diff --git a/src/d3d/shaders/lighting.h b/src/d3d/shaders/lighting.h index 2591c81..4b08196 100644 --- a/src/d3d/shaders/lighting.h +++ b/src/d3d/shaders/lighting.h @@ -11,7 +11,7 @@ float3 DoDirLight(Light L, float3 N) return l*L.color.xyz; } -float3 DoDirLightSpec(Light L, float3 N, float3 V, float power)) +float3 DoDirLightSpec(Light L, float3 N, float3 V, float power) { return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz; } diff --git a/src/gl/rwgl3.h b/src/gl/rwgl3.h index 4f1e501..d79189e 100644 --- a/src/gl/rwgl3.h +++ b/src/gl/rwgl3.h @@ -130,8 +130,9 @@ struct Im2DVertex void setScreenX(float32 x) { this->x = x; } void setScreenY(float32 y) { this->y = y; } void setScreenZ(float32 z) { this->z = z; } - void setCameraZ(float32 z) { this->w = z; } - void setRecipCameraZ(float32 recipz) { } + // This is a bit unefficient but we have to counteract GL's divide, so multiply + void setCameraZ(float32 z) { } + void setRecipCameraZ(float32 recipz) { this->w = 1.0f/recipz; } void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->r = r; this->g = g; this->b = b; this->a = a; } void setU(float32 u, float recipz) { this->u = u; } diff --git a/src/gl/shaders/im2d.vert b/src/gl/shaders/im2d.vert index fcd81c2..cdb9da8 100644 --- a/src/gl/shaders/im2d.vert +++ b/src/gl/shaders/im2d.vert @@ -10,9 +10,8 @@ void main(void) { gl_Position = in_pos; - gl_Position.w = 1.0; gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw; - v_fog = DoFog(gl_Position.z); + v_fog = DoFog(gl_Position.w); gl_Position.xyz *= gl_Position.w; v_color = in_color; v_tex0 = in_tex0; diff --git a/src/gl/shaders/im2d_gl.inc b/src/gl/shaders/im2d_gl.inc index d11f5d3..4e1d631 100644 --- a/src/gl/shaders/im2d_gl.inc +++ b/src/gl/shaders/im2d_gl.inc @@ -11,9 +11,8 @@ const char *im2d_vert_src = "main(void)\n" "{\n" " gl_Position = in_pos;\n" -" gl_Position.w = 1.0;\n" " gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n" -" v_fog = DoFog(gl_Position.z);\n" +" v_fog = DoFog(gl_Position.w);\n" " gl_Position.xyz *= gl_Position.w;\n" " v_color = in_color;\n" " v_tex0 = in_tex0;\n" diff --git a/tools/playground/main.cpp b/tools/playground/main.cpp index 050e613..87acd6e 100644 --- a/tools/playground/main.cpp +++ b/tools/playground/main.cpp @@ -369,6 +369,53 @@ im2dtest(void) &verts, 4, &indices, 4); } +void +im2dtest2(void) +{ + using namespace rw::RWDEVICE; + int i; + rw::Camera *cam = Scene.camera; + float n = cam->nearPlane; + float f = cam->farPlane; + float mid = (n+f)/4.0f; + struct + { + float x, y, z; + rw::uint8 r, g, b, a; + float u, v; + } vs[4] = { + { 0.5f, 0.5f, n, 255, 255, 255, 255, 0.0f, 0.0f }, + { 0.5f, 0.5f, mid, 255, 255, 255, 255, 1.0f, 0.0f }, + { 0.5f, -0.5f, n, 255, 255, 255, 255, 0.0f, 1.0f }, + { 0.5f, -0.5f, mid, 255, 255, 255, 255, 1.0f, 1.0f }, + }; + Im2DVertex verts[4]; + static short indices[] = { + 0, 1, 2, 3 + }; + + for(i = 0; i < 4; i++){ + float recipZ = 1.0f/vs[i].z; + verts[i].setScreenX((vs[i].x*recipZ + 0.5f) * 640.0f); + verts[i].setScreenY((vs[i].y*recipZ + 0.5f) * 448.0f); + verts[i].setScreenZ(recipZ * cam->zScale + cam->zShift); +// verts[i].setCameraZ(vs[i].z); + verts[i].setRecipCameraZ(recipZ); + verts[i].setColor(vs[i].r, vs[i].g, vs[i].b, vs[i].a); + if(dosoftras) + verts[i].setColor(255, 255, 255, 255); + verts[i].setU(vs[i].u + 0.5f/640.0f, recipZ); + verts[i].setV(vs[i].v + 0.5f/448.0f, recipZ); + } + + rw::SetRenderStatePtr(rw::TEXTURERASTER, tex->raster); + rw::SetRenderState(rw::TEXTUREADDRESS, rw::Texture::WRAP); + rw::SetRenderState(rw::TEXTUREFILTER, rw::Texture::NEAREST); + rw::SetRenderState(rw::VERTEXALPHA, 1); + rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRISTRIP, + &verts, 4, &indices, 4); +} + void im3dtest(void) { @@ -449,6 +496,10 @@ Draw(float timeDelta) { getFrontBuffer(); + rw::SetRenderState(rw::FOGCOLOR, 0xFF0000FF); + rw::SetRenderState(rw::FOGENABLE, 1); + camera->m_rwcam->fogPlane = camera->m_rwcam->nearPlane; + static rw::RGBA clearcol = { 161, 161, 161, 0xFF }; camera->m_rwcam->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ); camera->update(); @@ -457,7 +508,7 @@ Draw(float timeDelta) extern void beginSoftras(void); beginSoftras(); - gen::tlTest(Scene.clump); +// gen::tlTest(Scene.clump); void drawtest(void); // drawtest(); @@ -465,7 +516,8 @@ extern void endSoftras(void); if(dosoftras){ endSoftras(); } - // im2dtest(); + //im2dtest(); + im2dtest2(); // Scene.clump->render(); // im3dtest();