mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-01 14:15:53 +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. :)
163 lines
5.6 KiB
C++
163 lines
5.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Shaders/StdH.h"
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#include <Shaders/Common.h>
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void DoSpecularLayer(INDEX iSpeculaTexture,INDEX iSpecularColor)
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{
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GFXVertex4 *paVertices = shaGetVertexArray();
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GFXNormal *paNormals = shaGetNormalArray();
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INDEX ctVertices = shaGetVertexCount();
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FLOAT3D vLightDir = -shaGetLightDirection().Normalize();
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COLOR colLight = ByteSwap(shaGetLightColor());
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COLOR colAmbient = ByteSwap(shaGetAmbientColor());
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GFXTexCoord *ptcUVMap = shaGetNewTexCoordArray();
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Matrix12 &mObjToView = *shaGetObjToViewMatrix();
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shaCalculateLightForSpecular();
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// determine multitexturing capability for overbrighting purposes
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const BOOL bOverbright = shaOverBrightningEnabled();
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// cache light intensities (-1 in case of overbrighting compensation)
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const INDEX iBright = bOverbright ? 0 : 1;
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SLONG slLR = (colLight & CT_RMASK)>>(CT_RSHIFT-iBright);
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SLONG slLG = (colLight & CT_GMASK)>>(CT_GSHIFT-iBright);
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SLONG slLB = (colLight & CT_BMASK)>>(CT_BSHIFT-iBright);
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SLONG slAR = (colAmbient & CT_RMASK)>>(CT_RSHIFT-iBright);
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SLONG slAG = (colAmbient & CT_GMASK)>>(CT_GSHIFT-iBright);
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SLONG slAB = (colAmbient & CT_BMASK)>>(CT_BSHIFT-iBright);
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if( bOverbright) {
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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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}
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// for each vertex
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INDEX ivx;
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for(ivx=0;ivx<ctVertices;ivx++) {
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// reflect light vector around vertex normal in object space
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GFXNormal &nor = paNormals[ivx];
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FLOAT3D vNot = FLOAT3D(nor.nx,nor.ny,nor.nz);
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// vNot.Normalize();
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//ASSERT(vNot.Normalize() == 1.0f);
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const FLOAT fNL = nor.nx*vLightDir(1) + nor.ny*vLightDir(2) + nor.nz*vLightDir(3);
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const FLOAT fRx = vLightDir(1) - 2*vNot(1)*fNL;
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const FLOAT fRy = vLightDir(2) - 2*vNot(2)*fNL;
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const FLOAT fRz = vLightDir(3) - 2*vNot(3)*fNL;
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FLOAT3D fRV = FLOAT3D(fRx,fRy,fRz);
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RotateVector(fRV.vector,mObjToView);
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// map reflected vector to texture
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const FLOAT f1oFM = 0.5f / sqrt(2+2*fRV(3)); // was 2*sqrt(2+2*fRVz)
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ptcUVMap[ivx].st.s = fRV(1)*f1oFM +0.5f;
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ptcUVMap[ivx].st.t = fRV(2)*f1oFM +0.5f;
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}
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GFXColor colSrfSpec = shaGetColor(iSpecularColor);
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colSrfSpec.AttenuateRGB( (shaGetModelColor()&CT_AMASK)>>CT_ASHIFT);
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colSrfSpec.ub.r = ClampUp( (colSrfSpec.ub.r *slLR)>>8, 255L);
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colSrfSpec.ub.g = ClampUp( (colSrfSpec.ub.g *slLG)>>8, 255L);
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colSrfSpec.ub.b = ClampUp( (colSrfSpec.ub.b *slLB)>>8, 255L);
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GFXColor *pcolSpec = shaGetNewColorArray();
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GFXColor *pcolBase = shaGetColorArray();;
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// for each vertex in the surface
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for(ivx=0;ivx<ctVertices;ivx++) {
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// set specular color
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const SLONG slShade = pcolBase[ivx].ub.a;
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pcolSpec[ivx].ul.abgr = (((colSrfSpec.ub.r)*slShade)>>8)
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| (((colSrfSpec.ub.g)*slShade)&0x0000FF00)
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|((((colSrfSpec.ub.b)*slShade)<<8)&0x00FF0000);
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}
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shaSetTexCoords(ptcUVMap);
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shaSetVertexColors(pcolSpec);
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shaSetTexture(iSpeculaTexture);
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shaBlendFunc( GFX_INV_SRC_ALPHA, GFX_ONE);
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shaEnableBlend();
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shaCullFace(GFX_BACK);
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shaRender();
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shaCullFace(GFX_FRONT);
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shaRender();
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}
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void DoReflectionLayer(INDEX iReflectionTexture,INDEX iReflectionColor,BOOL bFullBright)
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{
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GFXVertex4 *paVertices = NULL;
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GFXNormal *paNormals = NULL;
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paVertices = shaGetVertexArray();
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paNormals = shaGetNormalArray();
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INDEX ctVertices = shaGetVertexCount();
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GFXTexCoord *ptcUVMap = shaGetNewTexCoordArray();
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Matrix12 &mObjToView = *shaGetObjToViewMatrix();
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Matrix12 &mObjToAbs = *shaGetObjToAbsMatrix();
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CAnyProjection3D &apr = *shaGetProjection();
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// calculate projection of viewer in absolute space
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FLOATmatrix3D &mViewer = apr->pr_ViewerRotationMatrix;
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FLOAT3D vViewer = FLOAT3D(-mViewer(3,1),-mViewer(3,2),-mViewer(3,3));
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Matrix12 mTemp,mInvert;
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MatrixVectorToMatrix12(mTemp,mViewer,FLOAT3D(0,0,0));
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MatrixTranspose(mInvert,mTemp);
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// mObjToAbs = !mViewer;
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// for each vertex
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for(INDEX ivx=0;ivx<ctVertices;ivx++) {
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// reflect light vector around vertex normal in object space
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FLOAT3D vNor = FLOAT3D(paNormals[ivx].nx,paNormals[ivx].ny,paNormals[ivx].nz);
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RotateVector(vNor.vector,mObjToAbs);
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// reflect viewer around normal
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const FLOAT fNV = vNor(1)*vViewer(1) + vNor(2)*vViewer(2) + vNor(3)*vViewer(3);
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const FLOAT fRVx = vViewer(1) - 2*vNor(1)*fNV;
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const FLOAT fRVy = vViewer(2) - 2*vNor(2)*fNV;
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const FLOAT fRVz = vViewer(3) - 2*vNor(3)*fNV;
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// map reflected vector to texture
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// NOTE: using X and Z axes, so that singularity gets on -Y axis (where it will least probably be seen)
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const FLOAT f1oFM = 0.5f / sqrt(2+2*fRVy);
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ptcUVMap[ivx].st.s = fRVx*f1oFM +0.5f;
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ptcUVMap[ivx].st.t = fRVz*f1oFM +0.5f;
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}
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GFXColor *pcolReflection = shaGetNewColorArray();
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// get model reflection color
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GFXColor colSrfRefl;
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colSrfRefl.ul.abgr = ByteSwap(shaGetColor(iReflectionColor));
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colSrfRefl.AttenuateA((shaGetModelColor()&CT_AMASK)>>CT_ASHIFT);
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if(bFullBright) {
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// just copy reflection color
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for( INDEX ivx=0;ivx<ctVertices;ivx++) {
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pcolReflection[ivx] = colSrfRefl;
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}
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} else {
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GFXColor *pcolSrfBase = shaGetColorArray();
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// set reflection color smooth
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for( INDEX ivx=0;ivx<ctVertices;ivx++) {
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pcolReflection[ivx].MultiplyRGBCopyA1( colSrfRefl, pcolSrfBase[ivx]);
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}
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}
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shaSetTexCoords(ptcUVMap);
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shaSetVertexColors(pcolReflection);
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shaSetTexture(iReflectionTexture);
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shaBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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shaEnableBlend();
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BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
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if(bDoubleSided) {
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shaCullFace(GFX_FRONT);
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shaRender();
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}
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shaCullFace(GFX_BACK);
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shaRender();
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}
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