94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: This is an example of a material that modifies vertex data
|
|
// in the shader. NOTE: Every pass is given a clean set of vertex data.
|
|
// Modifications made in the first pass are *not* carried over to the next pass
|
|
// Modifications must take place during the DYNAMIC_STATE block.
|
|
// Use the function MeshBuilder() to build the mesh
|
|
//
|
|
// Also note: Using thie feature is *really expensive*! It makes a copy of
|
|
// the vertex data *per pass!* If you wish to modify vertex data to be used
|
|
// with all passes, your best bet is to construct a dynamic mesh instead.
|
|
//
|
|
// $Header: $
|
|
// $NoKeywords: $
|
|
//===========================================================================//
|
|
|
|
#include "shaderlib/cshader.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
BEGIN_SHADER_FLAGS( DebugModifyVertex, "Help for DebugModifyVertex", SHADER_NOT_EDITABLE )
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM( WAVE, SHADER_PARAM_TYPE_FLOAT, "1.0", "wave amplitude" )
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT
|
|
{
|
|
LoadTexture( BASETEXTURE );
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
if( g_pHardwareConfig->GetSamplerCount() >= 2 )
|
|
{
|
|
// lightmap
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableVertexDataPreprocess( true );
|
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
|
|
FogToFogColor();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
|
|
|
float amp = params[WAVE]->GetFloatValue();
|
|
float currTime = pShaderAPI->CurrentTime();
|
|
for (int i = 0; i < MeshBuilder()->NumVertices(); ++i)
|
|
{
|
|
float const* pPos = MeshBuilder()->Position();
|
|
MeshBuilder()->Position3f( pPos[0] + amp * sin( currTime + pPos[2] / 4 ),
|
|
pPos[1] + amp * sin( currTime + pPos[2] / 4 + 2 * 3.14 / 3 ),
|
|
pPos[2] + amp * sin( currTime + pPos[2] / 4 + 4 * 3.14 / 3 ) );
|
|
MeshBuilder()->AdvanceVertex();
|
|
}
|
|
}
|
|
Draw();
|
|
|
|
// base * vertex color
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR |
|
|
SHADER_DRAW_TEXCOORD0 );
|
|
FogToFogColor();
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
|
|
|
// Notice here that since we didn't modify the position, and this is a second
|
|
// pass, the position has been reset to it's initial, unmodified position
|
|
float currTime = pShaderAPI->CurrentTime();
|
|
for (int i = 0; i < MeshBuilder()->NumVertices(); ++i)
|
|
{
|
|
float const* pPos = MeshBuilder()->Position();
|
|
MeshBuilder()->Color3f( ( sin( currTime + pPos[0] ) + 1.0F) * 0.5,
|
|
( sin( currTime + pPos[1] ) + 1.0F) * 0.5,
|
|
( sin( currTime + pPos[2] ) + 1.0F) * 0.5 );
|
|
MeshBuilder()->AdvanceVertex();
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
else
|
|
{
|
|
ShaderWarning( "DebugModifyVertex: not "
|
|
"implemented for single-texturing hardware\n" );
|
|
}
|
|
}
|
|
END_SHADER
|