neo pipelines

This commit is contained in:
aap 2020-08-18 10:58:15 +02:00
parent e1ca6c6b79
commit c556cbbbe0
61 changed files with 3723 additions and 18 deletions

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@ -88,6 +88,7 @@
#include "debugmenu.h" #include "debugmenu.h"
#include "frontendoption.h" #include "frontendoption.h"
#include "postfx.h" #include "postfx.h"
#include "custompipes.h"
eLevelName CGame::currLevel; eLevelName CGame::currLevel;
bool CGame::bDemoMode = true; bool CGame::bDemoMode = true;
@ -360,6 +361,10 @@ bool CGame::Initialise(const char* datFile)
CdStreamAddImage("MODELS\\GTA3.IMG"); CdStreamAddImage("MODELS\\GTA3.IMG");
CFileLoader::LoadLevel("DATA\\DEFAULT.DAT"); CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
CFileLoader::LoadLevel(datFile); CFileLoader::LoadLevel(datFile);
#ifdef EXTENDED_PIPELINES
// for generic fallback
CustomPipes::SetTxdFindCallback();
#endif
CWorld::AddParticles(); CWorld::AddParticles();
CVehicleModelInfo::LoadVehicleColours(); CVehicleModelInfo::LoadVehicleColours();
CVehicleModelInfo::LoadEnvironmentMaps(); CVehicleModelInfo::LoadEnvironmentMaps();

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@ -8,7 +8,8 @@ enum Config {
MAX_CDCHANNELS = 5, MAX_CDCHANNELS = 5,
MODELINFOSIZE = 5500, MODELINFOSIZE = 5500,
TXDSTORESIZE = 850, // TXDSTORESIZE = 850,
TXDSTORESIZE = 1024, // for Xbox map
EXTRADIRSIZE = 128, EXTRADIRSIZE = 128,
CUTSCENEDIRSIZE = 512, CUTSCENEDIRSIZE = 512,
@ -209,6 +210,7 @@ enum Config {
//#define USE_TEXTURE_POOL //#define USE_TEXTURE_POOL
#define CUTSCENE_BORDERS_SWITCH #define CUTSCENE_BORDERS_SWITCH
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur) //#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
// Particle // Particle
//#define PC_PARTICLE //#define PC_PARTICLE

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@ -61,6 +61,7 @@
#include "MemoryCard.h" #include "MemoryCard.h"
#include "SceneEdit.h" #include "SceneEdit.h"
#include "debugmenu.h" #include "debugmenu.h"
#include "custompipes.h"
GlobalScene Scene; GlobalScene Scene;
@ -349,6 +350,9 @@ PluginAttach(void)
return FALSE; return FALSE;
} }
#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeRegister();
#endif
return TRUE; return TRUE;
} }
@ -362,7 +366,11 @@ Initialise3D(void *param)
DebugMenuInit(); DebugMenuInit();
DebugMenuPopulate(); DebugMenuPopulate();
#endif // !DEBUGMENU #endif // !DEBUGMENU
return CGame::InitialiseRenderWare(); bool ret = CGame::InitialiseRenderWare();
#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeInit(); // need Scene.world for this
#endif
return ret;
} }
return (FALSE); return (FALSE);
@ -371,6 +379,9 @@ Initialise3D(void *param)
static void static void
Terminate3D(void) Terminate3D(void)
{ {
#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeShutdown();
#endif
CGame::ShutdownRenderWare(); CGame::ShutdownRenderWare();
#ifdef DEBUGMENU #ifdef DEBUGMENU
DebugMenuShutdown(); DebugMenuShutdown();
@ -1061,6 +1072,12 @@ Idle(void *arg)
tbEndTimer("PreRender"); tbEndTimer("PreRender");
#endif #endif
#ifdef FIX_BUGS
// This has to be done BEFORE RwCameraBeginUpdate
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
#endif
if(CWeather::LightningFlash && !CCullZones::CamNoRain()){ if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255)) if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
return; return;
@ -1073,9 +1090,10 @@ Idle(void *arg)
DefinedState(); DefinedState();
// BUG. This has to be done BEFORE RwCameraBeginUpdate #ifndef FIX_BUGS
RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip()); RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart()); RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
#endif
#ifdef TIMEBARS #ifdef TIMEBARS
tbStartTimer(0, "RenderScene"); tbStartTimer(0, "RenderScene");
@ -1084,6 +1102,11 @@ Idle(void *arg)
#ifdef TIMEBARS #ifdef TIMEBARS
tbEndTimer("RenderScene"); tbEndTimer("RenderScene");
#endif #endif
#ifdef EXTENDED_PIPELINES
CustomPipes::EnvMapRender();
#endif
RenderDebugShit(); RenderDebugShit();
RenderEffects(); RenderEffects();

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@ -31,6 +31,7 @@
#include "main.h" #include "main.h"
#include "MBlur.h" #include "MBlur.h"
#include "postfx.h" #include "postfx.h"
#include "custompipes.h"
#ifndef _WIN32 #ifndef _WIN32
#include "assert.h" #include "assert.h"
@ -469,6 +470,17 @@ DebugMenuPopulate(void)
DebugMenuEntrySetWrap(e, true); DebugMenuEntrySetWrap(e, true);
DebugMenuAddVar("Render", "Intensity", &CPostFX::Intensity, nil, 0.05f, 0, 10.0f); DebugMenuAddVar("Render", "Intensity", &CPostFX::Intensity, nil, 0.05f, 0, 10.0f);
DebugMenuAddVarBool8("Render", "Motion Blur", &CPostFX::MotionBlurOn, nil); DebugMenuAddVarBool8("Render", "Motion Blur", &CPostFX::MotionBlurOn, nil);
#endif
#ifdef EXTENDED_PIPELINES
static const char *vehpipenames[] = { "MatFX", "Neo" };
e = DebugMenuAddVar("Render", "Vehicle Pipeline", &CustomPipes::VehiclePipeSwitch, nil,
1, CustomPipes::VEHICLEPIPE_MATFX, CustomPipes::VEHICLEPIPE_NEO, vehpipenames);
DebugMenuEntrySetWrap(e, true);
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 Ped Rim light", &CustomPipes::RimlightMult, nil, 0.1f, 0, 1.0f);
DebugMenuAddVar("Render", "Neo World Lightmaps", &CustomPipes::LightmapMult, nil, 0.1f, 0, 1.0f);
DebugMenuAddVar("Render", "Neo Road Gloss", &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);

535
src/extras/custompipes.cpp Normal file
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@ -0,0 +1,535 @@
#define WITH_D3D
#include "common.h"
#ifdef EXTENDED_PIPELINES
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
#include "Timecycle.h"
#include "FileMgr.h"
#include "Clock.h"
#include "Weather.h"
#include "TxdStore.h"
#include "Renderer.h"
#include "World.h"
#include "custompipes.h"
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
namespace CustomPipes {
rw::int32 CustomMatOffset;
void*
CustomMatCtor(void *object, int32, int32)
{
CustomMatExt *ext = GetCustomMatExt((rw::Material*)object);
ext->glossTex = nil;
ext->haveGloss = false;
return object;
}
void*
CustomMatCopy(void *dst, void *src, int32, int32)
{
CustomMatExt *srcext = GetCustomMatExt((rw::Material*)src);
CustomMatExt *dstext = GetCustomMatExt((rw::Material*)dst);
dstext->glossTex = srcext->glossTex;
dstext->haveGloss = srcext->haveGloss;
return dst;
}
static rw::TexDictionary *neoTxd;
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 };
static rw::Camera*
CreateEnvMapCam(rw::World *world)
{
rw::Raster *fbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::CAMERATEXTURE);
if(fbuf){
rw::Raster *zbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::ZBUFFER);
if(zbuf){
rw::Frame *frame = rw::Frame::create();
if(frame){
rw::Camera *cam = rw::Camera::create();
if(cam){
cam->frameBuffer = fbuf;
cam->zBuffer = zbuf;
cam->setFrame(frame);
cam->setNearPlane(0.1f);
cam->setFarPlane(250.0f);
rw::V2d vw = { 2.0f, 2.0f };
cam->setViewWindow(&vw);
world->addCamera(cam);
EnvMapTex = rw::Texture::create(fbuf);
EnvMapTex->setFilter(rw::Texture::LINEAR);
frame->matrix.right.x = -1.0f;
frame->matrix.up.y = -1.0f;
frame->matrix.update();
return cam;
}
frame->destroy();
}
zbuf->destroy();
}
fbuf->destroy();
}
return nil;
}
static void
DestroyCam(rw::Camera *cam)
{
if(cam == nil)
return;
if(cam->frameBuffer){
cam->frameBuffer->destroy();
cam->frameBuffer = nil;
}
if(cam->zBuffer){
cam->zBuffer->destroy();
cam->zBuffer = nil;
}
rw::Frame *f = cam->getFrame();
if(f){
cam->setFrame(nil);
f->destroy();
}
cam->world->removeCamera(cam);
cam->destroy();
}
void
RenderEnvMapScene(void)
{
CRenderer::RenderRoads();
CRenderer::RenderEverythingBarRoads();
CRenderer::RenderFadingInEntities();
}
void
EnvMapRender(void)
{
if(VehiclePipeSwitch != VEHICLEPIPE_NEO)
return;
RwCameraEndUpdate(Scene.camera);
// Neo does this differently, but i'm not quite convinced it's much better
rw::V3d camPos = FindPlayerCoors();
EnvMapCam->getFrame()->matrix.pos = camPos;
EnvMapCam->getFrame()->transform(&EnvMapCam->getFrame()->matrix, rw::COMBINEREPLACE);
rw::RGBA skycol = { CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255 };
EnvMapCam->clear(&skycol, rwCAMERACLEARZ|rwCAMERACLEARIMAGE);
RwCameraBeginUpdate(EnvMapCam);
bRenderingEnvMap = true;
RenderEnvMapScene();
bRenderingEnvMap = false;
if(EnvMaskTex){
rw::SetRenderState(rw::VERTEXALPHA, TRUE);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDZERO);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDSRCCOLOR);
rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMaskTex->raster);
rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
}
RwCameraEndUpdate(EnvMapCam);
RwCameraBeginUpdate(Scene.camera);
// debug env map
// rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMapTex->raster);
// rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6);
}
static void
EnvMapInit(void)
{
if(neoTxd)
EnvMaskTex = neoTxd->find("CarReflectionMask");
EnvMapCam = CreateEnvMapCam(Scene.world);
int width = EnvMapCam->frameBuffer->width;
int height = EnvMapCam->frameBuffer->height;
float screenZ = RwIm2DGetNearScreenZ();
float recipZ = 1.0f/EnvMapCam->nearPlane;
EnvScreenQuad[0].setScreenX(0.0f);
EnvScreenQuad[0].setScreenY(0.0f);
EnvScreenQuad[0].setScreenZ(screenZ);
EnvScreenQuad[0].setCameraZ(EnvMapCam->nearPlane);
EnvScreenQuad[0].setRecipCameraZ(recipZ);
EnvScreenQuad[0].setColor(255, 255, 255, 255);
EnvScreenQuad[0].setU(0.0f, recipZ);
EnvScreenQuad[0].setV(0.0f, recipZ);
EnvScreenQuad[1].setScreenX(0.0f);
EnvScreenQuad[1].setScreenY(height);
EnvScreenQuad[1].setScreenZ(screenZ);
EnvScreenQuad[1].setCameraZ(EnvMapCam->nearPlane);
EnvScreenQuad[1].setRecipCameraZ(recipZ);
EnvScreenQuad[1].setColor(255, 255, 255, 255);
EnvScreenQuad[1].setU(0.0f, recipZ);
EnvScreenQuad[1].setV(1.0f, recipZ);
EnvScreenQuad[2].setScreenX(width);
EnvScreenQuad[2].setScreenY(height);
EnvScreenQuad[2].setScreenZ(screenZ);
EnvScreenQuad[2].setCameraZ(EnvMapCam->nearPlane);
EnvScreenQuad[2].setRecipCameraZ(recipZ);
EnvScreenQuad[2].setColor(255, 255, 255, 255);
EnvScreenQuad[2].setU(1.0f, recipZ);
EnvScreenQuad[2].setV(1.0f, recipZ);
EnvScreenQuad[3].setScreenX(width);
EnvScreenQuad[3].setScreenY(0.0f);
EnvScreenQuad[3].setScreenZ(screenZ);
EnvScreenQuad[3].setCameraZ(EnvMapCam->nearPlane);
EnvScreenQuad[3].setRecipCameraZ(recipZ);
EnvScreenQuad[3].setColor(255, 255, 255, 255);
EnvScreenQuad[3].setU(1.0f, recipZ);
EnvScreenQuad[3].setV(0.0f, recipZ);
}
static void
EnvMapShutdown(void)
{
EnvMapTex->raster = nil;
EnvMapTex->destroy();
EnvMapTex = nil;
DestroyCam(EnvMapCam);
EnvMapCam = nil;
}
/*
* Tweak values
*/
#define INTERP_SETUP \
int h1 = CClock::GetHours(); \
int h2 = (h1+1)%24; \
int w1 = CWeather::OldWeatherType; \
int w2 = CWeather::NewWeatherType; \
float timeInterp = (CClock::GetSeconds()/60.0f + CClock::GetMinutes())/60.0f; \
float c0 = (1.0f-timeInterp)*(1.0f-CWeather::InterpolationValue); \
float c1 = timeInterp*(1.0f-CWeather::InterpolationValue); \
float c2 = (1.0f-timeInterp)*CWeather::InterpolationValue; \
float c3 = timeInterp*CWeather::InterpolationValue;
#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
#define INTERPF(v,f) v[h1][w1].f*c0 + v[h2][w1].f*c1 + v[h1][w2].f*c2 + v[h2][w2].f*c3;
InterpolatedFloat::InterpolatedFloat(float init)
{
curInterpolator = 61; // compared against second
for(int h = 0; h < 24; h++)
for(int w = 0; w < NUMWEATHERS; w++)
data[h][w] = init;
}
void
InterpolatedFloat::Read(char *s, int line, int field)
{
sscanf(s, "%f", &data[line][field]);
}
float
InterpolatedFloat::Get(void)
{
if(curInterpolator != CClock::GetSeconds()){
INTERP_SETUP
curVal = INTERP(data);
curInterpolator = CClock::GetSeconds();
}
return curVal;
}
InterpolatedColor::InterpolatedColor(const Color &init)
{
curInterpolator = 61; // compared against second
for(int h = 0; h < 24; h++)
for(int w = 0; w < NUMWEATHERS; w++)
data[h][w] = init;
}
void
InterpolatedColor::Read(char *s, int line, int field)
{
int r, g, b, a;
sscanf(s, "%i, %i, %i, %i", &r, &g, &b, &a);
data[line][field] = Color(r/255.0f, g/255.0f, b/255.0f, a/255.0f);
}
Color
InterpolatedColor::Get(void)
{
if(curInterpolator != CClock::GetSeconds()){
INTERP_SETUP
curVal.r = INTERPF(data, r);
curVal.g = INTERPF(data, g);
curVal.b = INTERPF(data, b);
curVal.a = INTERPF(data, a);
curInterpolator = CClock::GetSeconds();
}
return curVal;
}
void
InterpolatedLight::Read(char *s, int line, int field)
{
int r, g, b, a;
sscanf(s, "%i, %i, %i, %i", &r, &g, &b, &a);
data[line][field] = Color(r/255.0f, g/255.0f, b/255.0f, a/100.0f);
}
char*
ReadTweakValueTable(char *fp, InterpolatedValue &interp)
{
char buf[24], *p;
int c;
int line, field;
line = 0;
c = *fp++;
while(c != '\0' && line < 24){
field = 0;
if(c != '\0' && c != '#'){
while(c != '\0' && c != '\n' && field < NUMWEATHERS){
p = buf;
while(c != '\0' && c == '\t')
c = *fp++;
*p++ = c;
while(c = *fp++, c != '\0' && c != '\t' && c != '\n')
*p++ = c;
*p++ = '\0';
interp.Read(buf, line, field);
field++;
}
line++;
}
while(c != '\0' && c != '\n')
c = *fp++;
c = *fp++;
}
return fp-1;
}
/*
* Neo Vehicle pipe
*/
int32 VehiclePipeSwitch = VEHICLEPIPE_NEO;
float VehicleShininess = 0.7f; // the default is a bit extreme
float VehicleSpecularity = 1.0f;
InterpolatedFloat Fresnel(0.4f);
InterpolatedFloat Power(18.0f);
InterpolatedLight DiffColor(Color(0.0f, 0.0f, 0.0f, 0.0f));
InterpolatedLight SpecColor(Color(0.7f, 0.7f, 0.7f, 1.0f));
rw::ObjPipeline *vehiclePipe;
void
AttachVehiclePipe(rw::Atomic *atomic)
{
atomic->pipeline = vehiclePipe;
}
void
AttachVehiclePipe(rw::Clump *clump)
{
FORLIST(lnk, clump->atomics)
AttachVehiclePipe(rw::Atomic::fromClump(lnk));
}
/*
* Neo World pipe
*/
float LightmapMult = 1.0f;
InterpolatedFloat WorldLightmapBlend(1.0f);
rw::ObjPipeline *worldPipe;
void
AttachWorldPipe(rw::Atomic *atomic)
{
atomic->pipeline = worldPipe;
}
void
AttachWorldPipe(rw::Clump *clump)
{
FORLIST(lnk, clump->atomics)
AttachWorldPipe(rw::Atomic::fromClump(lnk));
}
/*
* Neo Gloss pipe
*/
float GlossMult = 1.0f;
rw::ObjPipeline *glossPipe;
rw::Texture*
GetGlossTex(rw::Material *mat)
{
if(neoTxd == nil)
return nil;
CustomMatExt *ext = GetCustomMatExt(mat);
if(!ext->haveGloss){
char glossname[128];
strcpy(glossname, mat->texture->name);
strcat(glossname, "_gloss");
ext->glossTex = neoTxd->find(glossname);
ext->haveGloss = true;
}
return ext->glossTex;
}
void
AttachGlossPipe(rw::Atomic *atomic)
{
atomic->pipeline = glossPipe;
}
void
AttachGlossPipe(rw::Clump *clump)
{
FORLIST(lnk, clump->atomics)
AttachWorldPipe(rw::Atomic::fromClump(lnk));
}
/*
* Neo Rim pipes
*/
float RimlightMult = 1.0f;
InterpolatedColor RampStart(Color(0.0f, 0.0f, 0.0f, 1.0f));
InterpolatedColor RampEnd(Color(1.0f, 1.0f, 1.0f, 1.0f));
InterpolatedFloat Offset(0.5f);
InterpolatedFloat Scale(1.5f);
InterpolatedFloat Scaling(2.0f);
rw::ObjPipeline *rimPipe;
rw::ObjPipeline *rimSkinPipe;
void
AttachRimPipe(rw::Atomic *atomic)
{
if(rw::Skin::get(atomic->geometry))
atomic->pipeline = rimSkinPipe;
else
atomic->pipeline = rimPipe;
}
void
AttachRimPipe(rw::Clump *clump)
{
FORLIST(lnk, clump->atomics)
AttachRimPipe(rw::Atomic::fromClump(lnk));
}
/*
* High level stuff
*/
void
CustomPipeInit(void)
{
RwStream *stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "neo/neo.txd");
if(stream == nil)
printf("Error: couldn't open 'neo/neo.txd'\n");
else{
if(RwStreamFindChunk(stream, rwID_TEXDICTIONARY, nil, nil))
neoTxd = RwTexDictionaryGtaStreamRead(stream);
RwStreamClose(stream, nil);
}
EnvMapInit();
CreateVehiclePipe();
CreateWorldPipe();
CreateGlossPipe();
CreateRimLightPipes();
}
void
CustomPipeShutdown(void)
{
DestroyVehiclePipe();
DestroyWorldPipe();
DestroyGlossPipe();
DestroyRimLightPipes();
EnvMapShutdown();
if(neoTxd){
neoTxd->destroy();
neoTxd = nil;
}
}
void
CustomPipeRegister(void)
{
#ifdef RW_OPENGL
CustomPipeRegisterGL();
#endif
CustomMatOffset = rw::Material::registerPlugin(sizeof(CustomMatExt), MAKECHUNKID(rwVENDORID_ROCKSTAR, 0x80),
CustomMatCtor, nil, CustomMatCopy);
}
// Load textures from generic as fallback
rw::TexDictionary *genericTxd;
rw::Texture *(*defaultFindCB)(const char *name);
static rw::Texture*
customFindCB(const char *name)
{
rw::Texture *res = defaultFindCB(name);
if(res == nil)
res = genericTxd->find(name);
return res;
}
void
SetTxdFindCallback(void)
{
int slot = CTxdStore::FindTxdSlot("generic");
CTxdStore::AddRef(slot);
// TODO: function for this
genericTxd = CTxdStore::GetSlot(slot)->texDict;
if(defaultFindCB == nil)
defaultFindCB = rw::Texture::findCB;
rw::Texture::findCB = customFindCB;
}
}
#endif

133
src/extras/custompipes.h Normal file
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@ -0,0 +1,133 @@
#pragma once
#ifdef EXTENDED_PIPELINES
#ifdef LIBRW
namespace CustomPipes {
struct CustomMatExt
{
rw::Texture *glossTex;
bool haveGloss;
};
extern rw::int32 CustomMatOffset;
inline CustomMatExt *GetCustomMatExt(rw::Material *mat) {
return PLUGINOFFSET(CustomMatExt, mat, CustomMatOffset);
}
struct Color
{
float r, g, b, a;
Color(void) {}
Color(float r, float g, float b, float a) : r(r), g(g), b(b), a(a) {}
};
class InterpolatedValue
{
public:
virtual void Read(char *s, int line, int field) = 0;
};
class InterpolatedFloat : public InterpolatedValue
{
public:
float data[24][NUMWEATHERS];
float curInterpolator;
float curVal;
InterpolatedFloat(float init);
void Read(char *s, int line, int field);
float Get(void);
};
class InterpolatedColor : public InterpolatedValue
{
public:
Color data[24][NUMWEATHERS];
float curInterpolator;
Color curVal;
InterpolatedColor(const Color &init);
void Read(char *s, int line, int field);
Color Get(void);
};
class InterpolatedLight : public InterpolatedColor
{
public:
InterpolatedLight(const Color &init) : InterpolatedColor(init) {}
void Read(char *s, int line, int field);
};
char *ReadTweakValueTable(char *fp, InterpolatedValue &interp);
void CustomPipeRegister(void);
void CustomPipeRegisterGL(void);
void CustomPipeInit(void);
void CustomPipeShutdown(void);
void SetTxdFindCallback(void);
extern bool bRenderingEnvMap;
extern int32 EnvMapSize;
extern rw::Camera *EnvMapCam;
extern rw::Texture *EnvMapTex;
extern rw::Texture *EnvMaskTex;
void EnvMapRender(void);
enum {
VEHICLEPIPE_MATFX,
VEHICLEPIPE_NEO
};
extern int32 VehiclePipeSwitch;
extern float VehicleShininess;
extern float VehicleSpecularity;
extern InterpolatedFloat Fresnel;
extern InterpolatedFloat Power;
extern InterpolatedLight DiffColor;
extern InterpolatedLight SpecColor;
extern rw::ObjPipeline *vehiclePipe;
void CreateVehiclePipe(void);
void DestroyVehiclePipe(void);
void AttachVehiclePipe(rw::Atomic *atomic);
void AttachVehiclePipe(rw::Clump *clump);
extern float LightmapMult;
extern InterpolatedFloat WorldLightmapBlend;
extern rw::ObjPipeline *worldPipe;
void CreateWorldPipe(void);
void DestroyWorldPipe(void);
void AttachWorldPipe(rw::Atomic *atomic);
void AttachWorldPipe(rw::Clump *clump);
extern float GlossMult;
extern rw::ObjPipeline *glossPipe;
void CreateGlossPipe(void);
void DestroyGlossPipe(void);
void AttachGlossPipe(rw::Atomic *atomic);
void AttachGlossPipe(rw::Clump *clump);
rw::Texture *GetGlossTex(rw::Material *mat);
extern float RimlightMult;
extern InterpolatedColor RampStart;
extern InterpolatedColor RampEnd;
extern InterpolatedFloat Offset;
extern InterpolatedFloat Scale;
extern InterpolatedFloat Scaling;
extern rw::ObjPipeline *rimPipe;
extern rw::ObjPipeline *rimSkinPipe;
void CreateRimLightPipes(void);
void DestroyRimLightPipes(void);
void AttachRimPipe(rw::Atomic *atomic);
void AttachRimPipe(rw::Clump *clump);
}
#endif
#endif

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#define WITH_D3D
#include "common.h"
#ifdef RW_D3D9
#ifdef EXTENDED_PIPELINES
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
#include "Timecycle.h"
#include "FileMgr.h"
#include "Clock.h"
#include "Weather.h"
#include "TxdStore.h"
#include "Renderer.h"
#include "World.h"
#include "custompipes.h"
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
extern RwTexture *gpWhiteTexture; // from vehicle model info
namespace CustomPipes {
enum {
// rim pipe
VSLOC_boneMatrices = rw::d3d::VSLOC_afterLights,
VSLOC_viewVec = VSLOC_boneMatrices + 64*3,
VSLOC_rampStart,
VSLOC_rampEnd,
VSLOC_rimData,
// gloss pipe
VSLOC_eye = rw::d3d::VSLOC_afterLights,
VSLOC_reflProps,
VSLOC_specLights
};
/*
* Neo Vehicle pipe
*/
static void *neoVehicle_VS;
static void *neoVehicle_PS;
void
uploadSpecLights(void)
{
struct VsLight {
rw::RGBAf color;
float pos[4]; // unused
rw::V3d dir;
float power;
} specLights[1 + NUMEXTRADIRECTIONALS];
memset(specLights, 0, sizeof(specLights));
for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
specLights[i].power = 1.0f;
float power = Power.Get();
Color speccol = SpecColor.Get();
specLights[0].color.red = speccol.r;
specLights[0].color.green = speccol.g;
specLights[0].color.blue = speccol.b;
specLights[0].dir = pDirect->getFrame()->getLTM()->at;
specLights[0].power = power;
for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
specLights[1+i].color = pExtraDirectionals[i]->color;
specLights[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
specLights[1+i].power = power*2.0f;
}
}
rw::d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_specLights, (float*)&specLights, 3*(1 + NUMEXTRADIRECTIONALS));
}
void
vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
// TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
matFXGlobals.pipelines[rw::platform]->render(atomic);
return;
}
int vsBits;
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadSpecLights();
uploadMatrices(atomic->getFrame()->getLTM());
setVertexShader(neoVehicle_VS);
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
float reflProps[4];
reflProps[0] = Fresnel.Get();
reflProps[1] = SpecColor.Get().a;
d3d::setTexture(1, EnvMapTex);
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);
reflProps[2] = m->surfaceProps.specular * VehicleShininess;
reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
setMaterial(m->color, m->surfaceProps);
if(m->texture)
d3d::setTexture(0, m->texture);
else
d3d::setTexture(0, gpWhiteTexture);
setPixelShader(neoVehicle_PS);
drawInst(header, inst);
inst++;
}
SetRenderState(SRCBLEND, BLENDSRCALPHA);
}
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);
}
#include "shaders/neoVehicle_VS.inc"
neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
assert(neoVehicle_VS);
#include "shaders/neoVehicle_PS.inc"
neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
assert(neoVehicle_PS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = vehicleRenderCB;
vehiclePipe = pipe;
}
void
DestroyVehiclePipe(void)
{
rw::d3d::destroyVertexShader(neoVehicle_VS);
neoVehicle_VS = nil;
((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy();
vehiclePipe = nil;
}
/*
* Neo World pipe
*/
static void *neoWorld_VS;
static void *neoWorldIII_PS;
static void
worldRenderCB(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());
float lightfactor[4];
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);
if(m->texture)
d3d::setTexture(0, m->texture);
else
d3d::setTexture(0, gpWhiteTexture);
setPixelShader(neoWorldIII_PS);
drawInst(header, inst);
inst++;
}
}
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/neoWorldIII_PS.inc"
neoWorldIII_PS = rw::d3d::createPixelShader(neoWorldIII_PS_cso);
assert(neoWorldIII_PS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = worldRenderCB;
worldPipe = pipe;
}
void
DestroyWorldPipe(void)
{
rw::d3d::destroyVertexShader(neoWorld_VS);
neoWorld_VS = nil;
rw::d3d::destroyPixelShader(neoWorldIII_PS);
neoWorldIII_PS = nil;
((rw::d3d9::ObjPipeline*)worldPipe)->destroy();
worldPipe = nil;
}
/*
* Neo Gloss pipe
*/
static void *neoGloss_VS;
static void *neoGloss_PS;
static void
glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
worldRenderCB(atomic, header);
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
setVertexShader(neoGloss_VS);
setPixelShader(neoGloss_PS);
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
d3ddevice->SetPixelShaderConstantF(1, (float*)&GlossMult, 1);
SetRenderState(VERTEXALPHA, TRUE);
SetRenderState(SRCBLEND, BLENDONE);
SetRenderState(DESTBLEND, BLENDONE);
SetRenderState(ZWRITEENABLE, FALSE);
SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
InstanceData *inst = header->inst;
for(rw::uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
if(m->texture){
Texture *tex = GetGlossTex(m);
if(tex){
d3d::setTexture(0, tex);
drawInst(header, inst);
}
}
inst++;
}
SetRenderState(ZWRITEENABLE, TRUE);
SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
SetRenderState(SRCBLEND, BLENDSRCALPHA);
SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
}
void
CreateGlossPipe(void)
{
#include "shaders/neoGloss_VS.inc"
neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
assert(neoGloss_VS);
#include "shaders/neoGloss_PS.inc"
neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
assert(neoGloss_PS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = glossRenderCB;
glossPipe = pipe;
}
void
DestroyGlossPipe(void)
{
((rw::d3d9::ObjPipeline*)glossPipe)->destroy();
glossPipe = nil;
}
/*
* Neo Rim pipes
*/
static void *neoRim_VS;
static void *neoRimSkin_VS;
static void
uploadRimData(bool enable)
{
using namespace rw;
using namespace rw::d3d;
V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
d3ddevice->SetVertexShaderConstantF(VSLOC_viewVec, (float*)&viewVec, 1);
float rimData[4];
rimData[0] = Offset.Get();
rimData[1] = Scale.Get();
if(enable)
rimData[2] = Scaling.Get()*RimlightMult;
else
rimData[2] = 0.0f;
rimData[3] = 0.0f;
d3ddevice->SetVertexShaderConstantF(VSLOC_rimData, rimData, 1);
Color col = RampStart.Get();
d3ddevice->SetVertexShaderConstantF(VSLOC_rampStart, (float*)&col, 1);
col = RampEnd.Get();
d3ddevice->SetVertexShaderConstantF(VSLOC_rampEnd, (float*)&col, 1);
}
static void
rimRenderCB(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(neoRim_VS);
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
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);
setMaterial(m->color, m->surfaceProps);
if(m->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(header, inst);
inst++;
}
}
static void
rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
int vsBits;
setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadMatrices(atomic->getFrame()->getLTM());
uploadSkinMatrices(atomic);
setVertexShader(neoRimSkin_VS);
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
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);
setMaterial(m->color, m->surfaceProps);
if(inst->material->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(header, inst);
inst++;
}
}
void
CreateRimLightPipes(void)
{
if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
else{
char *fp = (char*)work_buff;
fp = ReadTweakValueTable(fp, RampStart);
fp = ReadTweakValueTable(fp, RampEnd);
fp = ReadTweakValueTable(fp, Offset);
fp = ReadTweakValueTable(fp, Scale);
fp = ReadTweakValueTable(fp, Scaling);
}
#include "shaders/neoRim_VS.inc"
neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
assert(neoRim_VS);
#include "shaders/neoRimSkin_VS.inc"
neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
assert(neoRimSkin_VS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = rimRenderCB;
rimPipe = pipe;
pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::skinInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = rimSkinRenderCB;
rimSkinPipe = pipe;
}
void
DestroyRimLightPipes(void)
{
rw::d3d::destroyVertexShader(neoRim_VS);
neoRim_VS = nil;
rw::d3d::destroyVertexShader(neoRimSkin_VS);
neoRimSkin_VS = nil;
((rw::d3d9::ObjPipeline*)rimPipe)->destroy();
rimPipe = nil;
((rw::d3d9::ObjPipeline*)rimSkinPipe)->destroy();
rimSkinPipe = nil;
}
}
#endif
#endif

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@ -0,0 +1,623 @@
#include "common.h"
#ifdef RW_OPENGL
#ifdef EXTENDED_PIPELINES
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
#include "Timecycle.h"
#include "FileMgr.h"
#include "Clock.h"
#include "Weather.h"
#include "TxdStore.h"
#include "Renderer.h"
#include "World.h"
#include "custompipes.h"
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
namespace CustomPipes {
static int32 u_viewVec;
static int32 u_rampStart;
static int32 u_rampEnd;
static int32 u_rimData;
static int32 u_lightMap;
static int32 u_eye;
static int32 u_reflProps;
static int32 u_specDir;
static int32 u_specColor;
#define U(i) currentShader->uniformLocations[i]
/*
* Neo Vehicle pipe
*/
rw::gl3::Shader *neoVehicleShader;
static void
uploadSpecLights(void)
{
using namespace rw::gl3;
rw::RGBAf colors[1 + NUMEXTRADIRECTIONALS];
struct {
rw::V3d dir;
float power;
} dirs[1 + NUMEXTRADIRECTIONALS];
memset(colors, 0, sizeof(colors));
memset(dirs, 0, sizeof(dirs));
for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
dirs[i].power = 1.0f;
float power = Power.Get();
Color speccol = SpecColor.Get();
colors[0].red = speccol.r;
colors[0].green = speccol.g;
colors[0].blue = speccol.b;
dirs[0].dir = pDirect->getFrame()->getLTM()->at;
dirs[0].power = power;
for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
colors[1+i] = pExtraDirectionals[i]->color;
dirs[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
dirs[1+i].power = power*2.0f;
}
}
glUniform4fv(U(u_specDir), 1 + NUMEXTRADIRECTIONALS, (float*)&dirs);
glUniform4fv(U(u_specColor), 1 + NUMEXTRADIRECTIONALS, (float*)&colors);
}
static void
vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
// TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
matFXGlobals.pipelines[rw::platform]->render(atomic);
return;
}
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;
neoVehicleShader->use();
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
glUniform3fv(U(u_eye), 1, (float*)&eyePos);
uploadSpecLights();
float reflProps[4];
reflProps[0] = Fresnel.Get();
reflProps[1] = SpecColor.Get().a;
setTexture(1, EnvMapTex);
SetRenderState(SRCBLEND, BLENDONE);
while(n--){
m = inst->material;
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
reflProps[2] = m->surfaceProps.specular * VehicleShininess;
reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
glUniform4fv(U(u_reflProps), 1, reflProps);
drawInst(header, inst);
inst++;
}
SetRenderState(SRCBLEND, BLENDSRCALPHA);
#ifndef RW_GL_USE_VAOS
disableAttribPointers(header->attribDesc, header->numAttribs);
#endif
}
void
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);
}
{
#ifdef RW_GLES2
#include "gl2_shaders/neoVehicle_fs_gl2.inc"
#include "gl2_shaders/neoVehicle_vs_gl2.inc"
#else
#include "shaders/neoVehicle_fs_gl3.inc"
#include "shaders/neoVehicle_vs_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
neoVehicleShader = Shader::create(vs, fs);
assert(neoVehicleShader);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = vehicleRenderCB;
vehiclePipe = pipe;
}
void
DestroyVehiclePipe(void)
{
neoVehicleShader->destroy();
neoVehicleShader = nil;
((rw::gl3::ObjPipeline*)vehiclePipe)->destroy();
vehiclePipe = nil;
}
/*
* Neo World pipe
*/
rw::gl3::Shader *neoWorldShader;
static void
worldRenderCB(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;
neoWorldShader->use();
float lightfactor[4];
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);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
drawInst(header, inst);
inst++;
}
#ifndef RW_GL_USE_VAOS
disableAttribPointers(header->attribDesc, header->numAttribs);
#endif
}
void
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);
{
#ifdef RW_GLES2
#include "gl2_shaders/neoWorldIII_fs_gl2.inc"
#include "gl2_shaders/default_UV2_gl2.inc"
#else
#include "shaders/neoWorldIII_fs_gl3.inc"
#include "shaders/default_UV2_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoWorldIII_frag_src, nil };
neoWorldShader = Shader::create(vs, fs);
assert(neoWorldShader);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = worldRenderCB;
worldPipe = pipe;
}
void
DestroyWorldPipe(void)
{
neoWorldShader->destroy();
neoWorldShader = nil;
((rw::gl3::ObjPipeline*)worldPipe)->destroy();
worldPipe = nil;
}
/*
* Neo Gloss pipe
*/
rw::gl3::Shader *neoGlossShader;
static void
glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::gl3;
worldRenderCB(atomic, header);
Material *m;
#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;
neoGlossShader->use();
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
glUniform3fv(U(u_eye), 1, (float*)&eyePos);
glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult);
SetRenderState(VERTEXALPHA, TRUE);
SetRenderState(SRCBLEND, BLENDONE);
SetRenderState(DESTBLEND, BLENDONE);
SetRenderState(ZWRITEENABLE, FALSE);
SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
while(n--){
m = inst->material;
RGBA color = { 255, 255, 255, m->color.alpha };
setMaterial(color, m->surfaceProps);
if(m->texture){
Texture *tex = GetGlossTex(m);
if(tex){
setTexture(0, tex);
drawInst(header, inst);
}
}
inst++;
}
SetRenderState(ZWRITEENABLE, TRUE);
SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
SetRenderState(SRCBLEND, BLENDSRCALPHA);
SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
#ifndef RW_GL_USE_VAOS
disableAttribPointers(header->attribDesc, header->numAttribs);
#endif
}
void
CreateGlossPipe(void)
{
using namespace rw;
using namespace rw::gl3;
{
#ifdef RW_GLES2
#include "gl2_shaders/neoGloss_fs_gl2.inc"
#include "gl2_shaders/neoGloss_vs_gl2.inc"
#else
#include "shaders/neoGloss_fs_gl3.inc"
#include "shaders/neoGloss_vs_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
neoGlossShader = Shader::create(vs, fs);
assert(neoGlossShader);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = glossRenderCB;
glossPipe = pipe;
}
void
DestroyGlossPipe(void)
{
neoGlossShader->destroy();
neoGlossShader = nil;
((rw::gl3::ObjPipeline*)glossPipe)->destroy();
glossPipe = nil;
}
/*
* Neo Rim pipes
*/
rw::gl3::Shader *neoRimShader;
rw::gl3::Shader *neoRimSkinShader;
static void
uploadRimData(bool enable)
{
using namespace rw;
using namespace rw::gl3;
V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
glUniform3fv(U(u_viewVec), 1, (float*)&viewVec);
float rimData[4];
rimData[0] = Offset.Get();
rimData[1] = Scale.Get();
if(enable)
rimData[2] = Scaling.Get()*RimlightMult;
else
rimData[2] = 0.0f;
rimData[3] = 0.0f;
glUniform3fv(U(u_rimData), 1, rimData);
Color col = RampStart.Get();
glUniform4fv(U(u_rampStart), 1, (float*)&col);
col = RampEnd.Get();
glUniform4fv(U(u_rampEnd), 1, (float*)&col);
}
static void
rimSkinRenderCB(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;
neoRimSkinShader->use();
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
uploadSkinMatrices(atomic);
while(n--){
m = inst->material;
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
drawInst(header, inst);
inst++;
}
#ifndef RW_GL_USE_VAOS
disableAttribPointers(header->attribDesc, header->numAttribs);
#endif
}
static void
rimRenderCB(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;
neoRimShader->use();
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
while(n--){
m = inst->material;
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
drawInst(header, inst);
inst++;
}
#ifndef RW_GL_USE_VAOS
disableAttribPointers(header->attribDesc, header->numAttribs);
#endif
}
void
CreateRimLightPipes(void)
{
using namespace rw::gl3;
if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
else{
char *fp = (char*)work_buff;
fp = ReadTweakValueTable(fp, RampStart);
fp = ReadTweakValueTable(fp, RampEnd);
fp = ReadTweakValueTable(fp, Offset);
fp = ReadTweakValueTable(fp, Scale);
fp = ReadTweakValueTable(fp, Scaling);
}
{
#ifdef RW_GLES2
#include "gl2_shaders/simple_fs_gl2.inc"
#include "gl2_shaders/neoRimSkin_gl2.inc"
#else
#include "shaders/simple_fs_gl3.inc"
#include "shaders/neoRimSkin_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
neoRimSkinShader = Shader::create(vs, fs);
assert(neoRimSkinShader);
}
{
#ifdef RW_GLES2
#include "gl2_shaders/simple_fs_gl2.inc"
#include "gl2_shaders/neoRim_gl2.inc"
#else
#include "shaders/simple_fs_gl3.inc"
#include "shaders/neoRim_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
neoRimShader = Shader::create(vs, fs);
assert(neoRimShader);
}
rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::defaultInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = rimRenderCB;
rimPipe = pipe;
pipe = rw::gl3::ObjPipeline::create();
pipe->instanceCB = rw::gl3::skinInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = rimSkinRenderCB;
rimSkinPipe = pipe;
}
void
DestroyRimLightPipes(void)
{
neoRimShader->destroy();
neoRimShader = nil;
neoRimSkinShader->destroy();
neoRimSkinShader = nil;
((rw::gl3::ObjPipeline*)rimPipe)->destroy();
rimPipe = nil;
((rw::gl3::ObjPipeline*)rimSkinPipe)->destroy();
rimSkinPipe = nil;
}
void
CustomPipeRegisterGL(void)
{
u_viewVec = rw::gl3::registerUniform("u_viewVec");
u_rampStart = rw::gl3::registerUniform("u_rampStart");
u_rampEnd = rw::gl3::registerUniform("u_rampEnd");
u_rimData = rw::gl3::registerUniform("u_rimData");
u_lightMap = rw::gl3::registerUniform("u_lightMap");
u_eye = rw::gl3::registerUniform("u_eye");
u_reflProps = rw::gl3::registerUniform("u_reflProps");
u_specDir = rw::gl3::registerUniform("u_specDir");
u_specColor = rw::gl3::registerUniform("u_specColor");
}
}
#endif
#endif

View File

@ -1,10 +1,26 @@
all: im2d_gl3.inc colourfilterIII_fs_gl3.inc contrast_fs_gl3.inc all: im2d_gl3.inc simple_fs_gl3.inc default_UV2_gl3.inc \
colourfilterIII_fs_gl3.inc contrast_fs_gl3.inc \
neoRim_gl3.inc neoRimSkin_gl3.inc \
neoWorldIII_fs_gl3.inc neoGloss_vs_gl3.inc neoGloss_fs_gl3.inc \
neoVehicle_vs_gl3.inc neoVehicle_fs_gl3.inc
im2d_gl3.inc: im2d.vert im2d_gl3.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\ (echo 'const char *im2d_vert_src =';\
sed 's/..*/"&\\n"/' im2d.vert;\ sed 's/..*/"&\\n"/' im2d.vert;\
echo ';') >im2d_gl3.inc echo ';') >im2d_gl3.inc
simple_fs_gl3.inc: simple.frag
(echo 'const char *simple_frag_src =';\
sed 's/..*/"&\\n"/' simple.frag;\
echo ';') >simple_fs_gl3.inc
default_UV2_gl3.inc: default_UV2.vert
(echo 'const char *default_UV2_vert_src =';\
sed 's/..*/"&\\n"/' default_UV2.vert;\
echo ';') >default_UV2_gl3.inc
colourfilterIII_fs_gl3.inc: colourfilterIII.frag colourfilterIII_fs_gl3.inc: colourfilterIII.frag
(echo 'const char *colourfilterIII_frag_src =';\ (echo 'const char *colourfilterIII_frag_src =';\
sed 's/..*/"&\\n"/' colourfilterIII.frag;\ sed 's/..*/"&\\n"/' colourfilterIII.frag;\
@ -14,3 +30,39 @@ contrast_fs_gl3.inc: contrast.frag
(echo 'const char *contrast_frag_src =';\ (echo 'const char *contrast_frag_src =';\
sed 's/..*/"&\\n"/' contrast.frag;\ sed 's/..*/"&\\n"/' contrast.frag;\
echo ';') >contrast_fs_gl3.inc echo ';') >contrast_fs_gl3.inc
neoRim_gl3.inc: neoRim.vert
(echo 'const char *neoRim_vert_src =';\
sed 's/..*/"&\\n"/' neoRim.vert;\
echo ';') >neoRim_gl3.inc
neoRimSkin_gl3.inc: neoRimSkin.vert
(echo 'const char *neoRimSkin_vert_src =';\
sed 's/..*/"&\\n"/' neoRimSkin.vert;\
echo ';') >neoRimSkin_gl3.inc
neoWorldIII_fs_gl3.inc: neoWorldIII.frag
(echo 'const char *neoWorldIII_frag_src =';\
sed 's/..*/"&\\n"/' neoWorldIII.frag;\
echo ';') >neoWorldIII_fs_gl3.inc
neoGloss_fs_gl3.inc: neoGloss.frag
(echo 'const char *neoGloss_frag_src =';\
sed 's/..*/"&\\n"/' neoGloss.frag;\
echo ';') >neoGloss_fs_gl3.inc
neoGloss_vs_gl3.inc: neoGloss.vert
(echo 'const char *neoGloss_vert_src =';\
sed 's/..*/"&\\n"/' neoGloss.vert;\
echo ';') >neoGloss_vs_gl3.inc
neoVehicle_vs_gl3.inc: neoVehicle.vert
(echo 'const char *neoVehicle_vert_src =';\
sed 's/..*/"&\\n"/' neoVehicle.vert;\
echo ';') >neoVehicle_vs_gl3.inc
neoVehicle_fs_gl3.inc: neoVehicle.frag
(echo 'const char *neoVehicle_frag_src =';\
sed 's/..*/"&\\n"/' neoVehicle.frag;\
echo ';') >neoVehicle_fs_gl3.inc

View File

@ -11,15 +11,10 @@ void
main(void) main(void)
{ {
float a = u_blurcolor.a; float a = u_blurcolor.a;
vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 prev = dst; vec4 prev = dst;
for(int i = 0; i < 5; i++){ for(int i = 0; i < 5; i++){
// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0); vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;
vec4 tmp = dst*(1.0-a) + prev*doublec*a;
tmp += prev*u_blurcolor;
tmp += prev*u_blurcolor;
prev = clamp(tmp, 0.0, 1.0); prev = clamp(tmp, 0.0, 1.0);
} }
color.rgb = prev.rgb; color.rgb = prev.rgb;

View File

@ -12,15 +12,10 @@ const char *colourfilterIII_frag_src =
"main(void)\n" "main(void)\n"
"{\n" "{\n"
" float a = u_blurcolor.a;\n" " float a = u_blurcolor.a;\n"
" vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n"
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" " vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec4 prev = dst;\n" " vec4 prev = dst;\n"
" for(int i = 0; i < 5; i++){\n" " for(int i = 0; i < 5; i++){\n"
"// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n" " vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;\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" " prev = clamp(tmp, 0.0, 1.0);\n"
" }\n" " }\n"
" color.rgb = prev.rgb;\n" " color.rgb = prev.rgb;\n"

View File

@ -0,0 +1,29 @@
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
layout(location = 4) in vec2 in_tex1;
out vec4 v_color;
out vec2 v_tex0;
out vec2 v_tex1;
out 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 = in_tex1;
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.

View File

@ -0,0 +1,54 @@
#include "standardConstants.h"
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
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 Vertex = mul(worldMat, input.Position).xyz;
float3 Normal = mul(normalMat, input.Normal);
output.TexCoord0.xy = input.TexCoord;
output.TexCoord1.xy = input.TexCoord1;
output.Color = input.Prelight;
output.Color.rgb += ambientLight.rgb * surfAmbient;
int i;
#ifdef DIRECTIONALS
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
#endif
#ifdef POINTLIGHTS
for(i = 0; i < numPointLights; i++)
output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
#endif
#ifdef SPOTLIGHTS
for(i = 0; i < numSpotLights; i++)
output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
#endif
// 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 +1,55 @@
static unsigned char default_UV2_VS_cso[] = {
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x45, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0xdc, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0xd5, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
0x01, 0x00, 0x3e, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xa0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
0xac, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00,
0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0x90, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
0x01, 0x00, 0x32, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xcb, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00,
0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69,
0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0xab,
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, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
0x61, 0x74, 0x61, 0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x73,
0x75, 0x72, 0x66, 0x50, 0x72, 0x6f, 0x70, 0x73, 0x00, 0x76, 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,
0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02,
0x00, 0x00, 0x07, 0x80, 0x0f, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0x00, 0xa0,
0x03, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
0x03, 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, 0x0f, 0xd0, 0x00, 0x00, 0xe4, 0x80,
0x0c, 0x00, 0xe4, 0xa0, 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,
0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
0xff, 0xff, 0x00, 0x00
};

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const char *default_UV2_vert_src =
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"layout(location = 4) in vec2 in_tex1;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out vec2 v_tex1;\n"
"out 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 = in_tex1;\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"
;

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struct Light
{
float4 color; // and radius
float4 position; // and -cos(angle)
float4 direction; // and falloff clamp
};
float3 DoDirLight(Light L, float3 N)
{
float l = max(0.0, dot(N, -L.direction.xyz));
return l*L.color.xyz;
}
float3 DoDirLightSpec(Light L, float3 N, float3 V, float power)
{
return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz;
}
float3 DoPointLight(Light L, float3 V, float3 N)
{
// As on PS2
float3 dir = V - L.position.xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.color.w));
float l = max(0.0, dot(N, -normalize(dir)));
return l*L.color.xyz*atten;
}
float3 DoSpotLight(Light L, float3 V, float3 N)
{
// As on PS2
float3 dir = V - L.position.xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.color.w));
dir /= dist;
float l = max(0.0, dot(N, -dir));
float pcos = dot(dir, L.direction.xyz); // cos to point
float ccos = -L.position.w; // cos of cone
float falloff = (pcos-ccos)/(1.0-ccos);
if(falloff < 0) // outside of cone
l = 0;
l *= max(falloff, L.direction.w); // falloff clamp
return l*L.color.xyz*atten;
}

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uniform sampler2D tex0;
uniform vec4 u_reflProps;
#define glossMult (u_reflProps.x)
in vec3 v_normal;
in vec3 v_light;
in vec2 v_tex0;
in float v_fog;
out vec4 color;
void
main(void)
{
color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 n = 2.0*v_normal-1.0; // unpack
vec3 v = 2.0*v_light-1.0; //
float s = dot(n, v);
color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;
DoAlphaTest(color.a);
}

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uniform vec3 u_eye;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
out vec3 v_normal;
out vec3 v_light;
out vec2 v_tex0;
out 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;
vec3 viewVec = normalize(u_eye - Vertex.xyz);
vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);
v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress
v_light = 0.5*(1.0 + Light); //
v_fog = DoFog(gl_Position.w);
}

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sampler2D tex0 : register(s0);
float glossMult : register(c1);
struct VS_out
{
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
float3 Normal : COLOR0;
float3 Light : COLOR1;
};
float4 main(VS_out input) : COLOR
{
float4 color = tex2D(tex0, input.TexCoord0.xy);
float3 n = 2.0*input.Normal-1.0; // unpack
float3 v = 2.0*input.Light-1.0; //
float s = dot(n, v);
return s*s*s*s*s*s*s*s*color*input.TexCoord0.z*glossMult;
}

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static unsigned char neoGloss_PS_cso[] = {
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2d, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x78, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
0x01, 0x00, 0x06, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x60, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x67, 0x6c, 0x6f, 0x73,
0x73, 0x4d, 0x75, 0x6c, 0x74, 0x00, 0xab, 0xab, 0x00, 0x00, 0x03, 0x00,
0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x74, 0x65, 0x78, 0x30, 0x00, 0xab, 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, 0x51, 0x00, 0x00, 0x05,
0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x80, 0xbf,
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, 0x00, 0x00, 0x07, 0x90, 0x1f, 0x00, 0x00, 0x02,
0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x07, 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,
0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90,
0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x55, 0xa0, 0x04, 0x00, 0x00, 0x04,
0x02, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x00, 0x00, 0x00, 0xa0,
0x00, 0x00, 0x55, 0xa0, 0x08, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80,
0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80,
0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03,
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x80,
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80,
0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02,
0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
};

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@ -0,0 +1,35 @@
#include "standardConstants.h"
struct VS_in
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct VS_out
{
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
float3 Normal : COLOR0;
float3 Light : COLOR1;
};
float3 eye : register(c41);
VS_out main(in VS_in input)
{
VS_out output;
output.Position = mul(combinedMat, input.Position);
float3 Vertex = mul(worldMat, input.Position).xyz;
output.TexCoord0.xy = input.TexCoord;
float3 viewVec = normalize(eye - Vertex);
float3 Light = normalize(viewVec - lights[0].direction.xyz);
output.Normal = 0.5*(1.0 + float3(0.0, 0.0, 1.0)); // compress
output.Light = 0.5*(1.0 + Light); //
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}

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static unsigned char neoGloss_VS_cso[] = {
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x5b, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x2d, 0x01, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x04, 0x00, 0x02, 0x00, 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x9c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00,
0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb0, 0x00, 0x00, 0x00,
0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0xb8, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00,
0x03, 0x00, 0x4e, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x24, 0x01, 0x00, 0x00, 0x02, 0x00, 0x04, 0x00, 0x04, 0x00, 0x12, 0x00,
0x8c, 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, 0x00, 0x00, 0x00, 0x00, 0x00,
0x65, 0x79, 0x65, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
0x61, 0x74, 0x61, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6c, 0x69, 0x67, 0x68,
0x74, 0x73, 0x00, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab,
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
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0xd8, 0x00, 0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x03, 0x00,
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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, 0x08, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f,
0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90,
0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90,
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0x55, 0x90,
0x05, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
0x04, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80,
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x06, 0x00, 0xe4, 0xa0,
0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
0x00, 0x00, 0x07, 0x80, 0x07, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xff, 0x90,
0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
0x00, 0x00, 0xe4, 0x81, 0x29, 0x00, 0xe4, 0xa0, 0x24, 0x00, 0x00, 0x02,
0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x13, 0x00, 0xe4, 0xa1,
0x24, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80,
0x08, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0xd0,
0x00, 0x00, 0xe4, 0x80, 0x08, 0x00, 0x55, 0xa0, 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,
0x08, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0,
0x01, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0xd0,
0x08, 0x00, 0xc5, 0xa0, 0xff, 0xff, 0x00, 0x00
};

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const char *neoGloss_frag_src =
"uniform sampler2D tex0;\n"
"uniform vec4 u_reflProps;\n"
"#define glossMult (u_reflProps.x)\n"
"in vec3 v_normal;\n"
"in vec3 v_light;\n"
"in vec2 v_tex0;\n"
"in float v_fog;\n"
"out vec4 color;\n"
"void\n"
"main(void)\n"
"{\n"
" color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec3 n = 2.0*v_normal-1.0; // unpack\n"
" vec3 v = 2.0*v_light-1.0; //\n"
" float s = dot(n, v);\n"
" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

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const char *neoGloss_vert_src =
"uniform vec3 u_eye;\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"out vec3 v_normal;\n"
"out vec3 v_light;\n"
"out vec2 v_tex0;\n"
"out 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"
" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
" vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);\n"
" v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress\n"
" v_light = 0.5*(1.0 + Light); //\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;

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uniform vec3 u_viewVec;
uniform vec4 u_rampStart;
uniform vec4 u_rampEnd;
uniform vec3 u_rimData;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
out vec4 v_color;
out vec2 v_tex0;
out 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_ambLight.rgb*surfAmbient;
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
// rim light
float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
v_color.rgb += rimlight.rgb;
v_color = clamp(v_color, 0.0, 1.0);
v_color *= u_matColor;
v_fog = DoFog(gl_Position.w);
}

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uniform mat4 u_boneMatrices[64];
uniform vec3 u_viewVec;
uniform vec4 u_rampStart;
uniform vec4 u_rampEnd;
uniform vec3 u_rimData;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
layout(location = 11) in vec4 in_weights;
layout(location = 12) in vec4 in_indices;
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
vec3 SkinVertex = vec3(0.0, 0.0, 0.0);
vec3 SkinNormal = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < 4; i++){
SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];
SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
}
vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
gl_Position = u_proj * u_view * Vertex;
vec3 Normal = mat3(u_world) * SkinNormal;
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
// rim light
float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
v_color.rgb += rimlight.rgb;
v_color = clamp(v_color, 0.0, 1.0);
v_color *= u_matColor;
v_fog = DoFog(gl_Position.z);
}

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#include "standardConstants.h"
float4x3 boneMatrices[64] : register(c41);
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Prelight : COLOR0;
float4 Weights : BLENDWEIGHT;
int4 Indices : BLENDINDICES;
};
struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0; // also fog
float4 Color : COLOR0;
};
float3 viewVec : register(c233);
float4 rampStart : register(c234);
float4 rampEnd : register(c235);
float3 rimData : register(c236);
VS_out main(in VS_in input)
{
VS_out output;
int j;
float3 SkinVertex = float3(0.0, 0.0, 0.0);
float3 SkinNormal = float3(0.0, 0.0, 0.0);
for(j = 0; j < 4; j++){
SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
}
output.Position = mul(combinedMat, float4(SkinVertex, 1.0));
float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz;
float3 Normal = mul(normalMat, SkinNormal);
output.TexCoord0.xy = input.TexCoord;
output.Color = input.Prelight;
output.Color.rgb += ambientLight.rgb * surfAmbient;
int i;
//#ifdef DIRECTIONALS
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
//#endif
//#ifdef POINTLIGHTS
// for(i = 0; i < numPointLights; i++)
// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
//#endif
//#ifdef SPOTLIGHTS
// for(i = 0; i < numSpotLights; i++)
// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
//#endif
// rim light
float f = rimData.x - rimData.y*dot(Normal, viewVec);
float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
output.Color.xyz += rimlight.xyz;
// 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;
}

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static unsigned char neoRimSkin_VS_cso[] = {
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0xff, 0xff, 0x00, 0x00
};

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@ -0,0 +1,50 @@
const char *neoRimSkin_vert_src =
"uniform mat4 u_boneMatrices[64];\n"
"uniform vec3 u_viewVec;\n"
"uniform vec4 u_rampStart;\n"
"uniform vec4 u_rampEnd;\n"
"uniform vec3 u_rimData;\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"layout(location = 11) in vec4 in_weights;\n"
"layout(location = 12) in vec4 in_indices;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
" for(int i = 0; i < 4; i++){\n"
" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
" }\n"
" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
" gl_Position = u_proj * u_view * Vertex;\n"
" vec3 Normal = mat3(u_world) * SkinNormal;\n"
" v_tex0 = in_tex0;\n"
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
" // rim light\n"
" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
" v_color.rgb += rimlight.rgb;\n"
" v_color = clamp(v_color, 0.0, 1.0);\n"
" v_color *= u_matColor;\n"
" v_fog = DoFog(gl_Position.z);\n"
"}\n"
;

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#include "standardConstants.h"
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;
};
float3 viewVec : register(c233);
float4 rampStart : register(c234);
float4 rampEnd : register(c235);
float3 rimData : register(c236);
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 += ambientLight.rgb * surfAmbient;
int i;
//#ifdef DIRECTIONALS
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
//#endif
//#ifdef POINTLIGHTS
// for(i = 0; i < numPointLights; i++)
// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
//#endif
//#ifdef SPOTLIGHTS
// for(i = 0; i < numSpotLights; i++)
// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
//#endif
// rim light
float f = rimData.x - rimData.y*dot(Normal, viewVec);
float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
output.Color.xyz += rimlight.xyz;
// 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;
}

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static unsigned char neoRim_VS_cso[] = {
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0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
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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, 0x01, 0x00, 0x00, 0x02,
0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
0x01, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x90, 0x05, 0x00, 0x00, 0x03,
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0x01, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
0x00, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0xaa, 0x90,
0x00, 0x00, 0xe4, 0x80, 0x08, 0x00, 0x00, 0x03, 0x02, 0x00, 0x01, 0x80,
0x00, 0x00, 0xe4, 0x80, 0xe9, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02,
0x03, 0x00, 0x01, 0x80, 0x0d, 0x00, 0x00, 0xa0, 0x04, 0x00, 0x00, 0x04,
0x02, 0x00, 0x0e, 0x80, 0x0f, 0x00, 0x90, 0xa0, 0x03, 0x00, 0x00, 0x80,
0x03, 0x00, 0x90, 0x90, 0x01, 0x00, 0x00, 0x02, 0x03, 0x00, 0x07, 0x80,
0x02, 0x00, 0xf9, 0x80, 0x01, 0x00, 0x00, 0x02, 0x03, 0x00, 0x08, 0x80,
0x04, 0x00, 0x00, 0xa0, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0xe4, 0xf0,
0x02, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80, 0x03, 0x00, 0xff, 0x80,
0x10, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80,
0x04, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0, 0x2e, 0x00, 0x00, 0x02,
0x00, 0x00, 0x01, 0xb0, 0x04, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00, 0x04,
0x04, 0x00, 0x01, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x13, 0x20, 0xe4, 0xa1,
0x00, 0x00, 0x00, 0xb0, 0x0b, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80,
0x04, 0x00, 0x00, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x04,
0x04, 0x00, 0x07, 0x80, 0x04, 0x00, 0x00, 0x80, 0x11, 0x20, 0xe4, 0xa0,
0x00, 0x00, 0x00, 0xb0, 0x04, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80,
0x04, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0xaa, 0xa0, 0x03, 0x00, 0xe4, 0x80,
0x02, 0x00, 0x00, 0x03, 0x03, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x80,
0x04, 0x00, 0xaa, 0xa0, 0x27, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x04,
0x00, 0x00, 0x01, 0x80, 0xec, 0x00, 0x55, 0xa0, 0x02, 0x00, 0x00, 0x81,
0xec, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x07, 0x80,
0xeb, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80,
0x02, 0x00, 0xe4, 0x81, 0xea, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0xe4, 0x80,
0xeb, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
0x00, 0x00, 0xe4, 0x80, 0xec, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03,
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0,
0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
0x04, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
0x00, 0x00, 0xe4, 0x80, 0x03, 0x00, 0xe4, 0x80, 0x0b, 0x00, 0x00, 0x03,
0x01, 0x00, 0x0f, 0x80, 0x01, 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, 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
};

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const char *neoRim_vert_src =
"uniform vec3 u_viewVec;\n"
"uniform vec4 u_rampStart;\n"
"uniform vec4 u_rampEnd;\n"
"uniform vec3 u_rimData;\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out 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_ambLight.rgb*surfAmbient;\n"
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
" // rim light\n"
" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
" v_color.rgb += rimlight.rgb;\n"
" v_color = clamp(v_color, 0.0, 1.0);\n"
" v_color *= u_matColor;\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;

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uniform sampler2D tex0;
uniform sampler2D tex1;
in vec4 v_color;
in vec4 v_reflcolor;
in vec2 v_tex0;
in vec2 v_tex1;
in float v_fog;
out vec4 color;
void
main(void)
{
vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;
pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);
pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
// pass1.rgb += v_reflcolor.rgb * v_fog;
vec3 pass2 = v_reflcolor.rgb * v_fog;
color.rgb = pass1.rgb*pass1.a + pass2;
color.a = pass1.a;
// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
}

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uniform vec3 u_eye;
uniform vec4 u_reflProps;
uniform vec4 u_specDir[5];
uniform vec4 u_specColor[5];
#define fresnel (u_reflProps.x)
#define lightStrength (u_reflProps.y) // speclight alpha
#define shininess (u_reflProps.z)
#define specularity (u_reflProps.w)
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
out vec4 v_color;
out vec4 v_reflcolor;
out vec2 v_tex0;
out vec2 v_tex1;
out float v_fog;
vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)
{
return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;
}
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;
vec3 viewVec = normalize(u_eye - Vertex.xyz);
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;
v_color = clamp(v_color, 0.0, 1.0);
v_color *= u_matColor;
// reflect V along Normal
vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
v_tex1 = uv2.xy*0.5 + 0.5;
float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;
for(int i = 0; i < 5; i++)
v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
v_fog = DoFog(gl_Position.w);
}

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struct VS_out {
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float4 Color : COLOR0;
float4 ReflColor : COLOR1;
};
sampler2D tex0 : register(s0);
sampler2D tex1 : register(s1);
float4 fogColor : register(c0);
float4 main(VS_out input) : COLOR
{
float4 pass1 = input.Color;
//#ifdef TEX
pass1 *= tex2D(tex0, input.TexCoord0.xy);
//#endif
float3 envmap = tex2D(tex1, input.TexCoord1).rgb;
pass1.rgb = lerp(pass1.rgb, envmap, input.ReflColor.a);
// pass1.rgb = envmap;
// pass1.rgb *= input.ReflColor.a;
pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z);
// pass1.rgb += input.ReflColor.rgb * input.TexCoord0.z;
float3 pass2 = input.ReflColor.rgb*input.TexCoord0.z;
float4 color;
color.rgb = pass1.rgb*pass1.a + pass2;
color.a = pass1.a;
return color;
}

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static unsigned char neoVehicle_PS_cso[] = {
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x38, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0xab, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0xa4, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x01, 0x00, 0x02, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x8c, 0x00, 0x00, 0x00,
0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, 0x94, 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, 0x74, 0x65, 0x78, 0x30,
0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x31,
0x00, 0xab, 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,
0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
0x01, 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,
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90,
0x01, 0x00, 0xe4, 0x81, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90,
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xff, 0x90,
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x12, 0x00, 0x00, 0x04,
0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80,
0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80,
0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
0x02, 0x00, 0xff, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x04, 0x00, 0x00, 0x04,
0x01, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xff, 0x80,
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
};

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#include "standardConstants.h"
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;
float4 ReflColor : COLOR1;
};
float3 eye : register(c41);
float4 reflProps : register(c42);
Light specLights[5] : register(c43);
#define fresnel (reflProps.x)
#define lightStrength (reflProps.y) // speclight alpha
#define shininess (reflProps.z)
#define specularity (reflProps.w)
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);
float3 viewVec = normalize(eye - Vertex);
output.TexCoord0.xy = input.TexCoord;
output.Color = input.Prelight;
output.Color.rgb += ambientLight.rgb * surfAmbient*lightStrength;
int i;
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse*lightStrength;
// PS2 clamps before material color
output.Color = clamp(output.Color, 0.0, 1.0);
output.Color *= matCol;
// reflect V along Normal
float3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
output.TexCoord1 = uv2.xy*0.5 + 0.5;
float b = 1.0 - saturate(dot(viewVec, Normal));
output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess;
//Light mainLight = lights[0];
for(i = 0; i < 5; i++)
output.ReflColor.xyz += DoDirLightSpec(specLights[i], Normal, viewVec, specLights[i].direction.w)*specularity*lightStrength;
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}

View File

@ -0,0 +1,160 @@
static unsigned char neoVehicle_VS_cso[] = {
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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, 0xaa, 0xa0, 0x01, 0x00, 0x00, 0x02,
0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00
};

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@ -0,0 +1,30 @@
const char *neoVehicle_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"in vec4 v_color;\n"
"in vec4 v_reflcolor;\n"
"in vec2 v_tex0;\n"
"in vec2 v_tex1;\n"
"in float v_fog;\n"
"out vec4 color;\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;\n"
" pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);\n"
" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
"// pass1.rgb += v_reflcolor.rgb * v_fog;\n"
" vec3 pass2 = v_reflcolor.rgb * v_fog;\n"
" color.rgb = pass1.rgb*pass1.a + pass2;\n"
" color.a = pass1.a;\n"
"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

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@ -0,0 +1,56 @@
const char *neoVehicle_vert_src =
"uniform vec3 u_eye;\n"
"uniform vec4 u_reflProps;\n"
"uniform vec4 u_specDir[5];\n"
"uniform vec4 u_specColor[5];\n"
"#define fresnel (u_reflProps.x)\n"
"#define lightStrength (u_reflProps.y) // speclight alpha\n"
"#define shininess (u_reflProps.z)\n"
"#define specularity (u_reflProps.w)\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"out vec4 v_color;\n"
"out vec4 v_reflcolor;\n"
"out vec2 v_tex0;\n"
"out vec2 v_tex1;\n"
"out float v_fog;\n"
"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
"{\n"
" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n"
"}\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"
" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
" v_tex0 = in_tex0;\n"
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n"
" v_color = clamp(v_color, 0.0, 1.0);\n"
" v_color *= u_matColor;\n"
" // reflect V along Normal\n"
" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n"
" v_tex1 = uv2.xy*0.5 + 0.5;\n"
" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
" for(int i = 0; i < 5; i++)\n"
" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
" v_fog = DoFog(gl_Position.w);\n"
"}\n"
;

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@ -0,0 +1,25 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec4 u_lightMap;
in vec4 v_color;
in vec2 v_tex0;
in vec2 v_tex1;
in float v_fog;
out vec4 color;
void
main(void)
{
vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
color = t0*v_color*(1 + u_lightMap*(2*t1-1));
color.a = v_color.a*t0.a*u_lightMap.a;
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
}

Binary file not shown.

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@ -0,0 +1,25 @@
sampler2D Diffuse : register(s0);
sampler2D Light : register(s1);
float4 fogColor : register(c0);
float4 lm : register(c1);
struct PS_INPUT
{
float4 Color : COLOR0;
float3 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
};
float4
main(PS_INPUT IN) : COLOR
{
float4 t0 = tex2D(Diffuse, IN.Tex0.xy);
float4 t1 = tex2D(Light, IN.Tex1);
float4 col = t0*IN.Color*(1 + lm*(2*t1-1));
col.a = IN.Color.a*t0.a*lm.a;
col.rgb = lerp(fogColor.rgb, col.rgb, IN.Tex0.z);
return col;
}

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@ -0,0 +1,46 @@
static unsigned char neoWorldIII_PS_cso[] = {
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x3e, 0x00, 0x43, 0x54, 0x41, 0x42,
0x1c, 0x00, 0x00, 0x00, 0xc2, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
0x04, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0xbb, 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,
0x44, 0x69, 0x66, 0x66, 0x75, 0x73, 0x65, 0x00, 0x04, 0x00, 0x0c, 0x00,
0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 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, 0x6c, 0x6d, 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, 0x02, 0x00, 0x0f, 0xa0,
0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x80, 0xbf, 0x00, 0x00, 0x80, 0x3f,
0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
0x00, 0x00, 0x0f, 0x90, 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, 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,
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
0x02, 0x00, 0x00, 0xa0, 0x02, 0x00, 0x55, 0xa0, 0x01, 0x00, 0x00, 0x02,
0x00, 0x00, 0x08, 0x80, 0x02, 0x00, 0xaa, 0xa0, 0x04, 0x00, 0x00, 0x04,
0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80,
0x00, 0x00, 0xff, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03,
0x00, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, 0x00, 0x00, 0xff, 0x90,
0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80, 0x00, 0x00, 0xff, 0x80,
0x01, 0x00, 0xff, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xa1,
0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0,
0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02,
0x00, 0x08, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
};

View File

@ -0,0 +1,27 @@
const char *neoWorldIII_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"uniform vec4 u_lightMap;\n"
"in vec4 v_color;\n"
"in vec2 v_tex0;\n"
"in vec2 v_tex1;\n"
"in float v_fog;\n"
"out vec4 color;\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
" color = t0*v_color*(1 + u_lightMap*(2*t1-1));\n"
" color.a = v_color.a*t0.a*u_lightMap.a;\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

View File

@ -0,0 +1,16 @@
uniform sampler2D tex0;
in vec4 v_color;
in vec2 v_tex0;
in float v_fog;
out vec4 color;
void
main(void)
{
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
}

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@ -0,0 +1,18 @@
const char *simple_frag_src =
"uniform sampler2D tex0;\n"
"in vec4 v_color;\n"
"in vec2 v_tex0;\n"
"in float v_fog;\n"
"out vec4 color;\n"
"void\n"
"main(void)\n"
"{\n"
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

View File

@ -0,0 +1,28 @@
float4x4 combinedMat : register(c0);
float4x4 worldMat : register(c4);
float3x3 normalMat : register(c8);
float4 matCol : register(c12);
float4 surfProps : register(c13);
float4 fogData : register(c14);
float4 ambientLight : register(c15);
#define surfAmbient (surfProps.x)
#define surfSpecular (surfProps.y)
#define surfDiffuse (surfProps.z)
#define fogStart (fogData.x)
#define fogEnd (fogData.y)
#define fogRange (fogData.z)
#define fogDisable (fogData.w)
#include "lighting.h"
int numDirLights : register(i0);
int numPointLights : register(i1);
int numSpotLights : register(i2);
int4 firstLight : register(c16);
Light lights[8] : register(c17);
#define firstDirLight (firstLight.x)
#define firstPointLight (firstLight.y)
#define firstSpotLight (firstLight.z)

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@ -8,6 +8,7 @@
#include "NodeName.h" #include "NodeName.h"
#include "VisibilityPlugins.h" #include "VisibilityPlugins.h"
#include "ModelInfo.h" #include "ModelInfo.h"
#include "custompipes.h"
void void
CPedModelInfo::DeleteRwObject(void) CPedModelInfo::DeleteRwObject(void)
@ -91,8 +92,10 @@ CPedModelInfo::findLimbsCb(RpAtomic *atomic, void *data)
void void
CPedModelInfo::SetClump(RpClump *clump) CPedModelInfo::SetClump(RpClump *clump)
{ {
#ifdef EXTENDED_PIPELINES
CustomPipes::AttachRimPipe(clump);
#endif
#ifdef PED_SKIN #ifdef PED_SKIN
// CB has to be set here before atomics are detached from clump // CB has to be set here before atomics are detached from clump
if(strncmp(GetName(), "player", 7) == 0) if(strncmp(GetName(), "player", 7) == 0)
RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB); RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);

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@ -3,6 +3,7 @@
#include "General.h" #include "General.h"
#include "Camera.h" #include "Camera.h"
#include "ModelInfo.h" #include "ModelInfo.h"
#include "custompipes.h"
#define LOD_DISTANCE (300.0f) #define LOD_DISTANCE (300.0f)
@ -75,6 +76,10 @@ CSimpleModelInfo::SetAtomic(int n, RpAtomic *atomic)
RpGeometry *geo = RpAtomicGetGeometry(atomic); RpGeometry *geo = RpAtomicGetGeometry(atomic);
RpGeometrySetFlags(geo, RpGeometryGetFlags(geo) & ~rpGEOMETRYLIGHT); RpGeometrySetFlags(geo, RpGeometryGetFlags(geo) & ~rpGEOMETRYLIGHT);
} }
#ifdef EXTENDED_PIPELINES
CustomPipes::AttachWorldPipe(atomic);
#endif
} }
void void

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@ -19,6 +19,7 @@
#include "Bike.h" #include "Bike.h"
#include "ModelIndices.h" #include "ModelIndices.h"
#include "ModelInfo.h" #include "ModelInfo.h"
#include "custompipes.h"
int8 CVehicleModelInfo::ms_compsToUse[2] = { -2, -2 }; int8 CVehicleModelInfo::ms_compsToUse[2] = { -2, -2 };
int8 CVehicleModelInfo::ms_compsUsed[2]; int8 CVehicleModelInfo::ms_compsUsed[2];
@ -1037,6 +1038,10 @@ CVehicleModelInfo::SetEnvironmentMap(void)
SetEnvironmentMapCB(wheelmi->m_atomics[i], m_envMap); SetEnvironmentMapCB(wheelmi->m_atomics[i], m_envMap);
} }
} }
#ifdef EXTENDED_PIPELINES
CustomPipes::AttachVehiclePipe(m_clump);
#endif
} }
void void

View File

@ -19,6 +19,7 @@
#include "Shadows.h" #include "Shadows.h"
#include "PointLights.h" #include "PointLights.h"
#include "Renderer.h" #include "Renderer.h"
#include "custompipes.h"
bool gbShowPedRoadGroups; bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups; bool gbShowCarRoadGroups;
@ -96,9 +97,13 @@ CRenderer::RenderOneRoad(CEntity *e)
return; return;
if(gbShowCollisionPolys) if(gbShowCollisionPolys)
CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(), e->GetModelIndex()); CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(), e->GetModelIndex());
else else{
#ifdef EXTENDED_PIPELINES
CustomPipes::AttachGlossPipe(e->GetAtomic());
#endif
e->Render(); e->Render();
} }
}
void void
CRenderer::RenderOneNonRoad(CEntity *e) CRenderer::RenderOneNonRoad(CEntity *e)
@ -232,6 +237,11 @@ CRenderer::RenderEverythingBarRoads(void)
if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable()) if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable())
continue; continue;
#ifdef EXTENDED_PIPELINES
if(CustomPipes::bRenderingEnvMap && (e->IsPed() || e->IsVehicle()))
continue;
#endif
if(e->IsVehicle() || if(e->IsVehicle() ||
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){ e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
if(e->IsVehicle() && ((CVehicle*)e)->IsBoat()){ if(e->IsVehicle() && ((CVehicle*)e)->IsBoat()){

View File

@ -1,5 +1,11 @@
#pragma once #pragma once
extern RpLight *pAmbient;
extern RpLight *pDirect;
extern RpLight *pExtraDirectionals[4];
extern int LightStrengths[4];
extern int NumExtraDirLightsInWorld;
void SetLightsWithTimeOfDayColour(RpWorld *); void SetLightsWithTimeOfDayColour(RpWorld *);
RpWorld *LightsCreate(RpWorld *world); RpWorld *LightsCreate(RpWorld *world);
void LightsDestroy(RpWorld *world); void LightsDestroy(RpWorld *world);

View File

@ -8,6 +8,7 @@
#include "Camera.h" #include "Camera.h"
#include "VisibilityPlugins.h" #include "VisibilityPlugins.h"
#include "World.h" #include "World.h"
#include "custompipes.h"
#define FADE_DISTANCE 20.0f #define FADE_DISTANCE 20.0f
@ -146,6 +147,10 @@ CVisibilityPlugins::RenderFadingEntities(void)
CEntity *e = node->item.entity; CEntity *e = node->item.entity;
if(e->m_rwObject == nil) if(e->m_rwObject == nil)
continue; continue;
#ifdef EXTENDED_PIPELINES
if(CustomPipes::bRenderingEnvMap && (e->IsPed() || e->IsVehicle()))
continue;
#endif
mi = (CSimpleModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()); mi = (CSimpleModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex());
#ifdef FIX_BUGS #ifdef FIX_BUGS
if(mi->GetModelType() == MITYPE_SIMPLE && mi->m_noZwrite) if(mi->GetModelType() == MITYPE_SIMPLE && mi->m_noZwrite)