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233 lines
8.1 KiB
233 lines
8.1 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "cpp_shader_constant_register_map.h"
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#include "VertexLit_and_unlit_Generic_vs20.inc"
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#include "decalmodulate_ps20.inc"
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#include "decalmodulate_ps20b.inc"
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#ifndef _X360
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#include "vertexlit_and_unlit_generic_vs30.inc"
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#include "decalmodulate_ps30.inc"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX9 )
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extern ConVar r_flashlight_version2;
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BEGIN_VS_SHADER( DecalModulate_dx9,
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"Help for DecalModulate_dx9" )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if (g_pHardwareConfig->GetDXSupportLevel() < 90)
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return "DecalModulate_DX6";
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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#ifndef _X360
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if ( g_pHardwareConfig->HasFastVertexTextures() )
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{
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// The vertex shader uses the vertex id stream
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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#endif
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaTest( true );
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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// SRGB conversions hose the blend on some hardware, so keep we everything in gamma space
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
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pShaderShadow->EnableSRGBWrite( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey
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FogToGrey();
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
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SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false );
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false );
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
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SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 );
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SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20b );
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SET_STATIC_PIXEL_SHADER( decalmodulate_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20 );
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SET_STATIC_PIXEL_SHADER( decalmodulate_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
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SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false );
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false );
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SET_STATIC_VERTEX_SHADER_COMBO( DECAL, true );
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SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 );
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SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps30 );
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SET_STATIC_PIXEL_SHADER( decalmodulate_ps30 );
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}
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#endif
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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#ifndef _X360
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// The VS30 shader offsets decals along the normal (for morphed geom)
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flags |= g_pHardwareConfig->HasFastVertexTextures() ? VERTEX_NORMAL : 0;
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#endif
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int pTexCoordDim[3] = { 2, 0, 3 };
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int nTexCoordCount = 1;
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int userDataSize = 0;
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#ifndef _X360
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if ( g_pHardwareConfig->HasFastVertexTextures() )
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{
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nTexCoordCount = 3;
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}
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#endif
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
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}
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DYNAMIC_STATE
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{
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if ( pShaderAPI->InFlashlightMode() && ( !IsX360() && ( r_flashlight_version2.GetInt() == 0 ) ) )
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{
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// Don't draw anything for the flashlight pass
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Draw( false );
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return;
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}
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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// Set an identity base texture transformation
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Vector4D transformation[2];
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, 0 );
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SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 );
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bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() };
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pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
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}
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#endif
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}
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Draw( );
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}
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END_SHADER
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