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mobile vehicle rendering

This commit is contained in:
aap 2021-01-12 13:41:22 +01:00
parent 8888ee3974
commit 9b2037419f
18 changed files with 789 additions and 37 deletions

View file

@ -123,6 +123,7 @@ CCam::Process(void)
else else
TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y); TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
/* LCS: removed
CVector Fwd(0.0f, 0.0f, 0.0f); CVector Fwd(0.0f, 0.0f, 0.0f);
Fwd.x = CamTargetEntity->GetForward().x; Fwd.x = CamTargetEntity->GetForward().x;
Fwd.y = CamTargetEntity->GetForward().y; Fwd.y = CamTargetEntity->GetForward().y;
@ -140,6 +141,9 @@ CCam::Process(void)
else else
TargetSpeedVar = -Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f); TargetSpeedVar = -Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f);
SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar; SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar;
*/
SpeedVar = 0.0f;
TargetSpeedVar = 0.0f;
}else{ }else{
if(CamTargetEntity == FindPlayerPed()){ if(CamTargetEntity == FindPlayerPed()){
// Some fancy smoothing of player position and speed // Some fancy smoothing of player position and speed

View file

@ -665,21 +665,21 @@ extern bool gbRenderWorld2;
e = DebugMenuAddVar("Render", "World Rendering", &CustomPipes::WorldPipeSwitch, nil, e = DebugMenuAddVar("Render", "World Rendering", &CustomPipes::WorldPipeSwitch, nil,
1, CustomPipes::WORLDPIPE_PS2, CustomPipes::WORLDPIPE_MOBILE, worldpipenames); 1, CustomPipes::WORLDPIPE_PS2, CustomPipes::WORLDPIPE_MOBILE, worldpipenames);
DebugMenuEntrySetWrap(e, true); DebugMenuEntrySetWrap(e, true);
static const char *vehpipenames[] = { "MatFX", "Neo" }; static const char *vehpipenames[] = { "PS2", "Mobile", "Neo" };
e = DebugMenuAddVar("Render", "Vehicle Pipeline", &CustomPipes::VehiclePipeSwitch, nil, e = DebugMenuAddVar("Render", "Vehicle Pipeline", &CustomPipes::VehiclePipeSwitch, nil,
1, CustomPipes::VEHICLEPIPE_MATFX, CustomPipes::VEHICLEPIPE_NEO, vehpipenames); 1, CustomPipes::VEHICLEPIPE_PS2, CustomPipes::VEHICLEPIPE_MOBILE, vehpipenames);
DebugMenuEntrySetWrap(e, true); DebugMenuEntrySetWrap(e, true);
DebugMenuAddVarBool8("Render", "Chrome cheat", &CustomPipes::bChromeCheat, nil); DebugMenuAddVarBool8("Render", "Chrome cheat", &CustomPipes::bChromeCheat, nil);
extern bool gbRenderDebugEnvMap; extern bool gbRenderDebugEnvMap;
DebugMenuAddVarBool8("Render", "Show Env map", &gbRenderDebugEnvMap, nil); DebugMenuAddVarBool8("Render", "Show Env map", &gbRenderDebugEnvMap, nil);
DebugMenuAddVar("Render", "Neo Vehicle Shininess", &CustomPipes::VehicleShininess, nil, 0.1f, 0, 1.0f); // 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); // DebugMenuAddVar("Render", "Neo Vehicle Specularity", &CustomPipes::VehicleSpecularity, nil, 0.1f, 0, 1.0f);
DebugMenuAddVarBool8("Render", "Neo Ped Rim light enable", &CustomPipes::RimlightEnable, nil); DebugMenuAddVarBool8("Render", "Neo Ped Rim light enable", &CustomPipes::RimlightEnable, nil);
DebugMenuAddVar("Render", "Mult", &CustomPipes::RimlightMult, nil, 0.1f, 0, 1.0f); DebugMenuAddVar("Render", "Mult", &CustomPipes::RimlightMult, nil, 0.1f, 0, 1.0f);
DebugMenuAddVarBool8("Render", "Neo World Lightmaps enable", &CustomPipes::LightmapEnable, nil); // DebugMenuAddVarBool8("Render", "Neo World Lightmaps enable", &CustomPipes::LightmapEnable, nil);
DebugMenuAddVar("Render", "Mult", &CustomPipes::LightmapMult, nil, 0.1f, 0, 1.0f); // DebugMenuAddVar("Render", "Mult", &CustomPipes::LightmapMult, nil, 0.1f, 0, 1.0f);
DebugMenuAddVarBool8("Render", "Neo Road Gloss enable", &CustomPipes::GlossEnable, nil); // DebugMenuAddVarBool8("Render", "Neo Road Gloss enable", &CustomPipes::GlossEnable, nil);
DebugMenuAddVar("Render", "Mult", &CustomPipes::GlossMult, nil, 0.1f, 0, 1.0f); // DebugMenuAddVar("Render", "Mult", &CustomPipes::GlossMult, nil, 0.1f, 0, 1.0f);
#endif #endif
DebugMenuAddVarBool8("Render", "Show Ped Paths", &gbShowPedPaths, nil); DebugMenuAddVarBool8("Render", "Show Ped Paths", &gbShowPedPaths, nil);
DebugMenuAddVarBool8("Render", "Show Car Paths", &gbShowCarPaths, nil); DebugMenuAddVarBool8("Render", "Show Car Paths", &gbShowCarPaths, nil);

View file

@ -48,7 +48,7 @@ rw::TexDictionary *neoTxd;
bool bChromeCheat; bool bChromeCheat;
bool bRenderingEnvMap; bool bRenderingEnvMap;
int32 EnvMapSize = 256; int32 EnvMapSize = 512;
rw::Camera *EnvMapCam; rw::Camera *EnvMapCam;
rw::Texture *EnvMapTex; rw::Texture *EnvMapTex;
rw::Texture *EnvMaskTex; rw::Texture *EnvMaskTex;
@ -342,7 +342,7 @@ ReadTweakValueTable(char *fp, InterpolatedValue &interp)
* Neo Vehicle pipe * Neo Vehicle pipe
*/ */
int32 VehiclePipeSwitch = VEHICLEPIPE_MATFX; int32 VehiclePipeSwitch = VEHICLEPIPE_PS2;
float VehicleShininess = 1.0f; float VehicleShininess = 1.0f;
float VehicleSpecularity = 1.0f; float VehicleSpecularity = 1.0f;
InterpolatedFloat Fresnel(0.4f); InterpolatedFloat Fresnel(0.4f);

View file

@ -86,8 +86,11 @@ extern int16 QuadIndices[6];
void EnvMapRender(void); void EnvMapRender(void);
enum { enum {
VEHICLEPIPE_MATFX, VEHICLEPIPE_PS2,
VEHICLEPIPE_NEO VEHICLEPIPE_MOBILE,
// maybe later again...
VEHICLEPIPE_NEO = -1
}; };
extern int32 VehiclePipeSwitch; extern int32 VehiclePipeSwitch;
extern float VehicleShininess; extern float VehicleShininess;

View file

@ -40,17 +40,19 @@ enum {
VSLOC_reflProps, VSLOC_reflProps,
VSLOC_specLights, VSLOC_specLights,
// Leeds building // Leeds building, Leeds vehicle mobile
VSLOC_emissive = rw::d3d::VSLOC_afterLights, VSLOC_emissive = rw::d3d::VSLOC_afterLights,
VSLOC_ambient, VSLOC_ambient,
VSLOC_viewMat, // only vehicle
PSLOC_colorscale = 1, PSLOC_colorscale = 1,
// Leed vehicle // Leeds vehicle PS2
VSLOC_texMat = rw::d3d::VSLOC_afterLights, VSLOC_texMat = rw::d3d::VSLOC_afterLights,
PSLOC_shininess = 1, PSLOC_shininess = 1,
PSLOC_skyTop,
PSLOC_skyBot
}; };
/* /*
@ -58,8 +60,10 @@ enum {
*/ */
static void *leedsVehicle_VS; static void *leedsVehicle_VS;
static void *leedsVehicle_mobile_VS;
static void *leedsVehicle_blend_PS; static void *leedsVehicle_blend_PS;
static void *leedsVehicle_add_PS; static void *leedsVehicle_add_PS;
static void *leedsVehicle_mobile_PS;
static rw::RawMatrix normal2texcoord_flipU = { static rw::RawMatrix normal2texcoord_flipU = {
{ -0.5f, 0.0f, 0.0f }, 0.0f, { -0.5f, 0.0f, 0.0f }, 0.0f,
@ -149,6 +153,77 @@ leedsVehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
SetRenderState(SRCBLEND, BLENDSRCALPHA); 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(bChromeCheat)
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_VS;
static void *neoVehicle_PS; static void *neoVehicle_PS;
@ -189,11 +264,15 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
using namespace rw::d3d9; using namespace rw::d3d9;
// TODO: make this less of a kludge // TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ if(VehiclePipeSwitch == VEHICLEPIPE_PS2){
leedsVehicleRenderCB(atomic, header); leedsVehicleRenderCB(atomic, header);
// matFXGlobals.pipelines[rw::platform]->render(atomic); // matFXGlobals.pipelines[rw::platform]->render(atomic);
return; return;
} }
if(VehiclePipeSwitch == VEHICLEPIPE_MOBILE){
leedsVehicleRenderCB_mobile(atomic, header);
return;
}
int vsBits; int vsBits;
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
@ -247,15 +326,15 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
void void
CreateVehiclePipe(void) CreateVehiclePipe(void)
{ {
if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) // if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); // printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
else{ // else{
char *fp = (char*)work_buff; // char *fp = (char*)work_buff;
fp = ReadTweakValueTable(fp, Fresnel); // fp = ReadTweakValueTable(fp, Fresnel);
fp = ReadTweakValueTable(fp, Power); // fp = ReadTweakValueTable(fp, Power);
fp = ReadTweakValueTable(fp, DiffColor); // fp = ReadTweakValueTable(fp, DiffColor);
fp = ReadTweakValueTable(fp, SpecColor); // fp = ReadTweakValueTable(fp, SpecColor);
} // }
#include "shaders/neoVehicle_VS.inc" #include "shaders/neoVehicle_VS.inc"
neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso); neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
@ -269,6 +348,10 @@ CreateVehiclePipe(void)
leedsVehicle_VS = rw::d3d::createVertexShader(leedsVehicle_VS_cso); leedsVehicle_VS = rw::d3d::createVertexShader(leedsVehicle_VS_cso);
assert(leedsVehicle_VS); 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" #include "shaders/leedsVehicle_blend_PS.inc"
leedsVehicle_blend_PS = rw::d3d::createPixelShader(leedsVehicle_blend_PS_cso); leedsVehicle_blend_PS = rw::d3d::createPixelShader(leedsVehicle_blend_PS_cso);
assert(leedsVehicle_blend_PS); assert(leedsVehicle_blend_PS);
@ -277,6 +360,10 @@ CreateVehiclePipe(void)
leedsVehicle_add_PS = rw::d3d::createPixelShader(leedsVehicle_add_PS_cso); leedsVehicle_add_PS = rw::d3d::createPixelShader(leedsVehicle_add_PS_cso);
assert(leedsVehicle_add_PS); 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(); rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB; pipe->instanceCB = rw::d3d9::defaultInstanceCB;

View file

@ -42,6 +42,9 @@ static int32 u_colorscale;
static int32 u_texMatrix; static int32 u_texMatrix;
static int32 u_fxparams; static int32 u_fxparams;
static int32 u_skyTop;
static int32 u_skyBot;
#define U(i) currentShader->uniformLocations[i] #define U(i) currentShader->uniformLocations[i]
/* /*
@ -50,6 +53,7 @@ static int32 u_fxparams;
rw::gl3::Shader *leedsVehicleShader_add; rw::gl3::Shader *leedsVehicleShader_add;
rw::gl3::Shader *leedsVehicleShader_blend; rw::gl3::Shader *leedsVehicleShader_blend;
rw::gl3::Shader *leedsVehicleShader_mobile;
rw::gl3::Shader *neoVehicleShader; rw::gl3::Shader *neoVehicleShader;
@ -157,6 +161,80 @@ leedsVehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
#endif #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(bChromeCheat)
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 static void
uploadSpecLights(void) uploadSpecLights(void)
@ -197,11 +275,15 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
using namespace rw::gl3; using namespace rw::gl3;
// TODO: make this less of a kludge // TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){ if(VehiclePipeSwitch == VEHICLEPIPE_PS2){
leedsVehicleRenderCB(atomic, header); leedsVehicleRenderCB(atomic, header);
// matFXGlobals.pipelines[rw::platform]->render(atomic); // matFXGlobals.pipelines[rw::platform]->render(atomic);
return; return;
} }
if(VehiclePipeSwitch == VEHICLEPIPE_MOBILE){
leedsVehicleRenderCB_mobile(atomic, header);
return;
}
Material *m; Material *m;
@ -266,15 +348,15 @@ CreateVehiclePipe(void)
using namespace rw; using namespace rw;
using namespace rw::gl3; using namespace rw::gl3;
if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0) // if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
printf("Error: couldn't open 'neo/carTweakingTable.dat'\n"); // printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
else{ // else{
char *fp = (char*)work_buff; // char *fp = (char*)work_buff;
fp = ReadTweakValueTable(fp, Fresnel); // fp = ReadTweakValueTable(fp, Fresnel);
fp = ReadTweakValueTable(fp, Power); // fp = ReadTweakValueTable(fp, Power);
fp = ReadTweakValueTable(fp, DiffColor); // fp = ReadTweakValueTable(fp, DiffColor);
fp = ReadTweakValueTable(fp, SpecColor); // fp = ReadTweakValueTable(fp, SpecColor);
} // }
{ {
@ -299,6 +381,15 @@ CreateVehiclePipe(void)
assert(leedsVehicleShader_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(); rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB; pipe->instanceCB = rw::gl3::defaultInstanceCB;
@ -319,6 +410,9 @@ DestroyVehiclePipe(void)
leedsVehicleShader_blend->destroy(); leedsVehicleShader_blend->destroy();
leedsVehicleShader_blend = nil; leedsVehicleShader_blend = nil;
leedsVehicleShader_mobile->destroy();
leedsVehicleShader_mobile = nil;
((rw::gl3::ObjPipeline*)vehiclePipe)->destroy(); ((rw::gl3::ObjPipeline*)vehiclePipe)->destroy();
vehiclePipe = nil; vehiclePipe = nil;
} }
@ -757,6 +851,9 @@ CustomPipeRegisterGL(void)
u_texMatrix = rw::gl3::registerUniform("u_texMatrix"); u_texMatrix = rw::gl3::registerUniform("u_texMatrix");
u_fxparams = rw::gl3::registerUniform("u_fxparams"); u_fxparams = rw::gl3::registerUniform("u_fxparams");
u_skyTop = rw::gl3::registerUniform("u_skyTop");
u_skyBot = rw::gl3::registerUniform("u_skyBot");
} }

View file

@ -5,7 +5,8 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
neoVehicle_vs_gl.inc neoVehicle_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 \ 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_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 im2d_gl.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\ (echo 'const char *im2d_vert_src =';\
@ -108,3 +109,13 @@ leedsVehicle_blend_gl.inc: leedsVehicle_blend.frag
(echo 'const char *leedsVehicle_blend_frag_src =';\ (echo 'const char *leedsVehicle_blend_frag_src =';\
sed 's/..*/"&\\n"/' leedsVehicle_blend.frag;\ sed 's/..*/"&\\n"/' leedsVehicle_blend.frag;\
echo ';') >leedsVehicle_blend_gl.inc 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

View file

@ -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);
}

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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 += u_ambLight.rgb*surfAmbient;
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 = clamp(v_color, 0.0, 1.0);
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);
}

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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);
//float4 color = float4(reflectivity, reflectivity, reflectivity, reflectivity);
color.a = opacity;
color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z);
return color;
}

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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, 0x02, 0x00, 0x03, 0x00, 0x01, 0x00, 0x0e, 0x00,
0xf0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x02, 0x00, 0x02, 0x00, 0x01, 0x00, 0x0a, 0x00, 0xf0, 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, 0x73, 0x6b, 0x79, 0x42, 0x6f, 0x74, 0x00,
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x73, 0x6b, 0x79, 0x54, 0x6f, 0x70, 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, 0x51, 0x00, 0x00, 0x05,
0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x80, 0xbf,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x00, 0x05,
0x05, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x30, 0x40, 0x00, 0x00, 0x80, 0x3e,
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, 0x02, 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,
0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0xa0,
0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x81,
0x02, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x03, 0x80,
0x01, 0x00, 0xe4, 0xb0, 0x04, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0xd2, 0xa0,
0x42, 0x00, 0x00, 0x03, 0x02, 0x00, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0x80,
0x01, 0x08, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80,
0x02, 0x00, 0x55, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x03, 0x00, 0xe4, 0xa0,
0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x02, 0x00, 0xaa, 0x80,
0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03,
0x03, 0x00, 0x08, 0x80, 0x02, 0x00, 0x00, 0xb0, 0x02, 0x00, 0x00, 0xb0,
0x05, 0x00, 0x00, 0x03, 0x03, 0x00, 0x18, 0x80, 0x03, 0x00, 0xff, 0x80,
0x03, 0x00, 0xff, 0x80, 0x04, 0x00, 0x00, 0x04, 0x03, 0x00, 0x08, 0x80,
0x03, 0x00, 0xff, 0x80, 0x05, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x55, 0xa0,
0x05, 0x00, 0x00, 0x03, 0x03, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x80,
0x02, 0x00, 0x55, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x03, 0x00, 0x08, 0x80,
0x03, 0x00, 0xff, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03,
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90,
0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x03, 0x00, 0xff, 0x80,
0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x12, 0x00, 0x00, 0x04,
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x01, 0x00, 0xe4, 0x80,
0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
};

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#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 += ambientLight.rgb * surfAmbient;
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);
// PS2 clamps before material color
// output.Color = clamp(output.Color, 0.0, 1.0);
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;
}

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static unsigned char leedsVehicle_mobile_VS_cso[] = {
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x99, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0x2e, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
0x0c, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x27, 0x02, 0x00, 0x00, 0x0c, 0x01, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00,
0x01, 0x00, 0xaa, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x24, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x01, 0x00, 0x00,
0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x14, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x49, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00,
0x01, 0x00, 0x42, 0x00, 0x54, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x64, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00,
0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6c, 0x01, 0x00, 0x00,
0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00, 0xb8, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xc8, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
0x01, 0x00, 0x32, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xcf, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00, 0x03, 0x00, 0x22, 0x00,
0xdc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xec, 0x01, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xfc, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0c, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00,
0x01, 0x00, 0x36, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x16, 0x02, 0x00, 0x00, 0x02, 0x00, 0x2b, 0x00, 0x04, 0x00, 0xae, 0x00,
0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1e, 0x02, 0x00, 0x00,
0x02, 0x00, 0x04, 0x00, 0x04, 0x00, 0x12, 0x00, 0x30, 0x01, 0x00, 0x00,
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0x02, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00
};

View file

@ -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"
;

View file

@ -0,0 +1,44 @@
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 += u_ambLight.rgb*surfAmbient;\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 = clamp(v_color, 0.0, 1.0);\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"
;

View file

@ -1816,6 +1816,7 @@ CRenderer::GenerateEnvironmentMap(void)
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
// Draw coronas // Draw coronas
if(CustomPipes::VehiclePipeSwitch != CustomPipes::VEHICLEPIPE_MOBILE)
DrawEnvMapCoronas(TheCamera.GetForward().Heading()); DrawEnvMapCoronas(TheCamera.GetForward().Heading());
RwCameraEndUpdate(CustomPipes::EnvMapCam); RwCameraEndUpdate(CustomPipes::EnvMapCam);