Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: shader for drawing sprites as cards, with animation frame lerping
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "convar.h"
// STDSHADER_DX9_DLL_EXPORT
#include "spritecard_ps20.inc"
#include "spritecard_ps20b.inc"
#include "spritecard_vs20.inc"
#include "splinecard_vs20.inc"
#if SUPPORT_DX8
// STDSHADER_DX8_DLL_EXPORT
#include "spritecard_vs11.inc"
#include "spritecard_ps11.inc"
#include "splinecard_vs11.inc"
#endif
#include "tier0/icommandline.h" //command line
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DEFAULT_PARTICLE_FEATHERING_ENABLED 1
#ifdef STDSHADER_DX8_DLL_EXPORT
DEFINE_FALLBACK_SHADER( Spritecard, Spritecard_DX8 )
#endif
int GetDefaultDepthFeatheringValue( void ) //Allow the command-line to go against the default soft-particle value
{
static int iRetVal = -1;
if( iRetVal == -1 )
{
# if( DEFAULT_PARTICLE_FEATHERING_ENABLED == 1 )
{
if( CommandLine()->CheckParm( "-softparticlesdefaultoff" ) )
iRetVal = 0;
else
iRetVal = 1;
}
# else
{
if( CommandLine()->CheckParm( "-softparticlesdefaulton" ) )
iRetVal = 1;
else
iRetVal = 0;
}
# endif
}
// On low end parts on the Mac, we reduce particles and shut off depth blending here
static ConVarRef mat_reduceparticles( "mat_reduceparticles" );
if ( mat_reduceparticles.GetBool() )
{
iRetVal = 0;
}
return iRetVal;
}
#ifdef STDSHADER_DX9_DLL_EXPORT
BEGIN_VS_SHADER_FLAGS( Spritecard, "Help for Spritecard", SHADER_NOT_EDITABLE )
#else
BEGIN_VS_SHADER_FLAGS( Spritecard_DX8, "Help for Spritecard_DX8", SHADER_NOT_EDITABLE )
#endif
BEGIN_SHADER_PARAMS
SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries" )
SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." )
SHADER_PARAM( ORIENTATION, SHADER_PARAM_TYPE_INTEGER, "0", "0 = always face camera, 1 = rotate around z, 2= parallel to ground" )
SHADER_PARAM( ADDBASETEXTURE2, SHADER_PARAM_TYPE_FLOAT, "0.0", "amount to blend second texture into frame by" )
SHADER_PARAM( OVERBRIGHTFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "overbright factor for texture. For HDR effects.")
SHADER_PARAM( DUALSEQUENCE, SHADER_PARAM_TYPE_INTEGER, "0", "blend two separate animated sequences.")
SHADER_PARAM( SEQUENCE_BLEND_MODE, SHADER_PARAM_TYPE_INTEGER, "0", "defines the blend mode between the images un dual sequence particles. 0 = avg, 1=alpha from first, rgb from 2nd, 2= first over second" )
SHADER_PARAM( MAXLUMFRAMEBLEND1, SHADER_PARAM_TYPE_INTEGER, "0", "instead of blending between animation frames for the first sequence, select pixels based upon max luminance" )
SHADER_PARAM( MAXLUMFRAMEBLEND2, SHADER_PARAM_TYPE_INTEGER, "0", "instead of blending between animation frames for the 2nd sequence, select pixels based upon max luminance" )
SHADER_PARAM( RAMPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "if specified, then the red value of the image is used to index this ramp to produce the output color" )
SHADER_PARAM( ZOOMANIMATESEQ2, SHADER_PARAM_TYPE_FLOAT, "1.0", "amount to gradually zoom between frames on the second sequence. 2.0 will double the size of a frame over its lifetime.")
SHADER_PARAM( EXTRACTGREENALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "grayscale data sitting in green/alpha channels")
SHADER_PARAM( ADDOVERBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "use ONE:INVSRCALPHA blending")
SHADER_PARAM( ADDSELF, SHADER_PARAM_TYPE_FLOAT, "0.0", "amount of base texture to additively blend in" )
SHADER_PARAM( BLENDFRAMES, SHADER_PARAM_TYPE_BOOL, "1", "whether or not to smoothly blend between animated frames" )
SHADER_PARAM( MINSIZE, SHADER_PARAM_TYPE_FLOAT, "0.0", "minimum screen fractional size of particle")
SHADER_PARAM( STARTFADESIZE, SHADER_PARAM_TYPE_FLOAT, "10.0", "screen fractional size to start fading particle out")
SHADER_PARAM( ENDFADESIZE, SHADER_PARAM_TYPE_FLOAT, "20.0", "screen fractional size to finish fading particle out")
SHADER_PARAM( MAXSIZE, SHADER_PARAM_TYPE_FLOAT, "20.0", "maximum screen fractional size of particle")
SHADER_PARAM( USEINSTANCING, SHADER_PARAM_TYPE_BOOL, "1", "whether to use GPU vertex instancing (submit 1 vert per particle quad)")
SHADER_PARAM( SPLINETYPE, SHADER_PARAM_TYPE_INTEGER, "0", "spline type 0 = none, 1=ctamull rom")
SHADER_PARAM( MAXDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100000.0", "maximum distance to draw particles at")
SHADER_PARAM( FARFADEINTERVAL, SHADER_PARAM_TYPE_FLOAT, "400.0", "interval over which to fade out far away particles")
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 );
}
SHADER_FALLBACK
{
#ifdef STDSHADER_DX9_DLL_EXPORT
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
return "SpriteCard_DX8";
#endif
#ifdef STDSHADER_DX8_DLL_EXPORT
// STDSHADER_DX8_DLL_EXPORT
if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
return "Wireframe";
#endif
return 0;
}
SHADER_INIT
{
#ifdef STDSHADER_DX9_DLL_EXPORT
const bool bDX8 = false;
#endif
#ifdef STDSHADER_DX8_DLL_EXPORT
const bool bDX8 = true;
#endif
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
if ( params[BASETEXTURE]->IsDefined() )
{
bool bExtractGreenAlpha = false;
if ( params[EXTRACTGREENALPHA]->IsDefined() )
{
bExtractGreenAlpha = params[EXTRACTGREENALPHA]->GetIntValue() != 0;
}
LoadTexture( BASETEXTURE, !bExtractGreenAlpha && !bDX8 ? TEXTUREFLAGS_SRGB : 0 );
}
if ( params[RAMPTEXTURE]->IsDefined() )
{
LoadTexture( RAMPTEXTURE, TEXTUREFLAGS_SRGB );
}
}
SHADER_DRAW
{
#ifdef STDSHADER_DX9_DLL_EXPORT
const bool bDX8 = false;
#endif
#ifdef STDSHADER_DX8_DLL_EXPORT
const bool bDX8 = true;
#endif
bool bUseRampTexture = (! bDX8 ) && ( params[RAMPTEXTURE]->IsDefined() );
bool bZoomSeq2 = (! bDX8 ) && ( ( params[ZOOMANIMATESEQ2]->GetFloatValue()) > 1.0 );
bool bDepthBlend = (! bDX8 ) && ( params[DEPTHBLEND]->GetIntValue() != 0 );
bool bAdditive2ndTexture = params[ADDBASETEXTURE2]->GetFloatValue() != 0.0;
int nSplineType = params[SPLINETYPE]->GetIntValue();
SHADOW_STATE
{
bool bSecondSequence = params[DUALSEQUENCE]->GetIntValue() != 0;
bool bAddOverBlend = params[ADDOVERBLEND]->GetIntValue() != 0;
bool bExtractGreenAlpha = (! bDX8 ) && ( params[EXTRACTGREENALPHA]->GetIntValue() != 0 );
bool bBlendFrames = (! bDX8 ) && ( params[BLENDFRAMES]->GetIntValue() != 0 );
if ( nSplineType )
{
bBlendFrames = false;
}
bool bAddSelf = params[ADDSELF]->GetFloatValue() != 0.0;
bool bUseInstancing = IsX360() ? ( params[ USEINSTANCING ]->GetIntValue() != 0 ) : false;
if ( nSplineType )
bUseInstancing = false;
// draw back-facing because of yaw spin
pShaderShadow->EnableCulling( false );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if ( bDX8 )
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if ( bAdditive2ndTexture && bDX8 )
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if ( bUseRampTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
}
if ( bDepthBlend )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
if ( bAdditive2ndTexture || bAddSelf )
pShaderShadow->EnableAlphaTest( false );
else
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.01f );
if ( bAdditive2ndTexture || bAddOverBlend || bAddSelf )
{
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
else
{
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
}
else
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
}
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
static int s_TexCoordSize[8]={4, // 0 = sheet bounding uvs, frame0
4, // 1 = sheet bounding uvs, frame 1
4, // 2 = frame blend, rot, radius, ???
2, // 3 = corner identifier ( 0/0,1/0,1/1, 1/0 )
4, // 4 = texture 2 bounding uvs
4, // 5 = second sequence bounding uvs, frame0
4, // 6 = second sequence bounding uvs, frame1
4, // 7 = second sequence frame blend, ?,?,?
};
static int s_TexCoordSizeSpline[]={4, // 0 = sheet bounding uvs, frame0
4, // 1 = sheet bounding uvs, frame 1
4, // 2 = frame blend, rot, radius, ???
4, // 3 = corner identifier ( 0/0,1/0,1/1, 1/0 )
4, // 4 = texture 2 bounding uvs
4, // 5 = second sequence bounding uvs, frame0
4, // 6 = second sequence bounding uvs, frame1
4, // 7 = second sequence frame blend, ?,?,?
};
int numTexCoords = 4;
if ( true /* bAdditive2ndTexture */ ) // there is no branch for 2nd texture in the VS! -henryg
{
numTexCoords = 5;
}
if ( bSecondSequence )
{
// the whole shebang - 2 sequences, with a possible multi-image sequence first
numTexCoords = 8;
}
pShaderShadow->VertexShaderVertexFormat( flags,
numTexCoords,
nSplineType? s_TexCoordSizeSpline : s_TexCoordSize, 0 );
if ( bDX8 )
{
#if SUPPORT_DX8
if ( nSplineType )
{
DECLARE_STATIC_VERTEX_SHADER( splinecard_vs11 );
SET_STATIC_VERTEX_SHADER( splinecard_vs11 );
}
else
{
DECLARE_STATIC_VERTEX_SHADER( spritecard_vs11 );
if ( bSecondSequence )
bAdditive2ndTexture = false;
SET_STATIC_VERTEX_SHADER_COMBO( DUALSEQUENCE, false );
SET_STATIC_VERTEX_SHADER_COMBO( ZOOM_ANIMATE_SEQ2, false );
SET_STATIC_VERTEX_SHADER_COMBO( EXTRACTGREENALPHA, bExtractGreenAlpha );
SET_STATIC_VERTEX_SHADER( spritecard_vs11 );
}
DECLARE_STATIC_PIXEL_SHADER( spritecard_ps11 );
SET_STATIC_PIXEL_SHADER_COMBO( ADDBASETEXTURE2, bAdditive2ndTexture );
SET_STATIC_PIXEL_SHADER_COMBO( ADDSELF, bAddSelf );
SET_STATIC_PIXEL_SHADER_COMBO( USEALPHAASRGB, bSecondSequence );
SET_STATIC_PIXEL_SHADER( spritecard_ps11 );
#endif
}
else
{
if ( nSplineType )
{
DECLARE_STATIC_VERTEX_SHADER( splinecard_vs20 );
SET_STATIC_VERTEX_SHADER( splinecard_vs20 );
}
else
{
DECLARE_STATIC_VERTEX_SHADER( spritecard_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( DUALSEQUENCE, bSecondSequence );
SET_STATIC_VERTEX_SHADER_COMBO( ZOOM_ANIMATE_SEQ2, bZoomSeq2 );
SET_STATIC_VERTEX_SHADER_COMBO( EXTRACTGREENALPHA, bExtractGreenAlpha );
SET_STATIC_VERTEX_SHADER_COMBO( USE_INSTANCING, bUseInstancing );
SET_STATIC_VERTEX_SHADER( spritecard_vs20 );
}
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( spritecard_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( ADDBASETEXTURE2, bAdditive2ndTexture );
SET_STATIC_PIXEL_SHADER_COMBO( ADDSELF, bAddSelf );
SET_STATIC_PIXEL_SHADER_COMBO( ANIMBLEND, bBlendFrames );
SET_STATIC_PIXEL_SHADER_COMBO( DUALSEQUENCE, bSecondSequence );
SET_STATIC_PIXEL_SHADER_COMBO( SEQUENCE_BLEND_MODE, bSecondSequence ? params[SEQUENCE_BLEND_MODE]->GetIntValue() : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( MAXLUMFRAMEBLEND1, params[MAXLUMFRAMEBLEND1]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( MAXLUMFRAMEBLEND2, bSecondSequence? params[MAXLUMFRAMEBLEND1]->GetIntValue() : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( COLORRAMP, bUseRampTexture );
SET_STATIC_PIXEL_SHADER_COMBO( EXTRACTGREENALPHA, bExtractGreenAlpha );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, bDepthBlend );
SET_STATIC_PIXEL_SHADER( spritecard_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( spritecard_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( ADDBASETEXTURE2, bAdditive2ndTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DUALSEQUENCE, bSecondSequence );
SET_STATIC_PIXEL_SHADER_COMBO( ADDSELF, bAddSelf );
SET_STATIC_PIXEL_SHADER_COMBO( ANIMBLEND, bBlendFrames );
SET_STATIC_PIXEL_SHADER_COMBO( SEQUENCE_BLEND_MODE, bSecondSequence ? params[SEQUENCE_BLEND_MODE]->GetIntValue() : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( MAXLUMFRAMEBLEND1, params[MAXLUMFRAMEBLEND1]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( MAXLUMFRAMEBLEND2, bSecondSequence? params[MAXLUMFRAMEBLEND1]->GetIntValue() : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( COLORRAMP, bUseRampTexture );
SET_STATIC_PIXEL_SHADER_COMBO( EXTRACTGREENALPHA, bExtractGreenAlpha );
SET_STATIC_PIXEL_SHADER( spritecard_ps20 );
}
if ( !bDX8 )
pShaderShadow->EnableSRGBWrite( true );
if( !bExtractGreenAlpha && !bDX8 )
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
if ( bDX8 ) // bind on 2nd sampelr so we can lerp
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
if ( bDX8 && bAdditive2ndTexture )
BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
if ( bUseRampTexture && ( !bDX8 ) )
{
BindTexture( SHADER_SAMPLER1, RAMPTEXTURE, FRAME );
}
if ( bDepthBlend )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
}
LoadViewportTransformScaledIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 );
int nOrientation = params[ORIENTATION]->GetIntValue();
nOrientation = clamp( nOrientation, 0, 2 );
// We need these only when screen-orienting
if ( nOrientation == 0 )
{
LoadModelViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 );
LoadProjectionMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 );
}
if ( bZoomSeq2 )
{
float flZScale=1.0/(params[ZOOMANIMATESEQ2]->GetFloatValue());
float C0[4]={ (float)(0.5*(1.0+flZScale)), flZScale, 0, 0 };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, C0,
ARRAYSIZE(C0)/4 );
}
// set fade constants in vsconsts 8 and 9
float flMaxDistance = params[MAXDISTANCE]->GetFloatValue();
float flStartFade = max( 1.f, flMaxDistance - params[FARFADEINTERVAL]->GetFloatValue() );
float VC0[8]={ params[MINSIZE]->GetFloatValue(), params[MAXSIZE]->GetFloatValue(),
params[STARTFADESIZE]->GetFloatValue(), params[ENDFADESIZE]->GetFloatValue(),
flStartFade, (float)(1.0/(flMaxDistance-flStartFade)),
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0,0 };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, VC0, ARRAYSIZE(VC0)/4 );
pShaderAPI->SetDepthFeatheringPixelShaderConstant( 2, params[DEPTHBLENDSCALE]->GetFloatValue() );
float C0[4]={ params[ADDBASETEXTURE2]->GetFloatValue(),
params[OVERBRIGHTFACTOR]->GetFloatValue(),
params[ADDSELF]->GetFloatValue(),
0.0f };
if ( bDX8 && ( !bAdditive2ndTexture ) ) // deal with 0..1 limit for pix shader constants
{
C0[2] *= 0.25;
C0[1] *= 0.25;
}
pShaderAPI->SetPixelShaderConstant( 0, C0, ARRAYSIZE(C0)/4 );
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
#if SUPPORT_DX8
if ( nSplineType )
{
DECLARE_DYNAMIC_VERTEX_SHADER( splinecard_vs11 );
SET_DYNAMIC_VERTEX_SHADER( splinecard_vs11 );
}
else
{
DECLARE_DYNAMIC_VERTEX_SHADER( spritecard_vs11 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( ORIENTATION, nOrientation );
SET_DYNAMIC_VERTEX_SHADER( spritecard_vs11 );
}
#endif
}
else
{
if ( nSplineType )
{
DECLARE_DYNAMIC_VERTEX_SHADER( splinecard_vs20 );
SET_DYNAMIC_VERTEX_SHADER( splinecard_vs20 );
}
else
{
DECLARE_DYNAMIC_VERTEX_SHADER( spritecard_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( ORIENTATION, nOrientation );
SET_DYNAMIC_VERTEX_SHADER( spritecard_vs20 );
}
}
}
Draw( );
}
END_SHADER