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ReflectionAndSpecularDS.cpp
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ReflectionAndSpecularDS.cpp
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/* 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 "StdH.h"
#define TEXTURE_COUNT 3
#define UVMAPS_COUNT 1
#define COLOR_COUNT 3
#define FLOAT_COUNT 0
#define REFLECTION_TEXTURE 1
#define REFLECTION_COLOR 1
#define SPECULAR_TEXTURE 2
#define SPECULAR_COLOR 2
SHADER_MAIN(ReflectionAndSpecularDS)
{
#if 0
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping(GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaEnableDepthTest(TRUE);
shaDepthFunc(GFX_LESS_EQUAL);
shaCullFace(GFX_NONE);
shaCalculateLight();
COLOR colModelColor = MulColors(shaGetModelColor(), shaGetCurrentColor());
BOOL bOpaque = (colModelColor & 0xFF) == 0xFF;
// if fully opaque
if (bOpaque) {
shaEnableAlphaTest(FALSE);
shaEnableBlend(FALSE);
shaEnableDepthWrite(TRUE);
// if translucent
} else {
shaEnableBlend(TRUE);
shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaEnableDepthWrite(FALSE);
shaModifyColorForFog();
}
if (shaOverBrightningEnabled()) shaSetTextureModulation(2);
shaRender();
if (shaOverBrightningEnabled()) shaSetTextureModulation(1);
DoReflectionLayer(REFLECTION_TEXTURE, REFLECTION_COLOR, FALSE);
DoSpecularLayer(SPECULAR_TEXTURE, SPECULAR_COLOR);
if (bOpaque) {
shaDoFogPass();
}
#endif
};
SHADER_DESC(ReflectionAndSpecularDS, 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_astrTextureNames[1] = "Reflection texture";
shDesc.sd_astrTextureNames[2] = "Specular texture";
shDesc.sd_astrTexCoordNames[0] = "Base uvmap";
shDesc.sd_astrColorNames[0] = "Base color";
shDesc.sd_strShaderInfo = "Basic shader";
shDesc.sd_astrColorNames[1] = "Reflection color";
shDesc.sd_astrColorNames[2] = "Specular color";
};