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93 lines
2.9 KiB
93 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: This is an example of a material that modifies vertex data |
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// in the shader. NOTE: Every pass is given a clean set of vertex data. |
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// Modifications made in the first pass are *not* carried over to the next pass |
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// Modifications must take place during the DYNAMIC_STATE block. |
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// Use the function MeshBuilder() to build the mesh |
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// |
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// Also note: Using thie feature is *really expensive*! It makes a copy of |
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// the vertex data *per pass!* If you wish to modify vertex data to be used |
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// with all passes, your best bet is to construct a dynamic mesh instead. |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "shaderlib/cshader.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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BEGIN_SHADER_FLAGS( DebugModifyVertex, "Help for DebugModifyVertex", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( WAVE, SHADER_PARAM_TYPE_FLOAT, "1.0", "wave amplitude" ) |
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END_SHADER_PARAMS |
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SHADER_INIT |
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{ |
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LoadTexture( BASETEXTURE ); |
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} |
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SHADER_DRAW |
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{ |
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if( g_pHardwareConfig->GetSamplerCount() >= 2 ) |
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{ |
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// lightmap |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableVertexDataPreprocess( true ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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float amp = params[WAVE]->GetFloatValue(); |
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float currTime = pShaderAPI->CurrentTime(); |
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for (int i = 0; i < MeshBuilder()->NumVertices(); ++i) |
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{ |
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float const* pPos = MeshBuilder()->Position(); |
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MeshBuilder()->Position3f( pPos[0] + amp * sin( currTime + pPos[2] / 4 ), |
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pPos[1] + amp * sin( currTime + pPos[2] / 4 + 2 * 3.14 / 3 ), |
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pPos[2] + amp * sin( currTime + pPos[2] / 4 + 4 * 3.14 / 3 ) ); |
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MeshBuilder()->AdvanceVertex(); |
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} |
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} |
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Draw(); |
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// base * vertex color |
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SHADOW_STATE |
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{ |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | |
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SHADER_DRAW_TEXCOORD0 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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// Notice here that since we didn't modify the position, and this is a second |
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// pass, the position has been reset to it's initial, unmodified position |
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float currTime = pShaderAPI->CurrentTime(); |
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for (int i = 0; i < MeshBuilder()->NumVertices(); ++i) |
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{ |
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float const* pPos = MeshBuilder()->Position(); |
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MeshBuilder()->Color3f( ( sin( currTime + pPos[0] ) + 1.0F) * 0.5, |
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( sin( currTime + pPos[1] ) + 1.0F) * 0.5, |
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( sin( currTime + pPos[2] ) + 1.0F) * 0.5 ); |
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MeshBuilder()->AdvanceVertex(); |
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} |
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} |
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Draw(); |
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} |
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else |
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{ |
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ShaderWarning( "DebugModifyVertex: not " |
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"implemented for single-texturing hardware\n" ); |
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} |
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} |
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END_SHADER
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