mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 01:29:16 +01:00
commit
76fe1247c8
@ -87,6 +87,7 @@
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#include "Zones.h"
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#include "debugmenu.h"
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#include "postfx.h"
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#include "custompipes.h"
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eLevelName CGame::currLevel;
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bool CGame::bDemoMode = true;
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@ -355,6 +356,10 @@ bool CGame::Initialise(const char* datFile)
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CdStreamAddImage("MODELS\\GTA3.IMG");
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CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
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CFileLoader::LoadLevel(datFile);
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#ifdef EXTENDED_PIPELINES
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// for generic fallback
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CustomPipes::SetTxdFindCallback();
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#endif
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CWorld::AddParticles();
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CVehicleModelInfo::LoadVehicleColours();
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CVehicleModelInfo::LoadEnvironmentMaps();
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@ -8,7 +8,8 @@ enum Config {
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MAX_CDCHANNELS = 5,
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MODELINFOSIZE = 5500,
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TXDSTORESIZE = 850,
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// TXDSTORESIZE = 850,
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TXDSTORESIZE = 1024, // for Xbox map
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EXTRADIRSIZE = 128,
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CUTSCENEDIRSIZE = 512,
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@ -209,6 +210,7 @@ enum Config {
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//#define USE_TEXTURE_POOL
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#define CUTSCENE_BORDERS_SWITCH
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define MULTISAMPLING // adds MSAA option
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#ifdef LIBRW
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@ -63,6 +63,7 @@
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#include "SceneEdit.h"
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#include "debugmenu.h"
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#include "Clock.h"
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#include "custompipes.h"
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GlobalScene Scene;
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@ -387,6 +388,9 @@ PluginAttach(void)
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return FALSE;
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}
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#ifdef EXTENDED_PIPELINES
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CustomPipes::CustomPipeRegister();
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#endif
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return TRUE;
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}
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@ -400,7 +404,11 @@ Initialise3D(void *param)
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DebugMenuInit();
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DebugMenuPopulate();
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#endif // !DEBUGMENU
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return CGame::InitialiseRenderWare();
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bool ret = CGame::InitialiseRenderWare();
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#ifdef EXTENDED_PIPELINES
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CustomPipes::CustomPipeInit(); // need Scene.world for this
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#endif
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return ret;
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}
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return (FALSE);
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@ -409,6 +417,9 @@ Initialise3D(void *param)
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static void
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Terminate3D(void)
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{
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#ifdef EXTENDED_PIPELINES
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CustomPipes::CustomPipeShutdown();
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#endif
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CGame::ShutdownRenderWare();
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#ifdef DEBUGMENU
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DebugMenuShutdown();
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@ -1099,6 +1110,12 @@ Idle(void *arg)
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tbEndTimer("PreRender");
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#endif
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#ifdef FIX_BUGS
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// This has to be done BEFORE RwCameraBeginUpdate
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RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
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RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
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#endif
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if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
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if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
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return;
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@ -1111,9 +1128,10 @@ Idle(void *arg)
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DefinedState();
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// BUG. This has to be done BEFORE RwCameraBeginUpdate
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#ifndef FIX_BUGS
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RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
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RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
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#endif
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#ifdef TIMEBARS
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tbStartTimer(0, "RenderScene");
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@ -1122,6 +1140,11 @@ Idle(void *arg)
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#ifdef TIMEBARS
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tbEndTimer("RenderScene");
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#endif
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#ifdef EXTENDED_PIPELINES
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CustomPipes::EnvMapRender();
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#endif
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RenderDebugShit();
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RenderEffects();
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@ -31,6 +31,7 @@
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#include "main.h"
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#include "MBlur.h"
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#include "postfx.h"
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#include "custompipes.h"
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#ifndef _WIN32
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#include "assert.h"
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@ -360,6 +361,17 @@ DebugMenuPopulate(void)
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DebugMenuEntrySetWrap(e, true);
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DebugMenuAddVar("Render", "Intensity", &CPostFX::Intensity, nil, 0.05f, 0, 10.0f);
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DebugMenuAddVarBool8("Render", "Motion Blur", &CPostFX::MotionBlurOn, nil);
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#endif
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#ifdef EXTENDED_PIPELINES
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static const char *vehpipenames[] = { "MatFX", "Neo" };
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e = DebugMenuAddVar("Render", "Vehicle Pipeline", &CustomPipes::VehiclePipeSwitch, nil,
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1, CustomPipes::VEHICLEPIPE_MATFX, CustomPipes::VEHICLEPIPE_NEO, vehpipenames);
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DebugMenuEntrySetWrap(e, true);
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DebugMenuAddVar("Render", "Neo Vehicle Shininess", &CustomPipes::VehicleShininess, nil, 0.1f, 0, 1.0f);
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DebugMenuAddVar("Render", "Neo Vehicle Specularity", &CustomPipes::VehicleSpecularity, nil, 0.1f, 0, 1.0f);
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DebugMenuAddVar("Render", "Neo Ped Rim light", &CustomPipes::RimlightMult, nil, 0.1f, 0, 1.0f);
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DebugMenuAddVar("Render", "Neo World Lightmaps", &CustomPipes::LightmapMult, nil, 0.1f, 0, 1.0f);
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DebugMenuAddVar("Render", "Neo Road Gloss", &CustomPipes::GlossMult, nil, 0.1f, 0, 1.0f);
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#endif
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DebugMenuAddVarBool8("Render", "Show Ped Paths", &gbShowPedPaths, nil);
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DebugMenuAddVarBool8("Render", "Show Car Paths", &gbShowCarPaths, nil);
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535
src/extras/custompipes.cpp
Normal file
535
src/extras/custompipes.cpp
Normal file
@ -0,0 +1,535 @@
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#define WITH_D3D
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#include "common.h"
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#ifdef EXTENDED_PIPELINES
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#include "main.h"
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#include "RwHelper.h"
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#include "Lights.h"
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#include "Timecycle.h"
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#include "FileMgr.h"
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#include "Clock.h"
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#include "Weather.h"
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#include "TxdStore.h"
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#include "Renderer.h"
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#include "World.h"
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#include "custompipes.h"
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#ifndef LIBRW
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#error "Need librw for EXTENDED_PIPELINES"
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#endif
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namespace CustomPipes {
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rw::int32 CustomMatOffset;
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void*
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CustomMatCtor(void *object, int32, int32)
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{
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CustomMatExt *ext = GetCustomMatExt((rw::Material*)object);
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ext->glossTex = nil;
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ext->haveGloss = false;
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return object;
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}
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void*
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CustomMatCopy(void *dst, void *src, int32, int32)
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{
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CustomMatExt *srcext = GetCustomMatExt((rw::Material*)src);
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CustomMatExt *dstext = GetCustomMatExt((rw::Material*)dst);
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dstext->glossTex = srcext->glossTex;
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dstext->haveGloss = srcext->haveGloss;
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return dst;
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}
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static rw::TexDictionary *neoTxd;
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bool bRenderingEnvMap;
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int32 EnvMapSize = 128;
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rw::Camera *EnvMapCam;
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rw::Texture *EnvMapTex;
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rw::Texture *EnvMaskTex;
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static rw::RWDEVICE::Im2DVertex EnvScreenQuad[4];
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static int16 QuadIndices[6] = { 0, 1, 2, 0, 2, 3 };
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static rw::Camera*
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CreateEnvMapCam(rw::World *world)
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{
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rw::Raster *fbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::CAMERATEXTURE);
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if(fbuf){
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rw::Raster *zbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::ZBUFFER);
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if(zbuf){
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rw::Frame *frame = rw::Frame::create();
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if(frame){
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rw::Camera *cam = rw::Camera::create();
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if(cam){
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cam->frameBuffer = fbuf;
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cam->zBuffer = zbuf;
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cam->setFrame(frame);
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cam->setNearPlane(0.1f);
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cam->setFarPlane(250.0f);
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rw::V2d vw = { 2.0f, 2.0f };
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cam->setViewWindow(&vw);
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world->addCamera(cam);
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EnvMapTex = rw::Texture::create(fbuf);
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EnvMapTex->setFilter(rw::Texture::LINEAR);
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frame->matrix.right.x = -1.0f;
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frame->matrix.up.y = -1.0f;
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frame->matrix.update();
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return cam;
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}
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frame->destroy();
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}
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zbuf->destroy();
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}
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fbuf->destroy();
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}
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return nil;
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}
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static void
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DestroyCam(rw::Camera *cam)
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{
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if(cam == nil)
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return;
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if(cam->frameBuffer){
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cam->frameBuffer->destroy();
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cam->frameBuffer = nil;
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}
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if(cam->zBuffer){
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cam->zBuffer->destroy();
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cam->zBuffer = nil;
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}
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rw::Frame *f = cam->getFrame();
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if(f){
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cam->setFrame(nil);
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f->destroy();
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}
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cam->world->removeCamera(cam);
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cam->destroy();
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}
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void
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RenderEnvMapScene(void)
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{
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CRenderer::RenderRoads();
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CRenderer::RenderEverythingBarRoads();
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CRenderer::RenderFadingInEntities();
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}
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void
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EnvMapRender(void)
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{
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if(VehiclePipeSwitch != VEHICLEPIPE_NEO)
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return;
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RwCameraEndUpdate(Scene.camera);
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// Neo does this differently, but i'm not quite convinced it's much better
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rw::V3d camPos = FindPlayerCoors();
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EnvMapCam->getFrame()->matrix.pos = camPos;
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EnvMapCam->getFrame()->transform(&EnvMapCam->getFrame()->matrix, rw::COMBINEREPLACE);
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rw::RGBA skycol = { CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255 };
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EnvMapCam->clear(&skycol, rwCAMERACLEARZ|rwCAMERACLEARIMAGE);
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RwCameraBeginUpdate(EnvMapCam);
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bRenderingEnvMap = true;
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RenderEnvMapScene();
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bRenderingEnvMap = false;
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if(EnvMaskTex){
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rw::SetRenderState(rw::VERTEXALPHA, TRUE);
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rw::SetRenderState(rw::SRCBLEND, rw::BLENDZERO);
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rw::SetRenderState(rw::DESTBLEND, rw::BLENDSRCCOLOR);
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rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMaskTex->raster);
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rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6);
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rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
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rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
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}
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RwCameraEndUpdate(EnvMapCam);
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RwCameraBeginUpdate(Scene.camera);
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// debug env map
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// rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMapTex->raster);
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// rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6);
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}
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static void
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EnvMapInit(void)
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{
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if(neoTxd)
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EnvMaskTex = neoTxd->find("CarReflectionMask");
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EnvMapCam = CreateEnvMapCam(Scene.world);
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int width = EnvMapCam->frameBuffer->width;
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int height = EnvMapCam->frameBuffer->height;
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float screenZ = RwIm2DGetNearScreenZ();
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float recipZ = 1.0f/EnvMapCam->nearPlane;
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EnvScreenQuad[0].setScreenX(0.0f);
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EnvScreenQuad[0].setScreenY(0.0f);
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EnvScreenQuad[0].setScreenZ(screenZ);
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EnvScreenQuad[0].setCameraZ(EnvMapCam->nearPlane);
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EnvScreenQuad[0].setRecipCameraZ(recipZ);
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EnvScreenQuad[0].setColor(255, 255, 255, 255);
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EnvScreenQuad[0].setU(0.0f, recipZ);
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EnvScreenQuad[0].setV(0.0f, recipZ);
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EnvScreenQuad[1].setScreenX(0.0f);
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EnvScreenQuad[1].setScreenY(height);
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EnvScreenQuad[1].setScreenZ(screenZ);
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EnvScreenQuad[1].setCameraZ(EnvMapCam->nearPlane);
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EnvScreenQuad[1].setRecipCameraZ(recipZ);
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EnvScreenQuad[1].setColor(255, 255, 255, 255);
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EnvScreenQuad[1].setU(0.0f, recipZ);
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EnvScreenQuad[1].setV(1.0f, recipZ);
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EnvScreenQuad[2].setScreenX(width);
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EnvScreenQuad[2].setScreenY(height);
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EnvScreenQuad[2].setScreenZ(screenZ);
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EnvScreenQuad[2].setCameraZ(EnvMapCam->nearPlane);
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EnvScreenQuad[2].setRecipCameraZ(recipZ);
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EnvScreenQuad[2].setColor(255, 255, 255, 255);
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EnvScreenQuad[2].setU(1.0f, recipZ);
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EnvScreenQuad[2].setV(1.0f, recipZ);
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EnvScreenQuad[3].setScreenX(width);
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EnvScreenQuad[3].setScreenY(0.0f);
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EnvScreenQuad[3].setScreenZ(screenZ);
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EnvScreenQuad[3].setCameraZ(EnvMapCam->nearPlane);
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EnvScreenQuad[3].setRecipCameraZ(recipZ);
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EnvScreenQuad[3].setColor(255, 255, 255, 255);
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EnvScreenQuad[3].setU(1.0f, recipZ);
|
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EnvScreenQuad[3].setV(0.0f, recipZ);
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}
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static void
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EnvMapShutdown(void)
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{
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EnvMapTex->raster = nil;
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EnvMapTex->destroy();
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EnvMapTex = nil;
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DestroyCam(EnvMapCam);
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EnvMapCam = nil;
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}
|
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|
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/*
|
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* Tweak values
|
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*/
|
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|
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#define INTERP_SETUP \
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int h1 = CClock::GetHours(); \
|
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int h2 = (h1+1)%24; \
|
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int w1 = CWeather::OldWeatherType; \
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int w2 = CWeather::NewWeatherType; \
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float timeInterp = (CClock::GetSeconds()/60.0f + CClock::GetMinutes())/60.0f; \
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float c0 = (1.0f-timeInterp)*(1.0f-CWeather::InterpolationValue); \
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float c1 = timeInterp*(1.0f-CWeather::InterpolationValue); \
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float c2 = (1.0f-timeInterp)*CWeather::InterpolationValue; \
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float c3 = timeInterp*CWeather::InterpolationValue;
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#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
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#define INTERPF(v,f) v[h1][w1].f*c0 + v[h2][w1].f*c1 + v[h1][w2].f*c2 + v[h2][w2].f*c3;
|
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|
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InterpolatedFloat::InterpolatedFloat(float init)
|
||||
{
|
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curInterpolator = 61; // compared against second
|
||||
for(int h = 0; h < 24; h++)
|
||||
for(int w = 0; w < NUMWEATHERS; w++)
|
||||
data[h][w] = init;
|
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}
|
||||
|
||||
void
|
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InterpolatedFloat::Read(char *s, int line, int field)
|
||||
{
|
||||
sscanf(s, "%f", &data[line][field]);
|
||||
}
|
||||
|
||||
float
|
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InterpolatedFloat::Get(void)
|
||||
{
|
||||
if(curInterpolator != CClock::GetSeconds()){
|
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INTERP_SETUP
|
||||
curVal = INTERP(data);
|
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curInterpolator = CClock::GetSeconds();
|
||||
}
|
||||
return curVal;
|
||||
}
|
||||
|
||||
InterpolatedColor::InterpolatedColor(const Color &init)
|
||||
{
|
||||
curInterpolator = 61; // compared against second
|
||||
for(int h = 0; h < 24; h++)
|
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for(int w = 0; w < NUMWEATHERS; w++)
|
||||
data[h][w] = init;
|
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}
|
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|
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void
|
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InterpolatedColor::Read(char *s, int line, int field)
|
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{
|
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int r, g, b, a;
|
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sscanf(s, "%i, %i, %i, %i", &r, &g, &b, &a);
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data[line][field] = Color(r/255.0f, g/255.0f, b/255.0f, a/255.0f);
|
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}
|
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|
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Color
|
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InterpolatedColor::Get(void)
|
||||
{
|
||||
if(curInterpolator != CClock::GetSeconds()){
|
||||
INTERP_SETUP
|
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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
133
src/extras/custompipes.h
Normal file
@ -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
|
527
src/extras/custompipes_d3d9.cpp
Normal file
527
src/extras/custompipes_d3d9.cpp
Normal file
@ -0,0 +1,527 @@
|
||||
#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
|
623
src/extras/custompipes_gl.cpp
Normal file
623
src/extras/custompipes_gl.cpp
Normal file
@ -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
|
@ -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
|
||||
(echo 'const char *im2d_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d.vert;\
|
||||
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
|
||||
(echo 'const char *colourfilterIII_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' colourfilterIII.frag;\
|
||||
@ -14,3 +30,39 @@ contrast_fs_gl3.inc: contrast.frag
|
||||
(echo 'const char *contrast_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' contrast.frag;\
|
||||
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
|
||||
|
@ -11,15 +11,10 @@ void
|
||||
main(void)
|
||||
{
|
||||
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 prev = dst;
|
||||
for(int i = 0; i < 5; i++){
|
||||
// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
|
||||
vec4 tmp = dst*(1.0-a) + prev*doublec*a;
|
||||
tmp += prev*u_blurcolor;
|
||||
tmp += prev*u_blurcolor;
|
||||
vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;
|
||||
prev = clamp(tmp, 0.0, 1.0);
|
||||
}
|
||||
color.rgb = prev.rgb;
|
||||
|
@ -12,15 +12,10 @@ const char *colourfilterIII_frag_src =
|
||||
"main(void)\n"
|
||||
"{\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 prev = dst;\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*doublec*a;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;\n"
|
||||
" prev = clamp(tmp, 0.0, 1.0);\n"
|
||||
" }\n"
|
||||
" color.rgb = prev.rgb;\n"
|
||||
|
29
src/extras/shaders/default_UV2.vert
Normal file
29
src/extras/shaders/default_UV2.vert
Normal 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);
|
||||
}
|
BIN
src/extras/shaders/default_UV2_VS.cso
Normal file
BIN
src/extras/shaders/default_UV2_VS.cso
Normal file
Binary file not shown.
54
src/extras/shaders/default_UV2_VS.hlsl
Normal file
54
src/extras/shaders/default_UV2_VS.hlsl
Normal 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;
|
||||
}
|
55
src/extras/shaders/default_UV2_VS.inc
Normal file
55
src/extras/shaders/default_UV2_VS.inc
Normal 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
|
||||
};
|
31
src/extras/shaders/default_UV2_gl3.inc
Normal file
31
src/extras/shaders/default_UV2_gl3.inc
Normal file
@ -0,0 +1,31 @@
|
||||
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"
|
||||
;
|
44
src/extras/shaders/lighting.h
Normal file
44
src/extras/shaders/lighting.h
Normal file
@ -0,0 +1,44 @@
|
||||
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;
|
||||
}
|
26
src/extras/shaders/neoGloss.frag
Normal file
26
src/extras/shaders/neoGloss.frag
Normal file
@ -0,0 +1,26 @@
|
||||
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);
|
||||
}
|
||||
|
29
src/extras/shaders/neoGloss.vert
Normal file
29
src/extras/shaders/neoGloss.vert
Normal file
@ -0,0 +1,29 @@
|
||||
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);
|
||||
}
|
BIN
src/extras/shaders/neoGloss_PS.cso
Normal file
BIN
src/extras/shaders/neoGloss_PS.cso
Normal file
Binary file not shown.
20
src/extras/shaders/neoGloss_PS.hlsl
Normal file
20
src/extras/shaders/neoGloss_PS.hlsl
Normal file
@ -0,0 +1,20 @@
|
||||
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;
|
||||
}
|
39
src/extras/shaders/neoGloss_PS.inc
Normal file
39
src/extras/shaders/neoGloss_PS.inc
Normal file
@ -0,0 +1,39 @@
|
||||
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
|
||||
};
|
BIN
src/extras/shaders/neoGloss_VS.cso
Normal file
BIN
src/extras/shaders/neoGloss_VS.cso
Normal file
Binary file not shown.
35
src/extras/shaders/neoGloss_VS.hlsl
Normal file
35
src/extras/shaders/neoGloss_VS.hlsl
Normal file
@ -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;
|
||||
}
|
66
src/extras/shaders/neoGloss_VS.inc
Normal file
66
src/extras/shaders/neoGloss_VS.inc
Normal file
@ -0,0 +1,66 @@
|
||||
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,
|
||||
0x00, 0x00, 0x00, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
|
||||
0x00, 0x64, 0x69, 0x72, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0xab,
|
||||
0xcf, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0xe8, 0x00, 0x00, 0x00,
|
||||
0xd8, 0x00, 0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00,
|
||||
0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x03, 0x00,
|
||||
0xfc, 0x00, 0x00, 0x00, 0x77, 0x6f, 0x72, 0x6c, 0x64, 0x4d, 0x61, 0x74,
|
||||
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, 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
|
||||
};
|
28
src/extras/shaders/neoGloss_fs_gl3.inc
Normal file
28
src/extras/shaders/neoGloss_fs_gl3.inc
Normal file
@ -0,0 +1,28 @@
|
||||
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"
|
||||
|
||||
;
|
31
src/extras/shaders/neoGloss_vs_gl3.inc
Normal file
31
src/extras/shaders/neoGloss_vs_gl3.inc
Normal file
@ -0,0 +1,31 @@
|
||||
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"
|
||||
;
|
37
src/extras/shaders/neoRim.vert
Normal file
37
src/extras/shaders/neoRim.vert
Normal file
@ -0,0 +1,37 @@
|
||||
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);
|
||||
}
|
48
src/extras/shaders/neoRimSkin.vert
Normal file
48
src/extras/shaders/neoRimSkin.vert
Normal file
@ -0,0 +1,48 @@
|
||||
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);
|
||||
}
|
BIN
src/extras/shaders/neoRimSkin_VS.cso
Normal file
BIN
src/extras/shaders/neoRimSkin_VS.cso
Normal file
Binary file not shown.
73
src/extras/shaders/neoRimSkin_VS.hlsl
Normal file
73
src/extras/shaders/neoRimSkin_VS.hlsl
Normal file
@ -0,0 +1,73 @@
|
||||
#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;
|
||||
}
|
203
src/extras/shaders/neoRimSkin_VS.inc
Normal file
203
src/extras/shaders/neoRimSkin_VS.inc
Normal file
@ -0,0 +1,203 @@
|
||||
static unsigned char neoRimSkin_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xb4, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x99, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x0e, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x92, 0x02, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
|
||||
0x01, 0x00, 0x3e, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x54, 0x01, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0xc0, 0x00, 0xa6, 0x00,
|
||||
0x64, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x01, 0x00, 0x00,
|
||||
0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, 0x80, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00,
|
||||
0x01, 0x00, 0x42, 0x00, 0x9c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xac, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00,
|
||||
0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb4, 0x01, 0x00, 0x00,
|
||||
0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00, 0x00, 0x02, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x10, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
|
||||
0x01, 0x00, 0x32, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x17, 0x02, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00, 0x03, 0x00, 0x22, 0x00,
|
||||
0x24, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x44, 0x02, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x54, 0x02, 0x00, 0x00, 0x02, 0x00, 0xeb, 0x00,
|
||||
0x01, 0x00, 0xae, 0x03, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x5c, 0x02, 0x00, 0x00, 0x02, 0x00, 0xea, 0x00, 0x01, 0x00, 0xaa, 0x03,
|
||||
0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x02, 0x00, 0x00,
|
||||
0x02, 0x00, 0xec, 0x00, 0x01, 0x00, 0xb2, 0x03, 0x70, 0x02, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00,
|
||||
0x01, 0x00, 0x36, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x8a, 0x02, 0x00, 0x00, 0x02, 0x00, 0xe9, 0x00, 0x01, 0x00, 0xa6, 0x03,
|
||||
0x70, 0x02, 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, 0x62, 0x6f, 0x6e, 0x65, 0x4d, 0x61, 0x74, 0x72,
|
||||
0x69, 0x63, 0x65, 0x73, 0x00, 0xab, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00,
|
||||
0x04, 0x00, 0x03, 0x00, 0x40, 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, 0x69, 0x72, 0x73, 0x74, 0x4c, 0x69, 0x67,
|
||||
0x68, 0x74, 0x00, 0xab, 0x01, 0x00, 0x02, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
|
||||
0x61, 0x74, 0x61, 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, 0x00, 0x00, 0x00, 0x00,
|
||||
0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x64, 0x69, 0x72,
|
||||
0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0xab, 0xbb, 0x01, 0x00, 0x00,
|
||||
0xc4, 0x01, 0x00, 0x00, 0xd4, 0x01, 0x00, 0x00, 0xc4, 0x01, 0x00, 0x00,
|
||||
0xdd, 0x01, 0x00, 0x00, 0xc4, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00,
|
||||
0x01, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x03, 0x00, 0xe8, 0x01, 0x00, 0x00,
|
||||
0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x6e, 0x6f, 0x72, 0x6d, 0x61,
|
||||
0x6c, 0x4d, 0x61, 0x74, 0x00, 0xab, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00,
|
||||
0x03, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x6e, 0x75, 0x6d, 0x44, 0x69, 0x72, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x73,
|
||||
0x00, 0xab, 0xab, 0xab, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x72, 0x61, 0x6d, 0x70,
|
||||
0x45, 0x6e, 0x64, 0x00, 0x72, 0x61, 0x6d, 0x70, 0x53, 0x74, 0x61, 0x72,
|
||||
0x74, 0x00, 0x72, 0x69, 0x6d, 0x44, 0x61, 0x74, 0x61, 0x00, 0xab, 0xab,
|
||||
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x73, 0x75, 0x72, 0x66, 0x50, 0x72, 0x6f, 0x70,
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|
||||
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
|
||||
};
|
50
src/extras/shaders/neoRimSkin_gl3.inc
Normal file
50
src/extras/shaders/neoRimSkin_gl3.inc
Normal file
@ -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"
|
||||
;
|
BIN
src/extras/shaders/neoRim_VS.cso
Normal file
BIN
src/extras/shaders/neoRim_VS.cso
Normal file
Binary file not shown.
61
src/extras/shaders/neoRim_VS.hlsl
Normal file
61
src/extras/shaders/neoRim_VS.hlsl
Normal file
@ -0,0 +1,61 @@
|
||||
#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;
|
||||
}
|
118
src/extras/shaders/neoRim_VS.inc
Normal file
118
src/extras/shaders/neoRim_VS.inc
Normal file
@ -0,0 +1,118 @@
|
||||
static unsigned char neoRim_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xa7, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x65, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x5e, 0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
|
||||
0x01, 0x00, 0x3e, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
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|
||||
0x4c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00,
|
||||
0x02, 0x00, 0x10, 0x00, 0x01, 0x00, 0x42, 0x00, 0x68, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x78, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00,
|
||||
0x01, 0x00, 0x3a, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00,
|
||||
0xcc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xdc, 0x01, 0x00, 0x00,
|
||||
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|
||||
0x00, 0x00, 0x00, 0x00, 0xe3, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00,
|
||||
0x03, 0x00, 0x22, 0x00, 0xf0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
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|
||||
0x10, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00,
|
||||
0x02, 0x00, 0xeb, 0x00, 0x01, 0x00, 0xae, 0x03, 0x30, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x28, 0x02, 0x00, 0x00, 0x02, 0x00, 0xea, 0x00,
|
||||
0x01, 0x00, 0xaa, 0x03, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x32, 0x02, 0x00, 0x00, 0x02, 0x00, 0xec, 0x00, 0x01, 0x00, 0xb2, 0x03,
|
||||
0x3c, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4c, 0x02, 0x00, 0x00,
|
||||
0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, 0x30, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x56, 0x02, 0x00, 0x00, 0x02, 0x00, 0xe9, 0x00,
|
||||
0x01, 0x00, 0xa6, 0x03, 0x3c, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x90, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x03, 0x00, 0x00, 0x80,
|
||||
0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80,
|
||||
0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80,
|
||||
0x03, 0x00, 0x0f, 0x90, 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, 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,
|
||||
0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0x55, 0x90, 0x09, 0x00, 0xe4, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x08, 0x00, 0xe4, 0xa0,
|
||||
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
|
||||
};
|
39
src/extras/shaders/neoRim_gl3.inc
Normal file
39
src/extras/shaders/neoRim_gl3.inc
Normal file
@ -0,0 +1,39 @@
|
||||
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"
|
||||
;
|
28
src/extras/shaders/neoVehicle.frag
Normal file
28
src/extras/shaders/neoVehicle.frag
Normal file
@ -0,0 +1,28 @@
|
||||
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);
|
||||
}
|
54
src/extras/shaders/neoVehicle.vert
Normal file
54
src/extras/shaders/neoVehicle.vert
Normal file
@ -0,0 +1,54 @@
|
||||
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);
|
||||
}
|
BIN
src/extras/shaders/neoVehicle_PS.cso
Normal file
BIN
src/extras/shaders/neoVehicle_PS.cso
Normal file
Binary file not shown.
34
src/extras/shaders/neoVehicle_PS.hlsl
Normal file
34
src/extras/shaders/neoVehicle_PS.hlsl
Normal file
@ -0,0 +1,34 @@
|
||||
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;
|
||||
}
|
42
src/extras/shaders/neoVehicle_PS.inc
Normal file
42
src/extras/shaders/neoVehicle_PS.inc
Normal file
@ -0,0 +1,42 @@
|
||||
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
|
||||
};
|
BIN
src/extras/shaders/neoVehicle_VS.cso
Normal file
BIN
src/extras/shaders/neoVehicle_VS.cso
Normal file
Binary file not shown.
64
src/extras/shaders/neoVehicle_VS.hlsl
Normal file
64
src/extras/shaders/neoVehicle_VS.hlsl
Normal file
@ -0,0 +1,64 @@
|
||||
#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;
|
||||
}
|
160
src/extras/shaders/neoVehicle_VS.inc
Normal file
160
src/extras/shaders/neoVehicle_VS.inc
Normal file
@ -0,0 +1,160 @@
|
||||
static unsigned char neoVehicle_VS_cso[] = {
|
||||
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0x0a, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80, 0x02, 0x00, 0xff, 0x80,
|
||||
0x0b, 0x00, 0xaa, 0xa0, 0x20, 0x00, 0x00, 0x04, 0x03, 0x00, 0x01, 0x80,
|
||||
0x02, 0x00, 0xff, 0x80, 0x2d, 0x20, 0xff, 0xa0, 0x00, 0x00, 0x00, 0xb0,
|
||||
0x05, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0x00, 0x80,
|
||||
0x2b, 0x20, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0xb0, 0x05, 0x00, 0x00, 0x03,
|
||||
0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80, 0x2a, 0x00, 0xff, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80,
|
||||
0x2a, 0x00, 0x55, 0xa0, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, 0x0b, 0x00, 0xaa, 0xa0,
|
||||
0x27, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0xd0,
|
||||
0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
|
||||
0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, 0x05, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0,
|
||||
0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
|
||||
0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0,
|
||||
0x00, 0x00, 0x00, 0x80, 0x0b, 0x00, 0xaa, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
30
src/extras/shaders/neoVehicle_fs_gl3.inc
Normal file
30
src/extras/shaders/neoVehicle_fs_gl3.inc
Normal file
@ -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"
|
||||
;
|
56
src/extras/shaders/neoVehicle_vs_gl3.inc
Normal file
56
src/extras/shaders/neoVehicle_vs_gl3.inc
Normal file
@ -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"
|
||||
;
|
25
src/extras/shaders/neoWorldIII.frag
Normal file
25
src/extras/shaders/neoWorldIII.frag
Normal file
@ -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);
|
||||
}
|
||||
|
BIN
src/extras/shaders/neoWorldIII_PS.cso
Normal file
BIN
src/extras/shaders/neoWorldIII_PS.cso
Normal file
Binary file not shown.
25
src/extras/shaders/neoWorldIII_PS.hlsl
Normal file
25
src/extras/shaders/neoWorldIII_PS.hlsl
Normal file
@ -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;
|
||||
}
|
46
src/extras/shaders/neoWorldIII_PS.inc
Normal file
46
src/extras/shaders/neoWorldIII_PS.inc
Normal file
@ -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
|
||||
};
|
27
src/extras/shaders/neoWorldIII_fs_gl3.inc
Normal file
27
src/extras/shaders/neoWorldIII_fs_gl3.inc
Normal 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"
|
||||
|
||||
;
|
16
src/extras/shaders/simple.frag
Normal file
16
src/extras/shaders/simple.frag
Normal 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);
|
||||
}
|
||||
|
18
src/extras/shaders/simple_fs_gl3.inc
Normal file
18
src/extras/shaders/simple_fs_gl3.inc
Normal file
@ -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"
|
||||
|
||||
;
|
28
src/extras/shaders/standardConstants.h
Normal file
28
src/extras/shaders/standardConstants.h
Normal 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)
|
@ -8,6 +8,7 @@
|
||||
#include "NodeName.h"
|
||||
#include "VisibilityPlugins.h"
|
||||
#include "ModelInfo.h"
|
||||
#include "custompipes.h"
|
||||
|
||||
void
|
||||
CPedModelInfo::DeleteRwObject(void)
|
||||
@ -91,8 +92,10 @@ CPedModelInfo::findLimbsCb(RpAtomic *atomic, void *data)
|
||||
void
|
||||
CPedModelInfo::SetClump(RpClump *clump)
|
||||
{
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
CustomPipes::AttachRimPipe(clump);
|
||||
#endif
|
||||
#ifdef PED_SKIN
|
||||
|
||||
// CB has to be set here before atomics are detached from clump
|
||||
if(strncmp(GetName(), "player", 7) == 0)
|
||||
RpClumpForAllAtomics(clump, SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
|
||||
|
@ -3,6 +3,7 @@
|
||||
#include "General.h"
|
||||
#include "Camera.h"
|
||||
#include "ModelInfo.h"
|
||||
#include "custompipes.h"
|
||||
|
||||
#define LOD_DISTANCE (300.0f)
|
||||
|
||||
@ -75,6 +76,10 @@ CSimpleModelInfo::SetAtomic(int n, RpAtomic *atomic)
|
||||
RpGeometry *geo = RpAtomicGetGeometry(atomic);
|
||||
RpGeometrySetFlags(geo, RpGeometryGetFlags(geo) & ~rpGEOMETRYLIGHT);
|
||||
}
|
||||
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
CustomPipes::AttachWorldPipe(atomic);
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -19,6 +19,7 @@
|
||||
#include "Bike.h"
|
||||
#include "ModelIndices.h"
|
||||
#include "ModelInfo.h"
|
||||
#include "custompipes.h"
|
||||
|
||||
int8 CVehicleModelInfo::ms_compsToUse[2] = { -2, -2 };
|
||||
int8 CVehicleModelInfo::ms_compsUsed[2];
|
||||
@ -1037,6 +1038,10 @@ CVehicleModelInfo::SetEnvironmentMap(void)
|
||||
SetEnvironmentMapCB(wheelmi->m_atomics[i], m_envMap);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
CustomPipes::AttachVehiclePipe(m_clump);
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -20,6 +20,7 @@
|
||||
#include "PointLights.h"
|
||||
#include "Renderer.h"
|
||||
#include "Frontend.h"
|
||||
#include "custompipes.h"
|
||||
|
||||
bool gbShowPedRoadGroups;
|
||||
bool gbShowCarRoadGroups;
|
||||
@ -97,8 +98,12 @@ CRenderer::RenderOneRoad(CEntity *e)
|
||||
return;
|
||||
if(gbShowCollisionPolys)
|
||||
CCollision::DrawColModel_Coloured(e->GetMatrix(), *CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel(), e->GetModelIndex());
|
||||
else
|
||||
else{
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
CustomPipes::AttachGlossPipe(e->GetAtomic());
|
||||
#endif
|
||||
e->Render();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
@ -233,6 +238,11 @@ CRenderer::RenderEverythingBarRoads(void)
|
||||
if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable())
|
||||
continue;
|
||||
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
if(CustomPipes::bRenderingEnvMap && (e->IsPed() || e->IsVehicle()))
|
||||
continue;
|
||||
#endif
|
||||
|
||||
if(e->IsVehicle() ||
|
||||
e->IsPed() && CVisibilityPlugins::GetClumpAlpha((RpClump*)e->m_rwObject) != 255){
|
||||
if(e->IsVehicle() && ((CVehicle*)e)->IsBoat()){
|
||||
|
@ -1,5 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
extern RpLight *pAmbient;
|
||||
extern RpLight *pDirect;
|
||||
extern RpLight *pExtraDirectionals[4];
|
||||
extern int LightStrengths[4];
|
||||
extern int NumExtraDirLightsInWorld;
|
||||
|
||||
void SetLightsWithTimeOfDayColour(RpWorld *);
|
||||
RpWorld *LightsCreate(RpWorld *world);
|
||||
void LightsDestroy(RpWorld *world);
|
||||
|
@ -8,6 +8,7 @@
|
||||
#include "Camera.h"
|
||||
#include "VisibilityPlugins.h"
|
||||
#include "World.h"
|
||||
#include "custompipes.h"
|
||||
|
||||
#define FADE_DISTANCE 20.0f
|
||||
|
||||
@ -146,6 +147,10 @@ CVisibilityPlugins::RenderFadingEntities(void)
|
||||
CEntity *e = node->item.entity;
|
||||
if(e->m_rwObject == nil)
|
||||
continue;
|
||||
#ifdef EXTENDED_PIPELINES
|
||||
if(CustomPipes::bRenderingEnvMap && (e->IsPed() || e->IsVehicle()))
|
||||
continue;
|
||||
#endif
|
||||
mi = (CSimpleModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex());
|
||||
#ifdef FIX_BUGS
|
||||
if(mi->GetModelType() == MITYPE_SIMPLE && mi->m_noZwrite)
|
||||
|
Loading…
Reference in New Issue
Block a user