You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
175 lines
5.7 KiB
175 lines
5.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: A wet version of base * lightmap |
|
// |
|
// $Header: $ |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
#include "BaseVSShader.h" |
|
|
|
#include "particlesphere_vs20.inc" |
|
#include "particlesphere_ps20.inc" |
|
#include "particlesphere_ps20b.inc" |
|
|
|
#include "cpp_shader_constant_register_map.h" |
|
|
|
int GetDefaultDepthFeatheringValue( void ); //defined in spritecard.cpp |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX9 ) |
|
|
|
BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX9, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE ) |
|
|
|
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( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" ) |
|
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" ) |
|
SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" ) |
|
SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." ) |
|
SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." ) |
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT_PARAMS() |
|
{ |
|
if ( !params[DEPTHBLEND]->IsDefined() ) |
|
{ |
|
params[ DEPTHBLEND ]->SetIntValue( GetDefaultDepthFeatheringValue() ); |
|
} |
|
if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
params[ DEPTHBLEND ]->SetIntValue( 0 ); |
|
} |
|
if ( !params[DEPTHBLENDSCALE]->IsDefined() ) |
|
{ |
|
params[ DEPTHBLENDSCALE ]->SetFloatValue( 50.0f ); |
|
} |
|
} |
|
|
|
bool UsePixelShaders( IMaterialVar **params ) const |
|
{ |
|
return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders(); |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
// If this would return false, then we should have fallen back to the DX6 one. |
|
Assert( UsePixelShaders( params ) ); |
|
|
|
params[USINGPIXELSHADER]->SetIntValue( true ); |
|
LoadBumpMap( BUMPMAP ); |
|
} |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if ( !UsePixelShaders(params) ) |
|
{ |
|
return "UnlitGeneric_DX6"; |
|
} |
|
|
|
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
|
{ |
|
return "ParticleSphere_DX8"; |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
SHADOW_STATE |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
|
|
if ( params[DEPTHBLEND]->GetIntValue() ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
|
} |
|
|
|
int tCoordDimensions[] = {2}; |
|
pShaderShadow->VertexShaderVertexFormat( |
|
VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 ); |
|
|
|
pShaderShadow->EnableBlending( true ); |
|
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
|
pShaderShadow->EnableDepthWrites( false ); |
|
|
|
DECLARE_STATIC_VERTEX_SHADER( particlesphere_vs20 ); |
|
SET_STATIC_VERTEX_SHADER( particlesphere_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20b ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, params[DEPTHBLEND]->GetIntValue() ); |
|
SET_STATIC_PIXEL_SHADER( particlesphere_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20 ); |
|
SET_STATIC_PIXEL_SHADER( particlesphere_ps20 ); |
|
} |
|
|
|
FogToFogColor(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, BUMPMAP ); |
|
|
|
if ( params[DEPTHBLEND]->GetIntValue() ) |
|
{ |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_DEPTH ); |
|
} |
|
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() ); |
|
|
|
// Separate the light color into something that has a max value of 1 and a scale |
|
// so the vertex shader can determine if it's going to overflow the color and scale back |
|
// if it needs to. |
|
// |
|
// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so |
|
// it is equal to 1). |
|
const float *f = params[LIGHT_COLOR]->GetVecValue(); |
|
Vector vLightColor( f[0], f[1], f[2] ); |
|
float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) ); |
|
if ( flScale < 0.01f ) |
|
flScale = 0.01f; |
|
float vScaleVec[3] = { flScale, flScale, flScale }; |
|
vLightColor /= flScale; |
|
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() ); |
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec ); |
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
|
|
|
float vEyePos_SpecExponent[4]; |
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
|
vEyePos_SpecExponent[3] = 0.0f; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); |
|
|
|
pShaderAPI->SetDepthFeatheringPixelShaderConstant( 0, params[DEPTHBLENDSCALE]->GetFloatValue() ); |
|
|
|
|
|
// Compute the vertex shader index. |
|
DECLARE_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( FOGTYPE, s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
SET_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
SET_DYNAMIC_PIXEL_SHADER( particlesphere_ps20 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
END_SHADER
|
|
|