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Diffstat (limited to 'materialsystem/stdshaders/aftershock_helper.cpp')
| -rw-r--r-- | materialsystem/stdshaders/aftershock_helper.cpp | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/aftershock_helper.cpp b/materialsystem/stdshaders/aftershock_helper.cpp new file mode 100644 index 0000000..cb0c19b --- /dev/null +++ b/materialsystem/stdshaders/aftershock_helper.cpp @@ -0,0 +1,196 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +#include "BaseVSShader.h" +#include "mathlib/vmatrix.h" +#include "aftershock_helper.h" +#include "convar.h" + +// Auto generated inc files +#include "aftershock_vs20.inc" +#include "aftershock_ps20.inc" +#include "aftershock_ps20b.inc" + + +void InitParamsAftershock( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, AftershockVars_t &info ) +{ + // Set material flags + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); + + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); + SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); + + // Set material parameter default values + if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) ) + { + params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount ); + } + + if ( ( info.m_nColorTint != -1 ) && ( !params[info.m_nColorTint]->IsDefined() ) ) + { + params[info.m_nColorTint]->SetVecValue( kDefaultColorTint[0], kDefaultColorTint[1], kDefaultColorTint[2], kDefaultColorTint[3] ); + } + + if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() ) + { + params[info.m_nBumpFrame]->SetIntValue( 0 ); + } + + if ( ( info.m_nSilhouetteThickness != -1 ) && ( !params[info.m_nSilhouetteThickness]->IsDefined() ) ) + { + params[info.m_nSilhouetteThickness]->SetFloatValue( kDefaultSilhouetteThickness ); + } + + if ( ( info.m_nSilhouetteColor != -1 ) && ( !params[info.m_nSilhouetteColor]->IsDefined() ) ) + { + params[info.m_nSilhouetteColor]->SetVecValue( kDefaultSilhouetteColor[0], kDefaultSilhouetteColor[1], kDefaultSilhouetteColor[2], kDefaultSilhouetteColor[3] ); + } + + if ( ( info.m_nGroundMin != -1 ) && ( !params[info.m_nGroundMin]->IsDefined() ) ) + { + params[info.m_nGroundMin]->SetFloatValue( kDefaultGroundMin ); + } + + if ( ( info.m_nGroundMax != -1 ) && ( !params[info.m_nGroundMax]->IsDefined() ) ) + { + params[info.m_nGroundMax]->SetFloatValue( kDefaultGroundMax ); + } + + if ( ( info.m_nBlurAmount != -1 ) && ( !params[info.m_nBlurAmount]->IsDefined() ) ) + { + params[info.m_nBlurAmount]->SetFloatValue( kDefaultBlurAmount ); + } + + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f ); +} + +void InitAftershock( CBaseVSShader *pShader, IMaterialVar** params, AftershockVars_t &info ) +{ + // Load textures + if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() ) + { + pShader->LoadTexture( info.m_nBumpmap ); + } +} + +void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression ) +{ + bool bBumpMapping = ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1; + + SHADOW_STATE + { + // Set stream format (note that this shader supports compression) + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; + int nTexCoordCount = 1; + int userDataSize = 0; + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + + // Vertex Shader + DECLARE_STATIC_VERTEX_SHADER( aftershock_vs20 ); + SET_STATIC_VERTEX_SHADER( aftershock_vs20 ); + + // Pixel Shader + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b ); + SET_STATIC_PIXEL_SHADER( aftershock_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 ); + SET_STATIC_PIXEL_SHADER( aftershock_ps20 ); + } + + // Textures + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB + pShaderShadow->EnableSRGBWrite( true ); + + // Blending + pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + pShaderShadow->EnableAlphaWrites( false ); + + // !!! We need to turn this back on because EnableAlphaBlending() above disables it! + //pShaderShadow->EnableDepthWrites( true ); + } + DYNAMIC_STATE + { + // Set Vertex Shader Combos + DECLARE_DYNAMIC_VERTEX_SHADER( aftershock_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( aftershock_vs20 ); + + // Set Vertex Shader Constants + if ( info.m_nBumpTransform != -1 ) + { + pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); + } + + // Time % 1000 + float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime(); + vPackedVsConst1[0] = flTime; + vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 ); + + // Set Pixel Shader Combos + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20 ); + } + + // Bind textures + pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map + if ( bBumpMapping ) + { + pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame ); + } + + // Set Pixel Shader Constants + float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); + pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 ); + + float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount; + vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; + vPackedConst1[3] = vPackedVsConst1[0]; // Time + pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 ); + + // Refract color tint + pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 ); + + // Silhouette values + float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0]; + vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1]; + vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2]; + vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness; + pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 ); + + // Ground min/max + float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin; + vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax; + pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 ); + + // Set c0 and c1 to contain first two rows of ViewProj matrix + VMatrix mView, mProj; + pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); + pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); + VMatrix mViewProj = mView * mProj; + mViewProj = mViewProj.Transpose3x3(); + pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); + } + pShader->Draw(); +} |