Serious-Engine/Sources/Shaders/ReftectionAndSpecularDS.cpp
Ryan C. Gordon 24cb244d43 First attempt to hand-merge Ryan's Linux and Mac OS X port.
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.  :)
2016-03-28 23:46:13 -04:00

75 lines
2.1 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "Shaders/StdH.h"
#include <Engine/Ska/Render.h>
#include <Shaders/Common.h>
#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";
}