Serious-Engine/Sources/Shaders/BaseShaderDS.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

80 lines
2.2 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"
#define TEXTURE_COUNT 1
#define UVMAPS_COUNT 1
#define COLOR_COUNT 1
#define FLOAT_COUNT 0
#define BASE_TEXTURE 0
#define BASE_UVMAP 0
#define BASE_COLOR 0
#define BASE_FLOAT 0
SHADER_MAIN(BaseDS)
{
#if 0
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
shaCullFace(GFX_NONE);
shaCalculateLight();
if(shaOverBrightningEnabled()) shaSetTextureModulation(2);
COLOR colModelColor = MulColors(shaGetModelColor(),shaGetCurrentColor());
BOOL bOpaque = (colModelColor&0xFF)==0xFF;
// if fully opaque
if(bOpaque) {
shaDisableAlphaTest();
shaDisableBlend();
shaEnableDepthWrite();
// if translucent
} else {
shaEnableBlend();
shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaDisableDepthWrite();
shaModifyColorForFog();
shaCullFace(GFX_FRONT);
shaRender();
shaCullFace(GFX_BACK);
}
shaRender();
if(shaOverBrightningEnabled()) shaSetTextureModulation(1);
if(bOpaque) {
shaDoFogPass();
}
#endif
}
SHADER_DESC(BaseDS,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_astrTextureNames[0] = "Base texture";
shDesc.sd_astrTexCoordNames[0] = "Base uvmap";
shDesc.sd_astrColorNames[0] = "Base color";
shDesc.sd_strShaderInfo = "Double sided basic shader";
}