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path: root/materialsystem/stdshaders/emissive_scroll_blended_pass_helper.cpp
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-rw-r--r--materialsystem/stdshaders/emissive_scroll_blended_pass_helper.cpp278
1 files changed, 278 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_helper.cpp b/materialsystem/stdshaders/emissive_scroll_blended_pass_helper.cpp
new file mode 100644
index 0000000..d1bd5ff
--- /dev/null
+++ b/materialsystem/stdshaders/emissive_scroll_blended_pass_helper.cpp
@@ -0,0 +1,278 @@
+//========= 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" )
+ SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
+
+ 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 = EMISSIVEBLENDFLOWTEXTURE;
+ 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_vs20.inc"
+#include "emissive_scroll_blended_pass_ps20.inc"
+#include "emissive_scroll_blended_pass_ps20b.inc"
+
+#ifndef _X360
+#include "emissive_scroll_blended_pass_vs30.inc"
+#include "emissive_scroll_blended_pass_ps30.inc"
+#endif
+
+void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info )
+{
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if ( ( info.m_nEmissiveScrollVector != -1 ) && ( !params[info.m_nEmissiveScrollVector]->IsDefined() ) )
+ {
+ params[info.m_nEmissiveScrollVector]->SetVecValue( kDefaultEmissiveScrollVector, 4 );
+ }
+
+ if ( ( info.m_nBlendStrength != -1 ) && ( !params[info.m_nBlendStrength]->IsDefined() ) )
+ {
+ params[info.m_nBlendStrength]->SetFloatValue( kDefaultEmissiveBlendStrength );
+ }
+
+ if ( ( info.m_nEmissiveTint != -1 ) && ( !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, TEXTUREFLAGS_SRGB );
+ pShader->LoadTexture( info.m_nFlowTexture );
+ pShader->LoadTexture( info.m_nEmissiveTexture, TEXTUREFLAGS_SRGB );
+}
+
+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 (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 );
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ // Vertex Shader
+ DECLARE_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
+ SET_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
+
+ // Pixel Shader
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
+ SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
+ SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
+ SET_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
+ SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
+ }
+#endif
+
+ // Textures
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Flow texture not sRGB
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableSRGBWrite( 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();
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ // Set Vertex Shader Combos
+ DECLARE_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
+
+ // Set Vertex Shader Constants
+ // None?
+
+ // Set Pixel Shader Combos
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ // Set Vertex Shader Combos
+ DECLARE_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
+ }
+#endif
+
+ // Bind textures
+ pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture );
+ pShader->BindTexture( SHADER_SAMPLER1, info.m_nFlowTexture );
+ pShader->BindTexture( SHADER_SAMPLER2, info.m_nEmissiveTexture );
+
+ // Set Pixel Shader Constants
+ //float vConstZero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+
+ // This brings in the electricity and the second base texture when the second base texture is present
+ float vPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ if (1)
+ {
+ // Overall blend strength
+ vPsConst0[0] = IS_PARAM_DEFINED( info.m_nBlendStrength ) ? params[info.m_nBlendStrength]->GetFloatValue() : kDefaultEmissiveBlendStrength;
+ if ( vPsConst0[0] < 0.0f )
+ vPsConst0[0] = 0.0f;
+ if ( vPsConst0[0] > 1.0f )
+ vPsConst0[0] = 1.0f;
+
+ // Time % 1000 for scrolling
+ vPsConst0[1] = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
+ vPsConst0[1] -= (float)( (int)( vPsConst0[1] / 1000.0f ) ) * 1000.0f;
+
+ // Dest alpha value for warping mask - NOTE: If we want to use this, we have to modify the blending mode above!
+ //if ( ( params[info.m_nWarpParam]->GetFloatValue() > 0.0f ) && ( params[info.m_nWarpParam]->GetFloatValue() < 1.0f ) )
+ // tmpVec[2] = 1.0f;
+ //else
+ // tmpVec[2] = 0.0f;
+ }
+ pShaderAPI->SetPixelShaderConstant( 0, vPsConst0, 1 );
+
+ // Scroll vector
+ pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEmissiveScrollVector ) ? params[info.m_nEmissiveScrollVector]->GetVecValue() : kDefaultEmissiveScrollVector, 1 );
+
+ // Self illum tint
+ pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nEmissiveTint ) ? params[info.m_nEmissiveTint]->GetVecValue() : kDefaultEmissiveTint, 1 );
+ }
+ pShader->Draw();
+}