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268 lines
8.3 KiB
268 lines
8.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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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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DEFINE_FALLBACK_SHADER( Vortwarp, VortWarp_DX7 ) |
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float QuadraticBezier( float t, float A, float B, float C ) |
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{ |
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return Lerp( t, Lerp( t, A, B ), Lerp( t, B, C ) ); |
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} |
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float CubicBezier( float t, float A, float B, float C, float D ) |
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{ |
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return QuadraticBezier( t, Lerp( t, A, B ), Lerp( t, B, C ), Lerp( t, C, D ) ); |
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} |
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BEGIN_SHADER( VortWarp_DX7, |
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"Help for VortWarp_DX7" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) |
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SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) |
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SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) |
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SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) |
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SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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if( !params[SELFILLUMTINT]->IsDefined() ) |
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
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if( !params[UNLIT]->IsDefined() ) |
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{ |
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params[UNLIT]->SetIntValue( 0 ); |
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} |
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} |
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SHADER_FALLBACK |
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{ |
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if (g_pHardwareConfig->GetDXSupportLevel() < 70) |
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return "VertexLitGeneric_DX6"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined()) |
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{ |
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LoadTexture( BASETEXTURE ); |
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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} |
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if( params[SELFILLUMMAP]->IsDefined() ) |
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{ |
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LoadTexture( SELFILLUMMAP ); |
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} |
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// Don't alpha test if the alpha channel is used for other purposes |
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) |
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); |
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} |
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void DrawBaseTimesVertexColor( bool bUnlit, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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// alpha test |
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 1 ); |
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if( bUnlit ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); |
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} |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0; |
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pShaderShadow->DrawFlags( flags ); |
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DefaultFog(); |
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pShaderShadow->CustomTextureStages( 2 ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_ADD, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); |
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// for warping in |
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pShaderShadow->EnableAlphaTest( true ); |
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 1.0f ); |
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// SetDefaultBlendingShadowState( BASETEXTURE, true ); |
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} |
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DYNAMIC_STATE |
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{ |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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float warp = params[WARPPARAM]->GetFloatValue(); |
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float t = warp; |
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warp = CubicBezier( warp, 0.0f, 1.0f, 0.0f, 0.0f ); |
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warp = Lerp( t, warp, 1.0f ); |
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pShaderAPI->Color4f( 1.0f, 1.0f, 1.0f, warp ); |
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} |
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Draw(); |
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} |
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int GetDrawFlagsPass1(IMaterialVar** params) |
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{ |
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int flags = SHADER_DRAW_POSITION; |
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) |
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flags |= SHADER_DRAW_COLOR; |
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if (params[BASETEXTURE]->IsTexture()) |
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flags |= SHADER_DRAW_TEXCOORD0; |
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return flags; |
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} |
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void DrawUnlit( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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SetModulationShadowState(); |
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SetNormalBlendingShadowState( BASETEXTURE, true ); |
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) ); |
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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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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); |
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SetModulationDynamicState(); |
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} |
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Draw( ); |
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} |
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//----------------------------------------------------------------------------- |
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// Fixed function Self illumination pass |
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//----------------------------------------------------------------------------- |
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void ScrollySelfIllumPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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SetInitialShadowState(); |
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// A little setup for self illum here... |
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SetModulationShadowState( SELFILLUMTINT ); |
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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// Don't bother with z writes here... |
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s_pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 2 ); |
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// basetexture * selfillumtint |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR ); |
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// previous * selfillummap |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE ); |
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// We're always blending |
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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s_pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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s_pShaderAPI->SetDefaultState(); |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 ); |
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// ----------------------------------------------------------- |
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// Set up the self illum tint |
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// ----------------------------------------------------------- |
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float selfIllumTint[3]; |
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params[SELFILLUMTINT]->GetVecValue( selfIllumTint, 3 ); |
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selfIllumTint[0] = clamp( selfIllumTint[0], 0.0f, 1.0f ); |
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selfIllumTint[1] = clamp( selfIllumTint[1], 0.0f, 1.0f ); |
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selfIllumTint[2] = clamp( selfIllumTint[2], 0.0f, 1.0f ); |
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// Warning( "selfillumtint: %f %f %f\n", selfIllumTint[0], selfIllumTint[1], selfIllumTint[2] ); |
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pShaderAPI->Color4f( selfIllumTint[0], selfIllumTint[1], selfIllumTint[2], 1.0f ); |
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// ----------------------------------------------------------- |
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// Set up the self illum scrolling |
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// ----------------------------------------------------------- |
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float curTime = pShaderAPI->CurrentTime(); |
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); |
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// only do the upper 3x3 since this is a 2D matrix |
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float mat[16]; |
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mat[0] = 1.0f; mat[1] = 0.0f; mat[2] = 0.0f; |
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mat[4] = 0.0f; mat[5] = 1.0f; mat[6] = 0.0f; |
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mat[8] = .11f * curTime; mat[9] = .124 * curTime; mat[10] = 1.0f; |
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// Better set the stuff we don't set with some sort of value! |
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mat[3] = mat[7] = mat[11] = 0; |
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mat[12] = mat[13] = mat[14] = 0; |
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mat[15] = 1; |
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s_pShaderAPI->LoadMatrix( mat ); |
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} |
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Draw(); |
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} |
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SHADER_DRAW |
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{ |
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bool hasFlashlight = UsingFlashlight( params ); |
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if( hasFlashlight ) |
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{ |
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// DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); |
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return; |
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} |
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// Draw base times lighting. |
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// Lighting is either sent down per vertex from the app, or it's in the second |
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// stream as color values. |
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DrawBaseTimesVertexColor( params[UNLIT]->GetIntValue() != 0, params, pShaderAPI, pShaderShadow ); |
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// ScrollySelfIllumPass( params, pShaderAPI, pShaderShadow ); |
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} |
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END_SHADER
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