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Specular.cpp
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Specular.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 0
#define FLAGS_COUNT 2
#define SPECULAR_TEXTURE 1
#define SPECULAR_COLOR 1
SHADER_MAIN(Specular)
{
shaSetTexture(BASE_TEXTURE);
shaSetTextureWrapping(GFX_REPEAT, GFX_REPEAT);
shaSetUVMap(BASE_UVMAP);
shaSetColor(BASE_COLOR);
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
shaCalculateLight();
COLOR colModelColor = MulColors(shaGetModelColor(), shaGetCurrentColor());
BOOL bDoubleSides = shaGetFlags() & BASE_DOUBLE_SIDED;
BOOL bOpaque = (colModelColor & 0xFF) == 0xFF;
if (shaOverBrightningEnabled()) shaSetTextureModulation(2);
// if fully opaque
if (bOpaque) {
if (bDoubleSides) {
shaCullFace(GFX_NONE);
} else {
shaCullFace(GFX_BACK);
}
shaDisableAlphaTest();
shaDisableBlend();
shaEnableDepthWrite();
// if translucent
} else {
shaEnableBlend();
shaBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
shaDisableDepthWrite();
shaModifyColorForFog();
if (bDoubleSides) {
shaCullFace(GFX_FRONT);
shaRender();
}
shaCullFace(GFX_BACK);
}
shaRender();
if (shaOverBrightningEnabled()) shaSetTextureModulation(1);
DoSpecularLayer(SPECULAR_TEXTURE, SPECULAR_COLOR);
if (bOpaque) {
shaDoFogPass();
}
};
SHADER_DESC(Specular, 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] = "Specular texture";
shDesc.sd_astrTexCoordNames[0] = "Base uvmap";
shDesc.sd_astrColorNames[0] = "Base color";
shDesc.sd_astrColorNames[1] = "Specular color";
shDesc.sd_astrFlagNames[0] = "Double sided";
shDesc.sd_astrFlagNames[1] = "Full bright";
shDesc.sd_strShaderInfo = "Basic shader";
};