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:
//
// $NoKeywords: $
//
//=============================================================================//
#include "BaseVSShader.h"
#include <string.h>
#include "const.h"
#include "cpp_shader_constant_register_map.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include "sprite_vs20.inc"
#include "sprite_ps20.inc"
#include "sprite_ps20b.inc"
// WARNING! Change these in engine/SpriteGn.h if you change them here!
#define SPR_VP_PARALLEL_UPRIGHT 0
#define SPR_FACING_UPRIGHT 1
#define SPR_VP_PARALLEL 2
#define SPR_ORIENTED 3
#define SPR_VP_PARALLEL_ORIENTED 4
DEFINE_FALLBACK_SHADER( Sprite, Sprite_DX9 )
BEGIN_VS_SHADER( Sprite_DX9,
"Help for Sprite_DX9" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( SPRITEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "sprite origin" )
SHADER_PARAM( SPRITEORIENTATION, SHADER_PARAM_TYPE_INTEGER, "0", "sprite orientation" )
SHADER_PARAM( SPRITERENDERMODE, SHADER_PARAM_TYPE_INTEGER, "0", "sprite rendermode" )
SHADER_PARAM( IGNOREVERTEXCOLORS, SHADER_PARAM_TYPE_BOOL, "1", "ignore vertex colors" )
SHADER_PARAM( NOSRGB, SHADER_PARAM_TYPE_BOOL, "0", "do not operate in srgb space" )
SHADER_PARAM( HDRCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "hdr color scale" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if (g_pHardwareConfig->GetDXSupportLevel() < 90)
return "Sprite_DX8";
return 0;
}
SHADER_INIT_PARAMS()
{
// FIXME: This can share code with sprite.cpp
if (!params[ALPHA]->IsDefined())
{
params[ALPHA]->SetFloatValue( 1.0f );
}
if (!params[HDRCOLORSCALE]->IsDefined())
{
params[HDRCOLORSCALE]->SetFloatValue( 1.0f );
}
if ( !params[NOSRGB]->IsDefined() )
{
// Disable sRGB reads and writes by default
params[NOSRGB]->SetIntValue( 1 );
}
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
SET_FLAGS( MATERIAL_VAR_VERTEXCOLOR );
SET_FLAGS( MATERIAL_VAR_VERTEXALPHA );
// translate from a string orientation to an enumeration
if (params[SPRITEORIENTATION]->IsDefined())
{
const char *orientationString = params[SPRITEORIENTATION]->GetStringValue();
if( stricmp( orientationString, "parallel_upright" ) == 0 )
{
params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
}
else if( stricmp( orientationString, "facing_upright" ) == 0 )
{
params[SPRITEORIENTATION]->SetIntValue( SPR_FACING_UPRIGHT );
}
else if( stricmp( orientationString, "vp_parallel" ) == 0 )
{
params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL );
}
else if( stricmp( orientationString, "oriented" ) == 0 )
{
params[SPRITEORIENTATION]->SetIntValue( SPR_ORIENTED );
}
else if( stricmp( orientationString, "vp_parallel_oriented" ) == 0 )
{
params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_ORIENTED );
}
else
{
Warning( "error with $spriteOrientation\n" );
params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
}
}
else
{
// default case
params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
}
}
SHADER_INIT
{
bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0;
LoadTexture( BASETEXTURE, bSRGB ? TEXTUREFLAGS_SRGB : 0 );
}
#define SHADER_USE_VERTEX_COLOR 1
#define SHADER_USE_CONSTANT_COLOR 2
void SetSpriteCommonShadowState( unsigned int shaderFlags )
{
IShaderShadow *pShaderShadow = s_pShaderShadow;
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0;
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bSRGB );
// Only enabling this on OSX() - it causes GL mode's light glow sprites to be much darker vs. D3D9 under Linux/Win GL.
bool bSRGBOutputAdapter = ( IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() ) && !bSRGB;
unsigned int flags = VERTEX_POSITION;
if( shaderFlags & SHADER_USE_VERTEX_COLOR )
{
flags |= VERTEX_COLOR;
}
int numTexCoords = 1;
s_pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( sprite_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
SET_STATIC_VERTEX_SHADER_COMBO( SRGB, bSRGB );
SET_STATIC_VERTEX_SHADER( sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_STATIC_PIXEL_SHADER( sprite_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
SET_STATIC_PIXEL_SHADER_COMBO( SRGB_OUTPUT_ADAPTER, bSRGBOutputAdapter );
SET_STATIC_PIXEL_SHADER( sprite_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( sprite_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTCOLOR, ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, g_pHardwareConfig->GetHDRType() );
SET_STATIC_PIXEL_SHADER_COMBO( SRGB, bSRGB );
SET_STATIC_PIXEL_SHADER( sprite_ps20 );
}
// OSX always has to sRGB write (don't do this on Linux/Win GL - it causes glow sprites to be way too dark)
s_pShaderShadow->EnableSRGBWrite( bSRGB || ( IsOSX() && !g_pHardwareConfig->FakeSRGBWrite() ) );
}
void SetSpriteCommonDynamicState( unsigned int shaderFlags )
{
IShaderDynamicAPI *pShaderAPI = s_pShaderAPI;
bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0;
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
if( shaderFlags & SHADER_USE_CONSTANT_COLOR )
{
if ( bSRGB )
SetPixelShaderConstantGammaToLinear( 0, COLOR, ALPHA );
else
SetPixelShaderConstant( 0, COLOR, ALPHA );
}
if( IsHDREnabled() )
{
if ( bSRGB )
SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE );
else
SetPixelShaderConstant( 1, HDRCOLORSCALE );
}
}
SHADER_DRAW
{
bool bSRGB = params[NOSRGB]->GetIntValue() == 0;
SHADOW_STATE
{
pShaderShadow->EnableCulling( false );
}
switch( params[SPRITERENDERMODE]->GetIntValue() )
{
case kRenderNormal:
SHADOW_STATE
{
FogToFogColor();
SetSpriteCommonShadowState( 0 );
}
DYNAMIC_STATE
{
SetSpriteCommonDynamicState( 0 );
}
Draw();
break;
case kRenderTransColor:
case kRenderTransTexture:
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
FogToFogColor();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
}
DYNAMIC_STATE
{
SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
}
Draw();
break;
case kRenderGlow:
case kRenderWorldGlow:
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
FogToBlack();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
}
DYNAMIC_STATE
{
SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
}
Draw();
break;
case kRenderTransAlpha:
// untested cut and past from kRenderTransAlphaAdd . . same as first pass of that.
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
FogToFogColor();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
}
DYNAMIC_STATE
{
SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
}
Draw();
break;
case kRenderTransAlphaAdd:
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
FogToFogColor();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
}
DYNAMIC_STATE
{
SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
}
Draw();
SHADOW_STATE
{
SetInitialShadowState();
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_ONE );
FogToBlack();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
}
DYNAMIC_STATE
{
SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
}
Draw();
break;
case kRenderTransAdd:
{
unsigned int flags = SHADER_USE_CONSTANT_COLOR;
if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
{
flags |= SHADER_USE_VERTEX_COLOR;
}
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
FogToBlack();
SetSpriteCommonShadowState( flags );
}
DYNAMIC_STATE
{
SetSpriteCommonDynamicState( flags );
}
}
Draw();
break;
case kRenderTransAddFrameBlend:
{
float flFrame = params[FRAME]->GetFloatValue();
float flFade = params[ALPHA]->GetFloatValue();
unsigned int flags = SHADER_USE_CONSTANT_COLOR;
if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
{
flags |= SHADER_USE_VERTEX_COLOR;
}
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
FogToBlack();
SetSpriteCommonShadowState( flags );
}
DYNAMIC_STATE
{
float frameBlendAlpha = 1.0f - ( flFrame - ( int )flFrame );
ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
BindTexture( SHADER_SAMPLER0, pTexture, ( int )flFrame );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
float color[4];
if ( bSRGB )
color[0] = color[1] = color[2] = GammaToLinear( flFade * frameBlendAlpha );
else
color[0] = color[1] = color[2] = flFade * frameBlendAlpha;
color[3] = 1.0f;
s_pShaderAPI->SetPixelShaderConstant( 0, color );
if( IsHDREnabled() )
{
if ( bSRGB )
SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE );
else
SetPixelShaderConstant( 1, HDRCOLORSCALE );
}
}
Draw();
SHADOW_STATE
{
FogToBlack();
SetSpriteCommonShadowState( flags );
}
DYNAMIC_STATE
{
float frameBlendAlpha = ( flFrame - ( int )flFrame );
ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
int numAnimationFrames = pTexture->GetNumAnimationFrames();
BindTexture( SHADER_SAMPLER0, pTexture, ( ( int )flFrame + 1 ) % numAnimationFrames );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER( sprite_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sprite_ps20 );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
float color[4];
if ( bSRGB )
color[0] = color[1] = color[2] = GammaToLinear( flFade * frameBlendAlpha );
else
color[0] = color[1] = color[2] = flFade * frameBlendAlpha;
color[3] = 1.0f;
s_pShaderAPI->SetPixelShaderConstant( 0, color );
if( IsHDREnabled() )
{
if ( bSRGB )
SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE );
else
SetPixelShaderConstant( 1, HDRCOLORSCALE );
}
}
Draw();
}
break;
default:
ShaderWarning( "shader Sprite: Unknown sprite render mode\n" );
break;
}
}
END_SHADER