Esempio n. 1
0
void CBaseVSShader::SetPixelShaderTextureScaledTransform( int pixelReg, int transformVar, int scaleVar )
{
	Vector4D transformation[2];
	IMaterialVar* pTransformationVar = s_ppParams[transformVar];
	if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
	{
		const VMatrix &mat = pTransformationVar->GetMatrixValue();
		transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
		transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
	}
	else
	{
		transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
		transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
	}

	Vector2D scale( 1, 1 );
	IMaterialVar* pScaleVar = s_ppParams[scaleVar];
	if (pScaleVar)
	{
		if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
			pScaleVar->GetVecValue( scale.Base(), 2 );
		else if (pScaleVar->IsDefined())
			scale[0] = scale[1] = pScaleVar->GetFloatValue();
	}

	// Apply the scaling
	transformation[0][0] *= scale[0];
	transformation[0][1] *= scale[1];
	transformation[1][0] *= scale[0];
	transformation[1][1] *= scale[1];
	transformation[0][3] *= scale[0];
	transformation[1][3] *= scale[1];
	s_pShaderAPI->SetPixelShaderConstant( pixelReg, transformation[0].Base(), 2 ); 
}
Esempio n. 2
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void CBaseOES2Shader::SetTextureScaledTransform(int reg, int transformVar, int scaleVar)
{
	Vector4D transformation[2];
	IMaterialVar *pTransformationVar = s_ppParams[transformVar];
	if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
	{
		const VMatrix &mat = pTransformationVar->GetMatrixValue();
		transformation[0].Init(mat[0][0], mat[0][1], mat[0][2], mat[0][3]);
		transformation[1].Init(mat[1][0], mat[1][1], mat[1][2], mat[1][3]);
	}
	else
	{
		transformation[0].Init(1.0f, 0.0f, 0.0f, 0.0f);
		transformation[1].Init(0.0f, 1.0f, 0.0f, 0.0f);
	}
	float scale[2] = {1.0f, 1.0f};
	IMaterialVar *pScaleVar = s_ppParams[scaleVar];
	if (pScaleVar)
	{
		if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
			pScaleVar->GetVecValue(scale, 2);
		else if (pScaleVar->IsDefined())
			scale[0] = scale[1] = pScaleVar->GetFloatValue();
	}
	transformation[0][0] *= scale[0];
	transformation[0][1] *= scale[1];
	transformation[1][0] *= scale[0];
	transformation[1][1] *= scale[1];
	transformation[0][3] *= scale[0];
	transformation[1][3] *= scale[1];
	s_pShaderAPI->Uniform4fv(reg, 2, transformation[0].Base());
}
Esempio n. 3
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void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 )
{
	Assert( !IsSnapshotting() );
	if ((!s_ppParams) || (constantVar == -1) || (constantVar2 == -1))
		return;

	IMaterialVar* pPixelVar = s_ppParams[constantVar];
	Assert( pPixelVar );
	IMaterialVar* pPixelVar2 = s_ppParams[constantVar2];
	Assert( pPixelVar2 );

	float val[4];
	if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
	{
		pPixelVar->GetVecValue( val, 3 );
	}
	else
	{
		val[0] = val[1] = val[2] = pPixelVar->GetFloatValue();
	}

	val[3] = pPixelVar2->GetFloatValue();
	val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
	val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
	val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );

	s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );	
}
Esempio n. 4
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//-----------------------------------------------------------------------------
// Returns the translucency...
//-----------------------------------------------------------------------------
void CBaseShader::ApplyColor2Factor( float *pColorOut ) const // (*pColorOut) *= COLOR2
{
	if ( !g_pConfig->bShowDiffuse )
	{
		pColorOut[0] = pColorOut[1] = pColorOut[2] = 0.0f;
		return;
	}

	IMaterialVar* pColor2Var = s_ppParams[COLOR2];
	if ( pColor2Var->GetType() == MATERIAL_VAR_TYPE_VECTOR )
	{
		float flColor2[3];
		pColor2Var->GetVecValue( flColor2, 3 );
		
		pColorOut[0] *= flColor2[0];
		pColorOut[1] *= flColor2[1];
		pColorOut[2] *= flColor2[2];
	}
	if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
	{
		IMaterialVar* pSRGBVar = s_ppParams[SRGBTINT];
		if (pSRGBVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
		{
			float flSRGB[3];
			pSRGBVar->GetVecValue( flSRGB, 3 );
			
			pColorOut[0] *= flSRGB[0];
			pColorOut[1] *= flSRGB[1];
			pColorOut[2] *= flSRGB[2];
		}
	}
}
void CBaseShader::SetFixedFunctionTextureTransform( MaterialMatrixMode_t textureTransform, int transformVar )
{
	Assert( !IsSnapshotting() );

	IMaterialVar* pTransformationVar = s_ppParams[transformVar];
	if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
	{
		s_pShaderAPI->MatrixMode( textureTransform );

		const VMatrix &transformation = pTransformationVar->GetMatrixValue();

		// only do the upper 3x3 since this is a 2D matrix
		float mat[16];
		mat[0] = transformation[0][0];	mat[1] = transformation[1][0];	mat[2] = transformation[3][0];
		mat[4] = transformation[0][1];	mat[5] = transformation[1][1];	mat[6] = transformation[3][1];
		mat[8] = transformation[0][3];	mat[9] = transformation[1][3];	mat[10] = transformation[3][3];

		// Better set the stuff we don't set with some sort of value!
		mat[3] = mat[7] = mat[11] = 0;
		mat[12] = mat[13] = mat[14] = 0;
		mat[15] = 1;

		s_pShaderAPI->LoadMatrix( mat );
	}
	else
	{
		LoadIdentity( textureTransform );
	}
}
//-----------------------------------------------------------------------------
// Sets the color + transparency
//-----------------------------------------------------------------------------
void CBaseShader::SetColorState( int colorVar, bool setAlpha )
{
	Assert( !IsSnapshotting() );
	if ( !s_ppParams )
		return;

	// Use tint instead of color if it was specified...
	IMaterialVar* pColorVar = (colorVar != -1) ? s_ppParams[colorVar] : 0;

	float color[4] = { 1.0, 1.0, 1.0, 1.0 };
	if (pColorVar)
	{
		if (pColorVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
		{
			pColorVar->GetVecValue( color, 3 );
		}
		else
		{
			color[0] = color[1] = color[2] = pColorVar->GetFloatValue();
		}

		// Clamp...
		color[0] = clamp( color[0], 0.0f, 1.0f );
		color[1] = clamp( color[1], 0.0f, 1.0f );
		color[2] = clamp( color[2], 0.0f, 1.0f );
	}

	color[3] = setAlpha ? GetAlpha() : 1.0f;
	s_pShaderAPI->Color4fv( color );	
}
Esempio n. 7
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void CLessOrEqualProxy::OnBind( void *pC_BaseEntity )
{
	Assert( m_pSrc1 && m_pSrc2 && m_pLessVar && m_pGreaterVar && m_pResult );

	IMaterialVar *pSourceVar;
	if (m_pSrc1->GetFloatValue() <= m_pSrc2->GetFloatValue())
	{
		pSourceVar = m_pLessVar;
	}
	else
	{
		pSourceVar = m_pGreaterVar;
	}

	int vecSize = 0;
	MaterialVarType_t resultType = m_pResult->GetType();
	if (resultType == MATERIAL_VAR_TYPE_VECTOR)
	{
		if (m_ResultVecComp >= 0)
			resultType = MATERIAL_VAR_TYPE_FLOAT;
		vecSize = m_pResult->VectorSize();
	}
	else if (resultType == MATERIAL_VAR_TYPE_UNDEFINED)
	{
		resultType = pSourceVar->GetType();
		if (resultType == MATERIAL_VAR_TYPE_VECTOR)
		{
			vecSize = pSourceVar->VectorSize();
		}
	}

	switch( resultType )
	{
	case MATERIAL_VAR_TYPE_VECTOR:
		{
			Vector src;
			pSourceVar->GetVecValue( src.Base(), vecSize ); 
			m_pResult->SetVecValue( src.Base(), vecSize );
		}
		break;

	case MATERIAL_VAR_TYPE_FLOAT:
		SetFloatResult( pSourceVar->GetFloatValue() );
		break;

	case MATERIAL_VAR_TYPE_INT:
		m_pResult->SetFloatValue( pSourceVar->GetIntValue() );
		break;
	}

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
Esempio n. 8
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bool CEngineSprite::Init( const char *pName )
{
	m_hAVIMaterial = AVIMATERIAL_INVALID;
	m_width = m_height = m_numFrames = 1;

	const char *pExt = Q_GetFileExtension( pName );
	bool bIsAVI = pExt && !Q_stricmp( pExt, "avi" );
	if ( bIsAVI )
	{
		m_hAVIMaterial = avi->CreateAVIMaterial( pName, pName, "GAME" );
		if ( m_hAVIMaterial == AVIMATERIAL_INVALID )
			return false;

		m_material = avi->GetMaterial( m_hAVIMaterial );
		avi->GetFrameSize( m_hAVIMaterial, &m_width, &m_height );
		m_numFrames = avi->GetFrameCount( m_hAVIMaterial );
	}
	else
	{
		m_material = materials->FindMaterial( pName, TEXTURE_GROUP_CLIENT_EFFECTS );
		m_width = m_material->GetMappingWidth();
		m_height = m_material->GetMappingHeight();
		m_numFrames = (!bIsAVI) ? m_material->GetNumAnimationFrames() : avi->GetFrameCount( m_hAVIMaterial );
	}

	if ( !m_material )
		return false;

	m_material->IncrementReferenceCount();

	IMaterialVar *orientationVar = m_material->FindVarFast( "$spriteorientation", &spriteOrientationCache );
	m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT;

	IMaterialVar *originVar = m_material->FindVarFast( "$spriteorigin", &spriteOriginCache );
	Vector origin, originVarValue;
	if( !originVar || ( originVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) )
	{
		origin[0] = -m_width * 0.5f;
		origin[1] = m_height * 0.5f;
	}
	else
	{
		originVar->GetVecValue( &originVarValue[0], 3 );
		origin[0] = -m_width * originVarValue[0];
		origin[1] = m_height * originVarValue[1];
	}

	up = origin[1];
	down = origin[1] - m_height;
	left = origin[0];
	right = m_width + origin[0];

	return true;
}
void CBaseShader::SetFixedFunctionTextureScaledTransform( MaterialMatrixMode_t textureTransform, 
													   int transformVar, int scaleVar )
{
	Assert( !IsSnapshotting() );

	float mat[16];
	IMaterialVar* pTransformationVar = s_ppParams[transformVar];
	if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
	{
		Vector2D scale( 1, 1 );
		IMaterialVar* pScaleVar = s_ppParams[scaleVar];
		if (pScaleVar)
		{
			if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
				pScaleVar->GetVecValue( scale.Base(), 2 );
			else if (pScaleVar->IsDefined())
				scale[0] = scale[1] = pScaleVar->GetFloatValue();
		}

		s_pShaderAPI->MatrixMode( textureTransform );

		const VMatrix &transformation = pTransformationVar->GetMatrixValue();

		// only do the upper 3x3 since this is a 2D matrix
		mat[0] = transformation[0][0] * scale[0]; mat[1] = transformation[1][0] * scale[0]; mat[2] = transformation[3][0] * scale[0];
		mat[4] = transformation[0][1] * scale[1]; mat[5] = transformation[1][1] * scale[1]; mat[6] = transformation[3][1] * scale[1];
		mat[8] = transformation[0][3];	mat[9] = transformation[1][3];	mat[10] = transformation[3][3];

		// Better set the stuff we don't set with some sort of value!
		mat[3] = mat[7] = mat[11] = 0;
		mat[12] = mat[13] = mat[14] = 0;
		mat[15] = 1;

		s_pShaderAPI->LoadMatrix( mat );
	}
	else
	{
		SetFixedFunctionTextureScale( textureTransform, scaleVar );
	}
}
Esempio n. 10
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void CConveyorMaterialProxy::OnBind( void *pC_BaseEntity )
{
	if( !pC_BaseEntity )
		return;

	C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );

	if ( !pEntity )
		return;

	C_FuncConveyor *pConveyor = dynamic_cast<C_FuncConveyor*>(pEntity);

	if ( !pConveyor )
		return;

	if ( !m_pTextureScrollVar )
	{
		return;
	}

	float flConveyorSpeed	= pConveyor->GetConveyorSpeed();
	float flRate			= abs( flConveyorSpeed ) / 128.0;
	float flAngle			= (flConveyorSpeed >= 0) ? 180 : 0;

	float sOffset = gpGlobals->curtime * cos( flAngle * ( M_PI / 180.0f ) ) * flRate;
	float tOffset = gpGlobals->curtime * sin( flAngle * ( M_PI / 180.0f ) ) * flRate;
	
	// make sure that we are positive
	if( sOffset < 0.0f )
	{
		sOffset += 1.0f + -( int )sOffset;
	}
	if( tOffset < 0.0f )
	{
		tOffset += 1.0f + -( int )tOffset;
	}
			    
	// make sure that we are in a [0,1] range
	sOffset = sOffset - ( int )sOffset;
	tOffset = tOffset - ( int )tOffset;
	
	if (m_pTextureScrollVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)
	{
		VMatrix mat;
		MatrixBuildTranslation( mat, sOffset, tOffset, 0.0f );
		m_pTextureScrollVar->SetMatrixValue( mat );
	}
	else
	{
		m_pTextureScrollVar->SetVecValue( sOffset, tOffset, 0.0f );
	}
}
	inline void GetVecParam( int constantVar, float *val )
	{
		if( constantVar == -1 )
			return;

		IMaterialVar* pVar = s_ppParams[constantVar];
		Assert( pVar );

		if (pVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
			pVar->GetVecValue( val, 4 );
		else
			val[0] = val[1] = val[2] = val[3] = pVar->GetFloatValue();
	}
void CTextureScrollMaterialProxy::OnBind( void *pC_BaseEntity )
{
	if( !m_pTextureScrollVar )
	{
		return;
	}

	float rate, angle, scale;

	// set default values if these variables don't exist.
	rate		= m_TextureScrollRate.GetFloat();
	angle		= m_TextureScrollAngle.GetFloat();
	scale		= m_TextureScale.GetFloat();

	float sOffset, tOffset;
	
	sOffset = gpGlobals->curtime * cos( angle * ( M_PI / 180.0f ) ) * rate;
	tOffset = gpGlobals->curtime * sin( angle * ( M_PI / 180.0f ) ) * rate;

	// make sure that we are positive
	if( sOffset < 0.0f )
	{
		sOffset += 1.0f + -( int )sOffset;
	}
	if( tOffset < 0.0f )
	{
		tOffset += 1.0f + -( int )tOffset;
	}
			    
	// make sure that we are in a [0,1] range
	sOffset = sOffset - ( int )sOffset;
	tOffset = tOffset - ( int )tOffset;
	
	if (m_pTextureScrollVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)
	{
		VMatrix mat( scale, 0.0f, 0.0f, sOffset,
			0.0f, scale, 0.0f, tOffset,
			0.0f, 0.0f, 1.0f, 0.0f,
			0.0f, 0.0f, 0.0f, 1.0f );
		m_pTextureScrollVar->SetMatrixValue( mat );
	}
	else
	{
		m_pTextureScrollVar->SetVecValue( sOffset, tOffset, 0.0f );
	}

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
Esempio n. 13
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void CBaseOES2Shader::SetTextureScale(int reg, int scaleVar)
{
	float scale[2] = {1.0f, 1.0f};
	IMaterialVar *pScaleVar = s_ppParams[scaleVar];
	if (pScaleVar)
	{
		if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
			pScaleVar->GetVecValue(scale, 2);
		else if (pScaleVar->IsDefined())
			scale[0] = scale[1] = pScaleVar->GetFloatValue();
	}
	Vector4D scaleMatrix[2];
	scaleMatrix[0].Init(scale[0], 0.0f, 0.0f, 0.0f);
	scaleMatrix[1].Init(0.0f, scale[1], 0.0f, 0.0f);
	s_pShaderAPI->Uniform4fv(reg, 2, scaleMatrix[0].Base()); 
}
Esempio n. 14
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void CBaseVSShader::SetVertexShaderConstant( int vertexReg, int constantVar )
{
	Assert( !IsSnapshotting() );
	if ((!s_ppParams) || (constantVar == -1))
		return;

	IMaterialVar* pVertexVar = s_ppParams[constantVar];
	Assert( pVertexVar );

	float val[4];
	if (pVertexVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
		pVertexVar->GetVecValue( val, 4 );
	else
		val[0] = val[1] = val[2] = val[3] = pVertexVar->GetFloatValue();
	s_pShaderAPI->SetVertexShaderConstant( vertexReg, val );	
}
Esempio n. 15
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void CBaseVSShader::SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue )
{
	Assert( !IsSnapshotting() );
	if ((!s_ppParams) || (constantVar == -1))
		return;

	IMaterialVar* pPixelVar = s_ppParams[constantVar];
	Assert( pPixelVar );

	float val[4];
	if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
		pPixelVar->GetVecValue( val, 4 );
	else
		val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue();
	val[3]=fWValue;
	s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );	
}
Esempio n. 16
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void CBaseOES2Shader::SetTextureTransform(int reg, int transformVar)
{
	Vector4D transformation[2];
	IMaterialVar *pTransformationVar = s_ppParams[transformVar];
	if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
	{
		const VMatrix &mat = pTransformationVar->GetMatrixValue();
		transformation[0].Init(mat[0][0], mat[0][1], mat[0][2], mat[0][3]);
		transformation[1].Init(mat[1][0], mat[1][1], mat[1][2], mat[1][3]);
	}
	else
	{
		transformation[0].Init(1.0f, 0.0f, 0.0f, 0.0f);
		transformation[1].Init(0.0f, 1.0f, 0.0f, 0.0f);
	}
	s_pShaderAPI->Uniform4fv(reg, 2, transformation[0].Base());
}
Esempio n. 17
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void CBaseVSShader::SetPixelShaderTextureTransform( int pixelReg, int transformVar )
{
	Vector4D transformation[2];
	IMaterialVar* pTransformationVar = s_ppParams[transformVar];
	if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
	{
		const VMatrix &mat = pTransformationVar->GetMatrixValue();
		transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
		transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
	}
	else
	{
		transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
		transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
	}
	s_pShaderAPI->SetPixelShaderConstant( pixelReg, transformation[0].Base(), 2 ); 
}
Esempio n. 18
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void CPupilProxy::OnBind( C_BaseEntity *pBaseEntity )
{
	if (!pBaseEntity || !m_pAnimatedTextureVar )
		return;

	if( m_pAnimatedTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
		return;

	ITexture *pTexture = m_pAnimatedTextureVar->GetTextureValue();
	int nFrameCount = pTexture->GetNumAnimationFrames();

	// Compute the lighting at the eye position of the entity; use it to dialate the pupil
	Vector forward;
	pBaseEntity->GetVectors( &forward, NULL, NULL );

	Vector eyePt = pBaseEntity->EyePosition();
	Vector color;
	engine->ComputeLighting( eyePt, &forward, false, color );

	// Compute the intensity...
	float flIntensity = ( 0.299f * color[0] + 0.587f * color[1] + 0.114f * color[2] ) * 0.5;
	flIntensity = clamp( flIntensity, 0, 1 );
	float flLastIntensity = m_pLightingVar->GetFloatValue( );
	if ( flIntensity > flLastIntensity )
	{
		float flMaxChange = m_flPupilCloseRate.GetFloat() * gpGlobals->frametime;
		if ( flIntensity > (flMaxChange + flLastIntensity) )
		{
			flIntensity = flLastIntensity + flMaxChange;
		}
	}
	else
	{
		float flMaxChange = m_flPupilOpenRate.GetFloat() * gpGlobals->frametime;
		if ( flIntensity < (flLastIntensity - flMaxChange) )
		{
			flIntensity = flLastIntensity - flMaxChange;
		}
	}

	int nFrame = nFrameCount * flIntensity;
	nFrame = clamp( nFrame, 0, nFrameCount - 1 );

	m_pAnimatedTextureFrameNumVar->SetIntValue( nFrame );
	m_pLightingVar->SetFloatValue( flIntensity );
}
Esempio n. 19
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//-----------------------------------------------------------------------------
// Sets pixel shader texture transforms
//-----------------------------------------------------------------------------
void CBaseVSShader::SetPixelShaderTextureTranslation( int pixelReg, int translationVar )
{
	float offset[2] = {0, 0};

	IMaterialVar* pTranslationVar = s_ppParams[translationVar];
	if (pTranslationVar)
	{
		if (pTranslationVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
			pTranslationVar->GetVecValue( offset, 2 );
		else
			offset[0] = offset[1] = pTranslationVar->GetFloatValue();
	}

	Vector4D translation[2];
	translation[0].Init( 1.0f, 0.0f, 0.0f, offset[0] );
	translation[1].Init( 0.0f, 1.0f, 0.0f, offset[1] );
	s_pShaderAPI->SetPixelShaderConstant( pixelReg, translation[0].Base(), 2 ); 
}
Esempio n. 20
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void CBaseVSShader::SetPixelShaderTextureScale( int pixelReg, int scaleVar )
{
	float scale[2] = {1, 1};

	IMaterialVar* pScaleVar = s_ppParams[scaleVar];
	if (pScaleVar)
	{
		if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
			pScaleVar->GetVecValue( scale, 2 );
		else if (pScaleVar->IsDefined())
			scale[0] = scale[1] = pScaleVar->GetFloatValue();
	}

	Vector4D scaleMatrix[2];
	scaleMatrix[0].Init( scale[0], 0.0f, 0.0f, 0.0f );
	scaleMatrix[1].Init( 0.0f, scale[1], 0.0f, 0.0f );
	s_pShaderAPI->SetPixelShaderConstant( pixelReg, scaleMatrix[0].Base(), 2 ); 
}
Esempio n. 21
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//-----------------------------------------------------------------------------
// Converts a color + alpha into a vector4
//-----------------------------------------------------------------------------
void CBaseVSShader::ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color )
{
	color.Init( 1.0, 1.0, 1.0, 1.0 ); 
	if ( colorVar != -1 )
	{
		IMaterialVar* pColorVar = s_ppParams[colorVar];
		if ( pColorVar->GetType() == MATERIAL_VAR_TYPE_VECTOR )
		{
			pColorVar->GetVecValue( color.Base(), 3 );
		}
		else
		{
			color[0] = color[1] = color[2] = pColorVar->GetFloatValue();
		}
	}
	if ( alphaVar != -1 )
	{
		float flAlpha = s_ppParams[alphaVar]->GetFloatValue();
		color[3] = clamp( flAlpha, 0.0f, 1.0f );
	}
}
Esempio n. 22
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void CBaseShader::ComputeModulationColor( float* color )
{
	Assert( !IsSnapshotting() );
	if (!s_ppParams)
		return;

	IMaterialVar* pColorVar = s_ppParams[COLOR];
	if (pColorVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
	{
		pColorVar->GetVecValue( color, 3 );
	}
	else
	{
		color[0] = color[1] = color[2] = pColorVar->GetFloatValue();
	}

	if( !g_pConfig->bShowDiffuse )
	{
		color[0] = color[1] = color[2] = 0.0f;
	}
	color[3] = GetAlpha();
}
Esempio n. 23
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bool CEngineSprite::Init( const char *pName )
{
	m_VideoMaterial = NULL;
	for ( int i = 0; i < kRenderModeCount; ++i )
	{
		m_material[ i ] = NULL;
	}

	m_width = m_height = m_numFrames = 1;

	Assert( g_pVideo != NULL );
	
	if ( g_pVideo != NULL && g_pVideo->LocateVideoSystemForPlayingFile( pName ) != VideoSystem::NONE ) 
	{
		m_VideoMaterial = g_pVideo->CreateVideoMaterial( pName, pName, "GAME", VideoPlaybackFlags::DEFAULT_MATERIAL_OPTIONS, VideoSystem::DETERMINE_FROM_FILE_EXTENSION, false ); 
		
		if ( m_VideoMaterial == NULL )
			return false;

		IMaterial *pMaterial = m_VideoMaterial->GetMaterial();
		m_VideoMaterial->GetVideoImageSize( &m_width, &m_height );
		m_numFrames = m_VideoMaterial->GetFrameCount();
		for ( int i = 0; i < kRenderModeCount; ++i )
		{
			m_material[i] = pMaterial;
			pMaterial->IncrementReferenceCount();
		}
	}
	else
	{
		char pTemp[MAX_PATH];
		char pMaterialName[MAX_PATH];
		char pMaterialPath[MAX_PATH];
		Q_StripExtension( pName, pTemp, sizeof(pTemp) );
		Q_strlower( pTemp );
		Q_FixSlashes( pTemp, '/' );

		// Check to see if this is a UNC-specified material name
		bool bIsUNC = pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/';
		if ( !bIsUNC )
		{
			Q_strncpy( pMaterialName, "materials/", sizeof(pMaterialName) );
			Q_strncat( pMaterialName, pTemp, sizeof(pMaterialName), COPY_ALL_CHARACTERS );
		}
		else
		{
			Q_strncpy( pMaterialName, pTemp, sizeof(pMaterialName) );
		}
		Q_strncpy( pMaterialPath, pMaterialName, sizeof(pMaterialPath) );
		Q_SetExtension( pMaterialPath, ".vmt", sizeof(pMaterialPath) );

		KeyValues *kv = new KeyValues( "vmt" );
		if ( !kv->LoadFromFile( g_pFullFileSystem, pMaterialPath, "GAME" ) )
		{
			Warning( "Unable to load sprite material %s!\n", pMaterialPath );
			return false;
		}

		for ( int i = 0; i < kRenderModeCount; ++i )
		{	
			if ( i == kRenderNone || i == kRenderEnvironmental )
			{
				m_material[i] = NULL;
				continue;
			}

			Q_snprintf( pMaterialPath, sizeof(pMaterialPath), "%s_rendermode_%d", pMaterialName, i );
			KeyValues *pMaterialKV = kv->MakeCopy();
			pMaterialKV->SetInt( "$spriteRenderMode", i );
			m_material[i] = g_pMaterialSystem->FindProceduralMaterial( pMaterialPath, TEXTURE_GROUP_CLIENT_EFFECTS, pMaterialKV );
			m_material[ i ]->IncrementReferenceCount();
		}

		kv->deleteThis();

		m_width = m_material[0]->GetMappingWidth();
		m_height = m_material[0]->GetMappingHeight();
		m_numFrames = m_material[0]->GetNumAnimationFrames();
	}

	for ( int i = 0; i < kRenderModeCount; ++i )
	{
		if ( i == kRenderNone || i == kRenderEnvironmental )
			continue;

		if ( !m_material[i] )
			return false;
	}

	IMaterialVar *orientationVar = m_material[0]->FindVarFast( "$spriteorientation", &spriteOrientationCache );
	m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT;

	IMaterialVar *originVar = m_material[0]->FindVarFast( "$spriteorigin", &spriteOriginCache );
	Vector origin, originVarValue;
	if( !originVar || ( originVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) )
	{
		origin[0] = -m_width * 0.5f;
		origin[1] = m_height * 0.5f;
	}
	else
	{
		originVar->GetVecValue( &originVarValue[0], 3 );
		origin[0] = -m_width * originVarValue[0];
		origin[1] = m_height * originVarValue[1];
	}

	up = origin[1];
	down = origin[1] - m_height;
	left = origin[0];
	right = m_width + origin[0];

	return true;
}
Esempio n. 24
0
bool CEngineSprite::Init( const char *pName )
{
	m_hAVIMaterial = AVIMATERIAL_INVALID;
	m_hBIKMaterial = BIKMATERIAL_INVALID;
	m_width = m_height = m_numFrames = 1;

	const char *pExt = Q_GetFileExtension( pName );
	bool bIsAVI = pExt && !Q_stricmp( pExt, "avi" );
#if !defined( _X360 ) || defined( BINK_ENABLED_FOR_X360 )
	bool bIsBIK = pExt && !Q_stricmp( pExt, "bik" );
#endif
	if ( bIsAVI && IsPC() )
	{
		m_hAVIMaterial = avi->CreateAVIMaterial( pName, pName, "GAME" );
		if ( m_hAVIMaterial == AVIMATERIAL_INVALID )
			return false;

		IMaterial *pMaterial = avi->GetMaterial( m_hAVIMaterial );
		avi->GetFrameSize( m_hAVIMaterial, &m_width, &m_height );
		m_numFrames = avi->GetFrameCount( m_hAVIMaterial );
		for ( int i = 0; i < kRenderModeCount; ++i )
		{
			m_material[i] = pMaterial;
			pMaterial->IncrementReferenceCount();
		}
	}
#if !defined( _X360 ) || defined( BINK_ENABLED_FOR_X360 )
	else if ( bIsBIK )
	{
		m_hBIKMaterial = bik->CreateMaterial( pName, pName, "GAME" );
		if ( m_hBIKMaterial == BIKMATERIAL_INVALID )
			return false;

		IMaterial *pMaterial = bik->GetMaterial( m_hBIKMaterial );
		bik->GetFrameSize( m_hBIKMaterial, &m_width, &m_height );
		m_numFrames = bik->GetFrameCount( m_hBIKMaterial );
		for ( int i = 0; i < kRenderModeCount; ++i )
		{
			m_material[i] = pMaterial;
			pMaterial->IncrementReferenceCount();
		}
	}
#endif
	else
	{
		char pTemp[MAX_PATH];
		char pMaterialName[MAX_PATH];
		char pMaterialPath[MAX_PATH];
		Q_StripExtension( pName, pTemp, sizeof(pTemp) );
		Q_strlower( pTemp );
		Q_FixSlashes( pTemp, '/' );

		// Check to see if this is a UNC-specified material name
		bool bIsUNC = pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/';
		if ( !bIsUNC )
		{
			Q_strncpy( pMaterialName, "materials/", sizeof(pMaterialName) );
			Q_strncat( pMaterialName, pTemp, sizeof(pMaterialName), COPY_ALL_CHARACTERS );
		}
		else
		{
			Q_strncpy( pMaterialName, pTemp, sizeof(pMaterialName) );
		}
		Q_strncpy( pMaterialPath, pMaterialName, sizeof(pMaterialPath) );
		Q_SetExtension( pMaterialPath, ".vmt", sizeof(pMaterialPath) );

		for ( int i = 0; i < kRenderModeCount; ++i )
		{	
			m_material[i] = NULL;
		}

		KeyValues *kv = new KeyValues( "vmt" );
		if ( !kv->LoadFromFile( g_pFullFileSystem, pMaterialPath, "GAME" ) )
		{
			Warning( "Unable to load sprite material %s!\n", pMaterialPath );
			return false;
		}

		for ( int i = 0; i < kRenderModeCount; ++i )
		{	
			if ( i == kRenderNone || i == kRenderEnvironmental )
			{
				continue;
			}

			// strip possible materials/
			Q_snprintf( pMaterialPath, sizeof(pMaterialPath), "%s_rendermode_%d", pMaterialName + ( bIsUNC ? 0 : 10 ), i );
			KeyValues *pMaterialKV = kv->MakeCopy();
			pMaterialKV->SetInt( "$spriteRenderMode", i );
			m_material[i] = g_pMaterialSystem->FindProceduralMaterial( pMaterialPath, TEXTURE_GROUP_CLIENT_EFFECTS, pMaterialKV );
			m_material[i]->IncrementReferenceCount();	
		}

		kv->deleteThis();

		m_width = m_material[0]->GetMappingWidth();
		m_height = m_material[0]->GetMappingHeight();
		m_numFrames = m_material[0]->GetNumAnimationFrames();
	}

	for ( int i = 0; i < kRenderModeCount; ++i )
	{
		if ( i == kRenderNone || i == kRenderEnvironmental )
			continue;

		if ( !m_material[i] )
			return false;
	}

	IMaterialVar *orientationVar = m_material[0]->FindVarFast( "$spriteorientation", &spriteOrientationCache );
	m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT;

	IMaterialVar *originVar = m_material[0]->FindVarFast( "$spriteorigin", &spriteOriginCache );
	Vector origin, originVarValue;
	if( !originVar || ( originVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) )
	{
		origin[0] = -m_width * 0.5f;
		origin[1] = m_height * 0.5f;
	}
	else
	{
		originVar->GetVecValue( &originVarValue[0], 3 );
		origin[0] = -m_width * originVarValue[0];
		origin[1] = m_height * originVarValue[1];
	}

	up = origin[1];
	down = origin[1] - m_height;
	left = origin[0];
	right = m_width + origin[0];

	return true;
}