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. :)
74 lines
2.0 KiB
C++
74 lines
2.0 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 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 BASE_FLOAT 0
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#define REFLECTION_TEXTURE 1
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#define REFLECTION_COLOR 1
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SHADER_MAIN(Reflection)
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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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shaCullFace(GFX_BACK);
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shaCalculateLight();
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BOOL bFullBright = shaGetFlags()&BASE_FULL_BRIGHT;
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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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shaDisableAlphaTest();
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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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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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shaRender();
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if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
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DoReflectionLayer(REFLECTION_TEXTURE,REFLECTION_COLOR,bFullBright);
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if(bOpaque) {
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shaDoFogPass();
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}
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}
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SHADER_DESC(Reflection,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] = "Reflection 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_astrFlagNames[0] = "Double sided";
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shDesc.sd_astrFlagNames[1] = "Full bright";
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shDesc.sd_strShaderInfo = "Basic shader";
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shDesc.sd_astrColorNames[1] = "Reflection color";
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} |