Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "shadow_ps20.inc"
#include "shadow_ps20b.inc"
#include "shadow_vs20.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( Shadow, "Help for Shadow", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MAXFALLOFFAMOUNT, SHADER_PARAM_TYPE_FLOAT, "240", "" )
SHADER_PARAM( DEFERREDSHADOWS, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( ZFAILENABLE, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( BLOBBYSHADOWS, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( DEPTHTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
/*
The alpha blending state either must be:
Src Color * Dst Color + Dst Color * 0
(src color = C*A + 1-A)
or
// Can't be this, doesn't work with fog
Src Color * Dst Color + Dst Color * (1-Src Alpha)
(src color = C * A, Src Alpha = A)
*/
INIT_FLOAT_PARM( MAXFALLOFFAMOUNT, 240.0f );
if ( !params[DEFERREDSHADOWS]->IsDefined() )
{
params[DEFERREDSHADOWS]->SetIntValue( 0 );
}
if ( !params[ZFAILENABLE]->IsDefined() )
{
params[ZFAILENABLE]->SetIntValue( 0 );
}
if ( !params[BLOBBYSHADOWS]->IsDefined() )
{
params[BLOBBYSHADOWS]->SetIntValue( 0 );
}
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
}
SHADER_DRAW
{
SHADOW_STATE
{
bool bDeferredShadows = ( params[DEFERREDSHADOWS]->GetIntValue() != 0 );
bool bBlobbyShadows = ( params[BLOBBYSHADOWS]->GetIntValue() != 0 );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
if ( bDeferredShadows )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
}
if ( !bDeferredShadows )
{
// NOTE: This is deliberately this way round (instead of "DST_COLOR, ZERO"),
// since these two permutations produce *different* values on 360!!
// This was causing undue darkening of the framebuffer by these
// shadows, which was highly noticeable in very dark areas:
EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
int numTexCoords = 2;
int texCoordDims[2] = { 3, 3 };
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, texCoordDims, 0 );
}
else
{
EnableAlphaBlending( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
/*
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableBlending( true );
pShaderShadow->EnableBlendingSeparateAlpha( true );
pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
pShaderShadow->BlendOpSeparateAlpha( SHADER_BLEND_OP_MIN );
*/
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
int numTexCoords = 7;
int texCoordDims[7] = { 3, 4, 4, 4, 4, 4, 3 };
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, texCoordDims, 0 );
}
DECLARE_STATIC_VERTEX_SHADER( shadow_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( DEFERRED_SHADOWS, bDeferredShadows );
SET_STATIC_VERTEX_SHADER( shadow_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( shadow_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( DEFERRED_SHADOWS, bDeferredShadows );
SET_STATIC_PIXEL_SHADER_COMBO( BLOBBY_SHADOWS, bBlobbyShadows );
SET_STATIC_PIXEL_SHADER( shadow_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( shadow_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( DEFERRED_SHADOWS, bDeferredShadows );
SET_STATIC_PIXEL_SHADER_COMBO( BLOBBY_SHADOWS, bBlobbyShadows );
SET_STATIC_PIXEL_SHADER( shadow_ps20 );
}
pShaderShadow->EnableSRGBWrite( true );
if ( bDeferredShadows )
{
pShaderShadow->DepthFunc( params[ZFAILENABLE]->GetIntValue() ? SHADER_DEPTHFUNC_FARTHER : SHADER_DEPTHFUNC_NEAREROREQUAL );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableColorWrites( true );
pShaderShadow->EnableAlphaWrites( true );
//pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
}
// We need to fog to *white* regardless of overbrighting...
FogToWhite();
}
DYNAMIC_STATE
{
bool bDeferredShadows = ( params[DEFERREDSHADOWS]->GetIntValue() != 0 );
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
if ( bDeferredShadows )
{
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, DEPTHTEXTURE );
//pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
}
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetPixelShaderConstantGammaToLinear( 1, COLOR ); // shadow color
// Get texture dimensions...
int nWidth = 16;
int nHeight = 16;
ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
if (pTexture)
{
nWidth = pTexture->GetActualWidth();
nHeight = pTexture->GetActualHeight();
}
Vector4D vecJitter( 1.0 / nWidth, 1.0 / nHeight, 0.0, 0.0 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vecJitter.Base() );
vecJitter.y *= -1.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vecJitter.Base() );
DECLARE_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
SET_DYNAMIC_VERTEX_SHADER( shadow_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
SET_DYNAMIC_PIXEL_SHADER( shadow_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
SET_DYNAMIC_PIXEL_SHADER( shadow_ps20 );
}
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
pShaderAPI->SetPixelShaderConstant( 2, eyePos, 1 );
pShaderAPI->SetPixelShaderFogParams( 3 );
float fConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
fConst[0] = IS_PARAM_DEFINED( MAXFALLOFFAMOUNT ) ? params[MAXFALLOFFAMOUNT]->GetFloatValue() : 240.0f;
fConst[0] /= 255.0f;
if ( bDeferredShadows )
{
pTexture = params[DEPTHTEXTURE]->GetTextureValue();
if (pTexture)
{
nWidth = pTexture->GetActualWidth();
nHeight = pTexture->GetActualHeight();
}
//pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
fConst[1] = 1.0f / float( nWidth );
fConst[2] = 1.0f / float( nHeight );
}
pShaderAPI->SetPixelShaderConstant( 4, fConst );
}
Draw( );
}
END_SHADER