diff options
Diffstat (limited to 'materialsystem/stdshaders/vortwarp_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/vortwarp_dx8.cpp | 175 |
1 files changed, 175 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/vortwarp_dx8.cpp b/materialsystem/stdshaders/vortwarp_dx8.cpp new file mode 100644 index 0000000..9c071e6 --- /dev/null +++ b/materialsystem/stdshaders/vortwarp_dx8.cpp @@ -0,0 +1,175 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "vortwarp_vs11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx8 ) + +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_VS_SHADER( VortWarp_dx8, + "Help for VortWarp_dx8" ) + 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 ); + + if( !params[UNLIT]->IsDefined() ) + { + params[UNLIT]->SetIntValue( 0 ); + } + if( !params[SELFILLUMTINT]->IsDefined() ) + { + params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f ); + } + + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 80) + return "Vortwarp_dx7"; + return 0; + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE ); + } + if( params[SELFILLUMMAP]->IsDefined() ) + { + LoadTexture( SELFILLUMMAP ); + } + } + + SHADER_DRAW + { + BlendType_t blendType = BT_BLEND; + if ( params[BASETEXTURE]->IsTexture() ) + { + blendType = EvaluateBlendRequirements( BASETEXTURE, true ); + } + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + int fmt = VERTEX_POSITION | VERTEX_NORMAL; + + if (params[BASETEXTURE]->IsTexture()) + { + SetDefaultBlendingShadowState( BASETEXTURE, true ); + } + + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + // Set up the vertex shader index. + vortwarp_vs11_Static_Index vshIndex; + vshIndex.SetUNLIT( params[UNLIT]->GetIntValue() != 0 ); + vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); + + pShaderShadow->SetVertexShader( "vortwarp_vs11", vshIndex.GetIndex() ); + + int pshIndex; + if( blendType == BT_BLEND ) + { + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + pShaderShadow->EnableAlphaWrites( false ); + pshIndex = 1; + } + else + { + pShaderShadow->EnableAlphaWrites( true ); + pshIndex = 0; + } + + if( params[UNLIT]->GetIntValue() != 0 ) + { + pshIndex |= 0x2; + } + + pShaderShadow->SetPixelShader( "vortwarp_ps11", pshIndex ); + + + DefaultFog(); + } + DYNAMIC_STATE + { + if (params[BASETEXTURE]->IsTexture()) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); + } + + if( params[SELFILLUMMAP]->IsTexture() ) + { + BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 ); + } + + 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 ); + float warpVec[4] = { warp, warp, warp, warp }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, warpVec, 1 ); + SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, ENTITYORIGIN ); + SetAmbientCubeDynamicStateVertexShader(); + SetModulationPixelShaderDynamicState( 3 ); + EnablePixelShaderOverbright( 0, true, true ); + SetPixelShaderConstant( 1, SELFILLUMTINT ); + float c4[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; + if( warp > 0.0f && warp < 1.0f ) + { + c4[3] = 0.0f; + } + pShaderAPI->SetPixelShaderConstant( 4, c4, 1 ); + + float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); + + float curTime = pShaderAPI->CurrentTime(); + float selfIllumScroll[4] = { .11f * curTime, .124 * curTime, 0.0f, 0.0f }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 ); + + vortwarp_vs11_Dynamic_Index vshIndex; + vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); + vshIndex.SetLIGHT_COMBO( 0 ); + vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + Draw(); + } +END_SHADER |