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232 lines
8.1 KiB
232 lines
8.1 KiB
//========= 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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