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271 lines
9.7 KiB
271 lines
9.7 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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//===========================================================================//
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#include "BaseVSShader.h"
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#include "mathlib/bumpvects.h"
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#include "cpp_shader_constant_register_map.h"
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#include "lightmappedgeneric_vs20.inc"
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#include "lightmappedgeneric_decal_vs20.inc"
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#include "lightmappedgeneric_decal_ps20.inc"
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#include "lightmappedgeneric_decal_ps20b.inc"
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#include "decalbasetimeslightmapalphablendselfillum2_ps20.inc"
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#include "decalbasetimeslightmapalphablendselfillum2_ps20b.inc"
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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( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9 )
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extern ConVar r_flashlight_version2;
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BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9, "" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
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SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
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SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8";
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}
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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LoadTexture( SELFILLUMTEXTURE );
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}
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void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
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{
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if( IsSnapshotting() )
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableSRGBWrite( true );
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// Base Texture
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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// Lightmaps
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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int pTexCoords[3] = { 2, 2, 1 };
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
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DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
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SET_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
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SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
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SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
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}
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FogToFogColor();
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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// Load the z^2 components of the lightmap coordinate axes only
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// This is (N dot basis)^2
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Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
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vecZValues *= vecZValues;
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Vector4D basis[3];
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basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
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basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
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basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
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pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetModulationPixelShaderDynamicState( 3 );
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DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
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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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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
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}
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}
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Draw();
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if( IsSnapshotting() )
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{
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SetInitialShadowState( );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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// Base texture
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false );
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SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, false );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, false );
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SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, false );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
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SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, false );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false );
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#ifdef _X360
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, 0 );
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#endif
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SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
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SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
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SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
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}
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FogToFogColor();
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
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DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, false );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, false );
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SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
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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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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
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}
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}
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Draw();
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}
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void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bUsingFlashlight )
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{
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if( bUsingFlashlight )
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{
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DrawFlashlight_dx90_Vars_t flashlightVars;
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flashlightVars.m_bBump = false;
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flashlightVars.m_nBumpmapVar = -1;
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flashlightVars.m_nBumpmapFrame = -1;
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flashlightVars.m_nBumpTransform = -1;
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flashlightVars.m_nFlashlightTextureVar = FLASHLIGHTTEXTURE;
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flashlightVars.m_nFlashlightTextureFrameVar = FLASHLIGHTTEXTUREFRAME;
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flashlightVars.m_bLightmappedGeneric = true;
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flashlightVars.m_bWorldVertexTransition = false;
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// int nWorldVertexTransitionPassID = 0
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flashlightVars.m_nBaseTexture2Var = -1;
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flashlightVars.m_nBaseTexture2FrameVar = -1;
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flashlightVars.m_bTeeth = false;
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flashlightVars.m_nTeethForwardVar = 0;
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flashlightVars.m_nTeethIllumFactorVar = 0;
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DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, flashlightVars );
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}
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else
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{
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DrawDecal( params, pShaderAPI, pShaderShadow );
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}
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}
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SHADER_DRAW
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{
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bool bUsingFlashlight = UsingFlashlight( params );
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if ( bUsingFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
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{
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DrawPass( params, pShaderAPI, pShaderShadow, false );
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if ( pShaderShadow )
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{
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SetInitialShadowState( );
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}
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}
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DrawPass( params, pShaderAPI, pShaderShadow, bUsingFlashlight );
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}
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END_SHADER
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