diff options
Diffstat (limited to 'materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp')
| -rw-r--r-- | materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp | 201 |
1 files changed, 201 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp b/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp new file mode 100644 index 0000000..3e78d7f --- /dev/null +++ b/materialsystem/stdshaders/emissive_scroll_blended_pass_dx8_helper.cpp @@ -0,0 +1,201 @@ +//========= 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(); +} |