You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
176 lines
4.8 KiB
176 lines
4.8 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $Header: $
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "BaseVSShader.h"
|
||
|
|
||
|
#include "vortwarp_vs11.inc"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx8 )
|
||
|
|
||
|
float QuadraticBezier( float t, float A, float B, float C )
|
||
|
{
|
||
|
return Lerp( t, Lerp( t, A, B ), Lerp( t, B, C ) );
|
||
|
}
|
||
|
|
||
|
float CubicBezier( float t, float A, float B, float C, float D )
|
||
|
{
|
||
|
return QuadraticBezier( t, Lerp( t, A, B ), Lerp( t, B, C ), Lerp( t, C, D ) );
|
||
|
}
|
||
|
|
||
|
BEGIN_VS_SHADER( VortWarp_dx8,
|
||
|
"Help for VortWarp_dx8" )
|
||
|
BEGIN_SHADER_PARAMS
|
||
|
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
|
||
|
SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
|
||
|
SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
|
||
|
|
||
|
SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
|
||
|
SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" )
|
||
|
END_SHADER_PARAMS
|
||
|
|
||
|
SHADER_INIT_PARAMS()
|
||
|
{
|
||
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
|
||
|
|
||
|
if( !params[SELFILLUMTINT]->IsDefined() )
|
||
|
params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
|
||
|
|
||
|
if( !params[UNLIT]->IsDefined() )
|
||
|
{
|
||
|
params[UNLIT]->SetIntValue( 0 );
|
||
|
}
|
||
|
if( !params[SELFILLUMTINT]->IsDefined() )
|
||
|
{
|
||
|
params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
|
||
|
}
|
||
|
|
||
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
|
||
|
}
|
||
|
|
||
|
SHADER_FALLBACK
|
||
|
{
|
||
|
if ( g_pHardwareConfig->GetDXSupportLevel() < 80)
|
||
|
return "Vortwarp_dx7";
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
SHADER_INIT
|
||
|
{
|
||
|
if (params[BASETEXTURE]->IsDefined())
|
||
|
{
|
||
|
LoadTexture( BASETEXTURE );
|
||
|
}
|
||
|
if( params[SELFILLUMMAP]->IsDefined() )
|
||
|
{
|
||
|
LoadTexture( SELFILLUMMAP );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SHADER_DRAW
|
||
|
{
|
||
|
BlendType_t blendType = BT_BLEND;
|
||
|
if ( params[BASETEXTURE]->IsTexture() )
|
||
|
{
|
||
|
blendType = EvaluateBlendRequirements( BASETEXTURE, true );
|
||
|
}
|
||
|
SHADOW_STATE
|
||
|
{
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
|
||
|
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
|
||
|
|
||
|
if (params[BASETEXTURE]->IsTexture())
|
||
|
{
|
||
|
SetDefaultBlendingShadowState( BASETEXTURE, true );
|
||
|
}
|
||
|
|
||
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||
|
|
||
|
// Set up the vertex shader index.
|
||
|
vortwarp_vs11_Static_Index vshIndex;
|
||
|
vshIndex.SetUNLIT( params[UNLIT]->GetIntValue() != 0 );
|
||
|
vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
|
||
|
|
||
|
pShaderShadow->SetVertexShader( "vortwarp_vs11", vshIndex.GetIndex() );
|
||
|
|
||
|
int pshIndex;
|
||
|
if( blendType == BT_BLEND )
|
||
|
{
|
||
|
pShaderShadow->EnableBlending( true );
|
||
|
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
||
|
pShaderShadow->EnableAlphaWrites( false );
|
||
|
pshIndex = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pShaderShadow->EnableAlphaWrites( true );
|
||
|
pshIndex = 0;
|
||
|
}
|
||
|
|
||
|
if( params[UNLIT]->GetIntValue() != 0 )
|
||
|
{
|
||
|
pshIndex |= 0x2;
|
||
|
}
|
||
|
|
||
|
pShaderShadow->SetPixelShader( "vortwarp_ps11", pshIndex );
|
||
|
|
||
|
|
||
|
DefaultFog();
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
if (params[BASETEXTURE]->IsTexture())
|
||
|
{
|
||
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
||
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
|
||
|
}
|
||
|
|
||
|
if( params[SELFILLUMMAP]->IsTexture() )
|
||
|
{
|
||
|
BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 );
|
||
|
}
|
||
|
|
||
|
float warp = params[WARPPARAM]->GetFloatValue();
|
||
|
float t = warp;
|
||
|
warp = CubicBezier( warp, 0.0f, 1.0f, 0.0f, 0.0f );
|
||
|
warp = Lerp( t, warp, 1.0f );
|
||
|
float warpVec[4] = { warp, warp, warp, warp };
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, warpVec, 1 );
|
||
|
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, ENTITYORIGIN );
|
||
|
SetAmbientCubeDynamicStateVertexShader();
|
||
|
SetModulationPixelShaderDynamicState( 3 );
|
||
|
EnablePixelShaderOverbright( 0, true, true );
|
||
|
SetPixelShaderConstant( 1, SELFILLUMTINT );
|
||
|
float c4[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||
|
if( warp > 0.0f && warp < 1.0f )
|
||
|
{
|
||
|
c4[3] = 0.0f;
|
||
|
}
|
||
|
pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
|
||
|
|
||
|
float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||
|
pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
|
||
|
|
||
|
float curTime = pShaderAPI->CurrentTime();
|
||
|
float selfIllumScroll[4] = { .11f * curTime, .124 * curTime, 0.0f, 0.0f };
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 );
|
||
|
|
||
|
vortwarp_vs11_Dynamic_Index vshIndex;
|
||
|
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
|
||
|
vshIndex.SetLIGHT_COMBO( 0 );
|
||
|
vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
|
||
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||
|
}
|
||
|
Draw();
|
||
|
}
|
||
|
END_SHADER
|