diff options
Diffstat (limited to 'src/extras')
57 files changed, 2400 insertions, 349 deletions
diff --git a/src/extras/custompipes.cpp b/src/extras/custompipes.cpp index 2cecf1c0..247aa4b1 100644 --- a/src/extras/custompipes.cpp +++ b/src/extras/custompipes.cpp @@ -46,13 +46,14 @@ CustomMatCopy(void *dst, void *src, int32, int32) rw::TexDictionary *neoTxd; +bool gGlassCarsCheat; bool bRenderingEnvMap; -int32 EnvMapSize = 128; +int32 EnvMapSize = 512; rw::Camera *EnvMapCam; rw::Texture *EnvMapTex; rw::Texture *EnvMaskTex; -static rw::RWDEVICE::Im2DVertex EnvScreenQuad[4]; -static int16 QuadIndices[6] = { 0, 1, 2, 0, 2, 3 }; +rw::RWDEVICE::Im2DVertex EnvScreenQuad[4]; +int16 QuadIndices[6] = { 0, 1, 2, 0, 2, 3 }; static rw::Camera* CreateEnvMapCam(rw::World *world) @@ -341,7 +342,7 @@ ReadTweakValueTable(char *fp, InterpolatedValue &interp) * Neo Vehicle pipe */ -int32 VehiclePipeSwitch = VEHICLEPIPE_MATFX; +int32 VehiclePipeSwitch = VEHICLEPIPE_PS2; float VehicleShininess = 1.0f; float VehicleSpecularity = 1.0f; InterpolatedFloat Fresnel(0.4f); @@ -369,6 +370,7 @@ AttachVehiclePipe(rw::Clump *clump) * Neo World pipe */ +int32 WorldPipeSwitch = 0; bool LightmapEnable; float LightmapMult = 1.0f; InterpolatedFloat WorldLightmapBlend(1.0f); diff --git a/src/extras/custompipes.h b/src/extras/custompipes.h index 183b85da..e83201ff 100644 --- a/src/extras/custompipes.h +++ b/src/extras/custompipes.h @@ -75,16 +75,22 @@ void CustomPipeInit(void); void CustomPipeShutdown(void); void SetTxdFindCallback(void); +extern bool gGlassCarsCheat; extern bool bRenderingEnvMap; extern int32 EnvMapSize; extern rw::Camera *EnvMapCam; extern rw::Texture *EnvMapTex; extern rw::Texture *EnvMaskTex; +extern rw::RWDEVICE::Im2DVertex EnvScreenQuad[4]; +extern int16 QuadIndices[6]; void EnvMapRender(void); enum { - VEHICLEPIPE_MATFX, - VEHICLEPIPE_NEO + VEHICLEPIPE_PS2, + VEHICLEPIPE_MOBILE, + +// maybe later again... + VEHICLEPIPE_NEO = -1 }; extern int32 VehiclePipeSwitch; extern float VehicleShininess; @@ -99,6 +105,11 @@ void DestroyVehiclePipe(void); void AttachVehiclePipe(rw::Atomic *atomic); void AttachVehiclePipe(rw::Clump *clump); +enum { + WORLDPIPE_PS2, + WORLDPIPE_MOBILE +}; +extern int32 WorldPipeSwitch; extern bool LightmapEnable; extern float LightmapMult; extern InterpolatedFloat WorldLightmapBlend; @@ -133,8 +144,6 @@ void AttachRimPipe(rw::Clump *clump); } -#endif - namespace WorldRender{ extern int numBlendInsts[3]; void AtomicFirstPass(RpAtomic *atomic, int pass); @@ -143,3 +152,4 @@ void RenderBlendPass(int pass); } #endif +#endif diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp index d0984ffe..9a02f874 100644 --- a/src/extras/custompipes_d3d9.cpp +++ b/src/extras/custompipes_d3d9.cpp @@ -2,6 +2,10 @@ #include "common.h" #ifdef RW_D3D9 +#ifdef EXTENDED_PIPELINES + +#include "rpmatfx.h" + #include "main.h" #include "RwHelper.h" #include "Lights.h" @@ -14,8 +18,6 @@ #include "World.h" #include "custompipes.h" -#ifdef EXTENDED_PIPELINES - #ifndef LIBRW #error "Need librw for EXTENDED_PIPELINES" #endif @@ -36,13 +38,193 @@ enum { VSLOC_eye = rw::d3d::VSLOC_afterLights, VSLOC_reflProps, - VSLOC_specLights + VSLOC_specLights, + + // Leeds building, Leeds vehicle mobile + VSLOC_emissive = rw::d3d::VSLOC_afterLights, + VSLOC_ambient, + VSLOC_viewMat, // only vehicle + + PSLOC_colorscale = 1, + + // Leeds vehicle PS2 + VSLOC_texMat = rw::d3d::VSLOC_afterLights, + + PSLOC_shininess = 1, + PSLOC_skyTop, + PSLOC_skyBot }; /* - * Neo Vehicle pipe + * Leeds & Neo Vehicle pipe */ +static void *leedsVehicle_VS; +static void *leedsVehicle_mobile_VS; +static void *leedsVehicle_blend_PS; +static void *leedsVehicle_add_PS; +static void *leedsVehicle_mobile_PS; + +static rw::RawMatrix normal2texcoord_flipU = { + { -0.5f, 0.0f, 0.0f }, 0.0f, + { 0.0f, -0.5f, 0.0f }, 0.0f, + { 0.0f, 0.0f, 1.0f }, 0.0f, + { 0.5f, 0.5f, 0.0f }, 1.0f +}; + +void +uploadEnvMatrix(rw::Frame *frame) +{ + using namespace rw; + Matrix invMat; + if(frame == nil) + frame = engine->currentCamera->getFrame(); + + RawMatrix envMtx, invMtx; + Matrix tmp = *frame->getLTM(); + // Now the weird part: we remove the camera pitch + tmp.at.z = 0.0f; + tmp.at = normalize(tmp.at); + tmp.right.x = -tmp.at.y; + tmp.right.y = tmp.at.x; + tmp.right.z = 0.0f;; + tmp.up.set(0.0f, 0.0f, 1.0f); + tmp.pos.set(0.0f, 0.0f, 0.0f); + tmp.flags = Matrix::TYPEORTHONORMAL; + + Matrix::invert(&invMat, &tmp); + convMatrix(&invMtx, &invMat); + RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord_flipU); + d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_texMat, (float*)&envMtx, 4); +} + +void +leedsVehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + setVertexShader(leedsVehicle_VS); + if(gGlassCarsCheat) + setPixelShader(leedsVehicle_blend_PS); + else + setPixelShader(leedsVehicle_add_PS); + + d3d::setTexture(1, EnvMapTex); + uploadEnvMatrix(nil); + + SetRenderState(SRCBLEND, BLENDONE); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + float coef = 0.0f; + if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){ + coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f; + if(gGlassCarsCheat) + coef = 1.0f; + } + d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, (float*)&coef, 1); + + setMaterial(m->color, m->surfaceProps); + + if(m->texture) + d3d::setTexture(0, m->texture); + else + d3d::setTexture(0, gpWhiteTexture); + + drawInst(header, inst); + inst++; + } + + d3d::setTexture(1, nil); + + SetRenderState(SRCBLEND, BLENDSRCALPHA); +} + +void +leedsVehicleRenderCB_mobile(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::d3d; + using namespace rw::d3d9; + + int vsBits; + setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); + setIndices(header->indexBuffer); + setVertexDeclaration(header->vertexDeclaration); + + vsBits = lightingCB_Shader(atomic); + uploadMatrices(atomic->getFrame()->getLTM()); + + setVertexShader(leedsVehicle_mobile_VS); + setPixelShader(leedsVehicle_mobile_PS); + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + d3ddevice->SetVertexShaderConstantF(VSLOC_ambient, (float*)&amb, 1); + d3ddevice->SetVertexShaderConstantF(VSLOC_emissive, (float*)&emiss, 1); + + RGBAf skyTop, skyBot; + skyTop.red = CTimeCycle::GetSkyTopRed()/255.0f; + skyTop.green = CTimeCycle::GetSkyTopGreen()/255.0f; + skyTop.blue = CTimeCycle::GetSkyTopBlue()/255.0f; + skyBot.red = CTimeCycle::GetSkyBottomRed()/255.0f; + skyBot.green = CTimeCycle::GetSkyBottomGreen()/255.0f; + skyBot.blue = CTimeCycle::GetSkyBottomBlue()/255.0f; + + d3ddevice->SetPixelShaderConstantF(PSLOC_skyTop, (float*)&skyTop, 1); + d3ddevice->SetPixelShaderConstantF(PSLOC_skyBot, (float*)&skyBot, 1); + + d3ddevice->SetVertexShaderConstantF(VSLOC_viewMat, (float*)&rw::engine->currentCamera->devView, 4); + + d3d::setTexture(1, EnvMapTex); + + InstanceData *inst = header->inst; + for(rw::uint32 i = 0; i < header->numMeshes; i++){ + Material *m = inst->material; + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); + + float coef = 0.0f; + if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){ + coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f; + if(gGlassCarsCheat) + coef = 1.0f; + } + d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, (float*)&coef, 1); + + setMaterial(m->color, m->surfaceProps); + + if(m->texture) + d3d::setTexture(0, m->texture); + else + d3d::setTexture(0, gpWhiteTexture); + + drawInst(header, inst); + inst++; + } + + d3d::setTexture(1, nil); +} + static void *neoVehicle_VS; static void *neoVehicle_PS; @@ -83,8 +265,13 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) using namespace rw::d3d9; // TODO: make this less of a kludge - if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ - matFXGlobals.pipelines[rw::platform]->render(atomic); + if(VehiclePipeSwitch == VEHICLEPIPE_PS2){ + leedsVehicleRenderCB(atomic, header); + // matFXGlobals.pipelines[rw::platform]->render(atomic); + return; + } + if(VehiclePipeSwitch == VEHICLEPIPE_MOBILE){ + leedsVehicleRenderCB_mobile(atomic, header); return; } @@ -140,15 +327,15 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) void CreateVehiclePipe(void) { - if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) - printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); - else{ - char *fp = (char*)work_buff; - fp = ReadTweakValueTable(fp, Fresnel); - fp = ReadTweakValueTable(fp, Power); - fp = ReadTweakValueTable(fp, DiffColor); - fp = ReadTweakValueTable(fp, SpecColor); - } +// if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) +// printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); +// else{ +// char *fp = (char*)work_buff; +// fp = ReadTweakValueTable(fp, Fresnel); +// fp = ReadTweakValueTable(fp, Power); +// fp = ReadTweakValueTable(fp, DiffColor); +// fp = ReadTweakValueTable(fp, SpecColor); +// } #include "shaders/neoVehicle_VS.inc" neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso); @@ -158,6 +345,26 @@ CreateVehiclePipe(void) neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso); assert(neoVehicle_PS); +#include "shaders/leedsVehicle_VS.inc" + leedsVehicle_VS = rw::d3d::createVertexShader(leedsVehicle_VS_cso); + assert(leedsVehicle_VS); + +#include "shaders/leedsVehicle_mobile_VS.inc" + leedsVehicle_mobile_VS = rw::d3d::createVertexShader(leedsVehicle_mobile_VS_cso); + assert(leedsVehicle_mobile_VS); + +#include "shaders/leedsVehicle_blend_PS.inc" + leedsVehicle_blend_PS = rw::d3d::createPixelShader(leedsVehicle_blend_PS_cso); + assert(leedsVehicle_blend_PS); + +#include "shaders/leedsVehicle_add_PS.inc" + leedsVehicle_add_PS = rw::d3d::createPixelShader(leedsVehicle_add_PS_cso); + assert(leedsVehicle_add_PS); + +#include "shaders/leedsVehicle_mobile_PS.inc" + leedsVehicle_mobile_PS = rw::d3d::createPixelShader(leedsVehicle_mobile_PS_cso); + assert(leedsVehicle_mobile_PS); + rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); pipe->instanceCB = rw::d3d9::defaultInstanceCB; @@ -175,6 +382,15 @@ DestroyVehiclePipe(void) rw::d3d::destroyPixelShader(neoVehicle_PS); neoVehicle_PS = nil; + rw::d3d::destroyVertexShader(leedsVehicle_VS); + leedsVehicle_VS = nil; + + rw::d3d::destroyPixelShader(leedsVehicle_blend_PS); + leedsVehicle_blend_PS = nil; + + rw::d3d::destroyPixelShader(leedsVehicle_add_PS); + leedsVehicle_add_PS = nil; + ((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy(); vehiclePipe = nil; } @@ -182,11 +398,12 @@ DestroyVehiclePipe(void) /* - * Neo World pipe + * Leeds World pipe */ -static void *neoWorld_VS; -static void *neoWorldVC_PS; +static void *leedsBuilding_VS; +static void *leedsBuilding_mobile_VS; +static void *scale_PS; static void worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) @@ -195,79 +412,72 @@ worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) using namespace rw::d3d; using namespace rw::d3d9; - if(!LightmapEnable){ - defaultRenderCB_Shader(atomic, header); - return; - } - - int vsBits; setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setIndices(header->indexBuffer); setVertexDeclaration(header->vertexDeclaration); - vsBits = lightingCB_Shader(atomic); + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + setVertexShader(CustomPipes::leedsBuilding_mobile_VS); + else + setVertexShader(CustomPipes::leedsBuilding_VS); + setPixelShader(scale_PS); + uploadMatrices(atomic->getFrame()->getLTM()); + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + d3ddevice->SetVertexShaderConstantF(VSLOC_ambient, (float*)&amb, 1); + d3ddevice->SetVertexShaderConstantF(VSLOC_emissive, (float*)&emiss, 1); - float lightfactor[4]; + float colorscale[4]; + colorscale[3] = 1.0f; InstanceData *inst = header->inst; for(rw::uint32 i = 0; i < header->numMeshes; i++){ Material *m = inst->material; - if(MatFX::getEffects(m) == MatFX::DUAL){ - setVertexShader(neoWorld_VS); - - MatFX *matfx = MatFX::get(m); - Texture *dualtex = matfx->getDualTexture(); - if(dualtex == nil) - goto notex; - d3d::setTexture(1, dualtex); - lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult; - }else{ - notex: - setVertexShader(default_amb_VS); - - d3d::setTexture(1, nil); - lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f; - } - lightfactor[3] = m->color.alpha/255.0f; - d3d::setTexture(0, m->texture); - d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1); - - SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); - - RGBA color = { 255, 255, 255, m->color.alpha }; - setMaterial(color, m->surfaceProps); + float cs = 1.0f; + if(WorldPipeSwitch == WORLDPIPE_PS2 && m->texture) + cs = 255/128.0f; + colorscale[0] = colorscale[1] = colorscale[2] = cs; + d3ddevice->SetPixelShaderConstantF(PSLOC_colorscale, colorscale, 1); if(m->texture) d3d::setTexture(0, m->texture); else - d3d::setTexture(0, gpWhiteTexture); - setPixelShader(neoWorldVC_PS); + d3d::setTexture(0, gpWhiteTexture); // actually we don't even render this + + setMaterial(m->color, m->surfaceProps, WorldPipeSwitch == WORLDPIPE_PS2 ? 0.5f : 1.0f); + + SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); drawInst(header, inst); inst++; } - d3d::setTexture(1, nil); } void CreateWorldPipe(void) { - if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) - printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); - else - ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); - -#include "shaders/default_UV2_VS.inc" - neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso); - assert(neoWorld_VS); - -#include "shaders/neoWorldVC_PS.inc" - neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso); - assert(neoWorldVC_PS); - +// if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) +// printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); +// else +// ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); + +#include "shaders/leedsBuilding_VS.inc" + leedsBuilding_VS = rw::d3d::createVertexShader(leedsBuilding_VS_cso); + assert(leedsBuilding_VS); +#include "shaders/leedsBuilding_mobile_VS.inc" + leedsBuilding_mobile_VS = rw::d3d::createVertexShader(leedsBuilding_mobile_VS_cso); + assert(leedsBuilding_mobile_VS); +#include "shaders/scale_PS.inc" + scale_PS = rw::d3d::createPixelShader(scale_PS_cso); + assert(scale_PS); rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create(); pipe->instanceCB = rw::d3d9::defaultInstanceCB; @@ -279,10 +489,12 @@ CreateWorldPipe(void) void DestroyWorldPipe(void) { - rw::d3d::destroyVertexShader(neoWorld_VS); - neoWorld_VS = nil; - rw::d3d::destroyPixelShader(neoWorldVC_PS); - neoWorldVC_PS = nil; + rw::d3d::destroyVertexShader(leedsBuilding_VS); + leedsBuilding_VS = nil; + rw::d3d::destroyVertexShader(leedsBuilding_mobile_VS); + leedsBuilding_mobile_VS = nil; + rw::d3d::destroyPixelShader(scale_PS); + scale_PS = nil; ((rw::d3d9::ObjPipeline*)worldPipe)->destroy(); @@ -553,12 +765,7 @@ DestroyRimLightPipes(void) } -#endif - #ifdef NEW_RENDERER -#ifndef LIBRW -#error "Need librw for NEW_PIPELINES" -#endif namespace WorldRender { @@ -616,10 +823,15 @@ AtomicFirstPass(RpAtomic *atomic, int pass) bool defer = false; SetMatrix(building, atomic->getFrame()->getLTM()); + float colorscale[4]; + InstanceData *inst = building->instHeader->inst; for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){ Material *m = inst->material; + if(m->texture == nil) + continue; + if(inst->vertexAlpha || m->color.alpha != 255 || IsTextureTransparent(m->texture)){ defer = true; @@ -631,22 +843,37 @@ AtomicFirstPass(RpAtomic *atomic, int pass) setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride); setIndices(building->instHeader->indexBuffer); setVertexDeclaration(building->instHeader->vertexDeclaration); - setVertexShader(default_amb_VS); - d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4); - if(building->lighting) - setAmbient(pAmbient->color); + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + setVertexShader(CustomPipes::leedsBuilding_mobile_VS); else - setAmbient(black); + setVertexShader(CustomPipes::leedsBuilding_VS); + setPixelShader(CustomPipes::scale_PS); + d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4); + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + d3ddevice->SetVertexShaderConstantF(CustomPipes::VSLOC_ambient, (float*)&amb, 1); + d3ddevice->SetVertexShaderConstantF(CustomPipes::VSLOC_emissive, (float*)&emiss, 1); + + colorscale[3] = 1.0f; + setupDone = true; } - setMaterial(m->color, m->surfaceProps); + float cs = 1.0f; + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 && m->texture) + cs = 255/128.0f; + colorscale[0] = colorscale[1] = colorscale[2] = cs; + d3ddevice->SetPixelShaderConstantF(CustomPipes::PSLOC_colorscale, colorscale, 1); - if(m->texture){ - d3d::setTexture(0, m->texture); - setPixelShader(default_tex_PS); - }else - setPixelShader(default_PS); + d3d::setTexture(0, m->texture); + + setMaterial(m->color, m->surfaceProps, 0.5f); drawInst(building->instHeader, inst); } @@ -680,7 +907,24 @@ RenderBlendPass(int pass) using namespace rw::d3d; using namespace rw::d3d9; - setVertexShader(default_amb_VS); + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + setVertexShader(CustomPipes::leedsBuilding_mobile_VS); + else + setVertexShader(CustomPipes::leedsBuilding_VS); + setPixelShader(CustomPipes::scale_PS); + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + d3ddevice->SetVertexShaderConstantF(CustomPipes::VSLOC_ambient, (float*)&amb, 1); + d3ddevice->SetVertexShaderConstantF(CustomPipes::VSLOC_emissive, (float*)&emiss, 1); + + float colorscale[4]; + colorscale[3] = 1.0f; int i; for(i = 0; i < numBlendInsts[pass]; i++){ @@ -690,26 +934,26 @@ RenderBlendPass(int pass) setIndices(building->instHeader->indexBuffer); setVertexDeclaration(building->instHeader->vertexDeclaration); d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4); - if(building->lighting) - setAmbient(pAmbient->color); - else - setAmbient(black); InstanceData *inst = building->instHeader->inst; for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){ Material *m = inst->material; + if(m->texture == nil) + continue; if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255) continue; // already done this one + float cs = 1.0f; + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 && m->texture) + cs = 255/128.0f; + colorscale[0] = colorscale[1] = colorscale[2] = cs; + d3ddevice->SetPixelShaderConstantF(CustomPipes::PSLOC_colorscale, colorscale, 1); + + d3d::setTexture(0, m->texture); + rw::RGBA color = m->color; color.alpha = (color.alpha * building->fadeAlpha)/255; - setMaterial(color, m->surfaceProps); - - if(m->texture){ - d3d::setTexture(0, m->texture); - setPixelShader(default_tex_PS); - }else - setPixelShader(default_PS); + setMaterial(color, m->surfaceProps, 0.5f); drawInst(building->instHeader, inst); } @@ -719,3 +963,4 @@ RenderBlendPass(int pass) #endif #endif +#endif diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index 67be4afd..eeb62b8d 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -1,6 +1,10 @@ #include "common.h" #ifdef RW_OPENGL +#ifdef EXTENDED_PIPELINES + +#include "rpmatfx.h" + #include "main.h" #include "RwHelper.h" #include "Lights.h" @@ -13,8 +17,6 @@ #include "World.h" #include "custompipes.h" -#ifdef EXTENDED_PIPELINES - #ifndef LIBRW #error "Need librw for EXTENDED_PIPELINES" #endif @@ -33,14 +35,208 @@ static int32 u_reflProps; static int32 u_specDir; static int32 u_specColor; +static int32 u_amb; +static int32 u_emiss; +static int32 u_colorscale; + +static int32 u_texMatrix; +static int32 u_fxparams; + +static int32 u_skyTop; +static int32 u_skyBot; + #define U(i) currentShader->uniformLocations[i] /* - * Neo Vehicle pipe + * Leeds & Neo Vehicle pipe */ +rw::gl3::Shader *leedsVehicleShader_add; +rw::gl3::Shader *leedsVehicleShader_blend; +rw::gl3::Shader *leedsVehicleShader_mobile; + rw::gl3::Shader *neoVehicleShader; +static rw::RawMatrix normal2texcoord_flipU = { + { -0.5f, 0.0f, 0.0f }, 0.0f, + { 0.0f, -0.5f, 0.0f }, 0.0f, + { 0.0f, 0.0f, 1.0f }, 0.0f, + { 0.5f, 0.5f, 0.0f }, 1.0f +}; + +static void +uploadEnvMatrix(rw::Frame *frame) +{ + using namespace rw; + using namespace rw::gl3; + + Matrix invMat; + if(frame == nil) + frame = engine->currentCamera->getFrame(); + + // cache the matrix across multiple meshes + static RawMatrix envMtx; +// can't do it, frame matrix may change +// if(frame != lastEnvFrame){ +// lastEnvFrame = frame; + { + + Matrix tmp = *frame->getLTM(); + // Now the weird part: we remove the camera pitch + tmp.at.z = 0.0f; + tmp.at = normalize(tmp.at); + tmp.right.x = -tmp.at.y; + tmp.right.y = tmp.at.x; + tmp.right.z = 0.0f;; + tmp.up.set(0.0f, 0.0f, 1.0f); + tmp.pos.set(0.0f, 0.0f, 0.0f); + tmp.flags = Matrix::TYPEORTHONORMAL; + + RawMatrix invMtx; + Matrix::invert(&invMat, &tmp); + convMatrix(&invMtx, &invMat); + RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord_flipU); + } + glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, (float*)&envMtx); +} + +static void +leedsVehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + if(gGlassCarsCheat) + leedsVehicleShader_blend->use(); + else + leedsVehicleShader_add->use(); + + setTexture(1, EnvMapTex); + uploadEnvMatrix(nil); + + SetRenderState(SRCBLEND, BLENDONE); + + while(n--){ + m = inst->material; + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + float coef = 0.0f; + if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){ + coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f; + if(gGlassCarsCheat) + coef = 1.0f; + } + glUniform1f(U(u_fxparams), coef); + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + drawInst(header, inst); + inst++; + } + + setTexture(1, nil); + + SetRenderState(SRCBLEND, BLENDSRCALPHA); + +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + +static void +leedsVehicleRenderCB_mobile(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) +{ + using namespace rw; + using namespace rw::gl3; + + Material *m; + + setWorldMatrix(atomic->getFrame()->getLTM()); + lightingCB(atomic); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(header->vao); +#else + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); + glBindBuffer(GL_ARRAY_BUFFER, header->vbo); + setAttribPointers(header->attribDesc, header->numAttribs); +#endif + + InstanceData *inst = header->inst; + rw::int32 n = header->numMeshes; + + leedsVehicleShader_mobile->use(); + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + glUniform4fv(U(u_amb), 1, (float*)&amb); + glUniform4fv(U(u_emiss), 1, (float*)&emiss); + + RGBAf skyTop, skyBot; + skyTop.red = CTimeCycle::GetSkyTopRed()/255.0f; + skyTop.green = CTimeCycle::GetSkyTopGreen()/255.0f; + skyTop.blue = CTimeCycle::GetSkyTopBlue()/255.0f; + skyBot.red = CTimeCycle::GetSkyBottomRed()/255.0f; + skyBot.green = CTimeCycle::GetSkyBottomGreen()/255.0f; + skyBot.blue = CTimeCycle::GetSkyBottomBlue()/255.0f; + + glUniform3fv(U(u_skyTop), 1, (float*)&skyTop); + glUniform3fv(U(u_skyBot), 1, (float*)&skyBot); + + setTexture(1, EnvMapTex); + + while(n--){ + m = inst->material; + + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); + + float coef = 0.0f; + if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){ + coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f; + if(gGlassCarsCheat) + coef = 1.0f; + } + glUniform1f(U(u_fxparams), coef); + + setMaterial(m->color, m->surfaceProps); + + setTexture(0, m->texture); + + drawInst(header, inst); + inst++; + } + + setTexture(1, nil); + +#ifndef RW_GL_USE_VAOS + disableAttribPointers(header->attribDesc, header->numAttribs); +#endif +} + static void uploadSpecLights(void) { @@ -80,8 +276,13 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) using namespace rw::gl3; // TODO: make this less of a kludge - if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ - matFXGlobals.pipelines[rw::platform]->render(atomic); + if(VehiclePipeSwitch == VEHICLEPIPE_PS2){ + leedsVehicleRenderCB(atomic, header); +// matFXGlobals.pipelines[rw::platform]->render(atomic); + return; + } + if(VehiclePipeSwitch == VEHICLEPIPE_MOBILE){ + leedsVehicleRenderCB_mobile(atomic, header); return; } @@ -148,15 +349,15 @@ CreateVehiclePipe(void) using namespace rw; using namespace rw::gl3; - if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) - printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); - else{ - char *fp = (char*)work_buff; - fp = ReadTweakValueTable(fp, Fresnel); - fp = ReadTweakValueTable(fp, Power); - fp = ReadTweakValueTable(fp, DiffColor); - fp = ReadTweakValueTable(fp, SpecColor); - } +// if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) +// printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); +// else{ +// char *fp = (char*)work_buff; +// fp = ReadTweakValueTable(fp, Fresnel); +// fp = ReadTweakValueTable(fp, Power); +// fp = ReadTweakValueTable(fp, DiffColor); +// fp = ReadTweakValueTable(fp, SpecColor); +// } { @@ -168,6 +369,28 @@ CreateVehiclePipe(void) assert(neoVehicleShader); } + { +#include "shaders/leedsVehicle_add_gl.inc" +#include "shaders/leedsVehicle_blend_gl.inc" +#include "shaders/leedsVehicle_vs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, leedsVehicle_vert_src, nil }; + const char *fs_add[] = { shaderDecl, header_frag_src, leedsVehicle_add_frag_src, nil }; + const char *fs_blend[] = { shaderDecl, header_frag_src, leedsVehicle_blend_frag_src, nil }; + leedsVehicleShader_add = Shader::create(vs, fs_add); + assert(leedsVehicleShader_add); + leedsVehicleShader_blend = Shader::create(vs, fs_blend); + assert(leedsVehicleShader_blend); + } + + { +#include "shaders/leedsVehicle_mobile_fs_gl.inc" +#include "shaders/leedsVehicle_mobile_vs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, leedsVehicle_mobile_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, leedsVehicle_mobile_frag_src, nil }; + leedsVehicleShader_mobile = Shader::create(vs, fs); + assert(leedsVehicleShader_mobile); + } + rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create(); pipe->instanceCB = rw::gl3::defaultInstanceCB; @@ -182,6 +405,15 @@ DestroyVehiclePipe(void) neoVehicleShader->destroy(); neoVehicleShader = nil; + leedsVehicleShader_add->destroy(); + leedsVehicleShader_add = nil; + + leedsVehicleShader_blend->destroy(); + leedsVehicleShader_blend = nil; + + leedsVehicleShader_mobile->destroy(); + leedsVehicleShader_mobile = nil; + ((rw::gl3::ObjPipeline*)vehiclePipe)->destroy(); vehiclePipe = nil; } @@ -189,10 +421,11 @@ DestroyVehiclePipe(void) /* - * Neo World pipe + * Leeds World pipe */ -rw::gl3::Shader *neoWorldShader; +rw::gl3::Shader *leedsWorldShader; +rw::gl3::Shader *leedsWorldShader_mobile; static void worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) @@ -200,15 +433,9 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) using namespace rw; using namespace rw::gl3; - if(!LightmapEnable){ - gl3::defaultRenderCB(atomic, header); - return; - } - Material *m; setWorldMatrix(atomic->getFrame()->getLTM()); - lightingCB(atomic); #ifdef RW_GL_USE_VAOS glBindVertexArray(header->vao); @@ -221,39 +448,42 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) InstanceData *inst = header->inst; rw::int32 n = header->numMeshes; - neoWorldShader->use(); + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + CustomPipes::leedsWorldShader_mobile->use(); + else + CustomPipes::leedsWorldShader->use(); + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + glUniform4fv(U(u_amb), 1, (float*)&amb); + glUniform4fv(U(u_emiss), 1, (float*)&emiss); - float lightfactor[4]; + float colorscale[4]; + colorscale[3] = 1.0f; while(n--){ m = inst->material; - if(MatFX::getEffects(m) == MatFX::DUAL){ - MatFX *matfx = MatFX::get(m); - Texture *dualtex = matfx->getDualTexture(); - if(dualtex == nil) - goto notex; - setTexture(1, dualtex); - lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult; - }else{ - notex: - setTexture(1, nil); - lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f; - } - lightfactor[3] = m->color.alpha/255.0f; - glUniform4fv(U(u_lightMap), 1, lightfactor); - - RGBA color = { 255, 255, 255, m->color.alpha }; - setMaterial(color, m->surfaceProps); + float cs = 1.0f; + if(WorldPipeSwitch == WORLDPIPE_PS2 && m->texture) + cs = 255/128.0f; + colorscale[0] = colorscale[1] = colorscale[2] = cs; + glUniform4fv(U(u_colorscale), 1, colorscale); setTexture(0, m->texture); + setMaterial(m->color, m->surfaceProps, 0.5f); + rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); drawInst(header, inst); inst++; } - setTexture(1, nil); #ifndef RW_GL_USE_VAOS disableAttribPointers(header->attribDesc, header->numAttribs); #endif @@ -265,18 +495,22 @@ CreateWorldPipe(void) using namespace rw; using namespace rw::gl3; - if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) - printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); - else - ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); +// if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) +// printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n"); +// else +// ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); { -#include "shaders/neoWorldVC_fs_gl.inc" -#include "shaders/default_UV2_gl.inc" - const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil }; - const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil }; - neoWorldShader = Shader::create(vs, fs); - assert(neoWorldShader); +#include "shaders/scale_fs_gl.inc" +#include "shaders/leedsBuilding_vs_gl.inc" +#include "shaders/leedsBuilding_mobile_vs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, leedsBuilding_vert_src, nil }; + const char *vs_mobile[] = { shaderDecl, header_vert_src, leedsBuilding_mobile_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, scale_frag_src, nil }; + leedsWorldShader = Shader::create(vs, fs); + assert(leedsWorldShader); + leedsWorldShader_mobile = Shader::create(vs_mobile, fs); + assert(leedsWorldShader_mobile); } @@ -290,8 +524,10 @@ CreateWorldPipe(void) void DestroyWorldPipe(void) { - neoWorldShader->destroy(); - neoWorldShader = nil; + leedsWorldShader->destroy(); + leedsWorldShader = nil; + leedsWorldShader_mobile->destroy(); + leedsWorldShader_mobile = nil; ((rw::gl3::ObjPipeline*)worldPipe)->destroy(); worldPipe = nil; @@ -609,17 +845,22 @@ CustomPipeRegisterGL(void) u_reflProps = rw::gl3::registerUniform("u_reflProps"); u_specDir = rw::gl3::registerUniform("u_specDir"); u_specColor = rw::gl3::registerUniform("u_specColor"); -} + u_amb = rw::gl3::registerUniform("u_amb"); + u_emiss = rw::gl3::registerUniform("u_emiss"); + u_colorscale = rw::gl3::registerUniform("u_colorscale"); + + u_texMatrix = rw::gl3::registerUniform("u_texMatrix"); + u_fxparams = rw::gl3::registerUniform("u_fxparams"); + u_skyTop = rw::gl3::registerUniform("u_skyTop"); + u_skyBot = rw::gl3::registerUniform("u_skyBot"); } -#endif + +} #ifdef NEW_RENDERER -#ifndef LIBRW -#error "Need librw for NEW_PIPELINES" -#endif namespace WorldRender { @@ -661,23 +902,19 @@ AtomicFirstPass(RpAtomic *atomic, int pass) building->fadeAlpha = 255; building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT); - WorldLights lights; - lights.numAmbients = 1; - lights.numDirectionals = 0; - lights.numLocals = 0; - if(building->lighting) - lights.ambient = pAmbient->color; - else - lights.ambient = black; - bool setupDone = false; bool defer = false; building->matrix = *atomic->getFrame()->getLTM(); + float colorscale[4]; + InstanceData *inst = building->instHeader->inst; for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){ Material *m = inst->material; + if(m->texture == nil) + continue; + if(inst->vertexAlpha || m->color.alpha != 255 || IsTextureTransparent(m->texture)){ defer = true; @@ -686,7 +923,10 @@ AtomicFirstPass(RpAtomic *atomic, int pass) // alright we're rendering this atomic if(!setupDone){ - defaultShader->use(); + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + CustomPipes::leedsWorldShader_mobile->use(); + else + CustomPipes::leedsWorldShader->use(); setWorldMatrix(&building->matrix); #ifdef RW_GL_USE_VAOS glBindVertexArray(building->instHeader->vao); @@ -695,11 +935,29 @@ AtomicFirstPass(RpAtomic *atomic, int pass) glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo); setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs); #endif - setLights(&lights); + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb); + glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss); + + colorscale[3] = 1.0f; + setupDone = true; } - setMaterial(m->color, m->surfaceProps); + setMaterial(m->color, m->surfaceProps, 0.5f); + + float cs = 1.0f; + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 && m->texture) + cs = 255/128.0f; + colorscale[0] = colorscale[1] = colorscale[2] = cs; + glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale); setTexture(0, m->texture); @@ -736,11 +994,23 @@ RenderBlendPass(int pass) using namespace rw; using namespace rw::gl3; - defaultShader->use(); - WorldLights lights; - lights.numAmbients = 1; - lights.numDirectionals = 0; - lights.numLocals = 0; + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE) + CustomPipes::leedsWorldShader_mobile->use(); + else + CustomPipes::leedsWorldShader->use(); + + RGBAf amb, emiss; + amb.red = CTimeCycle::GetAmbientRed(); + amb.green = CTimeCycle::GetAmbientGreen(); + amb.blue = CTimeCycle::GetAmbientBlue(); + amb.alpha = 1.0f; + emiss = pAmbient->color; + + glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb); + glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss); + + float colorscale[4]; + colorscale[3] = 1.0f; int i; for(i = 0; i < numBlendInsts[pass]; i++){ @@ -754,21 +1024,24 @@ RenderBlendPass(int pass) setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs); #endif setWorldMatrix(&building->matrix); - if(building->lighting) - lights.ambient = pAmbient->color; - else - lights.ambient = black; - setLights(&lights); InstanceData *inst = building->instHeader->inst; for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){ Material *m = inst->material; + if(m->texture == nil) + continue; if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255) continue; // already done this one rw::RGBA color = m->color; color.alpha = (color.alpha * building->fadeAlpha)/255; - setMaterial(color, m->surfaceProps); + setMaterial(color, m->surfaceProps, 0.5f); + + float cs = 1.0f; + if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 && m->texture) + cs = 255/128.0f; + colorscale[0] = colorscale[1] = colorscale[2] = cs; + glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale); setTexture(0, m->texture); @@ -783,3 +1056,4 @@ RenderBlendPass(int pass) #endif #endif +#endif diff --git a/src/extras/postfx.cpp b/src/extras/postfx.cpp index 2ea08141..b07b5426 100644 --- a/src/extras/postfx.cpp +++ b/src/extras/postfx.cpp @@ -25,14 +25,14 @@ static RwIm2DVertex Vertex2[4]; static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 }; #ifdef RW_D3D9 -void *colourfilterVC_PS; +void *colourfilterLCS_PS; void *contrast_PS; #endif #ifdef RW_OPENGL int32 u_blurcolor; int32 u_contrastAdd; int32 u_contrastMult; -rw::gl3::Shader *colourFilterVC; +rw::gl3::Shader *colourFilterLCS; rw::gl3::Shader *contrast; #endif @@ -143,8 +143,8 @@ CPostFX::Open(RwCamera *cam) #ifdef RW_D3D9 -#include "shaders/colourfilterVC_PS.inc" - colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso); +#include "shaders/colourfilterLCS_PS.inc" + colourfilterLCS_PS = rw::d3d::createPixelShader(colourfilterLCS_PS_cso); #include "shaders/contrastPS.inc" contrast_PS = rw::d3d::createPixelShader(contrastPS_cso); #endif @@ -153,11 +153,11 @@ CPostFX::Open(RwCamera *cam) { #include "shaders/im2d_gl.inc" -#include "shaders/colourfilterVC_fs_gl.inc" +#include "shaders/colourfilterLCS_fs_gl.inc" const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil }; - const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil }; - colourFilterVC = Shader::create(vs, fs); - assert(colourFilterVC); + const char *fs[] = { shaderDecl, header_frag_src, colourfilterLCS_frag_src, nil }; + colourFilterLCS = Shader::create(vs, fs); + assert(colourFilterLCS); } { @@ -184,9 +184,9 @@ CPostFX::Close(void) pBackBuffer = nil; } #ifdef RW_D3D9 - if(colourfilterVC_PS){ - rw::d3d::destroyPixelShader(colourfilterVC_PS); - colourfilterVC_PS = nil; + if(colourfilterLCS_PS){ + rw::d3d::destroyPixelShader(colourfilterLCS_PS); + colourfilterLCS_PS = nil; } if(contrast_PS){ rw::d3d::destroyPixelShader(contrast_PS); @@ -194,9 +194,9 @@ CPostFX::Close(void) } #endif #ifdef RW_OPENGL - if(colourFilterVC){ - colourFilterVC->destroy(); - colourFilterVC = nil; + if(colourFilterLCS){ + colourFilterLCS->destroy(); + colourFilterLCS = nil; } if(contrast){ contrast->destroy(); @@ -294,12 +294,12 @@ CPostFX::RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a) blurcolors[3] = 30/255.0f; #ifdef RW_D3D9 rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1); - rw::d3d::im2dOverridePS = colourfilterVC_PS; + rw::d3d::im2dOverridePS = colourfilterLCS_PS; #endif #ifdef RW_OPENGL - rw::gl3::im2dOverrideShader = colourFilterVC; - colourFilterVC->use(); - glUniform4fv(colourFilterVC->uniformLocations[u_blurcolor], 1, blurcolors); + rw::gl3::im2dOverrideShader = colourFilterLCS; + colourFilterLCS->use(); + glUniform4fv(colourFilterLCS->uniformLocations[u_blurcolor], 1, blurcolors); #endif } RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6); diff --git a/src/extras/postfx.h b/src/extras/postfx.h index db702bf3..9538f8e1 100644 --- a/src/extras/postfx.h +++ b/src/extras/postfx.h @@ -7,9 +7,13 @@ class CPostFX public: enum { POSTFX_OFF, - POSTFX_SIMPLE, +// POSTFX_SIMPLE, POSTFX_NORMAL, - POSTFX_MOBILE +// POSTFX_MOBILE + + // not so sensible for the moment + POSTFX_SIMPLE = -1, + POSTFX_MOBILE = -2 }; static RwRaster *pFrontBuffer; static RwRaster *pBackBuffer; diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile index 5089e16a..393ab660 100644 --- a/src/extras/shaders/Makefile +++ b/src/extras/shaders/Makefile @@ -1,19 +1,22 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \ - colourfilterVC_fs_gl.inc contrast_fs_gl.inc \ + colourfilterLCS_fs_gl.inc contrast_fs_gl.inc \ neoRim_gl.inc neoRimSkin_gl.inc \ neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \ neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \ - im2d_UV2_gl.inc screenDroplet_fs_gl.inc + im2d_UV2_gl.inc screenDroplet_fs_gl.inc \ + leedsBuilding_vs_gl.inc leedsBuilding_mobile_vs_gl.inc scale_fs_gl.inc \ + leedsVehicle_vs_gl.inc leedsVehicle_add_gl.inc leedsVehicle_blend_gl.inc \ + leedsVehicle_mobile_vs_gl.inc leedsVehicle_mobile_fs_gl.inc im2d_gl.inc: im2d.vert (echo 'const char *im2d_vert_src =';\ sed 's/..*/"&\\n"/' im2d.vert;\ echo ';') >im2d_gl.inc -colourfilterVC_fs_gl.inc: colourfilterVC.frag - (echo 'const char *colourfilterVC_frag_src =';\ - sed 's/..*/"&\\n"/' colourfilterVC.frag;\ - echo ';') >colourfilterVC_fs_gl.inc +colourfilterLCS_fs_gl.inc: colourfilterLCS.frag + (echo 'const char *colourfilterLCS_frag_src =';\ + sed 's/..*/"&\\n"/' colourfilterLCS.frag;\ + echo ';') >colourfilterLCS_fs_gl.inc simple_fs_gl.inc: simple.frag (echo 'const char *simple_frag_src =';\ sed 's/..*/"&\\n"/' simple.frag;\ @@ -76,3 +79,43 @@ screenDroplet_fs_gl.inc: screenDroplet.frag (echo 'const char *screenDroplet_frag_src =';\ sed 's/..*/"&\\n"/' screenDroplet.frag;\ echo ';') >screenDroplet_fs_gl.inc + +leedsBuilding_vs_gl.inc: leedsBuilding.vert + (echo 'const char *leedsBuilding_vert_src =';\ + sed 's/..*/"&\\n"/' leedsBuilding.vert;\ + echo ';') >leedsBuilding_vs_gl.inc + +leedsBuilding_mobile_vs_gl.inc: leedsBuilding_mobile.vert + (echo 'const char *leedsBuilding_mobile_vert_src =';\ + sed 's/..*/"&\\n"/' leedsBuilding_mobile.vert;\ + echo ';') >leedsBuilding_mobile_vs_gl.inc + +scale_fs_gl.inc: scale.frag + (echo 'const char *scale_frag_src =';\ + sed 's/..*/"&\\n"/' scale.frag;\ + echo ';') >scale_fs_gl.inc + +leedsVehicle_vs_gl.inc: leedsVehicle.vert + (echo 'const char *leedsVehicle_vert_src =';\ + sed 's/..*/"&\\n"/' leedsVehicle.vert;\ + echo ';') >leedsVehicle_vs_gl.inc + +leedsVehicle_add_gl.inc: leedsVehicle_add.frag + (echo 'const char *leedsVehicle_add_frag_src =';\ + sed 's/..*/"&\\n"/' leedsVehicle_add.frag;\ + echo ';') >leedsVehicle_add_gl.inc + +leedsVehicle_blend_gl.inc: leedsVehicle_blend.frag + (echo 'const char *leedsVehicle_blend_frag_src =';\ + sed 's/..*/"&\\n"/' leedsVehicle_blend.frag;\ + echo ';') >leedsVehicle_blend_gl.inc + +leedsVehicle_mobile_vs_gl.inc: leedsVehicle_mobile.vert + (echo 'const char *leedsVehicle_mobile_vert_src =';\ + sed 's/..*/"&\\n"/' leedsVehicle_mobile.vert;\ + echo ';') >leedsVehicle_mobile_vs_gl.inc + +leedsVehicle_mobile_fs_gl.inc: leedsVehicle_mobile.frag + (echo 'const char *leedsVehicle_mobile_frag_src =';\ + sed 's/..*/"&\\n"/' leedsVehicle_mobile.frag;\ + echo ';') >leedsVehicle_mobile_fs_gl.inc diff --git a/src/extras/shaders/colourfilterLCS.frag b/src/extras/shaders/colourfilterLCS.frag new file mode 100644 index 00000000..67348d0c --- /dev/null +++ b/src/extras/shaders/colourfilterLCS.frag @@ -0,0 +1,20 @@ +uniform sampler2D tex0; +uniform vec4 u_blurcolor; + +FSIN vec4 v_color; +FSIN vec2 v_tex0; +FSIN float v_fog; + +void +main(void) +{ + vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + dst += dst*u_blurcolor; + + vec4 color; + color.rgb = dst.rgb; + color.a = 1.0f; + + FRAGCOLOR(color); +} + diff --git a/src/extras/shaders/colourfilterLCS_PS.cso b/src/extras/shaders/colourfilterLCS_PS.cso Binary files differnew file mode 100644 index 00000000..e5ffa3f1 --- /dev/null +++ b/src/extras/shaders/colourfilterLCS_PS.cso diff --git a/src/extras/shaders/colourfilterLCS_PS.hlsl b/src/extras/shaders/colourfilterLCS_PS.hlsl new file mode 100644 index 00000000..bd91567d --- /dev/null +++ b/src/extras/shaders/colourfilterLCS_PS.hlsl @@ -0,0 +1,13 @@ +sampler2D tex : register(s0); +float4 blurcol : register(c10); + +//float4 blurcols[10] : register(c15); + + +float4 main(in float2 texcoord : TEXCOORD0) : COLOR0 +{ + float4 dst = tex2D(tex, texcoord.xy); + dst += dst*blurcol; + dst.a = 1.0; + return dst; +} diff --git a/src/extras/shaders/colourfilterLCS_PS.inc b/src/extras/shaders/colourfilterLCS_PS.inc new file mode 100644 index 00000000..f9eeab52 --- /dev/null +++ b/src/extras/shaders/colourfilterLCS_PS.inc @@ -0,0 +1,27 @@ +static unsigned char colourfilterLCS_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2b, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x70, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00, + 0x01, 0x00, 0x2a, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, + 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x6c, 0x75, 0x72, + 0x63, 0x6f, 0x6c, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x00, + 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, + 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, + 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, + 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, + 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, + 0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, + 0x00, 0x08, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x00, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/colourfilterLCS_fs_gl.inc b/src/extras/shaders/colourfilterLCS_fs_gl.inc new file mode 100644 index 00000000..2c8e3532 --- /dev/null +++ b/src/extras/shaders/colourfilterLCS_fs_gl.inc @@ -0,0 +1,22 @@ +const char *colourfilterLCS_frag_src = +"uniform sampler2D tex0;\n" +"uniform vec4 u_blurcolor;\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" dst += dst*u_blurcolor;\n" + +" vec4 color;\n" +" color.rgb = dst.rgb;\n" +" color.a = 1.0f;\n" + +" FRAGCOLOR(color);\n" +"}\n" + +; diff --git a/src/extras/shaders/colourfilterVC.frag b/src/extras/shaders/colourfilterVC.frag deleted file mode 100644 index 9db3950e..00000000 --- a/src/extras/shaders/colourfilterVC.frag +++ /dev/null @@ -1,27 +0,0 @@ -uniform sampler2D tex0; -uniform vec4 u_blurcolor; - -FSIN vec4 v_color; -FSIN vec2 v_tex0; -FSIN float v_fog; - -void -main(void) -{ - float a = u_blurcolor.a; - vec4 doublec = clamp(u_blurcolor*2.0, 0.0, 1.0); - vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); - vec4 prev = dst; - for(int i = 0; i < 5; i++){ - vec4 tmp = dst*(1.0-a) + prev*doublec*a; - tmp += prev*u_blurcolor; - tmp += prev*u_blurcolor; - prev = clamp(tmp, 0.0, 1.0); - } - vec4 color; - color.rgb = prev.rgb; - color.a = 1.0f; - - FRAGCOLOR(color); -} - diff --git a/src/extras/shaders/colourfilterVC_PS.cso b/src/extras/shaders/colourfilterVC_PS.cso Binary files differdeleted file mode 100644 index 4b0e9f3f..00000000 --- a/src/extras/shaders/colourfilterVC_PS.cso +++ /dev/null diff --git a/src/extras/shaders/colourfilterVC_PS.hlsl b/src/extras/shaders/colourfilterVC_PS.hlsl deleted file mode 100644 index 1e62950b..00000000 --- a/src/extras/shaders/colourfilterVC_PS.hlsl +++ /dev/null @@ -1,23 +0,0 @@ -sampler2D tex : register(s0); -float4 blurcol : register(c10); - -//float4 blurcols[10] : register(c15); - - -float4 main(in float2 texcoord : TEXCOORD0) : COLOR0 -{ - float a = blurcol.a; - - float4 doublec = saturate(blurcol*2); - float4 dst = tex2D(tex, texcoord.xy); - float4 prev = dst; - for(int i = 0; i < 5; i++){ -// float4 doublec = saturate(blurcol*2); - float4 tmp = dst*(1-a) + prev*doublec*a; - tmp += prev*blurcol; - tmp += prev*blurcol; - prev = saturate(tmp); - } - prev.a = 1.0f; - return prev; -} diff --git a/src/extras/shaders/colourfilterVC_PS.inc b/src/extras/shaders/colourfilterVC_PS.inc deleted file mode 100644 index daa18360..00000000 --- a/src/extras/shaders/colourfilterVC_PS.inc +++ /dev/null @@ -1,56 +0,0 @@ -static unsigned char colourfilterVC_PS_cso[] = { - 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2b, 0x00, 0x43, 0x54, 0x41, 0x42, - 0x1c, 0x00, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, - 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, - 0x70, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00, - 0x01, 0x00, 0x2a, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, - 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x6c, 0x75, 0x72, - 0x63, 0x6f, 0x6c, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, - 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x00, - 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, - 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, - 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, - 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, - 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, - 0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x40, - 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0xb0, - 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, - 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, - 0x00, 0x08, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x17, 0x80, - 0x0a, 0x00, 0xe4, 0xa0, 0x0a, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, - 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, - 0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xff, 0xa0, - 0x02, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, - 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, - 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x00, 0x00, 0x00, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, - 0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80, - 0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, - 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, - 0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80, - 0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, - 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, - 0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80, - 0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, - 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, - 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, - 0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, - 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80, - 0x00, 0x00, 0x00, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, - 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x55, 0xa0, 0x01, 0x00, 0x00, 0x02, - 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 -}; diff --git a/src/extras/shaders/colourfilterVC_fs_gl.inc b/src/extras/shaders/colourfilterVC_fs_gl.inc deleted file mode 100644 index 1f9bf6d8..00000000 --- a/src/extras/shaders/colourfilterVC_fs_gl.inc +++ /dev/null @@ -1,29 +0,0 @@ -const char *colourfilterVC_frag_src = -"uniform sampler2D tex0;\n" -"uniform vec4 u_blurcolor;\n" - -"FSIN vec4 v_color;\n" -"FSIN vec2 v_tex0;\n" -"FSIN float v_fog;\n" - -"void\n" -"main(void)\n" -"{\n" -" float a = u_blurcolor.a;\n" -" vec4 doublec = clamp(u_blurcolor*2.0, 0.0, 1.0);\n" -" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" -" vec4 prev = dst;\n" -" for(int i = 0; i < 5; i++){\n" -" vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n" -" tmp += prev*u_blurcolor;\n" -" tmp += prev*u_blurcolor;\n" -" prev = clamp(tmp, 0.0, 1.0);\n" -" }\n" -" vec4 color;\n" -" color.rgb = prev.rgb;\n" -" color.a = 1.0f;\n" - -" FRAGCOLOR(color);\n" -"}\n" - -; diff --git a/src/extras/shaders/leedsBuilding.vert b/src/extras/shaders/leedsBuilding.vert new file mode 100644 index 00000000..766cd081 --- /dev/null +++ b/src/extras/shaders/leedsBuilding.vert @@ -0,0 +1,28 @@ +uniform vec4 u_amb; +uniform vec4 u_emiss; + +#define surfEmissive (u_surfProps.w) + +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb *= u_amb.rgb; + v_color.rgb += u_emiss.rgb*surfEmissive; + v_color = clamp(v_color, 0.0, 1.0); + v_color.a *= u_matColor.a; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/leedsBuilding_VS.cso b/src/extras/shaders/leedsBuilding_VS.cso Binary files differnew file mode 100644 index 00000000..6720364d --- /dev/null +++ b/src/extras/shaders/leedsBuilding_VS.cso diff --git a/src/extras/shaders/leedsBuilding_VS.hlsl b/src/extras/shaders/leedsBuilding_VS.hlsl new file mode 100644 index 00000000..1ed939cc --- /dev/null +++ b/src/extras/shaders/leedsBuilding_VS.hlsl @@ -0,0 +1,43 @@ +#include "standardConstants.h" + +#define surfEmissive (surfProps.w) + +float4 emissive : register(c41); +float4 ambient : register(c42); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb *= ambient.rgb; + output.Color.rgb += emissive.rgb*surfEmissive; + + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color.a *= matCol.a; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/leedsBuilding_VS.inc b/src/extras/shaders/leedsBuilding_VS.inc new file mode 100644 index 00000000..490a8c01 --- /dev/null +++ b/src/extras/shaders/leedsBuilding_VS.inc @@ -0,0 +1,57 @@ +static unsigned char leedsBuilding_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x4a, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x06, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xea, 0x00, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00, + 0x01, 0x00, 0xaa, 0x00, 0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xac, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, + 0xb8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x9c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, + 0x01, 0x00, 0x3a, 0x00, 0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xd9, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00, + 0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, 0x9c, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69, 0x65, 0x6e, 0x74, 0x00, + 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x63, 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0x80, + 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, + 0x02, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0x80, + 0x29, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0xff, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x90, 0x2a, 0x00, 0xe4, 0xa0, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, + 0x02, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x55, 0xa0, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0xd0, 0x00, 0x00, 0xff, 0x80, + 0x0c, 0x00, 0xff, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0xd0, + 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, + 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, + 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0, + 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x01, 0x00, 0xe4, 0x90, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/leedsBuilding_mobile.vert b/src/extras/shaders/leedsBuilding_mobile.vert new file mode 100644 index 00000000..f06628ee --- /dev/null +++ b/src/extras/shaders/leedsBuilding_mobile.vert @@ -0,0 +1,52 @@ +uniform vec4 u_amb; +uniform vec4 u_emiss; + +#define surfEmissive (u_surfProps.w) + +#define vertContrast (1.5) +#define vertBrightness (0.25) +#define ambientContrast (1.2) +#define ambientBrightness (0.1) +#define emissiveContrast (1.25) +#define emissiveBrightness (0.05) + + +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + vec4 vertCol = in_color; + vec4 amb = u_amb; + vec4 emiss = u_emiss; + + vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5; + vertCol.xyz += vertBrightness; + vertCol.xyz = max(vertCol.xyz, vec3(0.0,0.0,0.0)); + + amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5; + amb.xyz += ambientBrightness; + amb.xyz = max(amb.xyz, vec3(0.0,0.0,0.0)); + + emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5; + emiss.xyz += emissiveBrightness; + emiss.xyz = max(emiss.xyz, vec3(0.0,0.0,0.0)); + v_color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz); + v_color.w = vertCol.w; + + + v_color = clamp(v_color, 0.0, 1.0); + v_color.a *= u_matColor.a; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/leedsBuilding_mobile_VS.cso b/src/extras/shaders/leedsBuilding_mobile_VS.cso Binary files differnew file mode 100644 index 00000000..c3ac2b9b --- /dev/null +++ b/src/extras/shaders/leedsBuilding_mobile_VS.cso diff --git a/src/extras/shaders/leedsBuilding_mobile_VS.hlsl b/src/extras/shaders/leedsBuilding_mobile_VS.hlsl new file mode 100644 index 00000000..23accf64 --- /dev/null +++ b/src/extras/shaders/leedsBuilding_mobile_VS.hlsl @@ -0,0 +1,64 @@ +#include "standardConstants.h" + +#define surfEmissive (surfProps.w) + +#define vertContrast (1.5) +#define vertBrightness (0.25) +#define ambientContrast (1.2) +#define ambientBrightness (0.1) +#define emissiveContrast (1.25) +#define emissiveBrightness (0.05) + +float4 emissive : register(c41); +float4 ambient : register(c42); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + + float4 vertCol = input.Prelight; + float4 amb = ambient; + float4 emiss = emissive; + + vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5; + vertCol.xyz += vertBrightness; + vertCol.xyz = max(vertCol.xyz, float3(0.0,0.0,0.0)); + + amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5; + amb.xyz += ambientBrightness; + amb.xyz = max(amb.xyz, float3(0.0,0.0,0.0)); + + emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5; + emiss.xyz += emissiveBrightness; + emiss.xyz = max(emiss.xyz, float3(0.0,0.0,0.0)); + output.Color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz); + output.Color.w = vertCol.w; + + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color.a *= matCol.a; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/leedsBuilding_mobile_VS.inc b/src/extras/shaders/leedsBuilding_mobile_VS.inc new file mode 100644 index 00000000..1433ca3f --- /dev/null +++ b/src/extras/shaders/leedsBuilding_mobile_VS.inc @@ -0,0 +1,70 @@ +static unsigned char leedsBuilding_mobile_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x42, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xd3, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xcc, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00, + 0x01, 0x00, 0xaa, 0x00, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x98, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, + 0xa4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb4, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x88, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xbd, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, + 0x01, 0x00, 0x3a, 0x00, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xc5, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00, + 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69, + 0x65, 0x6e, 0x74, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62, + 0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00, + 0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 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/dev/null +++ b/src/extras/shaders/leedsBuilding_mobile_vs_gl.inc @@ -0,0 +1,54 @@ +const char *leedsBuilding_mobile_vert_src = +"uniform vec4 u_amb;\n" +"uniform vec4 u_emiss;\n" + +"#define surfEmissive (u_surfProps.w)\n" + +"#define vertContrast (1.5)\n" +"#define vertBrightness (0.25)\n" +"#define ambientContrast (1.2)\n" +"#define ambientBrightness (0.1)\n" +"#define emissiveContrast (1.25)\n" +"#define emissiveBrightness (0.05)\n" + + +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" vec4 vertCol = in_color;\n" +" vec4 amb = u_amb;\n" +" vec4 emiss = u_emiss;\n" + +" vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5;\n" +" vertCol.xyz += vertBrightness;\n" +" vertCol.xyz = max(vertCol.xyz, vec3(0.0,0.0,0.0));\n" +" \n" +" amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5;\n" +" amb.xyz += ambientBrightness;\n" +" amb.xyz = max(amb.xyz, vec3(0.0,0.0,0.0));\n" +" \n" +" emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5;\n" +" emiss.xyz += emissiveBrightness;\n" +" emiss.xyz = max(emiss.xyz, vec3(0.0,0.0,0.0));\n" +" v_color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz);\n" +" v_color.w = vertCol.w;\n" + + +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color.a *= u_matColor.a;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/leedsBuilding_vs_gl.inc b/src/extras/shaders/leedsBuilding_vs_gl.inc new file mode 100644 index 00000000..33c5eccc --- /dev/null +++ b/src/extras/shaders/leedsBuilding_vs_gl.inc @@ -0,0 +1,30 @@ +const char *leedsBuilding_vert_src = +"uniform vec4 u_amb;\n" +"uniform vec4 u_emiss;\n" + +"#define surfEmissive (u_surfProps.w)\n" + +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb *= u_amb.rgb;\n" +" v_color.rgb += u_emiss.rgb*surfEmissive;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color.a *= u_matColor.a;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/leedsVehicle.vert b/src/extras/shaders/leedsVehicle.vert new file mode 100644 index 00000000..b93c7ea0 --- /dev/null +++ b/src/extras/shaders/leedsVehicle.vert @@ -0,0 +1,27 @@ +uniform mat4 u_texMatrix; + +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT vec2 v_tex1; +VSOUT float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/leedsVehicle_VS.cso b/src/extras/shaders/leedsVehicle_VS.cso Binary files differnew file mode 100644 index 00000000..57db3798 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_VS.cso diff --git a/src/extras/shaders/leedsVehicle_VS.hlsl b/src/extras/shaders/leedsVehicle_VS.hlsl new file mode 100644 index 00000000..eb53313a --- /dev/null +++ b/src/extras/shaders/leedsVehicle_VS.hlsl @@ -0,0 +1,45 @@ +#include "standardConstants.h" + +float4x4 texMat : register(c41); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 V = mul(worldMat, input.Position).xyz; + float3 N = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/leedsVehicle_VS.inc b/src/extras/shaders/leedsVehicle_VS.inc new file mode 100644 index 00000000..89527d72 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_VS.inc @@ -0,0 +1,103 @@ +static unsigned char leedsVehicle_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x8d, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xfc, 0x01, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x0a, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xf5, 0x01, 0x00, 0x00, 0xe4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00, + 0x01, 0x00, 0x3e, 0x00, 0xf4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x04, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, + 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, + 0x02, 0x00, 0x10, 0x00, 0x01, 0x00, 0x42, 0x00, 0x2c, 0x01, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x3c, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, + 0x01, 0x00, 0x3a, 0x00, 0xf4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x44, 0x01, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00, + 0x90, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, + 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0x00, 0x04, 0x02, 0x00, 0x07, 0x80, + 0x03, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0xe4, 0x80, + 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, + 0x04, 0x00, 0xaa, 0xa0, 0x27, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x02, + 0x02, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, + 0x0a, 0x00, 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, + 0x04, 0x00, 0xaa, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, + 0x01, 0x00, 0xe4, 0x80, 0x0c, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x03, 0x80, 0x00, 0x00, 0x55, 0x80, 0x2a, 0x00, 0xe4, 0xa0, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x03, 0x80, 0x29, 0x00, 0xe4, 0xa0, + 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x03, 0x80, 0x2b, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x03, 0xe0, + 0x00, 0x00, 0xe4, 0x80, 0x2c, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, + 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/leedsVehicle_add.frag b/src/extras/shaders/leedsVehicle_add.frag new file mode 100644 index 00000000..e9bcef74 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_add.frag @@ -0,0 +1,32 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +uniform float u_fxparams; + +#define shininess (u_fxparams) + +FSIN vec4 v_color; +FSIN vec2 v_tex0; +FSIN vec2 v_tex1; +FSIN float v_fog; + +void +main(void) +{ + vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); + pass2.a *= shininess; + + pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog); + pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog); + + // We simulate drawing this in two passes. + // We premultiply alpha so render state should be one. + vec4 color; + color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a; + color.a = pass1.a; + + DoAlphaTest(color.a); + + FRAGCOLOR(color); +} diff --git a/src/extras/shaders/leedsVehicle_add_PS.cso b/src/extras/shaders/leedsVehicle_add_PS.cso Binary files differnew file mode 100644 index 00000000..11db8b0e --- /dev/null +++ b/src/extras/shaders/leedsVehicle_add_PS.cso diff --git a/src/extras/shaders/leedsVehicle_add_PS.hlsl b/src/extras/shaders/leedsVehicle_add_PS.hlsl new file mode 100644 index 00000000..943926cf --- /dev/null +++ b/src/extras/shaders/leedsVehicle_add_PS.hlsl @@ -0,0 +1,34 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; +}; + +sampler2D diffTex : register(s0); +sampler2D envTex : register(s1); + +float4 fogColor : register(c0); + +float4 fxparams : register(c1); + +#define shininess (fxparams.x) + +float4 main(VS_out input) : COLOR +{ + float4 pass1 = input.Color*tex2D(diffTex, input.TexCoord0.xy); + float4 pass2 = tex2D(envTex, input.TexCoord1.xy); + pass2.a *= shininess; + + pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z); + pass2.rgb = lerp(float3(0.0, 0.0, 0.0), pass2.rgb, input.TexCoord0.z); + + // We simulate drawing this in two passes. + // First pass with standard blending, second with addition + // We premultiply alpha so render state should be one. + float4 color; + color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a; + color.a = pass1.a; + + return color; +} diff --git a/src/extras/shaders/leedsVehicle_add_PS.inc b/src/extras/shaders/leedsVehicle_add_PS.inc new file mode 100644 index 00000000..dc8378f4 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_add_PS.inc @@ -0,0 +1,44 @@ +static unsigned char leedsVehicle_add_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x40, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x04, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xc1, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x02, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x84, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, + 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9c, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xa8, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xb8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x01, 0x00, 0x06, 0x00, 0xa8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x64, 0x69, 0x66, 0x66, 0x54, 0x65, 0x78, 0x00, 0x04, 0x00, 0x0c, 0x00, + 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x65, 0x6e, 0x76, 0x54, 0x65, 0x78, 0x00, 0xab, 0x04, 0x00, 0x0c, 0x00, + 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x66, 0x6f, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab, + 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x66, 0x78, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x73, + 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, + 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, + 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, + 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, + 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x03, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x01, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, + 0x01, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0xff, 0x80, 0x01, 0x00, 0x00, 0xa0, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, + 0x00, 0x00, 0xff, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, + 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa1, 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80, + 0x01, 0x00, 0xff, 0x80, 0x00, 0x00, 0xff, 0x90, 0x04, 0x00, 0x00, 0x04, + 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x01, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x07, 0x80, + 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xff, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0x80, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/leedsVehicle_add_gl.inc b/src/extras/shaders/leedsVehicle_add_gl.inc new file mode 100644 index 00000000..a9835b13 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_add_gl.inc @@ -0,0 +1,34 @@ +const char *leedsVehicle_add_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"uniform float u_fxparams;\n" + +"#define shininess (u_fxparams)\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN vec2 v_tex1;\n" +"FSIN float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" +" pass2.a *= shininess;\n" + +" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n" +" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n" + +" // We simulate drawing this in two passes.\n" +" // We premultiply alpha so render state should be one.\n" +" vec4 color;\n" +" color.rgb = pass1.rgb*pass1.a + pass2.rgb*pass2.a;\n" +" color.a = pass1.a;\n" + +" DoAlphaTest(color.a);\n" + +" FRAGCOLOR(color);\n" +"}\n" +; diff --git a/src/extras/shaders/leedsVehicle_blend.frag b/src/extras/shaders/leedsVehicle_blend.frag new file mode 100644 index 00000000..a3fab072 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_blend.frag @@ -0,0 +1,32 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +uniform float u_fxparams; + +#define shininess (u_fxparams) + +FSIN vec4 v_color; +FSIN vec2 v_tex0; +FSIN vec2 v_tex1; +FSIN float v_fog; + +void +main(void) +{ + vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); + pass2.a *= shininess; + + pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog); + pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog); + + // We simulate drawing this in two passes. + // We premultiply alpha so render state should be one. + vec4 color; + color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a; + color.a = pass1.a*(1.0-pass2.a) + pass2.a; + + DoAlphaTest(color.a); + + FRAGCOLOR(color); +} diff --git a/src/extras/shaders/leedsVehicle_blend_PS.cso b/src/extras/shaders/leedsVehicle_blend_PS.cso Binary files differnew file mode 100644 index 00000000..8d104803 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_blend_PS.cso diff --git a/src/extras/shaders/leedsVehicle_blend_PS.hlsl b/src/extras/shaders/leedsVehicle_blend_PS.hlsl new file mode 100644 index 00000000..e32970b2 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_blend_PS.hlsl @@ -0,0 +1,33 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; +}; + +sampler2D diffTex : register(s0); +sampler2D envTex : register(s1); + +float4 fogColor : register(c0); + +float4 fxparams : register(c1); + +#define shininess (fxparams.x) + +float4 main(VS_out input) : COLOR +{ + float4 pass1 = input.Color*tex2D(diffTex, input.TexCoord0.xy); + float4 pass2 = tex2D(envTex, input.TexCoord1.xy); + pass2.a *= shininess; + + pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z); + pass2.rgb = lerp(float3(0.0, 0.0, 0.0), pass2.rgb, input.TexCoord0.z); + + // We simulate drawing this in two passes. + // We premultiply alpha so render state should be one. + float4 color; + color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a; + color.a = pass1.a*(1.0-pass2.a) + pass2.a; + + return color; +} diff --git a/src/extras/shaders/leedsVehicle_blend_PS.inc b/src/extras/shaders/leedsVehicle_blend_PS.inc new file mode 100644 index 00000000..94fb000c --- /dev/null +++ b/src/extras/shaders/leedsVehicle_blend_PS.inc @@ -0,0 +1,50 @@ +static unsigned char leedsVehicle_blend_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x40, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x04, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xc1, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x02, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x84, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, + 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9c, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xa8, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xb8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x01, 0x00, 0x06, 0x00, 0xa8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x64, 0x69, 0x66, 0x66, 0x54, 0x65, 0x78, 0x00, 0x04, 0x00, 0x0c, 0x00, + 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x65, 0x6e, 0x76, 0x54, 0x65, 0x78, 0x00, 0xab, 0x04, 0x00, 0x0c, 0x00, + 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x66, 0x6f, 0x67, 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0x08, 0x0f, 0xa0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x01, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, + 0x00, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa1, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, + 0x00, 0x00, 0xff, 0x80, 0x00, 0x00, 0xff, 0x90, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, + 0x00, 0x00, 0xff, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xaa, 0xb0, + 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, + 0x01, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x01, 0x80, + 0x01, 0x00, 0x00, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x08, 0x80, + 0x01, 0x00, 0xff, 0x80, 0x02, 0x00, 0x00, 0x81, 0x02, 0x00, 0x00, 0xa0, + 0x04, 0x00, 0x00, 0x04, 0x03, 0x00, 0x08, 0x80, 0x00, 0x00, 0xff, 0x80, + 0x01, 0x00, 0xff, 0x80, 0x02, 0x00, 0xff, 0x80, 0x12, 0x00, 0x00, 0x04, + 0x03, 0x00, 0x07, 0x80, 0x02, 0x00, 0xff, 0x80, 0x01, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, + 0x03, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/leedsVehicle_blend_gl.inc b/src/extras/shaders/leedsVehicle_blend_gl.inc new file mode 100644 index 00000000..707afb10 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_blend_gl.inc @@ -0,0 +1,34 @@ +const char *leedsVehicle_blend_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"uniform float u_fxparams;\n" + +"#define shininess (u_fxparams)\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN vec2 v_tex1;\n" +"FSIN float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" +" pass2.a *= shininess;\n" + +" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n" +" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n" + +" // We simulate drawing this in two passes.\n" +" // We premultiply alpha so render state should be one.\n" +" vec4 color;\n" +" color.rgb = pass1.rgb*pass1.a*(1.0-pass2.a) + pass2.rgb*pass2.a;\n" +" color.a = pass1.a*(1.0-pass2.a) + pass2.a;\n" + +" DoAlphaTest(color.a);\n" + +" FRAGCOLOR(color);\n" +"}\n" +; diff --git a/src/extras/shaders/leedsVehicle_mobile.frag b/src/extras/shaders/leedsVehicle_mobile.frag new file mode 100644 index 00000000..467379dd --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile.frag @@ -0,0 +1,76 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +uniform float u_fxparams; +uniform vec3 u_skyTop; +uniform vec3 u_skyBot; + +#define shininess (u_fxparams) + +// matfx: +// case 1 normal envmap +// custom1 (4.0, 1.0, 1.0, coef) +// custom2 (0.25, 3.0, 1.0, 1.0) +// case 2 too strong +// custom1 (4.0, 1.0, 2.0, coef) +// custom2 (0.5, 3.0, 1.0, 1.0) +// ???: practically no fresnel +// custom1 (4.0, 1.25, 0.01, coef) +// custom2 (1.0, 2.0, 1.1, 2.0) + +#define power (4.0) + +#define preMult (1.0) +#define postMult (1.0) +#define minRefl (0.25) +#define maxRefl (3.0) +#define minOpacity (1.0) +#define maxOpacity (1.0) + +//#define preMult (1.0) +//#define postMult (2.0) +//#define minRefl (0.5) +//#define maxRefl (3.0) +//#define minOpacity (1.0) +//#define maxOpacity (1.0) + +//#define preMult (1.25) +//#define postMult (0.01) +//#define minRefl (1.0) +//#define maxRefl (2.0) +//#define minOpacity (1.1) +//#define maxOpacity (2.0) + +FSIN vec4 v_color; +FSIN vec2 v_tex0; +FSIN vec2 v_tex1; +FSIN float v_fog; +FSIN vec2 v_reflData; + +#define v_NdotV (v_reflData.x) +#define v_lightingCont (v_reflData.y) + +void +main(void) +{ + vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + + vec3 envtex = texture(tex1, v_tex1).rgb; // V flipped + vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g); + vec3 envOut = mix(envtex.rrr, skyColour, envtex.b); + + float fresnel = mix(shininess, shininess * 2.0, v_NdotV); + fresnel = pow(v_NdotV * preMult, power); + fresnel = clamp(fresnel * postMult, 0.0, 1.0); + float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess; + + float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a; + vec4 color = pass1 + vec4(reflectivity * envOut, 0.0); + color.a = opacity; + + color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + + DoAlphaTest(color.a); + + FRAGCOLOR(color); +} diff --git a/src/extras/shaders/leedsVehicle_mobile.vert b/src/extras/shaders/leedsVehicle_mobile.vert new file mode 100644 index 00000000..b2123fa4 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile.vert @@ -0,0 +1,40 @@ +uniform vec4 u_amb; +uniform vec4 u_emiss; + +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT vec2 v_tex1; +VSOUT float v_fog; +VSOUT vec2 v_reflData; + +#define v_NdotV (v_reflData.x) +#define v_lightingCont (v_reflData.y) + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + vec3 ViewNormal = mat3(u_view) * Normal; + v_tex1 = (ViewNormal.xy + vec2(1.0, 1.0))*0.5; + + v_color = in_color; + vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z); + v_color.rgb += combinedAmbient.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0); + v_color *= u_matColor; + + // for fresnel + vec3 camPos = -u_view[3].xyz * mat3(u_view); + vec3 viewVec = normalize(Vertex.xyz - camPos); + v_NdotV = 1.0 - dot(-Normal.xyz, viewVec.xyz); + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/leedsVehicle_mobile_PS.cso b/src/extras/shaders/leedsVehicle_mobile_PS.cso Binary files differnew file mode 100644 index 00000000..04ffcf8e --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_PS.cso diff --git a/src/extras/shaders/leedsVehicle_mobile_PS.hlsl b/src/extras/shaders/leedsVehicle_mobile_PS.hlsl new file mode 100644 index 00000000..da09b872 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_PS.hlsl @@ -0,0 +1,53 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float2 ReflData : TEXCOORD2; + float4 Color : COLOR0; +}; + +#define NdotV (input.ReflData.x) +#define lightingCont (input.ReflData.y) + +sampler2D diffTex : register(s0); +sampler2D envTex : register(s1); + +float4 fogColor : register(c0); + +float4 fxparams : register(c1); +float3 skyTop : register(c2); +float3 skyBot : register(c3); + +#define shininess (fxparams.x) + +#define power (4.0) + +#define preMult (1.0) +#define postMult (1.0) +#define minRefl (0.25) +#define maxRefl (3.0) +#define minOpacity (1.0) +#define maxOpacity (1.0) + + +float4 main(VS_out input) : COLOR +{ + float4 pass1 = input.Color*tex2D(diffTex, input.TexCoord0.xy); + + float3 envtex = tex2D(envTex, float2(input.TexCoord1.x, 1.0-input.TexCoord1.y)).rgb; // V flipped + float3 skyColour = lerp(skyBot, skyTop, envtex.g); + float3 envOut = lerp(envtex.rrr, skyColour, envtex.b); + + float fresnel = lerp(shininess, shininess * 2.0, NdotV); + fresnel = pow(NdotV * preMult, power); + fresnel = clamp(fresnel * postMult, 0.0, 1.0); + float reflectivity = lightingCont * lerp(minRefl, maxRefl, fresnel)*shininess; + + float opacity = lerp(minOpacity, maxOpacity, fresnel)*pass1.a; + float4 color = pass1 + float4(reflectivity * envOut, 0.0); + color.a = opacity; + + color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z); + + return color; +} diff --git a/src/extras/shaders/leedsVehicle_mobile_PS.inc b/src/extras/shaders/leedsVehicle_mobile_PS.inc new file mode 100644 index 00000000..ab8cc048 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_PS.inc @@ -0,0 +1,63 @@ +static unsigned char leedsVehicle_mobile_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x51, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x0e, 0x01, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x06, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x07, 0x01, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x02, 0x00, 0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xac, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, + 0xb4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xd0, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x01, 0x00, 0x06, 0x00, 0xd0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xe9, 0x00, 0x00, 0x00, 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a/src/extras/shaders/leedsVehicle_mobile_VS.hlsl b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl new file mode 100644 index 00000000..3085c5e4 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl @@ -0,0 +1,57 @@ +#include "standardConstants.h" + +float4 emissive : register(c41); +float4 ambient : register(c42); +float4x4 viewMat : register(c43); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float2 ReflData : TEXCOORD2; + float4 Color : COLOR0; +}; + +#define NdotV (output.ReflData.x) +#define lightingCont (output.ReflData.y) + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 V = mul(worldMat, input.Position).xyz; + float3 N = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + + float4 ViewNormal = mul(viewMat, float4(N, 0.0)); + output.TexCoord1 = (ViewNormal.xy + float2(1.0, 1.0))*0.5; + + output.Color = input.Prelight; + float4 combinedAmbient = lerp(emissive, ambient, N.z); + output.Color.rgb += combinedAmbient.rgb * surfAmbient; + + int i; + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; + lightingCont = max(0.5, (output.Color.r + output.Color.g + output.Color.b) / 3.0); + output.Color *= matCol; + + // for fresnel + float3 camPos = mul(-viewMat._m03_m13_m23, (float3x3)(viewMat)); + float3 viewVec = normalize(V.xyz - camPos); + NdotV = 1.0 - dot(-N.xyz, viewVec.xyz); + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/leedsVehicle_mobile_VS.inc b/src/extras/shaders/leedsVehicle_mobile_VS.inc new file mode 100644 index 00000000..aa8859b1 --- /dev/null +++ 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0x03, 0x00, 0x02, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x13, 0x20, 0xe4, 0xa1, 0x00, 0x00, 0x00, 0xb0, 0x0b, 0x00, 0x00, 0x03, + 0x03, 0x00, 0x02, 0x80, 0x03, 0x00, 0x55, 0x80, 0x0b, 0x00, 0xaa, 0xa0, + 0x05, 0x00, 0x00, 0x04, 0x03, 0x00, 0x0e, 0x80, 0x03, 0x00, 0x55, 0x80, + 0x11, 0x20, 0x90, 0xa0, 0x00, 0x00, 0x00, 0xb0, 0x04, 0x00, 0x00, 0x04, + 0x02, 0x00, 0x07, 0x80, 0x03, 0x00, 0xf9, 0x80, 0x0d, 0x00, 0xaa, 0xa0, + 0x02, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x03, 0x00, 0x01, 0x80, + 0x03, 0x00, 0x00, 0x80, 0x0b, 0x00, 0x00, 0xa0, 0x27, 0x00, 0x00, 0x00, + 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x90, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, 0x02, 0x00, 0xe4, 0x80, + 0x0c, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x02, 0x00, 0x01, 0xe0, + 0x01, 0x00, 0x00, 0x81, 0x0b, 0x00, 0x00, 0xa0, 0x02, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x01, 0x80, 0x02, 0x00, 0x55, 0x80, 0x02, 0x00, 0x00, 0x80, + 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x02, 0x00, 0xaa, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x0f, 0x00, 0x00, 0xa0, 0x0b, 0x00, 0x00, 0x03, + 0x02, 0x00, 0x02, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x0b, 0x00, 0x55, 0xa0, + 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, + 0x0e, 0x00, 0x55, 0xa1, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, + 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, + 0x0b, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, + 0x02, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/leedsVehicle_mobile_fs_gl.inc b/src/extras/shaders/leedsVehicle_mobile_fs_gl.inc new file mode 100644 index 00000000..8098599c --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_fs_gl.inc @@ -0,0 +1,78 @@ +const char *leedsVehicle_mobile_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"uniform float u_fxparams;\n" +"uniform vec3 u_skyTop;\n" +"uniform vec3 u_skyBot;\n" + +"#define shininess (u_fxparams)\n" + +"// matfx:\n" +"// case 1 normal envmap\n" +"// custom1 (4.0, 1.0, 1.0, coef)\n" +"// custom2 (0.25, 3.0, 1.0, 1.0)\n" +"// case 2 too strong\n" +"// custom1 (4.0, 1.0, 2.0, coef)\n" +"// custom2 (0.5, 3.0, 1.0, 1.0)\n" +"// ???: practically no fresnel\n" +"// custom1 (4.0, 1.25, 0.01, coef)\n" +"// custom2 (1.0, 2.0, 1.1, 2.0)\n" + +"#define power (4.0)\n" + +"#define preMult (1.0)\n" +"#define postMult (1.0)\n" +"#define minRefl (0.25)\n" +"#define maxRefl (3.0)\n" +"#define minOpacity (1.0)\n" +"#define maxOpacity (1.0)\n" + +"//#define preMult (1.0)\n" +"//#define postMult (2.0)\n" +"//#define minRefl (0.5)\n" +"//#define maxRefl (3.0)\n" +"//#define minOpacity (1.0)\n" +"//#define maxOpacity (1.0)\n" + +"//#define preMult (1.25)\n" +"//#define postMult (0.01)\n" +"//#define minRefl (1.0)\n" +"//#define maxRefl (2.0)\n" +"//#define minOpacity (1.1)\n" +"//#define maxOpacity (2.0)\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN vec2 v_tex1;\n" +"FSIN float v_fog;\n" +"FSIN vec2 v_reflData;\n" + +"#define v_NdotV (v_reflData.x)\n" +"#define v_lightingCont (v_reflData.y)\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" + +" vec3 envtex = texture(tex1, v_tex1).rgb; // V flipped\n" +" vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g);\n" +" vec3 envOut = mix(envtex.rrr, skyColour, envtex.b);\n" + +" float fresnel = mix(shininess, shininess * 2.0, v_NdotV);\n" +" fresnel = pow(v_NdotV * preMult, power);\n" +" fresnel = clamp(fresnel * postMult, 0.0, 1.0);\n" +" float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess;\n" + +" float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;\n" +" vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);\n" +" color.a = opacity;\n" + +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" + +" DoAlphaTest(color.a);\n" + +" FRAGCOLOR(color);\n" +"}\n" +; diff --git a/src/extras/shaders/leedsVehicle_mobile_vs_gl.inc b/src/extras/shaders/leedsVehicle_mobile_vs_gl.inc new file mode 100644 index 00000000..3609e369 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_vs_gl.inc @@ -0,0 +1,42 @@ +const char *leedsVehicle_mobile_vert_src = +"uniform vec4 u_amb;\n" +"uniform vec4 u_emiss;\n" + +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT vec2 v_tex1;\n" +"VSOUT float v_fog;\n" +"VSOUT vec2 v_reflData;\n" + +"#define v_NdotV (v_reflData.x)\n" +"#define v_lightingCont (v_reflData.y)\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" vec3 ViewNormal = mat3(u_view) * Normal;\n" +" v_tex1 = (ViewNormal.xy + vec2(1.0, 1.0))*0.5;\n" + +" v_color = in_color;\n" +" vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);\n" +" v_color.rgb += combinedAmbient.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" +" v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);\n" +" v_color *= u_matColor;\n" + +" // for fresnel\n" +" vec3 camPos = -u_view[3].xyz * mat3(u_view);\n" +" vec3 viewVec = normalize(Vertex.xyz - camPos);\n" +" v_NdotV = 1.0 - dot(-Normal.xyz, viewVec.xyz);\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/leedsVehicle_vs_gl.inc b/src/extras/shaders/leedsVehicle_vs_gl.inc new file mode 100644 index 00000000..eb36b6e9 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_vs_gl.inc @@ -0,0 +1,29 @@ +const char *leedsVehicle_vert_src = +"uniform mat4 u_texMatrix;\n" + +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT vec2 v_tex1;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" +" v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/scale.frag b/src/extras/shaders/scale.frag new file mode 100644 index 00000000..29165154 --- /dev/null +++ b/src/extras/shaders/scale.frag @@ -0,0 +1,18 @@ +uniform sampler2D tex0; +uniform vec4 u_colorscale; + +FSIN vec4 v_color; +FSIN vec2 v_tex0; +FSIN float v_fog; + +void +main(void) +{ + vec4 color; + color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y))*u_colorscale; + color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); + + FRAGCOLOR(color); +} + diff --git a/src/extras/shaders/scale_PS.cso b/src/extras/shaders/scale_PS.cso Binary files differnew file mode 100644 index 00000000..d7f7374c --- /dev/null +++ b/src/extras/shaders/scale_PS.cso diff --git a/src/extras/shaders/scale_PS.hlsl b/src/extras/shaders/scale_PS.hlsl new file mode 100644 index 00000000..92466e94 --- /dev/null +++ b/src/extras/shaders/scale_PS.hlsl @@ -0,0 +1,19 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float4 Color : COLOR0; +}; + +sampler2D tex0 : register(s0); + +float4 fogColor : register(c0); +float4 colorscale : register(c1); + +float4 main(VS_out input) : COLOR +{ + float4 color = input.Color; + color *= tex2D(tex0, input.TexCoord0.xy); + color *= colorscale; + color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z); + return color; +} diff --git a/src/extras/shaders/scale_PS.inc b/src/extras/shaders/scale_PS.inc new file mode 100644 index 00000000..5f711ac8 --- /dev/null +++ b/src/extras/shaders/scale_PS.inc @@ -0,0 +1,33 @@ +static unsigned char scale_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x34, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x9b, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x94, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x01, 0x00, 0x06, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x74, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, + 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7d, 0x00, 0x00, 0x00, + 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x84, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x73, 0x63, 0x61, + 0x6c, 0x65, 0x00, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x43, + 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x74, 0x65, 0x78, 0x30, 0x00, 0xab, 0xab, + 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, + 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, + 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, + 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, + 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0xb0, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, + 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, + 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, + 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, + 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0xa0, + 0x01, 0x00, 0xe4, 0x81, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x08, 0x80, + 0x00, 0x00, 0xff, 0x80, 0x01, 0x00, 0xff, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/scale_fs_gl.inc b/src/extras/shaders/scale_fs_gl.inc new file mode 100644 index 00000000..8d9563e2 --- /dev/null +++ b/src/extras/shaders/scale_fs_gl.inc @@ -0,0 +1,20 @@ +const char *scale_frag_src = +"uniform sampler2D tex0;\n" +"uniform vec4 u_colorscale;\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 color;\n" +" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y))*u_colorscale;\n" +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" + +" FRAGCOLOR(color);\n" +"}\n" + +; |