mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-30 05:35:54 +01:00
159 lines
4.9 KiB
C++
159 lines
4.9 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "StdH.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 4
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#define FLAGS_COUNT 2
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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 DETAIL_TEXTURE 1
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#define DETAIL_UVMAP 1
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#define DETAIL_COLOR 1
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#define DETAIL_TILING 0
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#define BASE_DOUBLE_SIDED (1UL<<0) // Double sided
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#define BASE_FULL_BRIGHT (1UL<<1) // Full bright
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#define FLOAT_UVMAPF 0
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#define FLOAT_AMPLITUDE 1
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#define FLOAT_RIPPLES 2
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#define FLOAT_FREQUENCY 3
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SHADER_MAIN(LavaDisplace)
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{
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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();
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shaDepthFunc(GFX_LESS_EQUAL);
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COLOR &colModelColor = shaGetModelColor();
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BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
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BOOL bOpaque = (colModelColor&0xFF)==0xFF;
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if(bDoubleSided) {
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shaCullFace(GFX_NONE);
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} else {
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shaCullFace(GFX_BACK);
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}
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shaCalculateLight();
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// if fully opaque
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if(bOpaque) {
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// shaEnableAlphaTest(TRUE);
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shaDisableBlend();
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shaEnableDepthWrite();
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// if translucent
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} else {
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// shaEnableAlphaTest(FALSE);
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shaEnableBlend();
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shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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shaDisableDepthWrite();
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shaModifyColorForFog();
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}
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if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
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// displace geometry
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GFXVertex4 *paVertices = shaGetVertexArray();
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GFXVertex4 *paNewVertices = shaGetNewVertexArray();
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INDEX ctVertices = shaGetVertexCount();
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// get some values, but clamp them
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FLOAT fAmplitude = Clamp(shaGetFloat(FLOAT_AMPLITUDE), 0.0f, 0.75f);
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FLOAT fRipples = shaGetFloat(FLOAT_RIPPLES);
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FLOAT fFrequency = shaGetFloat(FLOAT_FREQUENCY);
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Matrix12 &mInvAbsToViewer = *shaGetObjToAbsMatrix();
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Matrix12 mAbsToView;
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MatrixTranspose(mAbsToView, mInvAbsToViewer);
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// for each vertex
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for(INDEX ivx=0; ivx<ctVertices; ivx++) {
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paNewVertices[ivx] = paVertices[ivx];
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TransformVertex(paNewVertices[ivx],mInvAbsToViewer);
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paNewVertices[ivx].x *= 1.0f + fAmplitude * sin((paNewVertices[ivx].y+(_pTimer->GetLerpedCurrentTick()*fFrequency))*fRipples);
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paNewVertices[ivx].z *= 1.0f + fAmplitude * sin((paNewVertices[ivx].y+(_pTimer->GetLerpedCurrentTick()*fFrequency))*fRipples);
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//paNewVertices[ivx].x += fAmplitude * sin((paNewVertices[ivx].y+(_pTimer->GetLerpedCurrentTick()*fFrequency))*fRipples);
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//paNewVertices[ivx].y += vDisplace.y;
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//paNewVertices[ivx].z += vDisplace.z;
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TransformVertex(paNewVertices[ivx],mAbsToView);
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}
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shaSetVertexArray(paNewVertices, ctVertices);
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shaRender();
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if(bOpaque) {
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shaDoFogPass();
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}
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// do detail pass
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FLOAT fMul = shaGetFloat(DETAIL_TILING);
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shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR);
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shaSetTexture(DETAIL_TEXTURE);
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shaSetUVMap(DETAIL_UVMAP);
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shaSetColor(DETAIL_COLOR);
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shaCalculateLight();
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shaEnableBlend();
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GFXTexCoord *ptxcOld = shaGetUVMap(0);
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GFXTexCoord *ptxcNew = shaGetNewTexCoordArray();
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INDEX ctTexCoords = shaGetVertexCount();
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if(ctTexCoords>0) {
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for(INDEX itxc=0;itxc<ctTexCoords;itxc++)
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{
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ptxcNew[itxc].u = ptxcOld[itxc].u * fMul;
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ptxcNew[itxc].v = ptxcOld[itxc].v * fMul;
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}
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shaSetTexCoords(ptxcNew);
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}
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shaRender();
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shaDisableBlend();
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if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
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}
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SHADER_DESC(LavaDisplace, 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_astrFlagNames.New(FLAGS_COUNT);
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shDesc.sd_astrTextureNames[0] = "Base texture";
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shDesc.sd_astrTextureNames[1] = "Detail texture";
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shDesc.sd_astrTexCoordNames[0] = "Base UVMap";
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shDesc.sd_astrColorNames[0] = "Surface color";
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shDesc.sd_astrColorNames[1] = "Detail color";
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shDesc.sd_astrFloatNames[FLOAT_UVMAPF] = "UVMap factor";
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shDesc.sd_astrFlagNames[0] = "Double sided";
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shDesc.sd_astrFlagNames[1] = "Full bright";
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shDesc.sd_strShaderInfo = "Detail shader";
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shDesc.sd_astrFloatNames[FLOAT_AMPLITUDE] = "Amp (max 0.75)";
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shDesc.sd_astrFloatNames[FLOAT_RIPPLES] = "Ripple density";
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shDesc.sd_astrFloatNames[FLOAT_FREQUENCY] = "Ripple speed";
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}
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