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//========= Copyright � 1996-2006, 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"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
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 OpenGL 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 OpenGL 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, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nTexture1 ); pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nTexture2 ); pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SRGBREAD, 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(); }
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