void DPSOFTRAST_VertexShader_Refraction(void)
{
+ int i;
+ int numvertices = dpsoftrast.numvertices;
+
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+ DPSOFTRAST_Array_Transform(DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD0, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_TexMatrixM1);
DPSOFTRAST_Array_TransformProject(DPSOFTRAST_ARRAY_POSITION, DPSOFTRAST_ARRAY_POSITION, dpsoftrast.uniform4f + 4*DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1);
+
+ for (i = 0;i < numvertices;i++)
+ {
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+0] /= dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+1] /= dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3];
+ dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+2] /= dpsoftrast.post_array4f[DPSOFTRAST_ARRAY_TEXCOORD1][i*4+3];
+ }
}
void DPSOFTRAST_PixelShader_Refraction(DPSOFTRAST_State_Thread *thread, const DPSOFTRAST_State_Triangle * RESTRICT triangle, const DPSOFTRAST_State_Span * RESTRICT span)
{
- // TODO: IMPLEMENT
+ // DIRTY TRICK: only do sideways displacement. Not correct, but cheaper and thus better for SW.
+
float buffer_z[DPSOFTRAST_DRAW_MAXSPANLENGTH];
+ float z;
+ int x, startx = span->startx, endx = span->endx;
+
+ // texture reads
+ unsigned char buffer_texture_normalbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+ unsigned char buffer_texture_refractionbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
unsigned char buffer_FragColorbgra8[DPSOFTRAST_DRAW_MAXSPANLENGTH*4];
+
+ // varyings
+ float ModelViewProjectionPositiondata[4];
+ float ModelViewProjectionPositionslope[4];
+
+ // uniforms
+ float ScreenScaleRefractReflect[2];
+ float ScreenCenterRefractReflect[2];
+ float DistortScaleRefractReflect[2];
+ float RefractColor[4];
+
+ // read textures
DPSOFTRAST_Draw_Span_Begin(thread, triangle, span, buffer_z);
- memset(buffer_FragColorbgra8 + span->startx*4, 0, (span->endx - span->startx)*4);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_normalbgra8, GL20TU_NORMAL, DPSOFTRAST_ARRAY_TEXCOORD0, buffer_z);
+ DPSOFTRAST_Draw_Span_Texture2DVaryingBGRA8(thread, triangle, span, buffer_texture_refractionbgra8, GL20TU_REFRACTION, DPSOFTRAST_ARRAY_TEXCOORD1, buffer_z);
+
+ // read varyings
+ DPSOFTRAST_CALCATTRIB4F(triangle, span, ModelViewProjectionPositiondata, ModelViewProjectionPositionslope, DPSOFTRAST_ARRAY_TEXCOORD1); // or POSITION?
+ printf("texcoord: from %f to %f\n", buffer_z[startx] * (ModelViewProjectionPositiondata[0] + startx * ModelViewProjectionPositionslope[0]), buffer_z[endx-1] * (ModelViewProjectionPositiondata[0] + (endx-1) * ModelViewProjectionPositionslope[0]));
+
+ // read uniforms
+ ScreenScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+0];
+ ScreenScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect*4+1];
+ ScreenCenterRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+0];
+ ScreenCenterRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect*4+1];
+ DistortScaleRefractReflect[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+0];
+ DistortScaleRefractReflect[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_DistortScaleRefractReflect*4+1];
+ RefractColor[0] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+2];
+ RefractColor[1] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+1];
+ RefractColor[2] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+0];
+ RefractColor[3] = thread->uniform4f[DPSOFTRAST_UNIFORM_RefractColor*4+3];
+
+ // do stuff
+ for (x = startx;x < endx;x++)
+ {
+ float ScreenScaleRefractReflectIW[2];
+ float SafeScreenTexCoord[2];
+ float ScreenTexCoord[2];
+ float v[3];
+ int p;
+
+ z = buffer_z[x];
+
+ // " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+ // "IW" was done in the vertex shader in the ModelViewProjectionPosition instead!
+
+ // " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+ SafeScreenTexCoord[0] = (ModelViewProjectionPositiondata[0] + ModelViewProjectionPositionslope[0]*x) * z * ScreenScaleRefractReflect[0] + ScreenCenterRefractReflect[0];
+ SafeScreenTexCoord[1] = (ModelViewProjectionPositiondata[1] + ModelViewProjectionPositionslope[1]*x) * z * ScreenScaleRefractReflect[1] + ScreenCenterRefractReflect[1];
+
+ // " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+ v[0] = buffer_texture_normalbgra8[x*4+2] * (1.0f / 128.0f) - 1.0f;
+ v[1] = buffer_texture_normalbgra8[x*4+1] * (1.0f / 128.0f) - 1.0f;
+ v[2] = buffer_texture_normalbgra8[x*4+0] * (1.0f / 128.0f) - 1.0f;
+ DPSOFTRAST_Vector3Normalize(v);
+ ScreenTexCoord[0] = SafeScreenTexCoord[0] + v[0] * DistortScaleRefractReflect[0];
+ ScreenTexCoord[1] = SafeScreenTexCoord[1] + v[1] * DistortScaleRefractReflect[1];
+
+ // " dp_FragColor = vec4(dp_texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
+ p = (int) bound(startx, x + (ScreenTexCoord[0] - SafeScreenTexCoord[0]) / (ModelViewProjectionPositionslope[0]*z), endx-1);
+ p = x; // debug
+ buffer_FragColorbgra8[x*4+0] = buffer_texture_refractionbgra8[p*4+0] * RefractColor[0];
+ buffer_FragColorbgra8[x*4+1] = buffer_texture_refractionbgra8[p*4+1] * RefractColor[1];
+ buffer_FragColorbgra8[x*4+2] = buffer_texture_refractionbgra8[p*4+2] * RefractColor[2];
+ buffer_FragColorbgra8[x*4+3] = RefractColor[3] * 256; if(buffer_FragColorbgra8[x*4+3] > 255) buffer_FragColorbgra8[x*4+3] = 255;
+ buffer_FragColorbgra8[x*4+3] = 255; // WHY?!?!?!?!??!?!? is RefractColor[3] apparently 0?
+ }
+
DPSOFTRAST_Draw_Span_FinishBGRA8(thread, triangle, span, buffer_FragColorbgra8);
}
{2, DPSOFTRAST_VertexShader_LightDirectionMap_TangentSpace, DPSOFTRAST_PixelShader_LightDirectionMap_TangentSpace, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_LIGHTMAP, GL20TU_DELUXEMAP, ~0}},
{2, DPSOFTRAST_VertexShader_LightDirection, DPSOFTRAST_PixelShader_LightDirection, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD5, DPSOFTRAST_ARRAY_TEXCOORD6, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, ~0}},
{2, DPSOFTRAST_VertexShader_LightSource, DPSOFTRAST_PixelShader_LightSource, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, DPSOFTRAST_ARRAY_TEXCOORD2, DPSOFTRAST_ARRAY_TEXCOORD3, DPSOFTRAST_ARRAY_TEXCOORD4, ~0}, {GL20TU_COLOR, GL20TU_PANTS, GL20TU_SHIRT, GL20TU_GLOW, GL20TU_NORMAL, GL20TU_GLOSS, GL20TU_CUBE, ~0}},
- {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {~0}},
+ {2, DPSOFTRAST_VertexShader_Refraction, DPSOFTRAST_PixelShader_Refraction, {DPSOFTRAST_ARRAY_TEXCOORD0, DPSOFTRAST_ARRAY_TEXCOORD1, ~0}, {GL20TU_NORMAL, GL20TU_REFRACTION, ~0}},
{2, DPSOFTRAST_VertexShader_Water, DPSOFTRAST_PixelShader_Water, {~0}},
{2, DPSOFTRAST_VertexShader_ShowDepth, DPSOFTRAST_PixelShader_ShowDepth, {~0}},
{2, DPSOFTRAST_VertexShader_DeferredGeometry, DPSOFTRAST_PixelShader_DeferredGeometry, {~0}},