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Diffstat (limited to 'mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/volume_clouds_helper.cpp138
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();
+}