Serious-Engine/Sources/Shaders/DisplaceShader.cpp
Ryan C. Gordon 24cb244d43 First attempt to hand-merge Ryan's Linux and Mac OS X port.
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.  :)
2016-03-28 23:46:13 -04:00

146 lines
4.3 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "Shaders/StdH.h"
#define TEXTURE_COUNT 2
#define UVMAPS_COUNT 1
#define COLOR_COUNT 2
#define FLOAT_COUNT 4
#define FLAGS_COUNT 2
#define BASE_TEXTURE 0
#define BASE_UVMAP 0
#define BASE_COLOR 0
#define DETAIL_TEXTURE 1
#define DETAIL_UVMAP 1
#define DETAIL_COLOR 1
#define DETAIL_TILING 0
#define BASE_DOUBLE_SIDED (1UL<<0) // Double sided
#define BASE_FULL_BRIGHT (1UL<<1) // Full bright
#define FLOAT_UVMAPF 0
#define FLOAT_AMPLITUDE 1
#define FLOAT_RIPPLES 2
#define FLOAT_FREQUENCY 3
SHADER_MAIN(LavaDisplace)
{
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
COLOR &colModelColor = shaGetModelColor();
BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
BOOL bOpaque = (colModelColor&0xFF)==0xFF;
if(bDoubleSided) {
shaCullFace(GFX_NONE);
} else {
shaCullFace(GFX_BACK);
}
shaCalculateLight();
// if fully opaque
if(bOpaque) {
// shaEnableAlphaTest(TRUE);
shaDisableBlend();
shaEnableDepthWrite();
// if translucent
} else {
// shaEnableAlphaTest(FALSE);
shaEnableBlend();
shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaDisableDepthWrite();
shaModifyColorForFog();
}
if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
// displace geometry
GFXVertex4 *paVertices = shaGetVertexArray();
GFXVertex4 *paNewVertices = shaGetNewVertexArray();
INDEX ctVertices = shaGetVertexCount();
// get some values, but clamp them
FLOAT fAmplitude = Clamp(shaGetFloat(FLOAT_AMPLITUDE), 0.0f, 0.75f);
FLOAT fRipples = shaGetFloat(FLOAT_RIPPLES);
FLOAT fFrequency = shaGetFloat(FLOAT_FREQUENCY);
Matrix12 &mInvAbsToViewer = *shaGetObjToAbsMatrix();
Matrix12 mAbsToView;
MatrixTranspose(mAbsToView, mInvAbsToViewer);
// for each vertex
for(INDEX ivx=0; ivx<ctVertices; ivx++) {
paNewVertices[ivx] = paVertices[ivx];
TransformVertex(paNewVertices[ivx],mInvAbsToViewer);
paNewVertices[ivx].x *= 1.0f + fAmplitude * sin((paNewVertices[ivx].y+(_pTimer->GetLerpedCurrentTick()*fFrequency))*fRipples);
paNewVertices[ivx].z *= 1.0f + fAmplitude * sin((paNewVertices[ivx].y+(_pTimer->GetLerpedCurrentTick()*fFrequency))*fRipples);
//paNewVertices[ivx].x += fAmplitude * sin((paNewVertices[ivx].y+(_pTimer->GetLerpedCurrentTick()*fFrequency))*fRipples);
//paNewVertices[ivx].y += vDisplace.y;
//paNewVertices[ivx].z += vDisplace.z;
TransformVertex(paNewVertices[ivx],mAbsToView);
}
shaSetVertexArray(paNewVertices, ctVertices);
shaRender();
if(bOpaque) {
shaDoFogPass();
}
// do detail pass
FLOAT fMul = shaGetFloat(DETAIL_TILING);
shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR);
shaSetTexture(DETAIL_TEXTURE);
shaSetUVMap(DETAIL_UVMAP);
shaSetColor(DETAIL_COLOR);
shaCalculateLight();
shaEnableBlend();
GFXTexCoord *ptxcOld = shaGetUVMap(0);
GFXTexCoord *ptxcNew = shaGetNewTexCoordArray();
INDEX ctTexCoords = shaGetVertexCount();
if(ctTexCoords>0) {
for(INDEX itxc=0;itxc<ctTexCoords;itxc++)
{
ptxcNew[itxc].uv.u = ptxcOld[itxc].uv.u * fMul;
ptxcNew[itxc].uv.v = ptxcOld[itxc].uv.v * fMul;
}
shaSetTexCoords(ptxcNew);
}
shaRender();
shaDisableBlend();
if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
}
SHADER_DESC(LavaDisplace, ShaderDesc &shDesc)
{
shDesc.sd_astrTextureNames.New(TEXTURE_COUNT);
shDesc.sd_astrTexCoordNames.New(UVMAPS_COUNT);
shDesc.sd_astrColorNames.New(COLOR_COUNT);
shDesc.sd_astrFloatNames.New(FLOAT_COUNT);
shDesc.sd_astrFlagNames.New(FLAGS_COUNT);
shDesc.sd_astrTextureNames[0] = "Base texture";
shDesc.sd_astrTextureNames[1] = "Detail texture";
shDesc.sd_astrTexCoordNames[0] = "Base UVMap";
shDesc.sd_astrColorNames[0] = "Surface color";
shDesc.sd_astrColorNames[1] = "Detail color";
shDesc.sd_astrFloatNames[FLOAT_UVMAPF] = "UVMap factor";
shDesc.sd_astrFlagNames[0] = "Double sided";
shDesc.sd_astrFlagNames[1] = "Full bright";
shDesc.sd_strShaderInfo = "Detail shader";
shDesc.sd_astrFloatNames[FLOAT_AMPLITUDE] = "Amp (max 0.75)";
shDesc.sd_astrFloatNames[FLOAT_RIPPLES] = "Ripple density";
shDesc.sd_astrFloatNames[FLOAT_FREQUENCY] = "Ripple speed";
}