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

View file

@ -171,24 +171,49 @@ void GL_InitSceneProcessingShaders (void)
uniform float ampscale;\
void main (void)\
{\
v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
gl_FragColor = texture2D( texture, v_texCoord );\
vec2 temp;\
temp.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
temp.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
gl_FragColor = texture2D( texture, temp );\
}\
";
vert = GLSlang_CreateShader(genericvert, 1);
frag = GLSlang_CreateShader(wwfrag, 0);
if (qglGetError())
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_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_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_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_SetUniform1f(scenepp_ww_parm_ampscalef, 0.08);
GLSlang_UseProgram(scenepp_ww_program);
// 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
if ((gl_config.arb_shader_objects) && (r_waterwarp.value /*&& r_viewleaf->contents <= Q1CONTENTS_WATER*/))
{
extern int char_texture;
float vwidth = 1, vheight = 1;
float vs, vt;
@ -1762,9 +1788,12 @@ void GLR_RenderView (void)
vheight *= 2;
}
// get the texcoords while we're at it
vs = glwidth - vwidth;
vt = glheight - vheight;
if (qglGetError())
Con_Printf("GL Error before drawing with shaderobjects\n");
// 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
// this makes grabbing the sreen a lot easier
@ -1775,7 +1804,7 @@ void GLR_RenderView (void)
qglPushMatrix();
qglLoadIdentity ();
// 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);
qglPushMatrix();
@ -1789,6 +1818,11 @@ void GLR_RenderView (void)
// copy the scene to texture
GL_Bind(scenepp_texture);
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
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_timef, cl.time);
glBegin(GL_QUADS);
if (qglGetError())
Con_Printf("GL Error after GLSlang_UseProgram\n");
glTexCoord2f(0, 0);
glVertex2f(0, 0);
qglBegin(GL_QUADS);
glTexCoord2f(vs, 0);
glVertex2f(vwidth, 0);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
glTexCoord2f(vs, vt);
glVertex2f(vwidth, vheight);
qglTexCoord2f(vs, 0);
qglVertex2f(glwidth, 0);
glTexCoord2f(0, vt);
glVertex2f(0, vheight);
qglTexCoord2f(vs, vt);
qglVertex2f(glwidth, glheight);
glEnd();
qglTexCoord2f(0, vt);
qglVertex2f(0, glheight);
qglEnd();
// Disable shaders
GLSlang_UseProgram(NULL);
GLSlang_UseProgram(0);
// After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
if (qglGetError())
Con_Printf("GL Error after drawing with shaderobjects\n");
}
}