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//========= Copyright � 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "depthwrite_ps20.inc"
#include "depthwrite_ps20b.inc"
#include "depthwrite_vs20.inc"
#if !defined( _X360 ) &&! defined( _PS3 )
#include "depthwrite_ps30.inc"
#include "depthwrite_vs30.inc"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
BEGIN_VS_SHADER_FLAGS( DepthWrite, "Help for Depth Write", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "", "Alpha reference value" ) SHADER_PARAM( DISPLACEMENTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Displacement map" ) SHADER_PARAM( DISPLACEMENTWRINKLE, SHADER_PARAM_TYPE_BOOL, "0", "Displacement map contains wrinkle displacements") SHADER_PARAM( COLOR_DEPTH, SHADER_PARAM_TYPE_BOOL, "0", "Write depth as color" ) // vertexlitgeneric tree sway animation control
SHADER_PARAM( TREESWAY, SHADER_PARAM_TYPE_INTEGER, "0", "" ); SHADER_PARAM( TREESWAYHEIGHT, SHADER_PARAM_TYPE_FLOAT, "1000", "" ); SHADER_PARAM( TREESWAYSTARTHEIGHT, SHADER_PARAM_TYPE_FLOAT, "0.2", "" ); SHADER_PARAM( TREESWAYRADIUS, SHADER_PARAM_TYPE_FLOAT, "300", "" ); SHADER_PARAM( TREESWAYSTARTRADIUS, SHADER_PARAM_TYPE_FLOAT, "0.1", "" ); SHADER_PARAM( TREESWAYSPEED, SHADER_PARAM_TYPE_FLOAT, "1", "" ); SHADER_PARAM( TREESWAYSPEEDHIGHWINDMULTIPLIER, SHADER_PARAM_TYPE_FLOAT, "2", "" ); SHADER_PARAM( TREESWAYSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "10", "" ); SHADER_PARAM( TREESWAYSCRUMBLESPEED, SHADER_PARAM_TYPE_FLOAT, "0.1", "" ); SHADER_PARAM( TREESWAYSCRUMBLESTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0.1", "" ); SHADER_PARAM( TREESWAYSCRUMBLEFREQUENCY, SHADER_PARAM_TYPE_FLOAT, "0.1", "" ); SHADER_PARAM( TREESWAYFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.5", "" ); SHADER_PARAM( TREESWAYSCRUMBLEFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ); SHADER_PARAM( TREESWAYSPEEDLERPSTART, SHADER_PARAM_TYPE_FLOAT, "3", "" ); SHADER_PARAM( TREESWAYSPEEDLERPEND, SHADER_PARAM_TYPE_FLOAT, "6", "" ); SHADER_PARAM( TREESWAYSTATIC, SHADER_PARAM_TYPE_BOOL, "0", "" ); END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
#if !defined( CSTRIKE15 )
if ( IsGameConsole() ) { params[TREESWAY]->SetIntValue( 0 ); } #else
if ( IsPlatformOSX() || IsPS3() ) { params[TREESWAY]->SetIntValue( 0 ); } #endif
}
SHADER_FALLBACK { return 0; }
SHADER_INIT { if ( params[DISPLACEMENTMAP]->IsDefined() ) { LoadTexture( DISPLACEMENTMAP ); } }
SHADER_DRAW { bool bAlphaClip = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ); int nTreeSwayMode = GetIntParam( TREESWAY, params, 0 ); nTreeSwayMode = clamp( nTreeSwayMode, 0, 2 ); bool bHasDisplacement = params[DISPLACEMENTMAP]->IsTexture(); #if !defined( PLATFORM_X360 ) && !defined( _PS3 )
bool bHasDisplacementWrinkles = params[DISPLACEMENTWRINKLE]->GetIntValue() != 0; #endif
int nColorDepth = GetIntParam( COLOR_DEPTH, params, 0 );
SHADOW_STATE { // Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Bias primitives when rendering into shadow map so we get slope-scaled depth bias
// rather than having to apply a constant bias in the filtering shader later
if ( nColorDepth == 0 ) { pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_SHADOW_BIAS ); }
// Turn off writes to color buffer since we always sample shadows from the DEPTH texture later
// This gives us double-speed fill when rendering INTO the shadow map
pShaderShadow->EnableColorWrites( nColorDepth == 1 ); pShaderShadow->EnableAlphaWrites( false ); // Turn off srgb writes to color depth buffer
pShaderShadow->EnableSRGBWrite( false );
// Don't backface cull unless alpha clipping, since this can cause artifacts when the
// geometry is clipped by the flashlight near plane
// If a material was already marked nocull, don't cull it
pShaderShadow->EnableCulling( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) && !IS_FLAG_SET(MATERIAL_VAR_NOCULL) );
if ( bHasDisplacement && IsPC() && g_pHardwareConfig->SupportsPixelShaders_3_0() ) { pShaderShadow->EnableVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, true ); }
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->SupportsPixelShaders_3_0() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, !bAlphaClip && IsX360() && !nColorDepth ); //360 needs to know if it *shouldn't* output texture coordinates to avoid shader patches
SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_VERTEX_SHADER_COMBO( TREESWAY, nTreeSwayMode ); SET_STATIC_VERTEX_SHADER( depthwrite_vs20 );
if ( bAlphaClip || g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() || nColorDepth ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_PIXEL_SHADER( depthwrite_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_PIXEL_SHADER( depthwrite_ps20 ); } } } #if !defined( _X360 ) && !defined( _PS3 )
else { SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, 0 ); //360 only combo, and this is a PC path
SET_STATIC_VERTEX_SHADER_COMBO( TREESWAY, nTreeSwayMode ); SET_STATIC_VERTEX_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_VERTEX_SHADER( depthwrite_vs30 );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_DEPTH, nColorDepth ); SET_STATIC_PIXEL_SHADER( depthwrite_ps30 ); } #endif
} DYNAMIC_STATE {
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->SupportsPixelShaders_3_0() ) #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( depthwrite_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, ( int )vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); SET_DYNAMIC_VERTEX_SHADER( depthwrite_vs20 );
if ( bAlphaClip ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f}; if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) ) { vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue(); }
pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 ); }
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else // 3.0 shader case (PC only)
{ TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
float vSubDControls[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, bHasDisplacementWrinkles && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDControls );
if( bHasDisplacement ) { BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, DISPLACEMENTMAP ); } else { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, TEXTURE_BLACK ); }
// Currently, tessellation is mutually exclusive with any kind of GPU-side skinning, morphing or vertex compression
Assert( !pShaderAPI->IsHWMorphingEnabled() ); Assert( pShaderAPI->GetCurrentNumBones() == 0 ); Assert( vertexCompression == 0); }
if ( g_pHardwareConfig->HasFastVertexTextures() ) { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); }
DECLARE_DYNAMIC_VERTEX_SHADER( depthwrite_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( pShaderAPI->GetCurrentNumBones() > 0 ) && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( depthwrite_vs30 );
if ( bAlphaClip ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f}; if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) ) { vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue(); }
pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 ); }
DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip ); SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 ); } #endif
if ( nTreeSwayMode != 0 ) { float flParams[4];
flParams[0] = pShaderAPI->CurrentTime();
Vector windDir = IsBoolSet( TREESWAYSTATIC, params ) ? Vector(0.5f,0.5f,0) : pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION );
flParams[1] = windDir.x; flParams[2] = windDir.y; flParams[3] = 0.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flParams );
flParams[0] = GetFloatParam( TREESWAYSCRUMBLEFALLOFFEXP, params, 1.0f ); flParams[1] = GetFloatParam( TREESWAYFALLOFFEXP, params, 1.0f ); flParams[2] = GetFloatParam( TREESWAYSCRUMBLESPEED, params, 3.0f ); flParams[3] = GetFloatParam( TREESWAYSPEEDHIGHWINDMULTIPLIER, params, 2.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, flParams );
flParams[0] = GetFloatParam( TREESWAYHEIGHT, params, 1000.0f ); flParams[1] = GetFloatParam( TREESWAYSTARTHEIGHT, params, 0.1f ); flParams[2] = GetFloatParam( TREESWAYRADIUS, params, 300.0f ); flParams[3] = GetFloatParam( TREESWAYSTARTRADIUS, params, 0.2f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flParams );
flParams[0] = GetFloatParam( TREESWAYSPEED, params, 1.0f ); flParams[1] = GetFloatParam( TREESWAYSTRENGTH, params, 10.0f ); flParams[2] = GetFloatParam( TREESWAYSCRUMBLEFREQUENCY, params, 12.0f ); flParams[3] = GetFloatParam( TREESWAYSCRUMBLESTRENGTH, params, 10.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, flParams );
flParams[0] = GetFloatParam( TREESWAYSPEEDLERPSTART, params, 3.0f ); flParams[1] = GetFloatParam( TREESWAYSPEEDLERPEND, params, 6.0f ); flParams[2] = 0.0f; flParams[3] = 0.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, flParams );
}
} // DYNAMIC_STATE
Draw( ); }
void ExecuteFastPath( int *dynVSIdx, int *dynPSIdx, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled ) { *dynVSIdx = -1; *dynPSIdx = -1;
int numBones = ShaderApiFast( pShaderAPI )->GetCurrentNumBones();
int m_nCOMPRESSED_VERTS = vertexCompression? 1: 0; int m_nSKINNING = (numBones > 0)? 1: 0; int m_nMORPHING = 0; int m_nTESSELLATION = 0; *dynVSIdx = ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + ( 8 * m_nTESSELLATION ) + 0;
int mtlFlags = params[FLAGS]->GetIntValue(); int m_nALPHACLIP = (mtlFlags & MATERIAL_VAR_ALPHATEST)? 1: 0; *dynPSIdx = ( 1 * m_nALPHACLIP ) + 0;
if ( m_nALPHACLIP ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f}; if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) ) { vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue(); }
pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 ); }
int nTreeSwayMode = GetIntParam( TREESWAY, params, 0 );
if ( nTreeSwayMode != 0 ) { float flParams[4];
flParams[0] = pShaderAPI->CurrentTime(); Vector windDir = IsBoolSet( TREESWAYSTATIC, params ) ? Vector(0.5f,0.5f,0) : pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION );
flParams[1] = windDir.x; flParams[2] = windDir.y; flParams[3] = 0.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flParams );
flParams[0] = GetFloatParam( TREESWAYSCRUMBLEFALLOFFEXP, params, 1.0f ); flParams[1] = GetFloatParam( TREESWAYFALLOFFEXP, params, 1.0f ); flParams[2] = GetFloatParam( TREESWAYSCRUMBLESPEED, params, 3.0f ); flParams[3] = GetFloatParam( TREESWAYSPEEDHIGHWINDMULTIPLIER, params, 2.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, flParams );
flParams[0] = GetFloatParam( TREESWAYHEIGHT, params, 1000.0f ); flParams[1] = GetFloatParam( TREESWAYSTARTHEIGHT, params, 0.1f ); flParams[2] = GetFloatParam( TREESWAYRADIUS, params, 300.0f ); flParams[3] = GetFloatParam( TREESWAYSTARTRADIUS, params, 0.2f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flParams );
flParams[0] = GetFloatParam( TREESWAYSPEED, params, 1.0f ); flParams[1] = GetFloatParam( TREESWAYSTRENGTH, params, 10.0f ); flParams[2] = GetFloatParam( TREESWAYSCRUMBLEFREQUENCY, params, 12.0f ); flParams[3] = GetFloatParam( TREESWAYSCRUMBLESTRENGTH, params, 10.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, flParams );
flParams[0] = GetFloatParam( TREESWAYSPEEDLERPSTART, params, 3.0f ); flParams[1] = GetFloatParam( TREESWAYSPEEDLERPEND, params, 6.0f ); flParams[2] = 0.0f; flParams[3] = 0.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, flParams ); }
// WVP
pShaderAPI->SetVertexShaderViewProj(); pShaderAPI->UpdateVertexShaderMatrix(0); }
END_SHADER
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