Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A shader that builds the shadow using render-to-texture
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "mathlib/vmatrix.h"
#include "unlitgeneric_vs20.inc"
#include "shadowbuildtexture_ps20.inc"
#include "shadowbuildtexture_ps20b.inc"
#if !defined( _X360 ) && !defined( _PS3 )
#include "shadowbuildtexture_ps30.inc"
#include "unlitgeneric_vs30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
DEFINE_FALLBACK_SHADER( ShadowBuild, ShadowBuild_DX9 )
BEGIN_VS_SHADER_FLAGS( ShadowBuild_DX9, "Help for ShadowBuild", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( TRANSLUCENT_MATERIAL, SHADER_PARAM_TYPE_MATERIAL, "", "Points to a material to grab translucency from" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
}
}
SHADER_DRAW
{
bool bHDR = g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE;
// Snack important parameters from the original material
// FIXME: What about alpha modulation? Need a solution for that
ITexture *pTexture = NULL;
IMaterialVar **ppTranslucentParams = NULL;
if (params[TRANSLUCENT_MATERIAL]->IsDefined())
{
IMaterial *pMaterial = params[TRANSLUCENT_MATERIAL]->GetMaterialValue();
if (pMaterial)
{
ppTranslucentParams = pMaterial->GetShaderParams();
if ( ppTranslucentParams[BASETEXTURE]->IsTexture() )
{
pTexture = ppTranslucentParams[BASETEXTURE]->GetTextureValue();
}
}
}
SHADOW_STATE
{
// Add the alphas into the frame buffer
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
// Base texture. We just use this for alpha, but enable SRGB read to make everything consistent.
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, pTexture || !bHDR );
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableDepthWrites( false );
// pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
pShaderShadow->EnableDepthTest( false );
#if defined( _PS3 )
pShaderShadow->EnableDepthTest( false );
#else
#endif
// Specify vertex format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
unsigned int nTexCoordCount = 1;
unsigned int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 );
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
else
{
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 );
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_STATIC_PIXEL_SHADER( shadowbuildtexture_ps30 );
SET_STATIC_PIXEL_SHADER( shadowbuildtexture_ps30 );
}
#endif
PI_BeginCommandBuffer();
PI_SetModulationVertexShaderDynamicState();
PI_EndCommandBuffer();
}
DYNAMIC_STATE
{
if ( pTexture )
{
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, pTexture, ppTranslucentParams[FRAME]->GetIntValue() );
Vector4D transformation[2];
const VMatrix &mat = ppTranslucentParams[BASETEXTURETRANSFORM]->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, bHDR ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_LIGHTMAP_FULLBRIGHT );
}
#if !defined( _X360 ) && !defined( _PS3 )
TessellationMode_t nTessellationMode = TESSELLATION_MODE_DISABLED;
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Compute the vertex shader index.
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_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( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps20 );
}
}
#if !defined( _X360 ) && !defined( _PS3 )
else
{
nTessellationMode = pShaderAPI->GetTessellationMode();
if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
{
pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
bool bHasDisplacement = false; // TODO
float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDDimensions );
// JasonM - revisit this later...requires plumbing in a separate vertex texture param type??
// bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture();
// if( bHasDisplacement )
// {
// pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
// }
// else
// {
// pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, VERTEX_TEXTURE_BLACK );
// }
}
// Compute the vertex shader index.
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_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, nTessellationMode );
SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps30 );
SET_DYNAMIC_PIXEL_SHADER( shadowbuildtexture_ps30 );
}
#endif
}
Draw( );
}
END_SHADER