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-rw-r--r--mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp93
1 files changed, 93 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp b/mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp
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+++ b/mp/src/materialsystem/stdshaders/debugmodifyvertex.cpp
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+//========= 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