Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
/* Example how to plug this into an existing shader:
In the VMT:
// Emissive Scroll Pass
"$emissiveBlendEnabled" "1" // Enables effect
"$emissiveBlendTexture" "models/vortigaunt/vortigaunt_illum"
"$emissiveBlendBaseTexture" "Models/Vortigaunt/vortigaunt_blue"
"$emissiveBlendFlowTexture" "models/vortigaunt/vortigaunt_flow"
"$emissiveBlendTint" "[10 10 10]"
"$emissiveBlendStrength" "1.0" // Set by game code
"$emissiveBlendScrollVector" "[0.11 0.124]"
"Proxies"
{
"VortEmissive" // For setting $selfillumstrength
{
}
}
#include "emissive_scroll_blended_pass_helper.h"
In BEGIN_SHADER_PARAMS:
// Emissive Scroll Pass
SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" )
SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" )
SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( EMISSIVEBLENDFLOWTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
Add this above SHADER_INIT_PARAMS()
// Emissive Scroll Pass
void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info )
{
info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH;
info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE;
info.m_nFlowTexture = EMISSIVEBLENDFLOWTEXTURE;
info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE;
info.m_nEmissiveTint = EMISSIVEBLENDTINT;
info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR;
}
In SHADER_INIT_PARAMS()
// Emissive Scroll Pass
if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
{
params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
}
else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
}
In SHADER_INIT
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
InitEmissiveScrollBlendedPass( this, params, info );
}
At the very end of SHADER_DRAW
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
{
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) )
{
EmissiveScrollBlendedPassVars_t info;
SetupVarsEmissiveScrollBlendedPass( info );
DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info );
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw( false );
}
}
==================================================================================================== */
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "emissive_scroll_blended_pass_helper.h"
#include "convar.h"
// Auto generated inc files
#include "emissive_scroll_blended_pass_vs20.inc"
#include "emissive_scroll_blended_pass_ps20.inc"
#include "emissive_scroll_blended_pass_ps20b.inc"
#ifndef _X360
#include "emissive_scroll_blended_pass_vs30.inc"
#include "emissive_scroll_blended_pass_ps30.inc"
#endif
void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info )
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if ( ( info.m_nEmissiveScrollVector != -1 ) && ( !params[info.m_nEmissiveScrollVector]->IsDefined() ) )
{
params[info.m_nEmissiveScrollVector]->SetVecValue( kDefaultEmissiveScrollVector, 4 );
}
if ( ( info.m_nBlendStrength != -1 ) && ( !params[info.m_nBlendStrength]->IsDefined() ) )
{
params[info.m_nBlendStrength]->SetFloatValue( kDefaultEmissiveBlendStrength );
}
if ( ( info.m_nEmissiveTint != -1 ) && ( !params[info.m_nEmissiveTint]->IsDefined() ) )
{
params[info.m_nEmissiveTint]->SetVecValue( kDefaultEmissiveTint, 4 );
}
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
}
void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info )
{
// Load textures
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
pShader->LoadTexture( info.m_nFlowTexture );
pShader->LoadTexture( info.m_nEmissiveTexture, TEXTUREFLAGS_SRGB );
}
void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
{
SHADOW_STATE
{
// Reset shadow state manually since we're drawing from two materials
pShader->SetInitialShadowState();
// 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 );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
SET_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
SET_STATIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
DECLARE_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
SET_STATIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
}
#endif
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Flow texture not sRGB
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
pShaderShadow->EnableSRGBWrite( true );
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
pShaderShadow->EnableAlphaWrites( false );
}
DYNAMIC_STATE
{
// Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState();
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs20 );
// Set Vertex Shader Constants
// None?
// Set Pixel Shader Combos
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( emissive_scroll_blended_pass_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
SET_DYNAMIC_PIXEL_SHADER( emissive_scroll_blended_pass_ps30 );
}
#endif
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nFlowTexture );
pShader->BindTexture( SHADER_SAMPLER2, info.m_nEmissiveTexture );
// Set Pixel Shader Constants
//float vConstZero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
// This brings in the electricity and the second base texture when the second base texture is present
float vPsConst0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
if (1)
{
// Overall blend strength
vPsConst0[0] = IS_PARAM_DEFINED( info.m_nBlendStrength ) ? params[info.m_nBlendStrength]->GetFloatValue() : kDefaultEmissiveBlendStrength;
if ( vPsConst0[0] < 0.0f )
vPsConst0[0] = 0.0f;
if ( vPsConst0[0] > 1.0f )
vPsConst0[0] = 1.0f;
// Time % 1000 for scrolling
vPsConst0[1] = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
vPsConst0[1] -= (float)( (int)( vPsConst0[1] / 1000.0f ) ) * 1000.0f;
// Dest alpha value for warping mask - NOTE: If we want to use this, we have to modify the blending mode above!
//if ( ( params[info.m_nWarpParam]->GetFloatValue() > 0.0f ) && ( params[info.m_nWarpParam]->GetFloatValue() < 1.0f ) )
// tmpVec[2] = 1.0f;
//else
// tmpVec[2] = 0.0f;
}
pShaderAPI->SetPixelShaderConstant( 0, vPsConst0, 1 );
// Scroll vector
pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEmissiveScrollVector ) ? params[info.m_nEmissiveScrollVector]->GetVecValue() : kDefaultEmissiveScrollVector, 1 );
// Self illum tint
pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nEmissiveTint ) ? params[info.m_nEmissiveTint]->GetVecValue() : kDefaultEmissiveTint, 1 );
}
pShader->Draw();
}