void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ) { bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1; SHADOW_STATE { // Reset shadow state manually since we're drawing from two materials pShader->SetInitialShadowState( ); // 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 ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); // Pixel Shader if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); // Pixel Shader DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); } #endif // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( bBumpMapping ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB } 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 { // Reset render state manually since we're drawing from two materials pShaderAPI->SetDefaultState(); // Set Vertex Shader Constants if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform ); } #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); // Set Pixel Shader Combos if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); } } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); // Set Pixel Shader Combos DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); } #endif // Bind textures pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map if ( bBumpMapping ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame ); } // Set Pixel Shader Constants float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 ); float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor; vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 ); // Refract color tint pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue() : kDefaultCloakColorTint, 1 ); // Set c0 and c1 to contain first two rows of ViewProj matrix VMatrix mView, mProj; pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); VMatrix mViewProj = mView * mProj; mViewProj = mViewProj.Transpose3x3(); pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); } pShader->Draw(); }
void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression ) { bool bBumpMapping = ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1; 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( aftershock_vs20 ); SET_STATIC_VERTEX_SHADER( aftershock_vs20 ); // Pixel Shader if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b ); SET_STATIC_PIXEL_SHADER( aftershock_ps20b ); } /*else { DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 ); SET_STATIC_PIXEL_SHADER( aftershock_ps20 ); }*/ // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB 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( aftershock_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( aftershock_vs20 ); // Set Vertex Shader Constants if ( info.m_nBumpTransform != -1 ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); } // Time % 1000 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(); vPackedVsConst1[0] = flTime; vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); // Bind textures pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map if ( bBumpMapping ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame ); } // Set Pixel Shader Constants float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 ); float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount; vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; vPackedConst1[3] = vPackedVsConst1[0]; // Time pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 ); // Refract color tint pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 ); // Silhouette values float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0]; vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1]; vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2]; vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness; pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 ); // Ground min/max float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin; vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax; pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 ); // Set c0 and c1 to contain first two rows of ViewProj matrix VMatrix mView, mProj; pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); VMatrix mViewProj = mView * mProj; mViewProj = mViewProj.Transpose3x3(); pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); } pShader->Draw(); }