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DisplaceShader.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 2
#define UVMAPS_COUNT 1
#define COLOR_COUNT 2
#define FLOAT_COUNT 4
#define FLAGS_COUNT 2
#define DETAIL_TEXTURE 1
#define DETAIL_UVMAP 1
#define DETAIL_COLOR 1
#define DETAIL_TILING 0
#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].u = ptxcOld[itxc].u * fMul;
ptxcNew[itxc].v = ptxcOld[itxc].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";
};