mirror of
https://github.com/nillerusr/source-engine.git
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176 lines
4.8 KiB
C++
176 lines
4.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "vortwarp_vs11.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx8 )
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float QuadraticBezier( float t, float A, float B, float C )
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{
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return Lerp( t, Lerp( t, A, B ), Lerp( t, B, C ) );
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}
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float CubicBezier( float t, float A, float B, float C, float D )
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{
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return QuadraticBezier( t, Lerp( t, A, B ), Lerp( t, B, C ), Lerp( t, C, D ) );
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}
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BEGIN_VS_SHADER( VortWarp_dx8,
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"Help for VortWarp_dx8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
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SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
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SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
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SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if( !params[SELFILLUMTINT]->IsDefined() )
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[UNLIT]->IsDefined() )
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{
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params[UNLIT]->SetIntValue( 0 );
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}
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if( !params[SELFILLUMTINT]->IsDefined() )
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{
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params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 80)
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return "Vortwarp_dx7";
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return 0;
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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}
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if( params[SELFILLUMMAP]->IsDefined() )
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{
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LoadTexture( SELFILLUMMAP );
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}
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}
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SHADER_DRAW
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{
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BlendType_t blendType = BT_BLEND;
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if ( params[BASETEXTURE]->IsTexture() )
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{
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blendType = EvaluateBlendRequirements( BASETEXTURE, true );
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}
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION | VERTEX_NORMAL;
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if (params[BASETEXTURE]->IsTexture())
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{
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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// Set up the vertex shader index.
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vortwarp_vs11_Static_Index vshIndex;
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vshIndex.SetUNLIT( params[UNLIT]->GetIntValue() != 0 );
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vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
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pShaderShadow->SetVertexShader( "vortwarp_vs11", vshIndex.GetIndex() );
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int pshIndex;
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if( blendType == BT_BLEND )
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{
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableAlphaWrites( false );
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pshIndex = 1;
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}
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else
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{
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pShaderShadow->EnableAlphaWrites( true );
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pshIndex = 0;
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}
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if( params[UNLIT]->GetIntValue() != 0 )
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{
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pshIndex |= 0x2;
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}
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pShaderShadow->SetPixelShader( "vortwarp_ps11", pshIndex );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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if (params[BASETEXTURE]->IsTexture())
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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}
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if( params[SELFILLUMMAP]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 );
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}
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float warp = params[WARPPARAM]->GetFloatValue();
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float t = warp;
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warp = CubicBezier( warp, 0.0f, 1.0f, 0.0f, 0.0f );
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warp = Lerp( t, warp, 1.0f );
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float warpVec[4] = { warp, warp, warp, warp };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, warpVec, 1 );
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, ENTITYORIGIN );
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SetAmbientCubeDynamicStateVertexShader();
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SetModulationPixelShaderDynamicState( 3 );
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EnablePixelShaderOverbright( 0, true, true );
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SetPixelShaderConstant( 1, SELFILLUMTINT );
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float c4[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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if( warp > 0.0f && warp < 1.0f )
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{
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c4[3] = 0.0f;
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}
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pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
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float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
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float curTime = pShaderAPI->CurrentTime();
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float selfIllumScroll[4] = { .11f * curTime, .124 * curTime, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 );
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vortwarp_vs11_Dynamic_Index vshIndex;
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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vshIndex.SetLIGHT_COMBO( 0 );
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vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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