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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp b/mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp new file mode 100644 index 00000000..cd2e889e --- /dev/null +++ b/mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp @@ -0,0 +1,138 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +#include "BaseVSShader.h" +#include "mathlib/vmatrix.h" +#include "volume_clouds_helper.h" +#include "convar.h" + +// Auto generated inc files +#include "volume_clouds_vs20.inc" +#include "volume_clouds_ps20.inc" +#include "volume_clouds_ps20b.inc" + + +void InitParamsVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VolumeCloudsVars_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_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f ); + + // Set material parameter default values + SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRefractAmount, kDefaultRefractAmount ); +} + +void InitVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, VolumeCloudsVars_t &info ) +{ + // Load textures + if ( (info.m_nTexture1 != -1) && params[info.m_nTexture1]->IsDefined() ) + { + pShader->LoadTexture( info.m_nTexture1, TEXTUREFLAGS_SRGB ); + } + + if ( (info.m_nTexture2 != -1) && params[info.m_nTexture2]->IsDefined() ) + { + pShader->LoadTexture( info.m_nTexture2, TEXTUREFLAGS_SRGB ); + } + + if ( (info.m_nTexture3 != -1) && params[info.m_nTexture3]->IsDefined() ) + { + pShader->LoadTexture( info.m_nTexture3, TEXTUREFLAGS_SRGB ); + } +} + +void DrawVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, VolumeCloudsVars_t &info, VertexCompressionType_t vertexCompression ) +{ + 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( volume_clouds_vs20 ); + SET_STATIC_VERTEX_SHADER( volume_clouds_vs20 ); + + // Pixel Shader + if( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IsOpenGL() ) // Always send POSIX down the 20 path (rg - why?) + { + DECLARE_STATIC_PIXEL_SHADER( volume_clouds_ps20b ); + SET_STATIC_PIXEL_SHADER( volume_clouds_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( volume_clouds_ps20 ); + SET_STATIC_PIXEL_SHADER( volume_clouds_ps20 ); + } + + // Textures + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); + 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( volume_clouds_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( volume_clouds_vs20 ); + + // Set Vertex Shader Constants + + // Time + 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(); + float flRotateSpeed = 0.065f; + vPackedVsConst1[0] = flTime * flRotateSpeed * 1.0f; + vPackedVsConst1[1] = flTime * flRotateSpeed * 2.0f; + vPackedVsConst1[2] = flTime * flRotateSpeed * 4.0f; + vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f; + vPackedVsConst1[1] -= (float)( (int)( vPackedVsConst1[1] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f; + vPackedVsConst1[2] -= (float)( (int)( vPackedVsConst1[2] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 ); + + // Set Pixel Shader Combos + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IsOpenGL() ) // Always send POSIX down the 20 path (rg - why?) + { + DECLARE_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20 ); + } + + // Bind textures + pShader->BindTexture( SHADER_SAMPLER0, info.m_nTexture1 ); + pShader->BindTexture( SHADER_SAMPLER1, info.m_nTexture2 ); + pShader->BindTexture( SHADER_SAMPLER2, info.m_nTexture3 ); + + // Set Pixel Shader Constants + float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); + pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 ); + + float vPackedConst6[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPackedConst6[0] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; + vPackedConst6[1] = vPackedVsConst1[0]; // Time % 1000 + pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 ); + } + pShader->Draw(); +} |