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