private static List <string> BuildVertexShader(QShaderData shader, QShaderStage stage) { List <string> VertexLines = new List <string>(); VertexLines.Add("PSInput Out = In;"); VertexLines.Add("float4 defPosition = In.Pos;"); for (int i = 0; i < shader.VertexDeforms.Count; ++i) { QShaderDeform deform = shader.VertexDeforms[i]; switch (deform.Type) { case "wave": { string name = "deform" + i; string offName = "deformOff" + i; VertexLines.Add( "float " + offName + " = (In.Pos.x + In.Pos.y + In.Pos.z) * " + ParserTools.ToString(deform.Spread) + ";"); /*float phase = deform.WaveForm.Phase; * //deform.WaveForm.Phase = phase.toFixed(4) + ' + ' + offName; <-----MIRAR ESTA LINEA * VertexLines.Add(CreateWaveForm(name, deform.WaveForm, "g_time")); * deform.WaveForm.Phase = phase;*/ //Parche temporal solo funciona con la funcion seno VertexLines.Add("float " + name + " = " + ParserTools.ToString(deform.WaveForm.Bas) + " + sin((" + ParserTools.ToString(deform.WaveForm.Phase) + " + " + "g_time" + " * " + ParserTools.ToString(deform.WaveForm.Freq) + " + " + offName + ") * 6.283) * " + ParserTools.ToString(deform.WaveForm.Amp) + ";"); //FIN parche VertexLines.Add("defPosition += float4(In.Normal * " + name + ",0);"); } break; case "bulge": { //float alpha = In.Tex0.x*bulgeWidth + g_time; //float deform = sin(alpha)*bulgeHeight; //defPosition += float4(In.Normal * deform0, 0); string deformi = "deform" + i; string alphai = "alpha" + i; VertexLines.Add("float " + alphai + " = In.Tex0.x*" + deform.BulgeWidth + " + g_time*" + deform.BulgeSpeed + ";"); VertexLines.Add("float " + deformi + " = sin(" + alphai + ")*" + deform.BulgeHeight + ";"); VertexLines.Add("defPosition += float4(In.Normal * " + deformi + ",0);"); } break; default: break; } } VertexLines.Add("float4 worldPosition = mul( defPosition, g_mWorld );"); VertexLines.Add("Out.Color = In.Color;"); if (stage.TcGen.Equals("environment")) { VertexLines.Add("float3 viewer = normalize(-worldPosition.xyz);"); VertexLines.Add("float d = dot(In.Normal, viewer);"); VertexLines.Add("float3 reflected = In.Normal*2.0*d - viewer;"); VertexLines.Add("Out.Tex0 = float2(0.5, 0.5) + reflected.xy * 0.5;"); } else { // Standard texturing VertexLines.Add("Out.Tex0 = In.Tex0;"); } // tcMods for (int i = 0; i < stage.TcMods.Count; ++i) { QTcMod tcMod = stage.TcMods[i]; switch (tcMod.Type) { case "rotate": VertexLines.Add("float r = " + ParserTools.ToString(tcMod.Angle) + " * g_time;"); VertexLines.Add("Out.Tex0 -= float2(0.5, 0.5);"); VertexLines.Add("Out.Tex0 = float2(Out.Tex0.x * cos(r) - Out.Tex0.y * sin(r), Out.Tex0.y * cos(r) + Out.Tex0.x * sin(r));"); VertexLines.Add("Out.Tex0 += float2(0.5, 0.5);"); break; case "scroll": VertexLines.Add( "Out.Tex0 += float2(" + ParserTools.ToString(tcMod.SSpeed) + " * g_time, " + ParserTools.ToString(tcMod.TSpeed) + " * g_time);"); break; case "scale": VertexLines.Add( "Out.Tex0 *= float2(" + ParserTools.ToString(tcMod.ScaleX) + ", " + ParserTools.ToString(tcMod.ScaleY) + ");" ); break; case "stretch": VertexLines.Add(CreateWaveForm("stretchWave", tcMod.WaveForm, "")); VertexLines.Add("stretchWave = 1.0 / stretchWave;"); VertexLines.Add("Out.Tex0 *= stretchWave;"); VertexLines.Add("Out.Tex0 += float2(0.5 - (0.5 * stretchWave), 0.5 - (0.5 * stretchWave));"); break; case "turb": var tName = "turbTime" + i; VertexLines.Add("float " + tName + " = " + ParserTools.ToString(tcMod.Turbulance.Phase) + " + g_time * " + ParserTools.ToString(tcMod.Turbulance.Freq) + ";"); VertexLines.Add("Out.Tex0.x += sin( ( ( In.Pos.x + In.Pos.z )* 1.0/128.0 * 0.125 + " + tName + " ) * 6.283) * " + ParserTools.ToString(tcMod.Turbulance.Amp) + ";"); VertexLines.Add("Out.Tex0.y += sin( ( In.Pos.y * 1.0/128.0 * 0.125 + " + tName + " ) * 6.283) * " + ParserTools.ToString(tcMod.Turbulance.Amp) + ";"); break; default: break; } } switch (stage.AlphaGen) { case "lightingspecular": VertexLines.Add("Out.Tex1 = In.Tex1;"); break; default: break; } VertexLines.Add("Out.Pos = mul(worldPosition, g_mViewProj);"); VertexLines.Add("return Out;"); return(VertexLines); }
/// <summary> /// Parsear shader /// </summary> private static QShaderData ParseShader(QShaderTokenizer tokenizer) { QShaderData qsd = new QShaderData(); qsd.Name = tokenizer.GetNext(); string token = tokenizer.GetNext(); if (!token.Equals("{")) { return(null); } // Parse a shader while (!tokenizer.EOF) { token = tokenizer.GetNext().ToLower(); if (token.Equals("}")) { break; } switch (token) { case "{": QShaderStage stage = ParseStage(tokenizer); // I really really really don't like doing this, which basically just forces lightmaps to use the 'filter' blendmode // but if I don't a lot of textures end up looking too bright. I'm sure I'm jsut missing something, and this shouldn't // be needed. if (stage.IsLightMap() && (stage.HasBlendFunc)) { stage.BlendSrc = "GL_DST_COLOR"; stage.BlendDest = "GL_ZERO"; } // I'm having a ton of trouble getting lightingSpecular to work properly, // so this little hack gets it looking right till I can figure out the problem if (stage.AlphaGen.Equals("lightingspecular")) { stage.BlendSrc = "GL_ONE"; stage.BlendDest = "GL_ZERO"; stage.HasBlendFunc = false; stage.DepthWrite = true; } if (stage.HasBlendFunc) { qsd.Blend = true; } else { qsd.Opaque = true; } qsd.Stages.Add(stage); break; case "cull": qsd.Cull = tokenizer.GetNext(); break; case "deformvertexes": QShaderDeform deform = new QShaderDeform() { Type = tokenizer.GetNext().ToLower() }; switch (deform.Type) { case "wave": deform.Spread = 1.0f / ParserTools.ToFloat(tokenizer.GetNext()); deform.WaveForm = ParseWaveform(tokenizer); break; case "bulge": deform.BulgeWidth = ParserTools.ToFloat(tokenizer.GetNext()); deform.BulgeHeight = ParserTools.ToFloat(tokenizer.GetNext()); deform.BulgeSpeed = ParserTools.ToFloat(tokenizer.GetNext()); break; default: deform = null; break; } if (deform != null) { qsd.VertexDeforms.Add(deform); } break; case "sort": var sort = tokenizer.GetNext().ToLower(); switch (sort) { case "portal": qsd.Sort = 1; break; case "sky": qsd.Sort = 2; break; case "opaque": qsd.Sort = 3; break; case "banner": qsd.Sort = 6; break; case "underwater": qsd.Sort = 8; break; case "additive": qsd.Sort = 9; break; case "nearest": qsd.Sort = 16; break; default: qsd.Sort = int.Parse(sort); break; } ; break; case "surfaceparm": var param = tokenizer.GetNext().ToLower(); switch (param) { case "sky": qsd.Sky = true; break; default: break; } break; default: break; } } if (qsd.Sort > 0) { qsd.Sort = (qsd.Opaque ? 3 : 9); } return(qsd); }
/// <summary> /// Parsear shader /// </summary> private static QShaderData ParseShader(QShaderTokenizer tokenizer) { QShaderData qsd = new QShaderData(); qsd.Name = tokenizer.GetNext(); string token = tokenizer.GetNext(); if (!token.Equals("{")) { return null; } // Parse a shader while(!tokenizer.EOF) { token = tokenizer.GetNext().ToLower(); if(token.Equals("}")) { break; } switch (token) { case "{": QShaderStage stage = ParseStage(tokenizer); // I really really really don't like doing this, which basically just forces lightmaps to use the 'filter' blendmode // but if I don't a lot of textures end up looking too bright. I'm sure I'm jsut missing something, and this shouldn't // be needed. if(stage.IsLightMap() && (stage.HasBlendFunc)) { stage.BlendSrc = "GL_DST_COLOR"; stage.BlendDest = "GL_ZERO"; } // I'm having a ton of trouble getting lightingSpecular to work properly, // so this little hack gets it looking right till I can figure out the problem if(stage.AlphaGen.Equals("lightingspecular")) { stage.BlendSrc = "GL_ONE"; stage.BlendDest = "GL_ZERO"; stage.HasBlendFunc = false; stage.DepthWrite = true; } if(stage.HasBlendFunc) { qsd.Blend = true; } else { qsd.Opaque = true; } qsd.Stages.Add(stage); break; case "cull": qsd.Cull = tokenizer.GetNext(); break; case "deformvertexes": QShaderDeform deform = new QShaderDeform() {Type = tokenizer.GetNext().ToLower()}; switch(deform.Type) { case "wave": deform.Spread = 1.0f / ParserTools.ToFloat(tokenizer.GetNext()); deform.WaveForm = ParseWaveform(tokenizer); break; case "bulge": deform.BulgeWidth = ParserTools.ToFloat(tokenizer.GetNext()); deform.BulgeHeight = ParserTools.ToFloat(tokenizer.GetNext()); deform.BulgeSpeed = ParserTools.ToFloat(tokenizer.GetNext()); break; default: deform = null; break; } if(deform != null) { qsd.VertexDeforms.Add(deform); } break; case "sort": var sort = tokenizer.GetNext().ToLower(); switch(sort) { case "portal": qsd.Sort = 1; break; case "sky": qsd.Sort = 2; break; case "opaque": qsd.Sort = 3; break; case "banner": qsd.Sort = 6; break; case "underwater": qsd.Sort = 8; break; case "additive": qsd.Sort = 9; break; case "nearest": qsd.Sort = 16; break; default: qsd.Sort = int.Parse(sort); break; }; break; case "surfaceparm": var param = tokenizer.GetNext().ToLower(); switch(param) { case "sky": qsd.Sky = true; break; default: break; } break; default: break; } } if (qsd.Sort > 0) { qsd.Sort = (qsd.Opaque ? 3 : 9); } return qsd; }