Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "volume_clouds_helper.h"
#include "convar.h"
// Auto generated inc files
#include "volume_clouds_vs20.inc"
#include "volume_clouds_ps20.inc"
#include "volume_clouds_ps20b.inc"
void InitParamsVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VolumeCloudsVars_t &info )
{
// Set material flags
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
// Set material parameter default values
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRefractAmount, kDefaultRefractAmount );
}
void InitVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, VolumeCloudsVars_t &info )
{
// Load textures
if ( (info.m_nTexture1 != -1) && params[info.m_nTexture1]->IsDefined() )
{
pShader->LoadTexture( info.m_nTexture1, TEXTUREFLAGS_SRGB );
}
if ( (info.m_nTexture2 != -1) && params[info.m_nTexture2]->IsDefined() )
{
pShader->LoadTexture( info.m_nTexture2, TEXTUREFLAGS_SRGB );
}
if ( (info.m_nTexture3 != -1) && params[info.m_nTexture3]->IsDefined() )
{
pShader->LoadTexture( info.m_nTexture3, TEXTUREFLAGS_SRGB );
}
}
void DrawVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, VolumeCloudsVars_t &info, VertexCompressionType_t vertexCompression )
{
SHADOW_STATE
{
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( volume_clouds_vs20 );
SET_STATIC_VERTEX_SHADER( volume_clouds_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IsOpenGL() ) // Always send POSIX down the 20 path (rg - why?)
{
DECLARE_STATIC_PIXEL_SHADER( volume_clouds_ps20b );
SET_STATIC_PIXEL_SHADER( volume_clouds_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( volume_clouds_ps20 );
SET_STATIC_PIXEL_SHADER( volume_clouds_ps20 );
}
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
pShaderShadow->EnableSRGBWrite( true );
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
//pShaderShadow->EnableDepthWrites( true );
}
DYNAMIC_STATE
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( volume_clouds_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( volume_clouds_vs20 );
// Set Vertex Shader Constants
// Time
float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
float flRotateSpeed = 0.065f;
vPackedVsConst1[0] = flTime * flRotateSpeed * 1.0f;
vPackedVsConst1[1] = flTime * flRotateSpeed * 2.0f;
vPackedVsConst1[2] = flTime * flRotateSpeed * 4.0f;
vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f;
vPackedVsConst1[1] -= (float)( (int)( vPackedVsConst1[1] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f;
vPackedVsConst1[2] -= (float)( (int)( vPackedVsConst1[2] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
// Set Pixel Shader Combos
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IsOpenGL() ) // Always send POSIX down the 20 path (rg - why?)
{
DECLARE_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20b );
SET_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20 );
SET_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20 );
}
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, info.m_nTexture1 );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nTexture2 );
pShader->BindTexture( SHADER_SAMPLER2, info.m_nTexture3 );
// Set Pixel Shader Constants
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
float vPackedConst6[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst6[0] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
vPackedConst6[1] = vPackedVsConst1[0]; // Time % 1000
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 );
}
pShader->Draw();
}