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https://github.com/mapbase-source/source-sdk-2013.git
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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.
139 lines
5.2 KiB
C++
139 lines
5.2 KiB
C++
//========= 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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