mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
93 lines
2.8 KiB
C++
93 lines
2.8 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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#include <Engine/Ska/Render.h>
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#include <Shaders/Common.h>
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#define TEXTURE_COUNT 3
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#define UVMAPS_COUNT 1
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#define COLOR_COUNT 3
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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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#define SPECULAR_TEXTURE 2
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#define SPECULAR_COLOR 2
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SHADER_MAIN(ReflectionAndSpecular)
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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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COLOR colModelColor = MulColors(shaGetModelColor(),shaGetCurrentColor());
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BOOL bFullBright = shaGetFlags()&BASE_FULL_BRIGHT;
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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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DoSpecularLayer(SPECULAR_TEXTURE,SPECULAR_COLOR);
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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(ReflectionAndSpecular,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_astrTextureNames[2] = "Specular 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_astrColorNames[1] = "Reflection color";
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shDesc.sd_astrColorNames[2] = "Specular 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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}
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