mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 15:44:51 +01:00
24cb244d43
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. :)
146 lines
4.3 KiB
C++
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";
|
|
}
|
|
|