Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

139 lines
5.2 KiB
C++

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