mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 10:50:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
151 lines
4.3 KiB
C++
151 lines
4.3 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 "Shaders/StdH.h"
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#define TEXTURE_COUNT 2
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#define UVMAPS_COUNT 2
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#define COLOR_COUNT 2
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#define FLOAT_COUNT 2
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#define FLAGS_COUNT 2
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#define LAYER0_TEXTURE 0
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#define LAYER0_UVMAP 0
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#define LAYER0_COLOR 0
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#define LAYER0_TILING 0
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#define LAYER1_TEXTURE 1
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#define LAYER1_UVMAP 1
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#define LAYER1_COLOR 1
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#define LAYER1_TILING 1
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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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SHADER_MAIN(MultiLayer)
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{
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// this will be reused for all layers
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FLOAT fLayerTiling = 1.0f;
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// do 0th layer pass - base layer
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shaSetTexture(LAYER0_TEXTURE);
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shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
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shaSetUVMap(LAYER0_UVMAP);
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shaSetColor(LAYER0_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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fLayerTiling = shaGetFloat(LAYER0_TILING);
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if (fLayerTiling!=1.0f) {
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GFXTexCoord *ptxcOld = shaGetUVMap(LAYER0_UVMAP);
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GFXTexCoord *ptxcNew = shaGetNewTexCoordArray();
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INDEX ctTexCoords = shaGetVertexCount();
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if(ctTexCoords>0 && ptxcOld!=NULL) {
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for(INDEX itxc=0;itxc<ctTexCoords;itxc++)
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{
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ptxcNew[itxc].uv.u = ptxcOld[itxc].uv.u * fLayerTiling;
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ptxcNew[itxc].uv.v = ptxcOld[itxc].uv.v * fLayerTiling;
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}
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shaSetTexCoords(ptxcNew);
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}
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}
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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 1st layer pass
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fLayerTiling = shaGetFloat(LAYER1_TILING);
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shaBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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shaSetTexture(LAYER1_TEXTURE);
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shaSetUVMap(LAYER1_UVMAP);
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shaSetColor(LAYER1_COLOR);
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shaCalculateLight();
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shaEnableBlend();
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if (fLayerTiling!=1.0f) {
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GFXTexCoord *ptxcOld = shaGetUVMap(LAYER1_UVMAP);
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GFXTexCoord *ptxcNew = shaGetNewTexCoordArray();
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INDEX ctTexCoords = shaGetVertexCount();
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if(ctTexCoords>0 && ptxcOld!=NULL) {
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for(INDEX itxc=0; itxc<ctTexCoords; itxc++)
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{
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ptxcNew[itxc].uv.u = ptxcOld[itxc].uv.u * fLayerTiling;
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ptxcNew[itxc].uv.v = ptxcOld[itxc].uv.v * fLayerTiling;
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}
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shaSetTexCoords(ptxcNew);
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}
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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(MultiLayer, 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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// layer 0 - base
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shDesc.sd_astrTextureNames [0] = "Layer0* texture";
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shDesc.sd_astrTexCoordNames[0] = "Layer0* UVMap";
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shDesc.sd_astrColorNames [0] = "Layer0* color";
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shDesc.sd_astrFloatNames [0] = "Layer0* tiling factor";
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// layer 1
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shDesc.sd_astrTextureNames [1] = "Layer1 texture";
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shDesc.sd_astrTexCoordNames[1] = "Layer1 UVMap";
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shDesc.sd_astrColorNames [1] = "Layer1 color";
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shDesc.sd_astrFloatNames [1] = "Layer1 tiling 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 = "Multi Layer shader";
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}
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