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226 lines
7.7 KiB
226 lines
7.7 KiB
//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======//
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "splinerope_ps20.inc"
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#include "splinerope_ps20b.inc"
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#include "splinerope_vs20.inc"
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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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static ConVar rope_min_pixel_diameter( "rope_min_pixel_diameter", "2.0", FCVAR_CHEAT );
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#if defined( CSTRIKE15 ) && defined( _X360 )
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static ConVar r_shader_srgbread( "r_shader_srgbread", "1", 0, "1 = use shader srgb texture reads, 0 = use HW" );
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#else
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static ConVar r_shader_srgbread( "r_shader_srgbread", "0", 0, "1 = use shader srgb texture reads, 0 = use HW" );
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#endif
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BEGIN_VS_SHADER( SplineRope, "Help for SplineRope" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SHADERSRGBREAD360, SHADER_PARAM_TYPE_BOOL, "0", "Simulate srgb read in shader code")
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SHADER_PARAM( SHADOWDEPTH, SHADER_PARAM_TYPE_INTEGER, "0", "writing to a shadow depth buffer" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "cable/cablenormalmap", "normal map" )
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SHADER_PARAM( TILING, SHADER_PARAM_TYPE_FLOAT, "1", "cable texture tiling multiplier" )
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "1", "")
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// srgb read 360
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InitIntParam( SHADERSRGBREAD360, params, 0 );
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InitIntParam( SHADOWDEPTH, params, 0 );
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if ( !params[BUMPMAP]->IsDefined() )
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{
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params[BUMPMAP]->SetStringValue( "cable/cablenormalmap" );
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}
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if ( !params[TILING]->IsDefined() )
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{
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params[TILING]->SetFloatValue( 1.0f );
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}
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if ( !params[ALPHATESTREFERENCE]->IsDefined() )
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{
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params[ALPHATESTREFERENCE]->SetFloatValue( 1.0f );
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}
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SET_FLAGS2( MATERIAL_VAR2_IS_SPRITECARD ); // What's this for?
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}
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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
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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LoadBumpMap( BUMPMAP );
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}
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SHADER_DRAW
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{
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#if defined( CSTRIKE15 )
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bool bShaderSrgbRead = IsX360() && r_shader_srgbread.GetBool();
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#else
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bool bShaderSrgbRead = ( IsX360() && params[SHADERSRGBREAD360]->GetIntValue() );
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#endif
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bool bShadowDepth = ( params[SHADOWDEPTH]->GetIntValue() != 0 );
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bool bUseAlphaTestRef = ( bShadowDepth == false && ( params[ALPHATESTREFERENCE]->GetFloatValue() < 1 ) );
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float flAlphaTestRef = params[ALPHATESTREFERENCE]->GetFloatValue();
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float flTiling = params[TILING]->GetFloatValue();
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SHADOW_STATE
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{
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// draw back-facing because of yaw spin
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pShaderShadow->EnableCulling( false );
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if ( bShadowDepth )
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{
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// don't write color and alpha since we only interested in depth for shadow maps.
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pShaderShadow->EnableColorWrites( false );
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pShaderShadow->EnableAlphaWrites( false );
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// polyoffset for shadow maps.
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_SHADOW_BIAS );
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}
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else
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{
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// We need to write to dest alpha for depth feathering.
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pShaderShadow->EnableAlphaWrites( true );
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// base texture
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead );
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// normal map
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBWrite( true );
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FogToFogColor();
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}
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static int s_TexCoordSize[]={ 4, // (worldspace xyz) (radius (diameter?) of spline at this point) for first control point
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4, // (worldspace xyz) (radius of spline at this point) for second control point
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4, // (worldspace xyz) (radius of spline at this point) for third control point
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4, // (worldspace xyz) (radius of spline at this point) for fourth control point
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};
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unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
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int numTexCoords = 4;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, s_TexCoordSize, 0 );
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DECLARE_STATIC_VERTEX_SHADER( splinerope_vs20 );
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SET_STATIC_VERTEX_SHADER( splinerope_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( splinerope_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADOWDEPTH, bShadowDepth );
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SET_STATIC_PIXEL_SHADER_COMBO( ALPHATESTREF, bUseAlphaTestRef );
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SET_STATIC_PIXEL_SHADER( splinerope_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( splinerope_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADOWDEPTH, bShadowDepth );
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SET_STATIC_PIXEL_SHADER_COMBO( ALPHATESTREF, bUseAlphaTestRef );
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SET_STATIC_PIXEL_SHADER( splinerope_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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// We need these only when screen-orienting, which we are always in this shader.
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LoadModelViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 );
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LoadProjectionMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 );
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// Get viewport and render target dimensions and set shader constant to do a 2D mad
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int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
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pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
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float c7[4]={ 0.0f, 0.0f, 0.0f, 0.0f };
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if ( !g_pHardwareConfig->IsAAEnabled() )
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{
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float flMinPixelDiameter = rope_min_pixel_diameter.GetFloat() / ( float )nViewportWidth;
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c7[0]= c7[1] = c7[2] = c7[3] = flMinPixelDiameter;
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}
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, c7, 1 );
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float c8[4]={ flTiling, 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, c8, 1 );
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// bind base texture
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BindTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), BASETEXTURE, FRAME );
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// normal map
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BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, BUMPMAP );
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if ( !bShadowDepth )
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{
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pShaderAPI->SetPixelShaderFogParams( 0 );
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float vEyePos[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
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vEyePos[3] = flAlphaTestRef;
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pShaderAPI->SetPixelShaderConstant( 1, vEyePos, 1 );
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( splinerope_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( splinerope_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( splinerope_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( splinerope_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( splinerope_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( splinerope_ps20 );
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}
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}
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Draw( );
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}
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void ExecuteFastPath( int *dynVSIdx, int *dynPSIdx, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI,
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VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr,BOOL bCSMEnabled )
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{
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// This is only to be used for shadow map gen!!!
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s_pShaderAPI = pShaderAPI;
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LoadModelViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 );
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LoadProjectionMatrixIntoVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 );
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// Get viewport and render target dimensions and set shader constant to do a 2D mad
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int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
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pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
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float c7[4]={ 0.0f, 0.0f, 0.0f, 0.0f };
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if ( !g_pHardwareConfig->IsAAEnabled() )
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{
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float flMinPixelDiameter = rope_min_pixel_diameter.GetFloat() / ( float )nViewportWidth;
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c7[0]= c7[1] = c7[2] = c7[3] = flMinPixelDiameter;
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}
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, c7, 1 );
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pShaderAPI->SetVertexShaderViewProj();
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pShaderAPI->SetVertexShaderCameraPos();
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*dynVSIdx = 0;
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*dynPSIdx = 0;
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}
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END_SHADER
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