KrimZon's water warp code works a bit better with this instead.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@771 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-01-13 15:18:02 +00:00
parent 75c31d7223
commit decefcb1ab
1 changed files with 63 additions and 23 deletions

View File

@ -171,24 +171,49 @@ void GL_InitSceneProcessingShaders (void)
uniform float ampscale;\ uniform float ampscale;\
void main (void)\ void main (void)\
{\ {\
v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\ vec2 temp;\
v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\ temp.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
gl_FragColor = texture2D( texture, v_texCoord );\ temp.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
gl_FragColor = texture2D( texture, temp );\
}\ }\
"; ";
vert = GLSlang_CreateShader(genericvert, 1); if (qglGetError())
frag = GLSlang_CreateShader(wwfrag, 0); Con_Printf("GL Error before initing shader object\n");
vert = GLSlang_CreateShader(genericvert, 1);//GL_VERTEX_SHADER_ARB);
frag = GLSlang_CreateShader(wwfrag, 0);//GL_FRAGMENT_SHADER_ARB);
if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
scenepp_ww_program = GLSlang_CreateProgram(vert, frag); scenepp_ww_program = GLSlang_CreateProgram(vert, frag);
scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture"); if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
// scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");
scenepp_ww_parm_timef = GLSlang_GetUniformLocation(scenepp_ww_program, "time"); scenepp_ww_parm_timef = GLSlang_GetUniformLocation(scenepp_ww_program, "time");
scenepp_ww_parm_xscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "xscale"); scenepp_ww_parm_xscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "xscale");
if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
scenepp_ww_parm_yscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "yscale"); scenepp_ww_parm_yscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "yscale");
scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale"); scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
GLSlang_SetUniform1i(scenepp_ww_parm_texturei, 0); GLSlang_UseProgram(scenepp_ww_program);
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, 0.08);
// GLSlang_SetUniform1i(scenepp_ww_parm_texturei, 0);
if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, 0.02);
if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
GLSlang_UseProgram(0);
} }
/* /*
@ -1749,6 +1774,7 @@ void GLR_RenderView (void)
// we check if we need to use any shaders - currently it's just waterwarp // we check if we need to use any shaders - currently it's just waterwarp
if ((gl_config.arb_shader_objects) && (r_waterwarp.value /*&& r_viewleaf->contents <= Q1CONTENTS_WATER*/)) if ((gl_config.arb_shader_objects) && (r_waterwarp.value /*&& r_viewleaf->contents <= Q1CONTENTS_WATER*/))
{ {
extern int char_texture;
float vwidth = 1, vheight = 1; float vwidth = 1, vheight = 1;
float vs, vt; float vs, vt;
@ -1762,9 +1788,12 @@ void GLR_RenderView (void)
vheight *= 2; vheight *= 2;
} }
// get the texcoords while we're at it if (qglGetError())
vs = glwidth - vwidth; Con_Printf("GL Error before drawing with shaderobjects\n");
vt = glheight - vheight;
// get the maxtexcoords while we're at it
vs = glwidth / vwidth;
vt = glheight / vheight;
// 2d mode, but upside down to quake's normal 2d drawing // 2d mode, but upside down to quake's normal 2d drawing
// this makes grabbing the sreen a lot easier // this makes grabbing the sreen a lot easier
@ -1775,7 +1804,7 @@ void GLR_RenderView (void)
qglPushMatrix(); qglPushMatrix();
qglLoadIdentity (); qglLoadIdentity ();
// TODO: use actual window width and height // TODO: use actual window width and height
qglOrtho (0, vid.width, 0, vid.height, -99999, 99999); qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW); qglMatrixMode(GL_MODELVIEW);
qglPushMatrix(); qglPushMatrix();
@ -1789,6 +1818,11 @@ void GLR_RenderView (void)
// copy the scene to texture // copy the scene to texture
GL_Bind(scenepp_texture); GL_Bind(scenepp_texture);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0); qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (qglGetError())
Con_Printf("GL Error after qglCopyTexImage2D\n");
// Here we apply the shaders - currently just waterwarp // Here we apply the shaders - currently just waterwarp
GLSlang_UseProgram(scenepp_ww_program); GLSlang_UseProgram(scenepp_ww_program);
@ -1796,30 +1830,36 @@ void GLR_RenderView (void)
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glheight / 32.0f); GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glheight / 32.0f);
GLSlang_SetUniform1f(scenepp_ww_parm_timef, cl.time); GLSlang_SetUniform1f(scenepp_ww_parm_timef, cl.time);
glBegin(GL_QUADS); if (qglGetError())
Con_Printf("GL Error after GLSlang_UseProgram\n");
glTexCoord2f(0, 0); qglBegin(GL_QUADS);
glVertex2f(0, 0);
glTexCoord2f(vs, 0); qglTexCoord2f(0, 0);
glVertex2f(vwidth, 0); qglVertex2f(0, 0);
glTexCoord2f(vs, vt); qglTexCoord2f(vs, 0);
glVertex2f(vwidth, vheight); qglVertex2f(glwidth, 0);
glTexCoord2f(0, vt); qglTexCoord2f(vs, vt);
glVertex2f(0, vheight); qglVertex2f(glwidth, glheight);
glEnd(); qglTexCoord2f(0, vt);
qglVertex2f(0, glheight);
qglEnd();
// Disable shaders // Disable shaders
GLSlang_UseProgram(NULL); GLSlang_UseProgram(0);
// After all the post processing, pop the matrices // After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION); qglMatrixMode(GL_PROJECTION);
qglPopMatrix(); qglPopMatrix();
qglMatrixMode(GL_MODELVIEW); qglMatrixMode(GL_MODELVIEW);
qglPopMatrix(); qglPopMatrix();
if (qglGetError())
Con_Printf("GL Error after drawing with shaderobjects\n");
} }
} }