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https://github.com/minetest/irrlicht.git
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83851413a6
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6378 dfc29bdd-3216-0410-991c-e03cc46cb475
177 lines
5.6 KiB
C++
177 lines
5.6 KiB
C++
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class burning_shader_class : public IBurningShader
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{
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public:
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//! constructor
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burning_shader_class(CBurningVideoDriver* driver);
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//! draws an indexed triangle list
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virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) IRR_OVERRIDE;
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virtual bool canWireFrame() IRR_OVERRIDE { return true; }
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virtual void OnSetMaterialBurning(const SBurningShaderMaterial& material) IRR_OVERRIDE;
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private:
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// fragment shader
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typedef void (burning_shader_class::*tFragmentShader) ();
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void fragment_depth_less_equal_depth_write_blend_one_zero();
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void fragment_depth_less_equal_no_depth_write_blend_one_zero();
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void fragment_nodepth_perspective_blend_one_zero();
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void fragment_nodepth_noperspective_blend_one_zero(); // 2D Gradient
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void fragment_depth_less_equal_depth_write_blend_src_alpha_one_minus_src_alpha();
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void fragment_depth_less_equal_no_depth_write_blend_src_alpha_one_minus_src_alpha();
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void fragment_nodepth_perspective_blend_src_alpha_one_minus_src_alpha();
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void fragment_nodepth_noperspective_blend_src_alpha_one_minus_src_alpha();
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void fragment_depth_less_equal_no_depth_write_colormask_none();
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tFragmentShader fragmentShader;
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};
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//! constructor
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burning_shader_class::burning_shader_class(CBurningVideoDriver* driver)
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: IBurningShader(driver,EMT_SOLID)
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{
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#ifdef _DEBUG
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setDebugName(burning_stringify(burning_shader_class) );
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#endif
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fragmentShader = &burning_shader_class::fragment_depth_less_equal_depth_write_blend_one_zero;
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}
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IBurningShader* burning_create(burning_shader_class)(CBurningVideoDriver* driver)
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{
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return new burning_shader_class(driver);
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}
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// compile flag for this triangle
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#include "burning_shader_compile_start.h"
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#define SUBTEXEL
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#define IPOL_W
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#define IPOL_C0
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#define USE_ZBUFFER
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#define CMP_W
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#include "burning_shader_compile_triangle.h"
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// compile flag for this scanline fragment
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_nodepth_noperspective_blend_one_zero
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#define SUBTEXEL
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#define IPOL_C0
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_nodepth_perspective_blend_one_zero
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#define SUBTEXEL
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#define INVERSE_W
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#define IPOL_W
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#define IPOL_C0
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_blend_one_zero
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#define SUBTEXEL
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#define INVERSE_W
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#define IPOL_W
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#define IPOL_C0
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#define USE_ZBUFFER
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#define CMP_W
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_depth_less_equal_depth_write_blend_one_zero
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#define SUBTEXEL
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#define INVERSE_W
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#define IPOL_W
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#define IPOL_C0
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#define USE_ZBUFFER
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#define CMP_W
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#define WRITE_W
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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// compile flag for this scanline fragment
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_nodepth_noperspective_blend_src_alpha_one_minus_src_alpha
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#define SUBTEXEL
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#define IPOL_C0
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#define IPOL_A0
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_nodepth_perspective_blend_src_alpha_one_minus_src_alpha
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#define SUBTEXEL
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#define INVERSE_W
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#define IPOL_W
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#define IPOL_C0
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#define IPOL_A0
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_blend_src_alpha_one_minus_src_alpha
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#define SUBTEXEL
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#define INVERSE_W
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#define IPOL_W
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#define IPOL_C0
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#define IPOL_A0
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#define USE_ZBUFFER
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#define CMP_W
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_depth_less_equal_depth_write_blend_src_alpha_one_minus_src_alpha
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#define SUBTEXEL
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#define INVERSE_W
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#define IPOL_W
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#define IPOL_C0
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#define IPOL_A0
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#define USE_ZBUFFER
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#define CMP_W
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#define WRITE_W
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#define INVERSE_W_RANGE FIX_POINT_COLOR_MAX_CENTER
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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//occlusion query
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#include "burning_shader_compile_start.h"
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#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_colormask_none
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#define IPOL_W
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#define USE_ZBUFFER
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#define CMP_W
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#define burning_shader_colormask
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#include "burning_shader_compile_fragment_start.h"
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#include burning_shader_frag
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#include "burning_shader_compile_fragment_end.h"
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