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298 lines
9.2 KiB
298 lines
9.2 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 "core_vs20.inc" |
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#include "core_ps20.inc" |
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#include "core_ps20b.inc" |
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#define MAXBLUR 1 |
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DEFINE_FALLBACK_SHADER( Core, Core_DX90 ) |
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BEGIN_VS_SHADER( Core_DX90, |
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"Help for Core" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) |
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) |
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) |
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) |
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) |
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SHADER_PARAM( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flowmap" ) |
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SHADER_PARAM( FLOWMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $flowmap" ) |
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SHADER_PARAM( FLOWMAPSCROLLRATE, SHADER_PARAM_TYPE_VEC2, "[0 0", "2D rate to scroll $flowmap" ) |
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SHADER_PARAM( CORECOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ); |
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SHADER_PARAM( CORECOLORTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ); |
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SHADER_PARAM( FLOWMAPTEXCOORDOFFSET, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ); |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); |
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); |
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if( !params[ENVMAPTINT]->IsDefined() ) |
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{ |
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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} |
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if( !params[ENVMAPCONTRAST]->IsDefined() ) |
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{ |
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params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); |
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} |
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if( !params[ENVMAPSATURATION]->IsDefined() ) |
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{ |
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params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); |
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} |
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if( !params[ENVMAPFRAME]->IsDefined() ) |
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{ |
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params[ENVMAPFRAME]->SetIntValue( 0 ); |
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} |
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if( !params[BASETEXTURE]->IsDefined() ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); |
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} |
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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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return "Core_dx80"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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if (params[BASETEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); |
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} |
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if (params[NORMALMAP]->IsDefined() ) |
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{ |
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LoadBumpMap( NORMALMAP ); |
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} |
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if ( params[ENVMAP]->IsDefined() ) |
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{ |
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LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB ); |
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} |
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if ( params[FLOWMAP]->IsDefined() ) |
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{ |
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LoadTexture( FLOWMAP ); |
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} |
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if ( params[CORECOLORTEXTURE]->IsDefined() ) |
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{ |
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LoadTexture( CORECOLORTEXTURE ); |
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} |
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} |
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inline void DrawPass( IMaterialVar **params, IShaderShadow* pShaderShadow, |
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IShaderDynamicAPI* pShaderAPI, int nPass, VertexCompressionType_t vertexCompression ) |
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{ |
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); |
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bool bHasEnvmap = params[ENVMAP]->IsTexture(); |
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bool bHasFlowmap = params[FLOWMAP]->IsTexture(); |
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bool bHasCoreColorTexture = params[CORECOLORTEXTURE]->IsTexture(); |
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SHADOW_STATE |
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{ |
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SetInitialShadowState( ); |
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if( nPass == 0 ) |
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{ |
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// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState |
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); |
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} |
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else |
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{ |
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); |
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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} |
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// If envmap is not specified, the alpha channel is the translucency |
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// (If envmap *is* specified, alpha channel is the reflection amount) |
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if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) |
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{ |
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SetDefaultBlendingShadowState( NORMALMAP, false ); |
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} |
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// source render target that contains the image that we are warping. |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); |
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} |
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// normal map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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if( bHasEnvmap ) |
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{ |
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// envmap |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); |
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} |
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} |
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if( bHasFlowmap ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); |
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} |
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if( bHasCoreColorTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); |
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} |
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) |
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{ |
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pShaderShadow->EnableSRGBWrite( true ); |
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} |
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; |
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int userDataSize = 0; |
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int nTexCoordCount = 1; |
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if( bIsModel ) |
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{ |
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userDataSize = 4; |
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} |
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else |
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{ |
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; |
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} |
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// This shader supports compressed vertices, so OR in that flag: |
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flags |= VERTEX_FORMAT_COMPRESSED; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); |
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DECLARE_STATIC_VERTEX_SHADER( core_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); |
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SET_STATIC_VERTEX_SHADER( core_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( core_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 ); |
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SET_STATIC_PIXEL_SHADER( core_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( core_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) ); |
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 ); |
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SET_STATIC_PIXEL_SHADER( core_ps20 ); |
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} |
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DefaultFog(); |
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} |
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DYNAMIC_STATE |
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{ |
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pShaderAPI->SetDefaultState(); |
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if ( params[BASETEXTURE]->IsTexture() ) |
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{ |
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BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); |
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} |
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else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); |
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} |
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BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); |
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if( bHasEnvmap ) |
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{ |
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BindTexture( SHADER_SAMPLER4, ENVMAP, ENVMAPFRAME ); |
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} |
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if( bHasFlowmap ) |
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{ |
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BindTexture( SHADER_SAMPLER6, FLOWMAP, FLOWMAPFRAME ); |
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} |
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if( bHasCoreColorTexture ) |
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{ |
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BindTexture( SHADER_SAMPLER7, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME ); |
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} |
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DECLARE_DYNAMIC_VERTEX_SHADER( core_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( core_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( core_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( core_ps20 ); |
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} |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) |
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{ |
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SetPixelShaderConstant( 0, ENVMAPTINT ); |
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SetPixelShaderConstant( 1, REFRACTTINT ); |
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} |
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else |
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{ |
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SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT ); |
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SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT ); |
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} |
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SetPixelShaderConstant( 2, ENVMAPCONTRAST ); |
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SetPixelShaderConstant( 3, ENVMAPSATURATION ); |
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float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(), |
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params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f }; |
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pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); |
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float eyePos[4]; |
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s_pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); |
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s_pShaderAPI->SetPixelShaderConstant( 8, eyePos, 1 ); |
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pShaderAPI->SetPixelShaderFogParams( 11 ); |
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if( bHasFlowmap ) |
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{ |
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float curTime = pShaderAPI->CurrentTime(); |
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float timeVec[4] = { curTime, curTime, curTime, curTime }; |
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pShaderAPI->SetPixelShaderConstant( 6, timeVec, 1 ); |
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SetPixelShaderConstant( 7, FLOWMAPSCROLLRATE ); |
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SetPixelShaderConstant( 9, FLOWMAPTEXCOORDOFFSET ); |
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} |
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} |
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Draw(); |
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} |
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SHADER_DRAW |
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{ |
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DrawPass( params, pShaderShadow, pShaderAPI, 0, vertexCompression ); |
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DrawPass( params, pShaderShadow, pShaderAPI, 1, vertexCompression ); |
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} |
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END_SHADER |
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