Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "vortwarp_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx8 )
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_VS_SHADER( VortWarp_dx8,
"Help for VortWarp_dx8" )
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 );
if( !params[UNLIT]->IsDefined() )
{
params[UNLIT]->SetIntValue( 0 );
}
if( !params[SELFILLUMTINT]->IsDefined() )
{
params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 80)
return "Vortwarp_dx7";
return 0;
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
}
if( params[SELFILLUMMAP]->IsDefined() )
{
LoadTexture( SELFILLUMMAP );
}
}
SHADER_DRAW
{
BlendType_t blendType = BT_BLEND;
if ( params[BASETEXTURE]->IsTexture() )
{
blendType = EvaluateBlendRequirements( BASETEXTURE, true );
}
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
if (params[BASETEXTURE]->IsTexture())
{
SetDefaultBlendingShadowState( BASETEXTURE, true );
}
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// Set up the vertex shader index.
vortwarp_vs11_Static_Index vshIndex;
vshIndex.SetUNLIT( params[UNLIT]->GetIntValue() != 0 );
vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
pShaderShadow->SetVertexShader( "vortwarp_vs11", vshIndex.GetIndex() );
int pshIndex;
if( blendType == BT_BLEND )
{
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
pshIndex = 1;
}
else
{
pShaderShadow->EnableAlphaWrites( true );
pshIndex = 0;
}
if( params[UNLIT]->GetIntValue() != 0 )
{
pshIndex |= 0x2;
}
pShaderShadow->SetPixelShader( "vortwarp_ps11", pshIndex );
DefaultFog();
}
DYNAMIC_STATE
{
if (params[BASETEXTURE]->IsTexture())
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
}
if( params[SELFILLUMMAP]->IsTexture() )
{
BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 );
}
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 );
float warpVec[4] = { warp, warp, warp, warp };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, warpVec, 1 );
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, ENTITYORIGIN );
SetAmbientCubeDynamicStateVertexShader();
SetModulationPixelShaderDynamicState( 3 );
EnablePixelShaderOverbright( 0, true, true );
SetPixelShaderConstant( 1, SELFILLUMTINT );
float c4[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
if( warp > 0.0f && warp < 1.0f )
{
c4[3] = 0.0f;
}
pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
float curTime = pShaderAPI->CurrentTime();
float selfIllumScroll[4] = { .11f * curTime, .124 * curTime, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 );
vortwarp_vs11_Dynamic_Index vshIndex;
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
vshIndex.SetLIGHT_COMBO( 0 );
vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER