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196 lines
7.7 KiB
196 lines
7.7 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 "aftershock_helper.h" |
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#include "convar.h" |
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// Auto generated inc files |
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#include "aftershock_vs20.inc" |
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#include "aftershock_ps20.inc" |
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#include "aftershock_ps20b.inc" |
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void InitParamsAftershock( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, AftershockVars_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_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); |
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// Set material parameter default values |
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if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) ) |
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{ |
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params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount ); |
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} |
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if ( ( info.m_nColorTint != -1 ) && ( !params[info.m_nColorTint]->IsDefined() ) ) |
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{ |
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params[info.m_nColorTint]->SetVecValue( kDefaultColorTint[0], kDefaultColorTint[1], kDefaultColorTint[2], kDefaultColorTint[3] ); |
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} |
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if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() ) |
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{ |
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params[info.m_nBumpFrame]->SetIntValue( 0 ); |
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} |
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if ( ( info.m_nSilhouetteThickness != -1 ) && ( !params[info.m_nSilhouetteThickness]->IsDefined() ) ) |
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{ |
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params[info.m_nSilhouetteThickness]->SetFloatValue( kDefaultSilhouetteThickness ); |
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} |
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if ( ( info.m_nSilhouetteColor != -1 ) && ( !params[info.m_nSilhouetteColor]->IsDefined() ) ) |
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{ |
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params[info.m_nSilhouetteColor]->SetVecValue( kDefaultSilhouetteColor[0], kDefaultSilhouetteColor[1], kDefaultSilhouetteColor[2], kDefaultSilhouetteColor[3] ); |
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} |
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if ( ( info.m_nGroundMin != -1 ) && ( !params[info.m_nGroundMin]->IsDefined() ) ) |
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{ |
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params[info.m_nGroundMin]->SetFloatValue( kDefaultGroundMin ); |
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} |
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if ( ( info.m_nGroundMax != -1 ) && ( !params[info.m_nGroundMax]->IsDefined() ) ) |
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{ |
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params[info.m_nGroundMax]->SetFloatValue( kDefaultGroundMax ); |
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} |
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if ( ( info.m_nBlurAmount != -1 ) && ( !params[info.m_nBlurAmount]->IsDefined() ) ) |
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{ |
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params[info.m_nBlurAmount]->SetFloatValue( kDefaultBlurAmount ); |
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} |
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f ); |
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} |
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void InitAftershock( CBaseVSShader *pShader, IMaterialVar** params, AftershockVars_t &info ) |
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{ |
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// Load textures |
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nBumpmap ); |
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} |
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} |
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void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
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IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression ) |
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{ |
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bool bBumpMapping = ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1; |
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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( aftershock_vs20 ); |
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SET_STATIC_VERTEX_SHADER( aftershock_vs20 ); |
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// Pixel Shader |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b ); |
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SET_STATIC_PIXEL_SHADER( aftershock_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 ); |
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SET_STATIC_PIXEL_SHADER( aftershock_ps20 ); |
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} |
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// Textures |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB |
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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( aftershock_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( aftershock_vs20 ); |
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// Set Vertex Shader Constants |
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if ( info.m_nBumpTransform != -1 ) |
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{ |
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); |
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} |
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// Time % 1000 |
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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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vPackedVsConst1[0] = flTime; |
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vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f; |
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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() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20 ); |
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} |
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// Bind textures |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map |
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if ( bBumpMapping ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame ); |
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} |
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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 vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount; |
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vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; |
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vPackedConst1[3] = vPackedVsConst1[0]; // Time |
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pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 ); |
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// Refract color tint |
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pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 ); |
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// Silhouette values |
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float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0]; |
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vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1]; |
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vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2]; |
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vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness; |
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pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 ); |
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// Ground min/max |
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float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
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vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin; |
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vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax; |
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pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 ); |
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// Set c0 and c1 to contain first two rows of ViewProj matrix |
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VMatrix mView, mProj; |
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pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); |
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); |
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VMatrix mViewProj = mView * mProj; |
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mViewProj = mViewProj.Transpose3x3(); |
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pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); |
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} |
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pShader->Draw(); |
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}
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