irrlicht/source/Irrlicht/burning_shader_compile_fragment_default.h
engineer_apple 86dd0cde26 - BurningVideo: 0.50
- 10 year anniversary update
  - Lighting model reworked. moved to eyespace like openGL. [Specular Highlights, Fog, Sphere/Reflection Map] 
  - increased internal s4DVertex to support 4 Textures and 4 Colors [switchable]
  - Textures are handled as sRGB during Mipmap Generation. More accurate, less visual disruption
  - 2D is drawn as 3D like hardware drivers. [switchable]. enables viewport scaling, material2D
  - Texture Spatial Resolution Limiting working. [lower memory consumption,SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE]
  - SuperTuxKart 8.0.1 playable


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6086 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-02-22 20:48:12 +00:00

165 lines
5.1 KiB
C++

class burning_shader_class : public IBurningShader
{
public:
//! constructor
burning_shader_class(CBurningVideoDriver* driver);
//! draws an indexed triangle list
virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) _IRR_OVERRIDE_;
virtual bool canWireFrame() { return true; }
virtual void OnSetMaterial(const SBurningShaderMaterial& material) _IRR_OVERRIDE_;
private:
// fragment shader
typedef void (burning_shader_class::*tFragmentShader) ();
void fragment_depth_less_equal_depth_write_blend_one_zero();
void fragment_depth_less_equal_no_depth_write_blend_one_zero();
void fragment_nodepth_perspective_blend_one_zero();
void fragment_nodepth_noperspective_blend_one_zero(); // 2D Gradient
void fragment_depth_less_equal_depth_write_blend_src_alpha_one_minus_src_alpha();
void fragment_depth_less_equal_no_depth_write_blend_src_alpha_one_minus_src_alpha();
void fragment_nodepth_perspective_blend_src_alpha_one_minus_src_alpha();
void fragment_nodepth_noperspective_blend_src_alpha_one_minus_src_alpha();
tFragmentShader fragmentShader;
};
//! constructor
burning_shader_class::burning_shader_color(CBurningVideoDriver* driver)
: IBurningShader(driver)
{
#ifdef _DEBUG
setDebugName(burning_stringify(burning_shader_class) );
#endif
fragmentShader = &burning_shader_class::fragment_depth_less_equal_depth_write_blend_one_zero;
}
IBurningShader* burning_create(burning_shader_class)(CBurningVideoDriver* driver)
{
return new burning_shader_class(driver);
}
// compile flag for this triangle
#include "burning_shader_compile_start.h"
#define SUBTEXEL
#define IPOL_W
#define IPOL_C0
#define USE_ZBUFFER
#define CMP_W
#include "burning_shader_compile_triangle.h"
// compile flag for this scanline fragment
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_noperspective_blend_one_zero
#define SUBTEXEL
#define IPOL_C0
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_perspective_blend_one_zero
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_blend_one_zero
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define USE_ZBUFFER
#define CMP_W
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_depth_write_blend_one_zero
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define USE_ZBUFFER
#define CMP_W
#define WRITE_W
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
// compile flag for this scanline fragment
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_noperspective_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define IPOL_C0
#define IPOL_A0
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_nodepth_perspective_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define IPOL_A0
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_no_depth_write_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define IPOL_A0
#define USE_ZBUFFER
#define CMP_W
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"
#include "burning_shader_compile_start.h"
#define burning_shader_fragment fragment_depth_less_equal_depth_write_blend_src_alpha_one_minus_src_alpha
#define SUBTEXEL
#define INVERSE_W
#define IPOL_W
#define IPOL_C0
#define IPOL_A0
#define USE_ZBUFFER
#define CMP_W
#define WRITE_W
#define INVERSE_W_RANGE FIX_POINT_F32_MUL*COLOR_MAX
#include "burning_shader_compile_fragment_start.h"
#include burning_shader_frag
#include "burning_shader_compile_fragment_end.h"