)(void))hLibrary->FindSymbol(strShaderFunc);
|
|
// if error occured
|
|
if(ShaderFunc==NULL)
|
|
{
|
|
// report error
|
|
istrFile->Throw_t("CDynamicLoader::GetSymbol() 'ShaderFunc' Error: %s", hLibrary->GetError());
|
|
}
|
|
// get pointer to shader info function
|
|
GetShaderDesc = (void(*)(ShaderDesc&))hLibrary->FindSymbol(strShaderInfo);
|
|
// if error occured
|
|
if(GetShaderDesc==NULL)
|
|
{
|
|
// report error
|
|
istrFile->Throw_t("CDynamicLoader::GetSymbol() 'ShaderDesc' Error: %s", hLibrary->GetError());
|
|
}
|
|
}
|
|
|