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108 lines
3.9 KiB
108 lines
3.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "BaseVSShader.h" |
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#include "morphaccumulate_vs30.inc" |
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#include "morphaccumulate_ps30.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( MorphAccumulate, MorphAccumulate_DX9 ) |
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BEGIN_VS_SHADER_FLAGS( MorphAccumulate_DX9, "Help for MorphAccumulate", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( DELTA, SHADER_PARAM_TYPE_TEXTURE, "", "position/normal deltas" ) |
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SHADER_PARAM( SIDESPEED, SHADER_PARAM_TYPE_TEXTURE, "", "side/speed map" ) |
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SHADER_PARAM( DIMENSIONS, SHADER_PARAM_TYPE_VEC3, "", "delta dimensions" ) |
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SHADER_PARAM( DELTASCALE, SHADER_PARAM_TYPE_FLOAT, "", "delta scale" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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} |
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SHADER_FALLBACK |
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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( DELTA ); |
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LoadTexture( SIDESPEED ); |
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} |
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SHADER_DRAW |
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{ |
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bool bUseConstantBasedAccum = ( g_pHardwareConfig->NumVertexShaderConstants() >= VERTEX_SHADER_FLEX_WEIGHTS + VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT ); |
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SHADOW_STATE |
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{ |
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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pShaderShadow->EnableBlendingSeparateAlpha( true ); |
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pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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pShaderShadow->EnableDepthTest( false ); |
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pShaderShadow->EnableDepthWrites( false ); |
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pShaderShadow->EnableAlphaWrites( true ); |
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pShaderShadow->EnableCulling( false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); |
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DECLARE_STATIC_VERTEX_SHADER( morphaccumulate_vs30 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum ); |
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SET_STATIC_VERTEX_SHADER( morphaccumulate_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( morphaccumulate_ps30 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum ); |
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SET_STATIC_PIXEL_SHADER( morphaccumulate_ps30 ); |
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// NOTE: Color indicates where in the morph accumulator to render into |
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// Texcoord0 is the texcoord to read from in the source morph texture |
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// Texcoord1 indicates the strength of the morph target |
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int pTexCoord[2] = { 4, 1 }; |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 ); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, DELTA ); |
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BindTexture( SHADER_SAMPLER1, SIDESPEED ); |
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if ( !bUseConstantBasedAccum ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_MORPH_WEIGHTS ); |
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int nXOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_X_OFFSET ); |
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int nYOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_Y_OFFSET ); |
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int nSubrectWidth = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_WIDTH ); |
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int nSubrectHeight = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_HEIGHT ); |
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float pMorphWeightSubrect[4] = { nXOffset, nYOffset, nSubrectWidth, nSubrectHeight }; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, pMorphWeightSubrect ); |
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int nWidth, nHeight; |
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pShaderAPI->GetStandardTextureDimensions( &nWidth, &nHeight, TEXTURE_MORPH_WEIGHTS ); |
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float pMorphWeightDim[4] = { nWidth, nHeight, 0, 0 }; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, pMorphWeightDim ); |
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} |
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SetPixelShaderConstant( 0, DELTASCALE ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 ); |
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SET_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 ); |
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} |
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Draw(); |
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} |
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END_SHADER |
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