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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Vortwarp, VortWarp_DX7 )
float QuadraticBezier( float t, float A, float B, float C ) { return Lerp( t, Lerp( t, A, B ), Lerp( t, B, C ) ); }
float CubicBezier( float t, float A, float B, float C, float D ) { return QuadraticBezier( t, Lerp( t, A, B ), Lerp( t, B, C ), Lerp( t, C, D ) ); }
BEGIN_SHADER( VortWarp_DX7, "Help for VortWarp_DX7" )
BEGIN_SHADER_PARAMS SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[SELFILLUMTINT]->IsDefined() ) params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
if( !params[UNLIT]->IsDefined() ) { params[UNLIT]->SetIntValue( 0 ); } }
SHADER_FALLBACK { if (g_pHardwareConfig->GetDXSupportLevel() < 70) return "VertexLitGeneric_DX6"; return 0; }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } if( params[SELFILLUMMAP]->IsDefined() ) { LoadTexture( SELFILLUMMAP ); }
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); }
void DrawBaseTimesVertexColor( bool bUnlit, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { // alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 1 );
if( bUnlit ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); } pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0; pShaderShadow->DrawFlags( flags ); DefaultFog();
pShaderShadow->CustomTextureStages( 2 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_ADD, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
// for warping in
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 1.0f );
// SetDefaultBlendingShadowState( BASETEXTURE, true );
} DYNAMIC_STATE { SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); float warp = params[WARPPARAM]->GetFloatValue(); float t = warp; warp = CubicBezier( warp, 0.0f, 1.0f, 0.0f, 0.0f ); warp = Lerp( t, warp, 1.0f ); pShaderAPI->Color4f( 1.0f, 1.0f, 1.0f, warp ); } Draw(); }
int GetDrawFlagsPass1(IMaterialVar** params) { int flags = SHADER_DRAW_POSITION; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) flags |= SHADER_DRAW_COLOR; if (params[BASETEXTURE]->IsTexture()) flags |= SHADER_DRAW_TEXCOORD0; return flags; }
void DrawUnlit( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); SetModulationShadowState(); SetNormalBlendingShadowState( BASETEXTURE, true ); pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); SetModulationDynamicState(); } Draw( ); }
//-----------------------------------------------------------------------------
// Fixed function Self illumination pass
//-----------------------------------------------------------------------------
void ScrollySelfIllumPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { SetInitialShadowState();
// A little setup for self illum here...
SetModulationShadowState( SELFILLUMTINT );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Don't bother with z writes here...
s_pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 );
// basetexture * selfillumtint
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR ); // previous * selfillummap
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
// We're always blending
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
s_pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); FogToFogColor(); } DYNAMIC_STATE { s_pShaderAPI->SetDefaultState();
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 );
// -----------------------------------------------------------
// Set up the self illum tint
// -----------------------------------------------------------
float selfIllumTint[3]; params[SELFILLUMTINT]->GetVecValue( selfIllumTint, 3 ); selfIllumTint[0] = clamp( selfIllumTint[0], 0.0f, 1.0f ); selfIllumTint[1] = clamp( selfIllumTint[1], 0.0f, 1.0f ); selfIllumTint[2] = clamp( selfIllumTint[2], 0.0f, 1.0f ); // Warning( "selfillumtint: %f %f %f\n", selfIllumTint[0], selfIllumTint[1], selfIllumTint[2] );
pShaderAPI->Color4f( selfIllumTint[0], selfIllumTint[1], selfIllumTint[2], 1.0f );
// -----------------------------------------------------------
// Set up the self illum scrolling
// -----------------------------------------------------------
float curTime = pShaderAPI->CurrentTime(); pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
// only do the upper 3x3 since this is a 2D matrix
float mat[16]; mat[0] = 1.0f; mat[1] = 0.0f; mat[2] = 0.0f; mat[4] = 0.0f; mat[5] = 1.0f; mat[6] = 0.0f; mat[8] = .11f * curTime; mat[9] = .124 * curTime; mat[10] = 1.0f;
// Better set the stuff we don't set with some sort of value!
mat[3] = mat[7] = mat[11] = 0; mat[12] = mat[13] = mat[14] = 0; mat[15] = 1;
s_pShaderAPI->LoadMatrix( mat ); } Draw(); }
SHADER_DRAW { bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight ) { // DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
return; }
// Draw base times lighting.
// Lighting is either sent down per vertex from the app, or it's in the second
// stream as color values.
DrawBaseTimesVertexColor( params[UNLIT]->GetIntValue() != 0, params, pShaderAPI, pShaderShadow ); // ScrollySelfIllumPass( params, pShaderAPI, pShaderShadow );
} END_SHADER
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