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//========= Copyright 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"
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_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
if ( bBumpMapping ) { pShader->BindTexture( SHADER_SAMPLER1, 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(); }
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