Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
/* Example how to plug this into an existing shader:
In the VMT:
// Emissive Scroll Pass
"$emissiveBlendEnabled" "1" // Enables effect
"$emissiveBlendTexture" "models/vortigaunt/vortigaunt_illum"
"$emissiveBlendBaseTexture" "Models/Vortigaunt/vortigaunt_blue"
"$emissiveBlendFlowTexture" "models/vortigaunt/vortigaunt_flow"
"$emissiveBlendTint" "[10 10 10]"
"$emissiveBlendStrength" "1.0" // Set by game code
"$emissiveBlendScrollVector" "[0.11 0.124]"
"Proxies"
{
"VortEmissive" // For setting $selfillumstrength
{
}
}
#include "emissive_scroll_blended_pass_helper.h"
In BEGIN_SHADER_PARAMS:
// Emissive Scroll Pass
SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" )
SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" )
SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
Add this above SHADER_INIT_PARAMS()
// Emissive Scroll Pass
void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info )
{
info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH;
info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE;
info.m_nFlowTexture = -1; // Not used in DX8
info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE;
info.m_nEmissiveTint = EMISSIVEBLENDTINT;
info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR;
}
In SHADER_INIT_PARAMS()
// Emissive Scroll Pass
if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
{
params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
}
else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
}
In SHADER_INIT
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
InitEmissiveScrollBlendedPass( this, params, info );
}
At the very end of SHADER_DRAW
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
==================================================================================================== */
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "emissive_scroll_blended_pass_helper.h"
#include "convar.h"
// Auto generated inc files
#include "emissive_scroll_blended_pass_dx8_vs11.inc"
void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info )
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if ( ( info.m_nEmissiveScrollVector >= 0 ) && ( !params[info.m_nEmissiveScrollVector]->IsDefined() ) )
{
params[info.m_nEmissiveScrollVector]->SetVecValue( kDefaultEmissiveScrollVector, 4 );
}
if ( ( info.m_nBlendStrength >= 0 ) && ( !params[info.m_nBlendStrength]->IsDefined() ) )
{
params[info.m_nBlendStrength]->SetFloatValue( kDefaultEmissiveBlendStrength );
}
if ( ( info.m_nEmissiveTint >= 0 ) && ( !params[info.m_nEmissiveTint]->IsDefined() ) )
{
params[info.m_nEmissiveTint]->SetVecValue( kDefaultEmissiveTint, 4 );
}
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
}
void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info )
{
// Load textures
pShader->LoadTexture( info.m_nBaseTexture );
pShader->LoadTexture( info.m_nEmissiveTexture );
}
void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
{
SHADOW_STATE
{
// Reset shadow state manually since we're drawing from two materials
pShader->SetInitialShadowState();
// Set stream format
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
// Vertex Shader
emissive_scroll_blended_pass_dx8_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "emissive_scroll_blended_pass_dx8_vs11", vshIndex.GetIndex() );
// Pixel Shader
pShaderShadow->SetPixelShader( "emissive_scroll_blended_pass_dx8_ps11", 0 );
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
pShaderShadow->EnableAlphaWrites( false );
}
DYNAMIC_STATE
{
// Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState();
// Set Vertex Shader Combos
emissive_scroll_blended_pass_dx8_vs11_Dynamic_Index vshIndex;
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
// Set Vertex Shader Constants
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
float vEmissiveScrollVector[4] = { kDefaultEmissiveScrollVector[0], kDefaultEmissiveScrollVector[1], 0.0f, 0.0f };
if ( IS_PARAM_DEFINED( info.m_nEmissiveScrollVector ) )
{
const float *flPtr = params[info.m_nEmissiveScrollVector]->GetVecValue();
if ( flPtr != NULL )
{
vEmissiveScrollVector[0] = flPtr[0];
vEmissiveScrollVector[1] = flPtr[1];
}
}
float curTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
float selfIllumScroll[4] = { vEmissiveScrollVector[0] * curTime, vEmissiveScrollVector[1] * curTime, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 );
// Set Pixel Shader Combos
/* None */
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nEmissiveTexture );
// Set Pixel Shader Constants (Copied from vortwarp code)
pShader->SetModulationPixelShaderDynamicState( 3 );
pShader->EnablePixelShaderOverbright( 0, true, true );
pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEmissiveTint ) ? params[info.m_nEmissiveTint]->GetVecValue() : kDefaultEmissiveTint, 1 );
float c4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; // NOTE: w is written to dest alpha
c4[0] = IS_PARAM_DEFINED( info.m_nBlendStrength ) ? params[info.m_nBlendStrength]->GetFloatValue() : kDefaultEmissiveBlendStrength;
c4[1] = c4[0];
c4[2] = c4[0];
pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
}
pShader->Draw();
}