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93 lines
2.9 KiB
93 lines
2.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is an example of a material that modifies vertex data
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// in the shader. NOTE: Every pass is given a clean set of vertex data.
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// Modifications made in the first pass are *not* carried over to the next pass
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// Modifications must take place during the DYNAMIC_STATE block.
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// Use the function MeshBuilder() to build the mesh
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//
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// Also note: Using thie feature is *really expensive*! It makes a copy of
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// the vertex data *per pass!* If you wish to modify vertex data to be used
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// with all passes, your best bet is to construct a dynamic mesh instead.
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "shaderlib/cshader.h"
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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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BEGIN_SHADER_FLAGS( DebugModifyVertex, "Help for DebugModifyVertex", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( WAVE, SHADER_PARAM_TYPE_FLOAT, "1.0", "wave amplitude" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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if( g_pHardwareConfig->GetSamplerCount() >= 2 )
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{
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// lightmap
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableVertexDataPreprocess( true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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float amp = params[WAVE]->GetFloatValue();
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float currTime = pShaderAPI->CurrentTime();
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for (int i = 0; i < MeshBuilder()->NumVertices(); ++i)
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{
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float const* pPos = MeshBuilder()->Position();
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MeshBuilder()->Position3f( pPos[0] + amp * sin( currTime + pPos[2] / 4 ),
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pPos[1] + amp * sin( currTime + pPos[2] / 4 + 2 * 3.14 / 3 ),
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pPos[2] + amp * sin( currTime + pPos[2] / 4 + 4 * 3.14 / 3 ) );
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MeshBuilder()->AdvanceVertex();
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}
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}
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Draw();
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// base * vertex color
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SHADOW_STATE
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{
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR |
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SHADER_DRAW_TEXCOORD0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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// Notice here that since we didn't modify the position, and this is a second
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// pass, the position has been reset to it's initial, unmodified position
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float currTime = pShaderAPI->CurrentTime();
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for (int i = 0; i < MeshBuilder()->NumVertices(); ++i)
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{
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float const* pPos = MeshBuilder()->Position();
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MeshBuilder()->Color3f( ( sin( currTime + pPos[0] ) + 1.0F) * 0.5,
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( sin( currTime + pPos[1] ) + 1.0F) * 0.5,
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( sin( currTime + pPos[2] ) + 1.0F) * 0.5 );
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MeshBuilder()->AdvanceVertex();
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}
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}
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Draw();
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}
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else
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{
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ShaderWarning( "DebugModifyVertex: not "
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"implemented for single-texturing hardware\n" );
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}
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}
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END_SHADER
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