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 class HardwarePalette : Sheet
{ {
const int maxEntries = 16; const int maxEntries = 8;
int allocated = 0; int allocated = 0;
public HardwarePalette(Renderer renderer, Map map) public HardwarePalette(Renderer renderer, Map map)

View File

@@ -31,10 +31,13 @@ namespace OpenRa.Game.Graphics
public GraphicsDevice Device { get { return device; } } public GraphicsDevice Device { get { return device; } }
public static float waterFrame = 0.0f;
public void BeginFrame( float2 r1, float2 r2, float2 scroll ) public void BeginFrame( float2 r1, float2 r2, float2 scroll )
{ {
device.Begin(); device.Begin();
SpriteShader.SetValue("palDist", waterFrame);
SpriteShader.SetValue("Scroll", scroll); SpriteShader.SetValue("Scroll", scroll);
SpriteShader.SetValue("r1", r1); SpriteShader.SetValue("r1", r1);
SpriteShader.SetValue("r2", r2); 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) 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] = 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); vertices[nv + 1] = new Vertex(KLerp(o, r.size, 1), r.FastMapTextureCoords(1), attrib);

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@@ -46,7 +46,7 @@ namespace OpenRa.Game
game.world.Add( new Actor( "mcv", new int2( 5, 5 ), game.players[ 3 ]) ); game.world.Add( new Actor( "mcv", new int2( 5, 5 ), game.players[ 3 ]) );
game.world.Add( new Actor( "mcv", new int2( 7, 5 ), game.players[ 2 ] ) ); game.world.Add( new Actor( "mcv", new int2( 7, 5 ), game.players[ 2 ] ) );
game.world.Add( new Actor( "mcv", new int2( 9, 5 ), game.players[ 1 ] ) ); game.world.Add( new Actor( "mcv", new int2( 9, 5 ), game.players[ 0 ] ) );
game.world.Add( new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] ) ); game.world.Add( new Actor( "jeep", new int2( 9, 7 ), game.players[ 1 ] ) );
sidebar = new Sidebar(Race.Soviet, renderer, game); sidebar = new Sidebar(Race.Soviet, renderer, game);

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@@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Windows.Forms; using System.Windows.Forms;
using OpenRa.Game.Graphics;
namespace OpenRa.Game namespace OpenRa.Game
{ {
@@ -19,8 +20,6 @@ namespace OpenRa.Game
int lastTime = Environment.TickCount + 2000; int lastTime = Environment.TickCount + 2000;
public void Update() public void Update()
{ {
int t = Environment.TickCount; int t = Environment.TickCount;
@@ -31,6 +30,8 @@ namespace OpenRa.Game
foreach( Actor a in actors ) foreach( Actor a in actors )
a.Tick( game, 40 ); a.Tick( game, 40 );
Renderer.waterFrame += 0.05f;
} }
foreach (Action<World> a in frameEndActions) a(this); foreach (Action<World> a in frameEndActions) a(this);

View File

@@ -6,6 +6,7 @@ shared texture DiffuseTexture, Palette;
shared float2 Scroll; shared float2 Scroll;
shared float2 r1, r2; // matrix elements shared float2 r1, r2; // matrix elements
shared float palDist;
sampler s_DiffuseTexture = sampler_state { sampler s_DiffuseTexture = sampler_state {
Texture = <DiffuseTexture>; Texture = <DiffuseTexture>;
@@ -64,11 +65,28 @@ VertexOut Simple_vp(VertexIn v) {
} }
const float2 texelOffset = float2( 0, 1.0f/32.0f ); const float2 texelOffset = float2( 0, 1.0f/32.0f );
const float animBase = (96.0f/256.0f);
const float animLen = (7.0f/256.0f);
float DoPaletteAnimation( float x )
{
float a = (x - animBase) / animLen;
float b = (a >= 0 && a <= 1) ? 1.0f : 0.0f;
float _;
float c = modf(a + palDist, _);
return lerp( a, c, b ) * animLen + animBase;
}
float2 DoPaletteAnimation2( float2 x )
{
return float2( DoPaletteAnimation(x.x), x.y );
}
float4 Palette_fp(FragmentIn f) : COLOR0 { float4 Palette_fp(FragmentIn f) : COLOR0 {
float4 x = tex2D(s_DiffuseTexture, f.Tex0.xy); float4 x = tex2D(s_DiffuseTexture, f.Tex0.xy);
float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z ); float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
return tex2D(s_PaletteTexture, p + texelOffset); return tex2D(s_PaletteTexture, DoPaletteAnimation2(p) + texelOffset);
} }
technique low_quality { technique low_quality {