//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "cpp_shader_constant_register_map.h" #include "decalmodulate_vs20.inc" #include "decalmodulate_ps20.inc" #include "decalmodulate_ps20b.inc" #if !defined( _X360 ) && !defined( _PS3 ) #include "decalmodulate_vs30.inc" #include "decalmodulate_ps30.inc" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX9 ) BEGIN_VS_SHADER( DecalModulate_dx9, "Help for DecalModulate_dx9" ) BEGIN_SHADER_PARAMS SHADER_PARAM( FOGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "0.4", "exponent to tweak fog fade" ) SHADER_PARAM( FOGSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale to tweak fog fade" ) SHADER_PARAM( FOGFADESTART, SHADER_PARAM_TYPE_FLOAT, "0", "fog amount at which to start fading decal" ) SHADER_PARAM( FOGFADEEND, SHADER_PARAM_TYPE_FLOAT, "0", "fog amount at which to end fading decal" ) END_SHADER_PARAMS SHADER_FALLBACK { return 0; } SHADER_INIT_PARAMS() { if( !params[ FOGEXPONENT ]->IsDefined() ) { params[ FOGEXPONENT ]->SetFloatValue( 0.4f ); } if( !params[ FOGSCALE ]->IsDefined() ) { params[ FOGSCALE ]->SetFloatValue( 1.0f ); } if( !params[ FOGFADESTART]->IsDefined() ) { params[ FOGFADESTART ]->SetFloatValue( 0 ); } if( !params[ FOGFADEEND ]->IsDefined() ) { params[ FOGFADEEND ]->SetFloatValue( 0.0f ); } SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); #if !defined( _X360 ) && !defined( _PS3 ) if ( g_pHardwareConfig->HasFastVertexTextures() ) { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } #endif } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableAlphaTest( true ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); // SRGB conversions hose the blend on some hardware, so keep we everything in gamma space pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); pShaderShadow->EnableSRGBWrite( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey FogToGrey(); int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ); bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) && IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); bool bHasFogFade = ( params[FOGFADEEND]->GetFloatValue() > 0.0f ); #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( decalmodulate_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexAlpha ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 ); SET_STATIC_VERTEX_SHADER( decalmodulate_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FOGFADE, bHasFogFade ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FOGFADE, bHasFogFade ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 ) else { DECLARE_STATIC_VERTEX_SHADER( decalmodulate_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexAlpha ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 ); SET_STATIC_VERTEX_SHADER( decalmodulate_vs30 ); DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FOGFADE, bHasFogFade ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); } #endif // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; if ( bHasVertexAlpha ) { flags |= VERTEX_COLOR; } #if !defined( _X360 ) && !defined( _PS3 ) // The VS30 shader offsets decals along the normal (for morphed geom) flags |= g_pHardwareConfig->HasFastVertexTextures() ? VERTEX_NORMAL : 0; #endif int pTexCoordDim[3] = { 2, 0, 3 }; int nTexCoordCount = 1; int userDataSize = 0; #if !defined( _X360 ) && !defined( _PS3 ) if ( g_pHardwareConfig->HasFastVertexTextures() ) { nTexCoordCount = 3; } #endif pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); } DYNAMIC_STATE { if ( pShaderAPI->InFlashlightMode() && !( IsX360() || IsPS3() ) ) { // Don't draw anything for the flashlight pass Draw( false ); return; } BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME ); // Set an identity base texture transformation Vector4D transformation[2]; transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); 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 ); // fog tweaks float fConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; fConsts[0] = params[ FOGEXPONENT ]->GetFloatValue(); fConsts[1] = params[ FOGSCALE ]->GetFloatValue(); fConsts[2] = params[ FOGFADESTART ]->GetFloatValue(); fConsts[3] = params[ FOGFADEEND ]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 0, fConsts ); #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( decalmodulate_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); // SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); // JasonM TODO: set this appropriately when we care about decals on subds SET_DYNAMIC_VERTEX_SHADER( decalmodulate_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 ) else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( decalmodulate_vs30 ); 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 ); // JasonM TODO: set this appropriately when we care about decals on subds SET_DYNAMIC_VERTEX_SHADER( decalmodulate_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 ); bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } #endif } Draw( ); } END_SHADER