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