mirror of https://github.com/aap/librw.git
fix opengl im2d. d3d still no fog
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4c77fb5754
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@ -11,7 +11,7 @@ float3 DoDirLight(Light L, float3 N)
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return l*L.color.xyz;
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}
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float3 DoDirLightSpec(Light L, float3 N, float3 V, float power))
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float3 DoDirLightSpec(Light L, float3 N, float3 V, float power)
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{
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return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz;
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}
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@ -130,8 +130,9 @@ struct Im2DVertex
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void setScreenX(float32 x) { this->x = x; }
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void setScreenY(float32 y) { this->y = y; }
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void setScreenZ(float32 z) { this->z = z; }
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void setCameraZ(float32 z) { this->w = z; }
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void setRecipCameraZ(float32 recipz) { }
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// This is a bit unefficient but we have to counteract GL's divide, so multiply
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void setCameraZ(float32 z) { }
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void setRecipCameraZ(float32 recipz) { this->w = 1.0f/recipz; }
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void setColor(uint8 r, uint8 g, uint8 b, uint8 a) {
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this->r = r; this->g = g; this->b = b; this->a = a; }
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void setU(float32 u, float recipz) { this->u = u; }
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@ -10,9 +10,8 @@ void
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main(void)
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{
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gl_Position = in_pos;
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gl_Position.w = 1.0;
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gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
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v_fog = DoFog(gl_Position.z);
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v_fog = DoFog(gl_Position.w);
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gl_Position.xyz *= gl_Position.w;
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v_color = in_color;
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v_tex0 = in_tex0;
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@ -11,9 +11,8 @@ const char *im2d_vert_src =
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"main(void)\n"
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"{\n"
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" gl_Position = in_pos;\n"
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" gl_Position.w = 1.0;\n"
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" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
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" v_fog = DoFog(gl_Position.z);\n"
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" v_fog = DoFog(gl_Position.w);\n"
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" gl_Position.xyz *= gl_Position.w;\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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@ -369,6 +369,53 @@ im2dtest(void)
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&verts, 4, &indices, 4);
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}
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void
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im2dtest2(void)
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{
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using namespace rw::RWDEVICE;
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int i;
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rw::Camera *cam = Scene.camera;
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float n = cam->nearPlane;
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float f = cam->farPlane;
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float mid = (n+f)/4.0f;
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struct
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{
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float x, y, z;
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rw::uint8 r, g, b, a;
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float u, v;
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} vs[4] = {
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{ 0.5f, 0.5f, n, 255, 255, 255, 255, 0.0f, 0.0f },
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{ 0.5f, 0.5f, mid, 255, 255, 255, 255, 1.0f, 0.0f },
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{ 0.5f, -0.5f, n, 255, 255, 255, 255, 0.0f, 1.0f },
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{ 0.5f, -0.5f, mid, 255, 255, 255, 255, 1.0f, 1.0f },
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};
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Im2DVertex verts[4];
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static short indices[] = {
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0, 1, 2, 3
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};
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for(i = 0; i < 4; i++){
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float recipZ = 1.0f/vs[i].z;
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verts[i].setScreenX((vs[i].x*recipZ + 0.5f) * 640.0f);
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verts[i].setScreenY((vs[i].y*recipZ + 0.5f) * 448.0f);
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verts[i].setScreenZ(recipZ * cam->zScale + cam->zShift);
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// verts[i].setCameraZ(vs[i].z);
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verts[i].setRecipCameraZ(recipZ);
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verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a);
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if(dosoftras)
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verts[i].setColor(255, 255, 255, 255);
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verts[i].setU(vs[i].u + 0.5f/640.0f, recipZ);
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verts[i].setV(vs[i].v + 0.5f/448.0f, recipZ);
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}
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rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster);
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rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP);
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rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST);
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rw::SetRenderState(rw::VERTEXALPHA, 1);
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rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP,
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&verts, 4, &indices, 4);
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}
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void
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im3dtest(void)
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{
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@ -449,6 +496,10 @@ Draw(float timeDelta)
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{
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getFrontBuffer();
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rw::SetRenderState(rw::FOGCOLOR, 0xFF0000FF);
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rw::SetRenderState(rw::FOGENABLE, 1);
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camera->m_rwcam->fogPlane = camera->m_rwcam->nearPlane;
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static rw::RGBA clearcol = { 161, 161, 161, 0xFF };
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camera->m_rwcam->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
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camera->update();
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@ -457,7 +508,7 @@ Draw(float timeDelta)
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extern void beginSoftras(void);
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beginSoftras();
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gen::tlTest(Scene.clump);
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// gen::tlTest(Scene.clump);
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void drawtest(void);
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// drawtest();
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@ -465,7 +516,8 @@ extern void endSoftras(void);
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if(dosoftras){
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endSoftras();
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}
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// im2dtest();
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//im2dtest();
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im2dtest2();
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// Scene.clump->render();
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// im3dtest();
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