water anim in shader

This commit is contained in:
Chris Forbes
2009-10-10 20:51:17 +13:00
parent 4fa05a6d40
commit 70bc8366a5
6 changed files with 30 additions and 8 deletions

View File

@@ -10,7 +10,7 @@ namespace OpenRa.Game.Graphics
{
class HardwarePalette : Sheet
{
const int maxEntries = 16;
const int maxEntries = 8;
int allocated = 0;
public HardwarePalette(Renderer renderer, Map map)

View File

@@ -31,10 +31,13 @@ namespace OpenRa.Game.Graphics
public GraphicsDevice Device { get { return device; } }
public static float waterFrame = 0.0f;
public void BeginFrame( float2 r1, float2 r2, float2 scroll )
{
device.Begin();
SpriteShader.SetValue("palDist", waterFrame);
SpriteShader.SetValue("Scroll", scroll);
SpriteShader.SetValue("r1", r1);
SpriteShader.SetValue("r2", r2);

View File

@@ -46,7 +46,7 @@ namespace OpenRa.Game.Graphics
public static void FastCreateQuad(Vertex[] vertices, ushort[] indices, float2 o, Sprite r, int palette, int nv, int ni)
{
float2 attrib = new float2(palette / 16.0f, channelSelect[(int)r.channel]);
float2 attrib = new float2(palette / 8.0f, channelSelect[(int)r.channel]);
vertices[nv] = new Vertex(KLerp(o, r.size, 0), r.FastMapTextureCoords(0), attrib);
vertices[nv + 1] = new Vertex(KLerp(o, r.size, 1), r.FastMapTextureCoords(1), attrib);