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env map rendering

This commit is contained in:
aap 2021-01-10 11:59:51 +01:00
parent b0e395e853
commit 0ee87d7b46
24 changed files with 991 additions and 20 deletions

View file

@ -1159,6 +1159,8 @@ if(gbRenderWorld1)
if(gbRenderRoads)
CRenderer::RenderRoads();
CRenderer::GenerateEnvironmentMap(); // should be after static shadows, but that's weird
CRenderer::RenderPeds();
// not sure where to put these since LCS has no underwater entities
@ -1172,7 +1174,7 @@ if(gbRenderWater)
if(gbRenderEverythingBarRoads)
CRenderer::RenderEverythingBarRoads();
// get env map here?
// seam fixer
// moved this:
// CRenderer::RenderFadingInEntities();
}
@ -1195,7 +1197,6 @@ void
RenderEffects_new(void)
{
CShadows::RenderStaticShadows();
// CRenderer::GenerateEnvironmentMap
CShadows::RenderStoredShadows();
CSkidmarks::Render();
CRubbish::Render();

View file

@ -578,22 +578,19 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn Stinger", [](){ SpawnCar(MI_STINGER); });
DebugMenuAddCmd("Spawn", "Spawn Infernus", [](){ SpawnCar(MI_INFERNUS); });
DebugMenuAddCmd("Spawn", "Spawn Cheetah", [](){ SpawnCar(MI_CHEETAH); });
DebugMenuAddCmd("Spawn", "Spawn Phoenix", [](){ SpawnCar(MI_PHEONIX); });
DebugMenuAddCmd("Spawn", "Spawn Esprit", [](){ SpawnCar(MI_ESPRIT); });
DebugMenuAddCmd("Spawn", "Spawn Banshee", [](){ SpawnCar(MI_BANSHEE); });
DebugMenuAddCmd("Spawn", "Spawn Esperanto", [](){ SpawnCar(MI_ESPERANT); });
DebugMenuAddCmd("Spawn", "Spawn Stallion", [](){ SpawnCar(MI_STALLION); });
DebugMenuAddCmd("Spawn", "Spawn Admiral", [](){ SpawnCar(MI_ADMIRAL); });
DebugMenuAddCmd("Spawn", "Spawn Washington", [](){ SpawnCar(MI_WASHING); });
DebugMenuAddCmd("Spawn", "Spawn Mafia", [](){ SpawnCar(MI_MAFIA); });
DebugMenuAddCmd("Spawn", "Spawn Kuruma", [](){ SpawnCar(MI_KURUMA); });
DebugMenuAddCmd("Spawn", "Spawn Taxi", [](){ SpawnCar(MI_TAXI); });
DebugMenuAddCmd("Spawn", "Spawn Police", [](){ SpawnCar(MI_POLICE); });
DebugMenuAddCmd("Spawn", "Spawn Enforcer", [](){ SpawnCar(MI_ENFORCER); });
DebugMenuAddCmd("Spawn", "Spawn Cuban", [](){ SpawnCar(MI_CUBAN); });
DebugMenuAddCmd("Spawn", "Spawn Voodoo", [](){ SpawnCar(MI_VOODOO); });
DebugMenuAddCmd("Spawn", "Spawn Diablo", [](){ SpawnCar(MI_DIABLOS); });
DebugMenuAddCmd("Spawn", "Spawn Yardie", [](){ SpawnCar(MI_YARDIE); });
DebugMenuAddCmd("Spawn", "Spawn BF injection", [](){ SpawnCar(MI_BFINJECT); });
DebugMenuAddCmd("Spawn", "Spawn Maverick", [](){ SpawnCar(MI_MAVERICK); });
DebugMenuAddCmd("Spawn", "Spawn VCN Maverick", [](){ SpawnCar(MI_VCNMAV); });
DebugMenuAddCmd("Spawn", "Spawn Sparrow", [](){ SpawnCar(MI_SPARROW); });
DebugMenuAddCmd("Spawn", "Spawn Sea Sparrow", [](){ SpawnCar(MI_SEASPAR); });
DebugMenuAddCmd("Spawn", "Spawn Hunter", [](){ SpawnCar(MI_HUNTER); });
DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
@ -601,8 +598,6 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn PCJ 600", [](){ SpawnCar(MI_PCJ600); });
DebugMenuAddCmd("Spawn", "Spawn Faggio", [](){ SpawnCar(MI_FAGGIO); });
DebugMenuAddCmd("Spawn", "Spawn Freeway", [](){ SpawnCar(MI_FREEWAY); });
DebugMenuAddCmd("Spawn", "Spawn Squalo", [](){ SpawnCar(MI_SQUALO); });
DebugMenuAddCmd("Spawn", "Spawn Skimmer", [](){ SpawnCar(MI_SKIMMER); });
DebugMenuAddVarBool8("Render", "Draw hud", &CHud::m_Wants_To_Draw_Hud, nil);
DebugMenuAddVarBool8("Render", "Backface Culling", &gBackfaceCulling, nil);
@ -651,6 +646,7 @@ extern bool gbRenderWorld2;
e = DebugMenuAddVar("Render", "Vehicle Pipeline", &CustomPipes::VehiclePipeSwitch, nil,
1, CustomPipes::VEHICLEPIPE_MATFX, CustomPipes::VEHICLEPIPE_NEO, vehpipenames);
DebugMenuEntrySetWrap(e, true);
DebugMenuAddVarBool8("Render", "Chrome cheat", &CustomPipes::bChromeCheat, nil);
DebugMenuAddVar("Render", "Neo Vehicle Shininess", &CustomPipes::VehicleShininess, nil, 0.1f, 0, 1.0f);
DebugMenuAddVar("Render", "Neo Vehicle Specularity", &CustomPipes::VehicleSpecularity, nil, 0.1f, 0, 1.0f);
DebugMenuAddVarBool8("Render", "Neo Ped Rim light enable", &CustomPipes::RimlightEnable, nil);

View file

@ -46,13 +46,14 @@ CustomMatCopy(void *dst, void *src, int32, int32)
rw::TexDictionary *neoTxd;
bool bChromeCheat;
bool bRenderingEnvMap;
int32 EnvMapSize = 128;
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)

View file

@ -75,11 +75,14 @@ void CustomPipeInit(void);
void CustomPipeShutdown(void);
void SetTxdFindCallback(void);
extern bool bChromeCheat;
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 {

View file

@ -4,6 +4,8 @@
#ifdef RW_D3D9
#ifdef EXTENDED_PIPELINES
#include "rpmatfx.h"
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
@ -42,13 +44,112 @@ enum {
VSLOC_emissive = rw::d3d::VSLOC_afterLights,
VSLOC_ambient,
PSLOC_colorscale = 1
PSLOC_colorscale = 1,
// Leed vehicle
VSLOC_texMat = rw::d3d::VSLOC_afterLights,
PSLOC_shininess = 1,
};
/*
* Neo Vehicle pipe
* Leeds & Neo Vehicle pipe
*/
static void *leedsVehicle_VS;
static void *leedsVehicle_blend_PS;
static void *leedsVehicle_add_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(bChromeCheat)
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 = RpMatFXMaterialGetEnvMapCoefficient(m);
coef *= 0.5f;
if(bChromeCheat && coef > 0.0f)
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);
}
static void *neoVehicle_VS;
static void *neoVehicle_PS;
@ -90,7 +191,8 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
// TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
matFXGlobals.pipelines[rw::platform]->render(atomic);
leedsVehicleRenderCB(atomic, header);
// matFXGlobals.pipelines[rw::platform]->render(atomic);
return;
}
@ -164,6 +266,18 @@ 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_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);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
@ -181,6 +295,15 @@ 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;
}
@ -688,6 +811,16 @@ RenderBlendPass(int pass)
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;

View file

@ -3,6 +3,8 @@
#ifdef RW_OPENGL
#ifdef EXTENDED_PIPELINES
#include "rpmatfx.h"
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
@ -37,14 +39,126 @@ static int32 u_amb;
static int32 u_emiss;
static int32 u_colorscale;
static int32 u_texMatrix;
static int32 u_fxparams;
#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 *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(bChromeCheat)
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 = RpMatFXMaterialGetEnvMapCoefficient(m);
coef *= 0.5f;
if(bChromeCheat && coef > 0.0f)
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
uploadSpecLights(void)
{
@ -85,7 +199,8 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
// TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
matFXGlobals.pipelines[rw::platform]->render(atomic);
leedsVehicleRenderCB(atomic, header);
// matFXGlobals.pipelines[rw::platform]->render(atomic);
return;
}
@ -172,6 +287,19 @@ 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);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
@ -186,6 +314,12 @@ DestroyVehiclePipe(void)
neoVehicleShader->destroy();
neoVehicleShader = nil;
leedsVehicleShader_add->destroy();
leedsVehicleShader_add = nil;
leedsVehicleShader_blend->destroy();
leedsVehicleShader_blend = nil;
((rw::gl3::ObjPipeline*)vehiclePipe)->destroy();
vehiclePipe = nil;
}
@ -611,6 +745,9 @@ CustomPipeRegisterGL(void)
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");
}

View file

@ -4,7 +4,8 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_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 \
leedsBuilding_vs_gl.inc scale_fs_gl.inc
leedsBuilding_vs_gl.inc scale_fs_gl.inc \
leedsVehicle_vs_gl.inc leedsVehicle_add_gl.inc leedsVehicle_blend_gl.inc
im2d_gl.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
@ -87,3 +88,18 @@ 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

View file

@ -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);
}

Binary file not shown.

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@ -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;
}

View file

@ -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,
0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00, 0xf4, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xa7, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00,
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0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1,
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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
};

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@ -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);
}

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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;
}

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static unsigned char leedsVehicle_add_PS_cso[] = {
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x40, 0x00, 0x43, 0x54, 0x41, 0x42,
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0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90,
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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
};

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@ -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"
;

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@ -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);
}

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@ -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;
}

View file

@ -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, 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,
0x51, 0x00, 0x00, 0x05, 0x02, 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, 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, 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
};

View file

@ -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"
;

View file

@ -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"
;

View file

@ -2,6 +2,7 @@
#include "common.h"
#include "main.h"
#include "General.h"
#include "Lights.h"
#include "ModelInfo.h"
#include "Treadable.h"
@ -20,6 +21,7 @@
#include "ModelIndices.h"
#include "Streaming.h"
#include "Shadows.h"
#include "Coronas.h"
#include "PointLights.h"
#include "Occlusion.h"
#include "Renderer.h"
@ -40,6 +42,8 @@ bool gbDontRenderPeds;
bool gbDontRenderObjects;
bool gbDontRenderVehicles;
bool gbRenderDebugEnvMap;
// unused
int16 TestCloseThings;
int16 TestBigThings;
@ -1642,3 +1646,184 @@ CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset)
SetAmbientColours();
DeActivateDirectional();
}
#include "postfx.h"
static RwIm2DVertex Screen2EnvQuad[4];
static RwImVertexIndex EnvQuadIndices[6] = { 0, 1, 2, 0, 2, 3 };
static void
SetQuadVertices(RwRaster *env, RwRaster *screen, float z)
{
uint32 width = RwRasterGetWidth(env);
uint32 height = RwRasterGetHeight(env);
float zero, xmax, ymax;
zero = -HALFPX;
xmax = width - HALFPX;
ymax = height - HALFPX;
float recipz = 1.0f/z;
float umax = (float)SCREEN_WIDTH/RwRasterGetWidth(screen);
float vmax = (float)SCREEN_HEIGHT/RwRasterGetHeight(screen);
RwIm2DVertexSetScreenX(&Screen2EnvQuad[0], zero);
RwIm2DVertexSetScreenY(&Screen2EnvQuad[0], zero);
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[0], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[0], z);
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[0], recipz);
RwIm2DVertexSetU(&Screen2EnvQuad[0], 0.0f, recipz);
RwIm2DVertexSetV(&Screen2EnvQuad[0], 0.0f, recipz);
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[0], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&Screen2EnvQuad[1], zero);
RwIm2DVertexSetScreenY(&Screen2EnvQuad[1], ymax);
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[1], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[1], z);
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[1], recipz);
RwIm2DVertexSetU(&Screen2EnvQuad[1], 0.0f, recipz);
RwIm2DVertexSetV(&Screen2EnvQuad[1], vmax, recipz);
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[1], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&Screen2EnvQuad[2], xmax);
RwIm2DVertexSetScreenY(&Screen2EnvQuad[2], ymax);
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[2], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[2], z);
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[2], recipz);
RwIm2DVertexSetU(&Screen2EnvQuad[2], umax, recipz);
RwIm2DVertexSetV(&Screen2EnvQuad[2], vmax, recipz);
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[2], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&Screen2EnvQuad[3], xmax);
RwIm2DVertexSetScreenY(&Screen2EnvQuad[3], zero);
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[3], RwIm2DGetNearScreenZ());
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[3], z);
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[3], recipz);
RwIm2DVertexSetU(&Screen2EnvQuad[3], umax, recipz);
RwIm2DVertexSetV(&Screen2EnvQuad[3], 0.0f, recipz);
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[3], 255, 255, 255, 255);
}
static RwIm2DVertex coronaVerts[4*4];
static RwImVertexIndex coronaIndices[6*4];
static int numCoronaVerts, numCoronaIndices;
static void
AddCorona(float x, float y, float sz)
{
float nearz, recipz;
RwIm2DVertex *v;
nearz = RwIm2DGetNearScreenZ();
float z = RwCameraGetNearClipPlane(RwCameraGetCurrentCamera());
recipz = 1.0f/z;
v = &coronaVerts[numCoronaVerts];
RwIm2DVertexSetScreenX(&v[0], x);
RwIm2DVertexSetScreenY(&v[0], y);
RwIm2DVertexSetScreenZ(&v[0], z);
RwIm2DVertexSetScreenZ(&v[0], nearz);
RwIm2DVertexSetRecipCameraZ(&v[0], recipz);
RwIm2DVertexSetU(&v[0], 0.0f, recipz);
RwIm2DVertexSetV(&v[0], 0.0f, recipz);
RwIm2DVertexSetIntRGBA(&v[0], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&v[1], x);
RwIm2DVertexSetScreenY(&v[1], y + sz);
RwIm2DVertexSetScreenZ(&v[1], z);
RwIm2DVertexSetScreenZ(&v[1], nearz);
RwIm2DVertexSetRecipCameraZ(&v[1], recipz);
RwIm2DVertexSetU(&v[1], 0.0f, recipz);
RwIm2DVertexSetV(&v[1], 1.0f, recipz);
RwIm2DVertexSetIntRGBA(&v[1], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&v[2], x + sz);
RwIm2DVertexSetScreenY(&v[2], y + sz);
RwIm2DVertexSetScreenZ(&v[2], z);
RwIm2DVertexSetScreenZ(&v[2], nearz);
RwIm2DVertexSetRecipCameraZ(&v[2], recipz);
RwIm2DVertexSetU(&v[2], 1.0f, recipz);
RwIm2DVertexSetV(&v[2], 1.0f, recipz);
RwIm2DVertexSetIntRGBA(&v[2], 255, 255, 255, 255);
RwIm2DVertexSetScreenX(&v[3], x + sz);
RwIm2DVertexSetScreenY(&v[3], y);
RwIm2DVertexSetScreenZ(&v[3], z);
RwIm2DVertexSetScreenZ(&v[3], nearz);
RwIm2DVertexSetRecipCameraZ(&v[3], recipz);
RwIm2DVertexSetU(&v[3], 1.0f, recipz);
RwIm2DVertexSetV(&v[3], 0.0f, recipz);
RwIm2DVertexSetIntRGBA(&v[3], 255, 255, 255, 255);
coronaIndices[numCoronaIndices++] = numCoronaVerts;
coronaIndices[numCoronaIndices++] = numCoronaVerts + 1;
coronaIndices[numCoronaIndices++] = numCoronaVerts + 2;
coronaIndices[numCoronaIndices++] = numCoronaVerts;
coronaIndices[numCoronaIndices++] = numCoronaVerts + 2;
coronaIndices[numCoronaIndices++] = numCoronaVerts + 3;
numCoronaVerts += 4;
}
#include "Debug.h"
static void
DrawEnvMapCoronas(float heading)
{
RwRaster *rt = RwTextureGetRaster(CustomPipes::EnvMapTex);
const float BIG = 89.0f * RwRasterGetWidth(rt)/128.0f;
const float SMALL = 38.0f * RwRasterGetHeight(rt)/128.0f;
float x;
numCoronaVerts = 0;
numCoronaIndices = 0;
x = (heading - PI)/TWOPI;// - 1.0f;
x *= BIG+SMALL;
AddCorona(x, 0.0f, BIG); x += BIG;
AddCorona(x, 12.0f, SMALL); x += SMALL;
AddCorona(x, 0.0f, BIG); x += BIG;
AddCorona(x, 12.0f, SMALL); x += SMALL;
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[CCoronas::TYPE_STAR]));
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, coronaVerts, numCoronaVerts, coronaIndices, numCoronaIndices);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
}
void
CRenderer::GenerateEnvironmentMap(void)
{
// We'll probably do this differently eventually
// re-using all sorts of stuff here...
CPostFX::GetBackBuffer(Scene.camera);
RwCameraBeginUpdate(CustomPipes::EnvMapCam);
// get current scene
SetQuadVertices(RwTextureGetRaster(CustomPipes::EnvMapTex), CPostFX::pBackBuffer, RwCameraGetNearClipPlane(RwCameraGetCurrentCamera()));
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, CPostFX::pBackBuffer);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Screen2EnvQuad, 4, EnvQuadIndices, 6);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
// Draw coronas
DrawEnvMapCoronas(TheCamera.GetForward().Heading());
RwCameraEndUpdate(CustomPipes::EnvMapCam);
RwCameraBeginUpdate(Scene.camera);
if(gbRenderDebugEnvMap){
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(CustomPipes::EnvMapTex));
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, CustomPipes::EnvScreenQuad, 4, (RwImVertexIndex*)CustomPipes::QuadIndices, 6);
}
}

View file

@ -102,4 +102,6 @@ public:
static void RenderTransparentWater(void); // keep-out polys and transparent water
#endif
static void InsertEntityIntoList(CEntity *ent);
static void GenerateEnvironmentMap(void);
};