diff options
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(); +} |