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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp')
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diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp b/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp
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+//========= 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" )
+
+ 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 = -1; // Not used in DX8
+ 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_dx8_vs11.inc"
+
+void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info )
+{
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if ( ( info.m_nEmissiveScrollVector >= 0 ) && ( !params[info.m_nEmissiveScrollVector]->IsDefined() ) )
+ {
+ params[info.m_nEmissiveScrollVector]->SetVecValue( kDefaultEmissiveScrollVector, 4 );
+ }
+
+ if ( ( info.m_nBlendStrength >= 0 ) && ( !params[info.m_nBlendStrength]->IsDefined() ) )
+ {
+ params[info.m_nBlendStrength]->SetFloatValue( kDefaultEmissiveBlendStrength );
+ }
+
+ if ( ( info.m_nEmissiveTint >= 0 ) && ( !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 );
+ pShader->LoadTexture( info.m_nEmissiveTexture );
+}
+
+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
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
+
+ // Vertex Shader
+ emissive_scroll_blended_pass_dx8_vs11_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "emissive_scroll_blended_pass_dx8_vs11", vshIndex.GetIndex() );
+
+ // Pixel Shader
+ pShaderShadow->SetPixelShader( "emissive_scroll_blended_pass_dx8_ps11", 0 );
+
+ // Textures
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, 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();
+
+ // Set Vertex Shader Combos
+ emissive_scroll_blended_pass_dx8_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+
+ // Set Vertex Shader Constants
+ pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+
+ float vEmissiveScrollVector[4] = { kDefaultEmissiveScrollVector[0], kDefaultEmissiveScrollVector[1], 0.0f, 0.0f };
+ if ( IS_PARAM_DEFINED( info.m_nEmissiveScrollVector ) )
+ {
+ const float *flPtr = params[info.m_nEmissiveScrollVector]->GetVecValue();
+ if ( flPtr != NULL )
+ {
+ vEmissiveScrollVector[0] = flPtr[0];
+ vEmissiveScrollVector[1] = flPtr[1];
+ }
+ }
+
+ float curTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
+ float selfIllumScroll[4] = { vEmissiveScrollVector[0] * curTime, vEmissiveScrollVector[1] * curTime, 0.0f, 0.0f };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 );
+
+ // Set Pixel Shader Combos
+ /* None */
+
+ // Bind textures
+ pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture );
+ pShader->BindTexture( SHADER_SAMPLER1, info.m_nEmissiveTexture );
+
+ // Set Pixel Shader Constants (Copied from vortwarp code)
+ pShader->SetModulationPixelShaderDynamicState( 3 );
+ pShader->EnablePixelShaderOverbright( 0, true, true );
+
+ pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEmissiveTint ) ? params[info.m_nEmissiveTint]->GetVecValue() : kDefaultEmissiveTint, 1 );
+
+ float c4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; // NOTE: w is written to dest alpha
+ c4[0] = IS_PARAM_DEFINED( info.m_nBlendStrength ) ? params[info.m_nBlendStrength]->GetFloatValue() : kDefaultEmissiveBlendStrength;
+ c4[1] = c4[0];
+ c4[2] = c4[0];
+ pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
+
+ float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
+ }
+ pShader->Draw();
+}