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-rw-r--r--materialsystem/stdshaders/vortwarp_dx7.cpp268
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diff --git a/materialsystem/stdshaders/vortwarp_dx7.cpp b/materialsystem/stdshaders/vortwarp_dx7.cpp
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+++ b/materialsystem/stdshaders/vortwarp_dx7.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Vortwarp, VortWarp_DX7 )
+
+float QuadraticBezier( float t, float A, float B, float C )
+{
+ return Lerp( t, Lerp( t, A, B ), Lerp( t, B, C ) );
+}
+
+float CubicBezier( float t, float A, float B, float C, float D )
+{
+ return QuadraticBezier( t, Lerp( t, A, B ), Lerp( t, B, C ), Lerp( t, C, D ) );
+}
+
+BEGIN_SHADER( VortWarp_DX7,
+ "Help for VortWarp_DX7" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
+ SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
+
+ SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
+ SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if( !params[SELFILLUMTINT]->IsDefined() )
+ params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+
+ if( !params[UNLIT]->IsDefined() )
+ {
+ params[UNLIT]->SetIntValue( 0 );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if (g_pHardwareConfig->GetDXSupportLevel() < 70)
+ return "VertexLitGeneric_DX6";
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+
+ if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+ }
+ if( params[SELFILLUMMAP]->IsDefined() )
+ {
+ LoadTexture( SELFILLUMMAP );
+ }
+
+ // Don't alpha test if the alpha channel is used for other purposes
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
+ }
+
+ void DrawBaseTimesVertexColor( bool bUnlit, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ // alpha test
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+
+ pShaderShadow->CustomTextureStages( 1 );
+
+ if( bUnlit )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
+ }
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0;
+ pShaderShadow->DrawFlags( flags );
+ DefaultFog();
+
+ pShaderShadow->CustomTextureStages( 2 );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_ADD,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
+
+ // for warping in
+ pShaderShadow->EnableAlphaTest( true );
+
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 1.0f );
+
+// SetDefaultBlendingShadowState( BASETEXTURE, true );
+ }
+ DYNAMIC_STATE
+ {
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ float warp = params[WARPPARAM]->GetFloatValue();
+ float t = warp;
+ warp = CubicBezier( warp, 0.0f, 1.0f, 0.0f, 0.0f );
+ warp = Lerp( t, warp, 1.0f );
+ pShaderAPI->Color4f( 1.0f, 1.0f, 1.0f, warp );
+ }
+ Draw();
+ }
+
+ int GetDrawFlagsPass1(IMaterialVar** params)
+ {
+ int flags = SHADER_DRAW_POSITION;
+ if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
+ flags |= SHADER_DRAW_COLOR;
+ if (params[BASETEXTURE]->IsTexture())
+ flags |= SHADER_DRAW_TEXCOORD0;
+ return flags;
+ }
+
+ void DrawUnlit( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ SetModulationShadowState();
+ SetNormalBlendingShadowState( BASETEXTURE, true );
+ pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
+ SetModulationDynamicState();
+ }
+ Draw( );
+ }
+
+ //-----------------------------------------------------------------------------
+ // Fixed function Self illumination pass
+ //-----------------------------------------------------------------------------
+ void ScrollySelfIllumPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ SetInitialShadowState();
+
+ // A little setup for self illum here...
+ SetModulationShadowState( SELFILLUMTINT );
+
+ s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ // Don't bother with z writes here...
+ s_pShaderShadow->EnableDepthWrites( false );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+
+ pShaderShadow->CustomTextureStages( 2 );
+
+ // basetexture * selfillumtint
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
+ // previous * selfillummap
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ // We're always blending
+ EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+
+ s_pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ s_pShaderAPI->SetDefaultState();
+
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 );
+
+ // -----------------------------------------------------------
+ // Set up the self illum tint
+ // -----------------------------------------------------------
+ float selfIllumTint[3];
+ params[SELFILLUMTINT]->GetVecValue( selfIllumTint, 3 );
+ selfIllumTint[0] = clamp( selfIllumTint[0], 0.0f, 1.0f );
+ selfIllumTint[1] = clamp( selfIllumTint[1], 0.0f, 1.0f );
+ selfIllumTint[2] = clamp( selfIllumTint[2], 0.0f, 1.0f );
+// Warning( "selfillumtint: %f %f %f\n", selfIllumTint[0], selfIllumTint[1], selfIllumTint[2] );
+
+ pShaderAPI->Color4f( selfIllumTint[0], selfIllumTint[1], selfIllumTint[2], 1.0f );
+
+ // -----------------------------------------------------------
+ // Set up the self illum scrolling
+ // -----------------------------------------------------------
+ float curTime = pShaderAPI->CurrentTime();
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
+
+ // only do the upper 3x3 since this is a 2D matrix
+ float mat[16];
+ mat[0] = 1.0f; mat[1] = 0.0f; mat[2] = 0.0f;
+ mat[4] = 0.0f; mat[5] = 1.0f; mat[6] = 0.0f;
+ mat[8] = .11f * curTime; mat[9] = .124 * curTime; mat[10] = 1.0f;
+
+ // Better set the stuff we don't set with some sort of value!
+ mat[3] = mat[7] = mat[11] = 0;
+ mat[12] = mat[13] = mat[14] = 0;
+ mat[15] = 1;
+
+ s_pShaderAPI->LoadMatrix( mat );
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ bool hasFlashlight = UsingFlashlight( params );
+
+ if( hasFlashlight )
+ {
+// DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
+ return;
+ }
+
+ // Draw base times lighting.
+ // Lighting is either sent down per vertex from the app, or it's in the second
+ // stream as color values.
+ DrawBaseTimesVertexColor( params[UNLIT]->GetIntValue() != 0, params, pShaderAPI, pShaderShadow );
+// ScrollySelfIllumPass( params, pShaderAPI, pShaderShadow );
+ }
+END_SHADER