diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp b/mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp new file mode 100644 index 00000000..c497ca95 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp @@ -0,0 +1,93 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: This is an example of a material that modifies vertex data +// in the shader. NOTE: Every pass is given a clean set of vertex data. +// Modifications made in the first pass are *not* carried over to the next pass +// Modifications must take place during the DYNAMIC_STATE block. +// Use the function MeshBuilder() to build the mesh +// +// Also note: Using thie feature is *really expensive*! It makes a copy of +// the vertex data *per pass!* If you wish to modify vertex data to be used +// with all passes, your best bet is to construct a dynamic mesh instead. +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "shaderlib/cshader.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_SHADER_FLAGS( DebugModifyVertex, "Help for DebugModifyVertex", SHADER_NOT_EDITABLE ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( WAVE, SHADER_PARAM_TYPE_FLOAT, "1.0", "wave amplitude" ) + END_SHADER_PARAMS + + SHADER_INIT + { + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + if( g_pHardwareConfig->GetSamplerCount() >= 2 ) + { + // lightmap + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableVertexDataPreprocess( true ); + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); + FogToFogColor(); + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + float amp = params[WAVE]->GetFloatValue(); + float currTime = pShaderAPI->CurrentTime(); + for (int i = 0; i < MeshBuilder()->NumVertices(); ++i) + { + float const* pPos = MeshBuilder()->Position(); + MeshBuilder()->Position3f( pPos[0] + amp * sin( currTime + pPos[2] / 4 ), + pPos[1] + amp * sin( currTime + pPos[2] / 4 + 2 * 3.14 / 3 ), + pPos[2] + amp * sin( currTime + pPos[2] / 4 + 4 * 3.14 / 3 ) ); + MeshBuilder()->AdvanceVertex(); + } + } + Draw(); + + // base * vertex color + SHADOW_STATE + { + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | + SHADER_DRAW_TEXCOORD0 ); + FogToFogColor(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + // Notice here that since we didn't modify the position, and this is a second + // pass, the position has been reset to it's initial, unmodified position + float currTime = pShaderAPI->CurrentTime(); + for (int i = 0; i < MeshBuilder()->NumVertices(); ++i) + { + float const* pPos = MeshBuilder()->Position(); + MeshBuilder()->Color3f( ( sin( currTime + pPos[0] ) + 1.0F) * 0.5, + ( sin( currTime + pPos[1] ) + 1.0F) * 0.5, + ( sin( currTime + pPos[2] ) + 1.0F) * 0.5 ); + MeshBuilder()->AdvanceVertex(); + } + } + Draw(); + } + else + { + ShaderWarning( "DebugModifyVertex: not " + "implemented for single-texturing hardware\n" ); + } + } +END_SHADER |