Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "BaseVSShader.h"
#include "worldimposter_vs20.inc"
#include "worldimposter_ps20.inc"
#include "worldimposter_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( worldimposter, "Help for worldimposter" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS( MATERIAL_VAR_VERTEXFOG );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
LoadTexture( BASETEXTURE, IsX360() ? 0 : TEXTUREFLAGS_SRGB );
LoadTexture( ALBEDO, TEXTUREFLAGS_SRGB );
}
SHADER_DRAW
{
bool bHasFlashlight = UsingFlashlight( params );
SHADOW_STATE
{
// Set stream format (note that this shader supports compression)
int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
// NOTE: Have to say that we want 1 texcoord here even though we don't use it or you'll get this Warning in another part of the code:
// "ERROR: shader asking for a too-narrow vertex format - you will see errors if running with debug D3D DLLs!\n\tPadding the vertex format with extra texcoords"
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
DECLARE_STATIC_VERTEX_SHADER( worldimposter_vs20 );
SET_STATIC_VERTEX_SHADER( worldimposter_vs20 );
ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT;
if ( bHasFlashlight )
{
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( true /* bForceLowQuality */ , false /* bPS30 */ ); // Based upon vendor and device dependent formats
}
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( worldimposter_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( worldimposter_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( worldimposter_ps20 );
SET_STATIC_PIXEL_SHADER( worldimposter_ps20 );
}
pShaderShadow->EnableSRGBWrite( true );
if( bHasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Shadow depth map
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Noise map
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); //[sRGB] Flashlight cookie
}
FogToFogColor();
}
DYNAMIC_STATE
{
bool bFlashlightShadows = false;
if( bHasFlashlight )
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
bFlashlightShadows = flashlightState.m_bEnableShadows;
BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
// SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && bFlashlightShadows )
{
BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture );
ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_SHADOW_NOISE_2D );
}
float atten[4], pos[4], tweaks[4];
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
atten[1] = flashlightState.m_fLinearAtten;
atten[2] = flashlightState.m_fQuadraticAtten;
atten[3] = flashlightState.m_FarZAtten;
pShaderAPI->SetPixelShaderConstant( 0, atten, 1 );
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
pos[1] = flashlightState.m_vecLightOrigin[1];
pos[2] = flashlightState.m_vecLightOrigin[2];
pos[3] = flashlightState.m_FarZ;
pShaderAPI->SetPixelShaderConstant( 1, pos, 1 ); // steps on rim boost
pShaderAPI->SetPixelShaderConstant( 2, worldToTexture.Base(), 4 );
// Tweaks associated with a given flashlight
tweaks[0] = ShadowFilterFromState( flashlightState );
tweaks[1] = ShadowAttenFromState( flashlightState );
HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( 6, tweaks, 1 );
// Dimensions of screen, used for screen-space noise map sampling
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
int nWidth, nHeight;
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
int nTexWidth, nTexHeight;
pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );
vScreenScale[0] = (float) nWidth / nTexWidth;
vScreenScale[1] = (float) nHeight / nTexHeight;
// pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
if ( IsX360() )
{
pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
}
}
DECLARE_DYNAMIC_VERTEX_SHADER( worldimposter_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, ( int )vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_DYNAMIC_VERTEX_SHADER( worldimposter_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldimposter_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER( worldimposter_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( worldimposter_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER( worldimposter_ps20 );
}
BindTexture( SHADER_SAMPLER0, IsX360() ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, -1 );
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, ALBEDO, -1 );
}
Draw();
}
END_SHADER