Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2006, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "aftershock_helper.h"
#include "convar.h"
// Auto generated inc files
#include "aftershock_vs20.inc"
#include "aftershock_ps20.inc"
#include "aftershock_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
void InitParamsAftershock( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, AftershockVars_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_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
// Set material parameter default values
if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) )
{
params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount );
}
if ( ( info.m_nColorTint != -1 ) && ( !params[info.m_nColorTint]->IsDefined() ) )
{
params[info.m_nColorTint]->SetVecValue( kDefaultColorTint[0], kDefaultColorTint[1], kDefaultColorTint[2], kDefaultColorTint[3] );
}
if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
{
params[info.m_nBumpFrame]->SetIntValue( 0 );
}
if ( ( info.m_nSilhouetteThickness != -1 ) && ( !params[info.m_nSilhouetteThickness]->IsDefined() ) )
{
params[info.m_nSilhouetteThickness]->SetFloatValue( kDefaultSilhouetteThickness );
}
if ( ( info.m_nSilhouetteColor != -1 ) && ( !params[info.m_nSilhouetteColor]->IsDefined() ) )
{
params[info.m_nSilhouetteColor]->SetVecValue( kDefaultSilhouetteColor[0], kDefaultSilhouetteColor[1], kDefaultSilhouetteColor[2], kDefaultSilhouetteColor[3] );
}
if ( ( info.m_nGroundMin != -1 ) && ( !params[info.m_nGroundMin]->IsDefined() ) )
{
params[info.m_nGroundMin]->SetFloatValue( kDefaultGroundMin );
}
if ( ( info.m_nGroundMax != -1 ) && ( !params[info.m_nGroundMax]->IsDefined() ) )
{
params[info.m_nGroundMax]->SetFloatValue( kDefaultGroundMax );
}
if ( ( info.m_nBlurAmount != -1 ) && ( !params[info.m_nBlurAmount]->IsDefined() ) )
{
params[info.m_nBlurAmount]->SetFloatValue( kDefaultBlurAmount );
}
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
}
void InitAftershock( CBaseVSShader *pShader, IMaterialVar** params, AftershockVars_t &info )
{
// Load textures
if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadTexture( info.m_nBumpmap );
}
}
void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression )
{
bool bBumpMapping = ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;
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( aftershock_vs20 );
SET_STATIC_VERTEX_SHADER( aftershock_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b );
SET_STATIC_PIXEL_SHADER( aftershock_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 );
SET_STATIC_PIXEL_SHADER( aftershock_ps20 );
}
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
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( aftershock_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( aftershock_vs20 );
// Set Vertex Shader Constants
if ( info.m_nBumpTransform != -1 )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform );
}
// Time % 1000
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();
vPackedVsConst1[0] = flTime;
vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
// Set Pixel Shader Combos
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );
SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20 );
SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20 );
}
// Bind textures
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
if ( bBumpMapping )
{
pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame );
}
// Set Pixel Shader Constants
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount;
vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
vPackedConst1[3] = vPackedVsConst1[0]; // Time
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
// Refract color tint
pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 );
// Silhouette values
float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0];
vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1];
vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2];
vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness;
pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 );
// Ground min/max
float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin;
vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax;
pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 );
// Set c0 and c1 to contain first two rows of ViewProj matrix
VMatrix mView, mProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
VMatrix mViewProj = mView * mProj;
mViewProj = mViewProj.Transpose3x3();
pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
}
pShader->Draw();
}