Team Fortress 2 Source Code as on 22/4/2020
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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