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.
279 lines
10 KiB
279 lines
10 KiB
5 years ago
|
//========= 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" )
|
||
|
SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
|
||
|
|
||
|
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 = EMISSIVEBLENDFLOWTEXTURE;
|
||
|
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_vs20.inc"
|
||
|
#include "emissive_scroll_blended_pass_ps20.inc"
|
||
|
#include "emissive_scroll_blended_pass_ps20b.inc"
|
||
|
|
||
|
#ifndef _X360
|
||
|
#include "emissive_scroll_blended_pass_vs30.inc"
|
||
|
#include "emissive_scroll_blended_pass_ps30.inc"
|
||
|
#endif
|
||
|
|
||
|
void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info )
|
||
|
{
|
||
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
|
||
|
|
||
|
if ( ( info.m_nEmissiveScrollVector != -1 ) && ( !params[info.m_nEmissiveScrollVector]->IsDefined() ) )
|
||
|
{
|
||
|
params[info.m_nEmissiveScrollVector]->SetVecValue( kDefaultEmissiveScrollVector, 4 );
|
||
|
}
|
||
|
|
||
|
if ( ( info.m_nBlendStrength != -1 ) && ( !params[info.m_nBlendStrength]->IsDefined() ) )
|
||
|
{
|
||
|
params[info.m_nBlendStrength]->SetFloatValue( kDefaultEmissiveBlendStrength );
|
||
|
}
|
||
|
|
||
|
if ( ( info.m_nEmissiveTint != -1 ) && ( !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, TEXTUREFLAGS_SRGB );
|
||
|
pShader->LoadTexture( info.m_nFlowTexture );
|
||
|
pShader->LoadTexture( info.m_nEmissiveTexture, TEXTUREFLAGS_SRGB );
|
||
|
}
|
||
|
|
||
|
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 (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 );
|
||
|
|
||
|
#ifndef _X360
|
||
|
if ( !g_pHardwareConfig->HasFastVertexTextures() )
|
||
|
#endif
|
||
|
{
|
||
|
// Vertex Shader
|
||
|
DECLARE_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
|
||
|
SET_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
|
||
|
|
||
|
// Pixel Shader
|
||
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
|
||
|
SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
|
||
|
SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
|
||
|
}
|
||
|
}
|
||
|
#ifndef _X360
|
||
|
else
|
||
|
{
|
||
|
// The vertex shader uses the vertex id stream
|
||
|
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
|
||
|
|
||
|
DECLARE_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
|
||
|
SET_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
|
||
|
|
||
|
DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
|
||
|
SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Textures
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Flow texture not sRGB
|
||
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
|
||
|
pShaderShadow->EnableSRGBWrite( 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();
|
||
|
|
||
|
#ifndef _X360
|
||
|
if ( !g_pHardwareConfig->HasFastVertexTextures() )
|
||
|
#endif
|
||
|
{
|
||
|
// Set Vertex Shader Combos
|
||
|
DECLARE_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
||
|
SET_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
|
||
|
|
||
|
// Set Vertex Shader Constants
|
||
|
// None?
|
||
|
|
||
|
// Set Pixel Shader Combos
|
||
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
|
||
|
}
|
||
|
}
|
||
|
#ifndef _X360
|
||
|
else
|
||
|
{
|
||
|
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
|
||
|
|
||
|
// Set Vertex Shader Combos
|
||
|
DECLARE_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
||
|
SET_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
|
||
|
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Bind textures
|
||
|
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture );
|
||
|
pShader->BindTexture( SHADER_SAMPLER1, info.m_nFlowTexture );
|
||
|
pShader->BindTexture( SHADER_SAMPLER2, info.m_nEmissiveTexture );
|
||
|
|
||
|
// Set Pixel Shader Constants
|
||
|
//float vConstZero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||
|
|
||
|
// This brings in the electricity and the second base texture when the second base texture is present
|
||
|
float vPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||
|
if (1)
|
||
|
{
|
||
|
// Overall blend strength
|
||
|
vPsConst0[0] = IS_PARAM_DEFINED( info.m_nBlendStrength ) ? params[info.m_nBlendStrength]->GetFloatValue() : kDefaultEmissiveBlendStrength;
|
||
|
if ( vPsConst0[0] < 0.0f )
|
||
|
vPsConst0[0] = 0.0f;
|
||
|
if ( vPsConst0[0] > 1.0f )
|
||
|
vPsConst0[0] = 1.0f;
|
||
|
|
||
|
// Time % 1000 for scrolling
|
||
|
vPsConst0[1] = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
|
||
|
vPsConst0[1] -= (float)( (int)( vPsConst0[1] / 1000.0f ) ) * 1000.0f;
|
||
|
|
||
|
// Dest alpha value for warping mask - NOTE: If we want to use this, we have to modify the blending mode above!
|
||
|
//if ( ( params[info.m_nWarpParam]->GetFloatValue() > 0.0f ) && ( params[info.m_nWarpParam]->GetFloatValue() < 1.0f ) )
|
||
|
// tmpVec[2] = 1.0f;
|
||
|
//else
|
||
|
// tmpVec[2] = 0.0f;
|
||
|
}
|
||
|
pShaderAPI->SetPixelShaderConstant( 0, vPsConst0, 1 );
|
||
|
|
||
|
// Scroll vector
|
||
|
pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEmissiveScrollVector ) ? params[info.m_nEmissiveScrollVector]->GetVecValue() : kDefaultEmissiveScrollVector, 1 );
|
||
|
|
||
|
// Self illum tint
|
||
|
pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nEmissiveTint ) ? params[info.m_nEmissiveTint]->GetVecValue() : kDefaultEmissiveTint, 1 );
|
||
|
}
|
||
|
pShader->Draw();
|
||
|
}
|