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materialsystem/stdshaders/volume_clouds_helper.cpp
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138
materialsystem/stdshaders/volume_clouds_helper.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "volume_clouds_helper.h"
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#include "convar.h"
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// Auto generated inc files
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#include "volume_clouds_vs20.inc"
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#include "volume_clouds_ps20.inc"
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#include "volume_clouds_ps20b.inc"
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void InitParamsVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VolumeCloudsVars_t &info )
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{
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// Set material flags
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
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// Set material parameter default values
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRefractAmount, kDefaultRefractAmount );
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}
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void InitVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, VolumeCloudsVars_t &info )
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{
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// Load textures
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if ( (info.m_nTexture1 != -1) && params[info.m_nTexture1]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nTexture1, TEXTUREFLAGS_SRGB );
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}
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if ( (info.m_nTexture2 != -1) && params[info.m_nTexture2]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nTexture2, TEXTUREFLAGS_SRGB );
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}
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if ( (info.m_nTexture3 != -1) && params[info.m_nTexture3]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nTexture3, TEXTUREFLAGS_SRGB );
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}
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}
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void DrawVolumeClouds( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, VolumeCloudsVars_t &info, VertexCompressionType_t vertexCompression )
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{
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SHADOW_STATE
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{
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( volume_clouds_vs20 );
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SET_STATIC_VERTEX_SHADER( volume_clouds_vs20 );
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// Pixel Shader
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IsOpenGL() ) // Always send POSIX down the 20 path (rg - why?)
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{
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DECLARE_STATIC_PIXEL_SHADER( volume_clouds_ps20b );
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SET_STATIC_PIXEL_SHADER( volume_clouds_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( volume_clouds_ps20 );
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SET_STATIC_PIXEL_SHADER( volume_clouds_ps20 );
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}
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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pShaderShadow->EnableSRGBWrite( true );
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// Blending
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableAlphaWrites( false );
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// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
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//pShaderShadow->EnableDepthWrites( true );
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}
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DYNAMIC_STATE
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{
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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( volume_clouds_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( volume_clouds_vs20 );
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// Set Vertex Shader Constants
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// Time
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float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
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float flRotateSpeed = 0.065f;
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vPackedVsConst1[0] = flTime * flRotateSpeed * 1.0f;
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vPackedVsConst1[1] = flTime * flRotateSpeed * 2.0f;
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vPackedVsConst1[2] = flTime * flRotateSpeed * 4.0f;
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vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f;
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vPackedVsConst1[1] -= (float)( (int)( vPackedVsConst1[1] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f;
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vPackedVsConst1[2] -= (float)( (int)( vPackedVsConst1[2] / ( 2.0f * 3.14159f ) ) ) * 2.0f * 3.14159f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
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// Set Pixel Shader Combos
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IsOpenGL() ) // Always send POSIX down the 20 path (rg - why?)
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( volume_clouds_ps20 );
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}
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// Bind textures
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nTexture1 );
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nTexture2 );
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pShader->BindTexture( SHADER_SAMPLER2, info.m_nTexture3 );
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// Set Pixel Shader Constants
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float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
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pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
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float vPackedConst6[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPackedConst6[0] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
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vPackedConst6[1] = vPackedVsConst1[0]; // Time % 1000
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pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 );
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}
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pShader->Draw();
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}
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