Counter Strike : Global Offensive Source Code
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//========= Copyright (c) Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "common_hlsl_cpp_consts.h" // hack hack hack!
#include "convar.h"
#include "unlitworld_screensample_vs20.inc"
#include "unlitworld_screensample_ps20.inc"
#include "unlitworld_screensample_ps20b.inc"
#include "shaderlib/commandbuilder.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( UnLitWorld_ScreenSample, "Help for UnLitWorld_ScreenSample" )
BEGIN_SHADER_PARAMS
//always required
SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_PARAM_STRING_IF_NOT_DEFINED( BASETEXTURE, "Dev/flat_normal" );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); }
}
inline void DrawUnLitWorld_ScreenSample( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, int vertexCompression )
{
SHADOW_STATE
{
SetInitialShadowState( );
if ( params[BASETEXTURE]->IsDefined() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); }
if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
{
EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
}
else
{
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
//pShaderShadow->EnableBlending( true );
//pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
//pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_ALWAYS, 0.0f );
/*
BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_ZERO );
BlendOp( SHADER_BLEND_OP_ADD );
EnableBlendingSeparateAlpha( false );
BlendFuncSeparateAlpha( SHADER_BLEND_ZERO, SHADER_BLEND_ZERO );
BlendOpSeparateAlpha( SHADER_BLEND_OP_ADD );
AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 0.7f );
*/
unsigned int flags = VERTEX_POSITION| VERTEX_FORMAT_COMPRESSED;
flags |= VERTEX_NORMAL;
int nTexCoordCount = 1;
int userDataSize = 0;
if (IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ))
{
flags |= VERTEX_COLOR;
}
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( unlitworld_screensample_vs20 );
SET_STATIC_VERTEX_SHADER( unlitworld_screensample_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20b );
SET_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20 );
SET_STATIC_PIXEL_SHADER( unlitworld_screensample_ps20 );
}
//pShaderShadow->EnableAlphaWrites( true );
//pShaderShadow->EnableDepthWrites( true );
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableBlending( true );
//pShaderShadow->EnableAlphaTest( true );
PI_BeginCommandBuffer();
PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
PI_EndCommandBuffer();
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
if ( params[BASETEXTURE]->IsDefined() ) { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, -1 ); }
// Get viewport and render target dimensions and set shader constant to do a 2D mad
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
int nRtWidth, nRtHeight;
pShaderAPI->GetCurrentRenderTargetDimensions( nRtWidth, nRtHeight );
// Compute viewport mad that takes projection space coords (post divide by W) into normalized screenspace, taking into account the currently set viewport.
float vViewportMad[4];
vViewportMad[0] = .5f * ( ( float )nViewportWidth / ( float )nRtWidth );
vViewportMad[1] = -.5f * ( ( float )nViewportHeight / ( float )nRtHeight );
vViewportMad[2] = vViewportMad[0] + ( ( float )nViewportX / ( float )nRtWidth );
vViewportMad[3] = -vViewportMad[1] + ( ( float )nViewportY / ( float )nRtHeight );
pShaderAPI->SetPixelShaderConstant( 17, vViewportMad, 1 );
float c18[4];
pShaderAPI->GetWorldSpaceCameraPosition( c18 );
c18[3] = 0;
pShaderAPI->SetPixelShaderConstant( 18, c18, 1 );
float c0[4] = { 1.0f / (float)MAX(nViewportWidth, 1.0f) , // one X pixel in normalized 0..1 screenspace
1.0f / (float)MAX(nViewportHeight, 1.0f) , // one Y pixel in normalized 0..1 screenspace
0,
0 };
pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( unlitworld_screensample_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( unlitworld_screensample_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20b );
SET_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20 );
SET_DYNAMIC_PIXEL_SHADER( unlitworld_screensample_ps20 );
}
}
Draw();
}
SHADER_DRAW
{
DrawUnLitWorld_ScreenSample( params, pShaderShadow, pShaderAPI, vertexCompression );
}
//void ExecuteFastPath( int *dynVSIdx, int *dynPSIdx, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI,
// VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled )
//{
// DrawUnLitWorld_ScreenSample( params, pShaderShadow, pShaderAPI, vertexCompression );
//}
bool IsTranslucent( IMaterialVar **params ) const
{
return false;
}
END_SHADER