Beispiel #1
0
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		INIT_FLOAT_PARM( MAXDISTANCE, 100000.0);
		INIT_FLOAT_PARM( FARFADEINTERVAL, 400.0);
		INIT_FLOAT_PARM( MAXSIZE, 20.0 );
		INIT_FLOAT_PARM( ENDFADESIZE, 20.0 );
		INIT_FLOAT_PARM( STARTFADESIZE, 10.0 );
		INIT_FLOAT_PARM( DEPTHBLENDSCALE, 50.0 );
		INIT_FLOAT_PARM( OVERBRIGHTFACTOR, 1.0 );
		INIT_FLOAT_PARM( ADDBASETEXTURE2, 0.0 );
		INIT_FLOAT_PARM( ADDSELF, 0.0 );
		INIT_FLOAT_PARM( ZOOMANIMATESEQ2, 0.0 );

		if ( !params[DEPTHBLEND]->IsDefined() )
		{
			params[ DEPTHBLEND ]->SetIntValue( GetDefaultDepthFeatheringValue() );
		}
		if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			params[ DEPTHBLEND ]->SetIntValue( 0 );
		}
		if ( !params[DUALSEQUENCE]->IsDefined() )
		{
			params[DUALSEQUENCE]->SetIntValue( 0 );
		}
		if ( !params[MAXLUMFRAMEBLEND1]->IsDefined() )
		{
			params[MAXLUMFRAMEBLEND1]->SetIntValue( 0 );
		}
		if ( !params[MAXLUMFRAMEBLEND2]->IsDefined() )
		{
			params[MAXLUMFRAMEBLEND2]->SetIntValue( 0 );
		}
		if ( !params[EXTRACTGREENALPHA]->IsDefined() )
		{
			params[EXTRACTGREENALPHA]->SetIntValue( 0 );
		}
		if ( !params[ADDOVERBLEND]->IsDefined() )
		{
			params[ADDOVERBLEND]->SetIntValue( 0 );
		}
		if ( !params[BLENDFRAMES]->IsDefined() )
		{
			params[ BLENDFRAMES ]->SetIntValue( 1 );
		}
		if ( !params[USEINSTANCING]->IsDefined() )
		{
			params[ USEINSTANCING ]->SetIntValue( IsX360() ? 1 : 0 );
		}
		SET_FLAGS2( MATERIAL_VAR2_IS_SPRITECARD );
	}
Beispiel #2
0
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		INIT_FLOAT_PARM( MAXDISTANCE, 100000.0 );
		INIT_FLOAT_PARM( FARFADEINTERVAL, 400.0 );
		INIT_FLOAT_PARM( MAXSIZE, 20.0 );
		INIT_FLOAT_PARM( ENDFADESIZE, 20.0 );
		INIT_FLOAT_PARM( STARTFADESIZE, 10.0 );
		INIT_FLOAT_PARM( DEPTHBLENDSCALE, 50.0 );
		INIT_FLOAT_PARM( OVERBRIGHTFACTOR, 1.0 );
		INIT_FLOAT_PARM( ADDBASETEXTURE2, 0.0 );
		INIT_FLOAT_PARM( ADDSELF, 0.0 );
		INIT_FLOAT_PARM( ZOOMANIMATESEQ2, 0.0 );
		INIT_FLOAT_PARM( ALPHATRAILFADE, 1. );
		INIT_FLOAT_PARM( RADIUSTRAILFADE, 1. );
		INIT_FLOAT_PARM( VERTEXFOGAMOUNT, 0.0f );
		INIT_FLOAT_PARM( OUTLINEALPHA, 1.0 );

		if ( !params[ORIENTATIONMATRIX]->IsDefined() )				
		{
			VMatrix mat;
			MatrixSetIdentity( mat );
			params[ORIENTATIONMATRIX]->SetMatrixValue( mat );
		}

		if ( !params[CROPFACTOR]->IsDefined() )				
		{
			params[CROPFACTOR]->SetVecValue( 1.0f, 1.0f );
		}

		if ( !params[DEPTHBLEND]->IsDefined() )
		{
			params[ DEPTHBLEND ]->SetIntValue( GetDefaultDepthFeatheringValue() );
		}
		if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			params[ DEPTHBLEND ]->SetIntValue( 0 );
		}
		InitIntParam( DUALSEQUENCE, params, 0 );
		InitIntParam( MAXLUMFRAMEBLEND1, params, 0 );
		InitIntParam( MAXLUMFRAMEBLEND2, params, 0 );
		InitIntParam( EXTRACTGREENALPHA, params, 0 );
		InitIntParam( ADDOVERBLEND, params, 0 );
		InitIntParam( BLENDFRAMES, params, 1 );
		
		InitIntParam( DISTANCEALPHA, params, 0 );
		InitIntParam( OUTLINE, params, 0 );
		InitIntParam( SOFTEDGES, params, 0 );
		InitIntParam( PERPARTICLEOUTLINE, params, 0 );


		if ( !params[USEINSTANCING]->IsDefined() )
		{
			params[ USEINSTANCING ]->SetIntValue( IsX360() ? 1 : 0 );
		}

		// srgb read 360
		InitIntParam( SHADERSRGBREAD360, params, 0 );

		// default to being translucent since that's what we always were for historical reasons.
		InitIntParam( OPAQUE, params, 0 );

		InitIntParam( VERTEXCOLORLERP, params, 0 );
		if ( !params[LERPCOLOR1]->IsDefined() )
		{
			params[LERPCOLOR1]->SetVecValue( 1.0f, 0.0f, 0.0f );
		}
		if ( !params[LERPCOLOR2]->IsDefined() )
		{
			params[LERPCOLOR2]->SetVecValue( 0.0f, 1.0f, 0.0f );
		}

		if ( params[OPAQUE]->GetIntValue() != 0 )
		{
			// none of these make sense if we have $opaque 1:
			params[ADDBASETEXTURE2]->SetFloatValue( 0.0f );
			params[DUALSEQUENCE]->SetIntValue( 0 );
			params[SEQUENCE_BLEND_MODE]->SetIntValue( 0 );
			params[MAXLUMFRAMEBLEND1]->SetIntValue( 0 );
			params[MAXLUMFRAMEBLEND2]->SetIntValue( 0 );
			params[EXTRACTGREENALPHA]->SetIntValue( 0 );
			params[RAMPTEXTURE]->SetUndefined();
			params[ZOOMANIMATESEQ2]->SetIntValue( 0 );
			params[ADDOVERBLEND]->SetIntValue( 0 );
			params[ADDSELF]->SetIntValue( 0 );
			params[BLENDFRAMES]->SetIntValue( 0 );
			params[DEPTHBLEND]->SetIntValue( 0 );
			params[INVERSEDEPTHBLEND]->SetIntValue( 0 );
		}

		SET_FLAGS2( MATERIAL_VAR2_IS_SPRITECARD );
	}