//========= 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]={ 0.5*(1.0+flZScale), flZScale, 0, 0 }; 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, 1.0/(flMaxDistance-flStartFade), 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