Serious-Engine/Sources/Shaders/Common.cpp
Daniel Gibson 72edf1c720 Commented out unused functions and variables
many unused functions and variables are now commented out

You'll still get tons of warnings, which should mostly fall in one of
the following categories:
1. Unnecessary variables or values generated from .es scripts
2. Pointers assigned to from functions with side-effects: DO NOT REMOVE!
   Like CEntity *penNew = CreateEntity_t(...); - even if penNew isn't
   used, CreateEntity() must be called there!
2016-05-09 18:51:03 +02:00

176 lines
6.2 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Shaders/StdH.h"
#include <Shaders/Common.h>
void DoSpecularLayer(INDEX iSpeculaTexture,INDEX iSpecularColor)
{
//GFXVertex4 *paVertices = shaGetVertexArray();
GFXNormal *paNormals = shaGetNormalArray();
INDEX ctVertices = shaGetVertexCount();
FLOAT3D vLightDir = -shaGetLightDirection().Normalize();
COLOR colLight = ByteSwap(shaGetLightColor());
COLOR colAmbient = ByteSwap(shaGetAmbientColor());
GFXTexCoord *ptcUVMap = shaGetNewTexCoordArray();
Matrix12 &mObjToView = *shaGetObjToViewMatrix();
shaCalculateLightForSpecular();
// determine multitexturing capability for overbrighting purposes
const BOOL bOverbright = shaOverBrightningEnabled();
// cache light intensities (-1 in case of overbrighting compensation)
const INDEX iBright = bOverbright ? 0 : 1;
SLONG slLR = (colLight & CT_RMASK)>>(CT_RSHIFT-iBright);
SLONG slLG = (colLight & CT_GMASK)>>(CT_GSHIFT-iBright);
SLONG slLB = (colLight & CT_BMASK)>>(CT_BSHIFT-iBright);
SLONG slAR = (colAmbient & CT_RMASK)>>(CT_RSHIFT-iBright);
SLONG slAG = (colAmbient & CT_GMASK)>>(CT_GSHIFT-iBright);
SLONG slAB = (colAmbient & CT_BMASK)>>(CT_BSHIFT-iBright);
if( bOverbright) {
slAR = ClampUp( slAR, 127);
slAG = ClampUp( slAG, 127);
slAB = ClampUp( slAB, 127);
}
// for each vertex
INDEX ivx;
for(ivx=0;ivx<ctVertices;ivx++) {
// reflect light vector around vertex normal in object space
GFXNormal &nor = paNormals[ivx];
FLOAT3D vNot = FLOAT3D(nor.nx,nor.ny,nor.nz);
// vNot.Normalize();
//ASSERT(vNot.Normalize() == 1.0f);
const FLOAT fNL = nor.nx*vLightDir(1) + nor.ny*vLightDir(2) + nor.nz*vLightDir(3);
const FLOAT fRx = vLightDir(1) - 2*vNot(1)*fNL;
const FLOAT fRy = vLightDir(2) - 2*vNot(2)*fNL;
const FLOAT fRz = vLightDir(3) - 2*vNot(3)*fNL;
FLOAT3D fRV = FLOAT3D(fRx,fRy,fRz);
RotateVector(fRV.vector,mObjToView);
// map reflected vector to texture
const FLOAT f1oFM = 0.5f / sqrt(2+2*fRV(3)); // was 2*sqrt(2+2*fRVz)
ptcUVMap[ivx].st.s = fRV(1)*f1oFM +0.5f;
ptcUVMap[ivx].st.t = fRV(2)*f1oFM +0.5f;
}
GFXColor colSrfSpec = shaGetColor(iSpecularColor);
colSrfSpec.AttenuateRGB( (shaGetModelColor()&CT_AMASK)>>CT_ASHIFT);
colSrfSpec.ub.r = ClampUp( (colSrfSpec.ub.r *slLR)>>8, 255);
colSrfSpec.ub.g = ClampUp( (colSrfSpec.ub.g *slLG)>>8, 255);
colSrfSpec.ub.b = ClampUp( (colSrfSpec.ub.b *slLB)>>8, 255);
GFXColor *pcolSpec = shaGetNewColorArray();
GFXColor *pcolBase = shaGetColorArray();;
// for each vertex in the surface
for(ivx=0;ivx<ctVertices;ivx++) {
// set specular color
const SLONG slShade = pcolBase[ivx].ub.a;
pcolSpec[ivx].ul.abgr = (((colSrfSpec.ub.r)*slShade)>>8)
| (((colSrfSpec.ub.g)*slShade)&0x0000FF00)
|((((colSrfSpec.ub.b)*slShade)<<8)&0x00FF0000);
}
shaSetTexCoords(ptcUVMap);
shaSetVertexColors(pcolSpec);
shaSetTexture(iSpeculaTexture);
shaBlendFunc( GFX_INV_SRC_ALPHA, GFX_ONE);
shaEnableBlend();
shaCullFace(GFX_BACK);
shaRender();
shaCullFace(GFX_FRONT);
shaRender();
}
void DoReflectionLayer(INDEX iReflectionTexture,INDEX iReflectionColor,BOOL bFullBright)
{
GFXVertex4 *paVertices = NULL;
GFXNormal *paNormals = NULL;
paVertices = shaGetVertexArray();
paNormals = shaGetNormalArray();
INDEX ctVertices = shaGetVertexCount();
GFXTexCoord *ptcUVMap = shaGetNewTexCoordArray();
//Matrix12 &mObjToView = *shaGetObjToViewMatrix();
Matrix12 &mObjToAbs = *shaGetObjToAbsMatrix();
CAnyProjection3D &apr = *shaGetProjection();
// calculate projection of viewer in absolute space
FLOATmatrix3D &mViewer = apr->pr_ViewerRotationMatrix;
FLOAT3D vViewer = FLOAT3D(-mViewer(3,1),-mViewer(3,2),-mViewer(3,3));
Matrix12 mTemp,mInvert;
MatrixVectorToMatrix12(mTemp,mViewer,FLOAT3D(0,0,0));
MatrixTranspose(mInvert,mTemp);
// mObjToAbs = !mViewer;
// for each vertex
for(INDEX ivx=0;ivx<ctVertices;ivx++) {
// reflect light vector around vertex normal in object space
FLOAT3D vNor = FLOAT3D(paNormals[ivx].nx,paNormals[ivx].ny,paNormals[ivx].nz);
RotateVector(vNor.vector,mObjToAbs);
// reflect viewer around normal
const FLOAT fNV = vNor(1)*vViewer(1) + vNor(2)*vViewer(2) + vNor(3)*vViewer(3);
const FLOAT fRVx = vViewer(1) - 2*vNor(1)*fNV;
const FLOAT fRVy = vViewer(2) - 2*vNor(2)*fNV;
const FLOAT fRVz = vViewer(3) - 2*vNor(3)*fNV;
// map reflected vector to texture
// NOTE: using X and Z axes, so that singularity gets on -Y axis (where it will least probably be seen)
const FLOAT f1oFM = 0.5f / sqrt(2+2*fRVy);
ptcUVMap[ivx].st.s = fRVx*f1oFM +0.5f;
ptcUVMap[ivx].st.t = fRVz*f1oFM +0.5f;
}
GFXColor *pcolReflection = shaGetNewColorArray();
// get model reflection color
GFXColor colSrfRefl;
colSrfRefl.ul.abgr = ByteSwap(shaGetColor(iReflectionColor));
colSrfRefl.AttenuateA((shaGetModelColor()&CT_AMASK)>>CT_ASHIFT);
if(bFullBright) {
// just copy reflection color
for( INDEX ivx=0;ivx<ctVertices;ivx++) {
pcolReflection[ivx] = colSrfRefl;
}
} else {
GFXColor *pcolSrfBase = shaGetColorArray();
// set reflection color smooth
for( INDEX ivx=0;ivx<ctVertices;ivx++) {
pcolReflection[ivx].MultiplyRGBCopyA1( colSrfRefl, pcolSrfBase[ivx]);
}
}
shaSetTexCoords(ptcUVMap);
shaSetVertexColors(pcolReflection);
shaSetTexture(iReflectionTexture);
shaBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaEnableBlend();
BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
if(bDoubleSided) {
shaCullFace(GFX_FRONT);
shaRender();
}
shaCullFace(GFX_BACK);
shaRender();
}