mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-25 10:43:43 +00:00
reorganize shaders; use modulate flag; update librw
This commit is contained in:
parent
2bd8be5872
commit
6662e60b63
46 changed files with 64 additions and 120 deletions
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@ -89,6 +89,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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}
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int vsBits;
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rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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@ -120,7 +121,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
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d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture)
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d3d::setTexture(0, m->texture);
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@ -149,11 +150,11 @@ CreateVehiclePipe(void)
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fp = ReadTweakValueTable(fp, SpecColor);
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}
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#include "shaders/neoVehicle_VS.inc"
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#include "shaders/obj/neoVehicle_VS.inc"
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neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
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assert(neoVehicle_VS);
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#include "shaders/neoVehicle_PS.inc"
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#include "shaders/obj/neoVehicle_PS.inc"
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neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
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assert(neoVehicle_PS);
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@ -259,11 +260,11 @@ CreateWorldPipe(void)
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else
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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#include "shaders/default_UV2_VS.inc"
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#include "shaders/obj/default_UV2_VS.inc"
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neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
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assert(neoWorld_VS);
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#include "shaders/neoWorldIII_PS.inc"
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#include "shaders/obj/neoWorldIII_PS.inc"
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neoWorldIII_PS = rw::d3d::createPixelShader(neoWorldIII_PS_cso);
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assert(neoWorldIII_PS);
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@ -346,11 +347,11 @@ glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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void
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CreateGlossPipe(void)
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{
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#include "shaders/neoGloss_VS.inc"
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#include "shaders/obj/neoGloss_VS.inc"
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neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
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assert(neoGloss_VS);
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#include "shaders/neoGloss_PS.inc"
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#include "shaders/obj/neoGloss_PS.inc"
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neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
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assert(neoGloss_PS);
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@ -420,6 +421,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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}
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int vsBits;
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rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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@ -437,7 +439,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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@ -463,7 +465,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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}
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int vsBits;
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rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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0, header->vertexStream[0].stride);
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setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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@ -484,7 +486,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(inst->material->texture){
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d3d::setTexture(0, m->texture);
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@ -512,11 +514,11 @@ CreateRimLightPipes(void)
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}
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#include "shaders/neoRim_VS.inc"
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#include "shaders/obj/neoRim_VS.inc"
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neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
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assert(neoRim_VS);
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#include "shaders/neoRimSkin_VS.inc"
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#include "shaders/obj/neoRimSkin_VS.inc"
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neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
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assert(neoRimSkin_VS);
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@ -610,6 +612,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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rw::uint32 flags = atomic->geometry->flags;
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bool setupDone = false;
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bool defer = false;
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@ -639,7 +642,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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@ -702,7 +705,7 @@ RenderBlendPass(int pass)
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps);
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setMaterial(color, m->surfaceProps); // always modulate here
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if(m->texture){
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d3d::setTexture(0, m->texture);
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@ -87,6 +87,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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Material *m;
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rw::uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@ -119,7 +120,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -159,8 +160,8 @@ CreateVehiclePipe(void)
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{
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#include "shaders/neoVehicle_fs_gl.inc"
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#include "shaders/neoVehicle_vs_gl.inc"
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#include "shaders/obj/neoVehicle_frag.inc"
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#include "shaders/obj/neoVehicle_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
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neoVehicleShader = Shader::create(vs, fs);
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@ -270,8 +271,8 @@ CreateWorldPipe(void)
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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{
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#include "shaders/neoWorldIII_fs_gl.inc"
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#include "shaders/default_UV2_gl.inc"
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#include "shaders/obj/neoWorldIII_frag.inc"
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#include "shaders/obj/default_UV2_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoWorldIII_frag_src, nil };
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neoWorldShader = Shader::create(vs, fs);
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@ -378,8 +379,8 @@ CreateGlossPipe(void)
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using namespace rw::gl3;
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{
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#include "shaders/neoGloss_fs_gl.inc"
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#include "shaders/neoGloss_vs_gl.inc"
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#include "shaders/obj/neoGloss_frag.inc"
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#include "shaders/obj/neoGloss_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
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neoGlossShader = Shader::create(vs, fs);
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@ -448,6 +449,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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Material *m;
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rw::uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@ -471,7 +473,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -498,6 +500,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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Material *m;
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rw::uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@ -519,7 +522,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -550,8 +553,8 @@ CreateRimLightPipes(void)
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}
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{
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#include "shaders/simple_fs_gl.inc"
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#include "shaders/neoRimSkin_gl.inc"
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#include "shaders/obj/simple_frag.inc"
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#include "shaders/obj/neoRimSkin_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimSkinShader = Shader::create(vs, fs);
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@ -559,8 +562,8 @@ CreateRimLightPipes(void)
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}
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{
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#include "shaders/simple_fs_gl.inc"
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#include "shaders/neoRim_gl.inc"
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#include "shaders/obj/simple_frag.inc"
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#include "shaders/obj/neoRim_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimShader = Shader::create(vs, fs);
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@ -664,6 +667,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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rw::uint32 flags = atomic->geometry->flags;
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WorldLights lights;
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lights.numAmbients = 1;
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@ -703,7 +707,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -772,7 +776,7 @@ RenderBlendPass(int pass)
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps);
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setMaterial(color, m->surfaceProps); // always modulate here
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setTexture(0, m->texture);
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@ -141,16 +141,16 @@ CPostFX::Open(RwCamera *cam)
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#ifdef RW_D3D9
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#include "shaders/colourfilterIII_PS.inc"
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#include "shaders/obj/colourfilterIII_PS.inc"
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colourfilterIII_PS = rw::d3d::createPixelShader(colourfilterIII_PS_cso);
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#include "shaders/contrastPS.inc"
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#include "shaders/obj/contrastPS.inc"
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contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
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#endif
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#ifdef RW_OPENGL
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using namespace rw::gl3;
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/colourfilterIII_fs_gl.inc"
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#include "shaders/obj/im2d_vert.inc"
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#include "shaders/obj/colourfilterIII_frag.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, colourfilterIII_frag_src, nil };
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colourFilterIII = Shader::create(vs, fs);
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@ -158,8 +158,8 @@ CPostFX::Open(RwCamera *cam)
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}
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/contrast_fs_gl.inc"
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#include "shaders/obj/im2d_vert.inc"
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#include "shaders/obj/contrast_frag.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, contrast_frag_src, nil };
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contrast = Shader::create(vs, fs);
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@ -112,14 +112,14 @@ ScreenDroplets::InitDraw(void)
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openim2d_uv2();
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#ifdef RW_D3D9
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#include "shaders/screenDroplet_PS.inc"
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#include "shaders/obj/screenDroplet_PS.inc"
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screenDroplet_PS = rw::d3d::createPixelShader(screenDroplet_PS_cso);
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#endif
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#ifdef RW_GL3
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using namespace rw::gl3;
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{
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#include "shaders/im2d_UV2_gl.inc"
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#include "shaders/screenDroplet_fs_gl.inc"
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#include "shaders/obj/im2d_UV2_vert.inc"
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#include "shaders/obj/screenDroplet_frag.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, screenDroplet_frag_src, nil };
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screenDroplet = Shader::create(vs, fs);
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@ -1,79 +0,0 @@
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all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
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colourfilterIII_fs_gl.inc contrast_fs_gl.inc \
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neoRim_gl.inc neoRimSkin_gl.inc \
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neoWorldIII_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
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neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
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im2d_UV2_gl.inc screenDroplet_fs_gl.inc
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im2d_gl.inc: im2d.vert
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(echo 'const char *im2d_vert_src =';\
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sed 's/..*/"&\\n"/' im2d.vert;\
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echo ';') >im2d_gl.inc
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simple_fs_gl.inc: simple.frag
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(echo 'const char *simple_frag_src =';\
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sed 's/..*/"&\\n"/' simple.frag;\
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echo ';') >simple_fs_gl.inc
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default_UV2_gl.inc: default_UV2.vert
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(echo 'const char *default_UV2_vert_src =';\
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sed 's/..*/"&\\n"/' default_UV2.vert;\
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echo ';') >default_UV2_gl.inc
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colourfilterIII_fs_gl.inc: colourfilterIII.frag
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(echo 'const char *colourfilterIII_frag_src =';\
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sed 's/..*/"&\\n"/' colourfilterIII.frag;\
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echo ';') >colourfilterIII_fs_gl.inc
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contrast_fs_gl.inc: contrast.frag
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(echo 'const char *contrast_frag_src =';\
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sed 's/..*/"&\\n"/' contrast.frag;\
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echo ';') >contrast_fs_gl.inc
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neoRim_gl.inc: neoRim.vert
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(echo 'const char *neoRim_vert_src =';\
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sed 's/..*/"&\\n"/' neoRim.vert;\
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echo ';') >neoRim_gl.inc
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neoRimSkin_gl.inc: neoRimSkin.vert
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(echo 'const char *neoRimSkin_vert_src =';\
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sed 's/..*/"&\\n"/' neoRimSkin.vert;\
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echo ';') >neoRimSkin_gl.inc
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neoWorldIII_fs_gl.inc: neoWorldIII.frag
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(echo 'const char *neoWorldIII_frag_src =';\
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sed 's/..*/"&\\n"/' neoWorldIII.frag;\
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echo ';') >neoWorldIII_fs_gl.inc
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neoGloss_fs_gl.inc: neoGloss.frag
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(echo 'const char *neoGloss_frag_src =';\
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sed 's/..*/"&\\n"/' neoGloss.frag;\
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echo ';') >neoGloss_fs_gl.inc
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neoGloss_vs_gl.inc: neoGloss.vert
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(echo 'const char *neoGloss_vert_src =';\
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sed 's/..*/"&\\n"/' neoGloss.vert;\
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echo ';') >neoGloss_vs_gl.inc
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neoVehicle_vs_gl.inc: neoVehicle.vert
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(echo 'const char *neoVehicle_vert_src =';\
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sed 's/..*/"&\\n"/' neoVehicle.vert;\
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echo ';') >neoVehicle_vs_gl.inc
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neoVehicle_fs_gl.inc: neoVehicle.frag
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(echo 'const char *neoVehicle_frag_src =';\
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sed 's/..*/"&\\n"/' neoVehicle.frag;\
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echo ';') >neoVehicle_fs_gl.inc
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im2d_UV2_gl.inc: im2d_UV2.vert
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(echo 'const char *im2d_UV2_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d_UV2.vert;\
|
||||
echo ';') >im2d_UV2_gl.inc
|
||||
|
||||
screenDroplet_fs_gl.inc: screenDroplet.frag
|
||||
(echo 'const char *screenDroplet_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' screenDroplet.frag;\
|
||||
echo ';') >screenDroplet_fs_gl.inc
|
9
src/extras/shaders/make_glsl.sh
Normal file
9
src/extras/shaders/make_glsl.sh
Normal file
|
@ -0,0 +1,9 @@
|
|||
#!sh
|
||||
for i in *.vert; do
|
||||
echo $i
|
||||
./makeinc_glsl.sh $i
|
||||
done
|
||||
for i in *.frag; do
|
||||
echo $i
|
||||
./makeinc_glsl.sh $i
|
||||
done
|
|
@ -1,3 +1,3 @@
|
|||
@echo off
|
||||
for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
||||
for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
||||
for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f
|
||||
for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f
|
6
src/extras/shaders/makeinc_glsl.sh
Normal file
6
src/extras/shaders/makeinc_glsl.sh
Normal file
|
@ -0,0 +1,6 @@
|
|||
#!sh
|
||||
ext=${1##*.}
|
||||
name=${1%.*}
|
||||
(echo "const char *${name}_${ext}_src =";\
|
||||
sed 's/..*/"&\\n"/' $1;\
|
||||
echo ';') > obj/${name}_${ext}.inc
|
|
@ -1,4 +1,5 @@
|
|||
#!sh
|
||||
cd obj
|
||||
for i in *cso; do
|
||||
(echo -n 'static '
|
||||
xxd -i $i | grep -v '_len = ') > ${i%cso}inc
|
2
vendor/librw
vendored
2
vendor/librw
vendored
|
@ -1 +1 @@
|
|||
Subproject commit 60a5ace16309ccd3d174a3ec14a1062540934066
|
||||
Subproject commit 5c95300890559c85a2764bc200361f904cd4f9f4
|
Loading…
Reference in a new issue