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
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1 changed files with 63 additions and 23 deletions
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@ -171,24 +171,49 @@ void GL_InitSceneProcessingShaders (void)
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uniform float ampscale;\
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void main (void)\
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{\
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v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
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v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
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gl_FragColor = texture2D( texture, v_texCoord );\
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vec2 temp;\
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temp.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
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temp.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
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gl_FragColor = texture2D( texture, temp );\
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}\
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";
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vert = GLSlang_CreateShader(genericvert, 1);
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frag = GLSlang_CreateShader(wwfrag, 0);
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if (qglGetError())
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Con_Printf("GL Error before initing shader object\n");
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vert = GLSlang_CreateShader(genericvert, 1);//GL_VERTEX_SHADER_ARB);
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frag = GLSlang_CreateShader(wwfrag, 0);//GL_FRAGMENT_SHADER_ARB);
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if (qglGetError())
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Con_Printf("GL Error after initing shader object\n");
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scenepp_ww_program = GLSlang_CreateProgram(vert, frag);
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scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");
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if (qglGetError())
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Con_Printf("GL Error after initing shader object\n");
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// scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");
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scenepp_ww_parm_timef = GLSlang_GetUniformLocation(scenepp_ww_program, "time");
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scenepp_ww_parm_xscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "xscale");
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if (qglGetError())
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Con_Printf("GL Error after initing shader object\n");
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scenepp_ww_parm_yscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "yscale");
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scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
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if (qglGetError())
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Con_Printf("GL Error after initing shader object\n");
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GLSlang_SetUniform1i(scenepp_ww_parm_texturei, 0);
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GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, 0.08);
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GLSlang_UseProgram(scenepp_ww_program);
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// GLSlang_SetUniform1i(scenepp_ww_parm_texturei, 0);
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if (qglGetError())
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Con_Printf("GL Error after initing shader object\n");
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GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, 0.02);
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if (qglGetError())
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Con_Printf("GL Error after initing shader object\n");
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GLSlang_UseProgram(0);
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}
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/*
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@ -1749,6 +1774,7 @@ void GLR_RenderView (void)
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// we check if we need to use any shaders - currently it's just waterwarp
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if ((gl_config.arb_shader_objects) && (r_waterwarp.value /*&& r_viewleaf->contents <= Q1CONTENTS_WATER*/))
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{
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extern int char_texture;
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float vwidth = 1, vheight = 1;
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float vs, vt;
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@ -1762,9 +1788,12 @@ void GLR_RenderView (void)
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vheight *= 2;
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}
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// get the texcoords while we're at it
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vs = glwidth - vwidth;
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vt = glheight - vheight;
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if (qglGetError())
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Con_Printf("GL Error before drawing with shaderobjects\n");
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// get the maxtexcoords while we're at it
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vs = glwidth / vwidth;
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vt = glheight / vheight;
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// 2d mode, but upside down to quake's normal 2d drawing
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// this makes grabbing the sreen a lot easier
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@ -1775,7 +1804,7 @@ void GLR_RenderView (void)
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qglPushMatrix();
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qglLoadIdentity ();
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// TODO: use actual window width and height
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qglOrtho (0, vid.width, 0, vid.height, -99999, 99999);
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qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
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qglMatrixMode(GL_MODELVIEW);
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qglPushMatrix();
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@ -1789,6 +1818,11 @@ void GLR_RenderView (void)
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// copy the scene to texture
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GL_Bind(scenepp_texture);
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qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (qglGetError())
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Con_Printf("GL Error after qglCopyTexImage2D\n");
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// Here we apply the shaders - currently just waterwarp
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GLSlang_UseProgram(scenepp_ww_program);
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@ -1796,30 +1830,36 @@ void GLR_RenderView (void)
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GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glheight / 32.0f);
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GLSlang_SetUniform1f(scenepp_ww_parm_timef, cl.time);
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glBegin(GL_QUADS);
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if (qglGetError())
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Con_Printf("GL Error after GLSlang_UseProgram\n");
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glTexCoord2f(0, 0);
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glVertex2f(0, 0);
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qglBegin(GL_QUADS);
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glTexCoord2f(vs, 0);
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glVertex2f(vwidth, 0);
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qglTexCoord2f(0, 0);
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qglVertex2f(0, 0);
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glTexCoord2f(vs, vt);
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glVertex2f(vwidth, vheight);
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qglTexCoord2f(vs, 0);
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qglVertex2f(glwidth, 0);
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glTexCoord2f(0, vt);
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glVertex2f(0, vheight);
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qglTexCoord2f(vs, vt);
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qglVertex2f(glwidth, glheight);
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glEnd();
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qglTexCoord2f(0, vt);
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qglVertex2f(0, glheight);
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qglEnd();
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// Disable shaders
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GLSlang_UseProgram(NULL);
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GLSlang_UseProgram(0);
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// After all the post processing, pop the matrices
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qglMatrixMode(GL_PROJECTION);
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qglPopMatrix();
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qglMatrixMode(GL_MODELVIEW);
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qglPopMatrix();
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if (qglGetError())
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Con_Printf("GL Error after drawing with shaderobjects\n");
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}
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}
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