Counter Strike : Global Offensive Source Code
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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