You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
268 lines
8.3 KiB
268 lines
8.3 KiB
//========= 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
|