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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "VertexLit_and_unlit_Generic_vs20.inc"
#include "decalmodulate_ps20.inc"
#include "decalmodulate_ps20b.inc"
#ifndef _X360
#include "vertexlit_and_unlit_generic_vs30.inc"
#include "decalmodulate_ps30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX9 )
extern ConVar r_flashlight_version2;
BEGIN_VS_SHADER( DecalModulate_dx9, "Help for DecalModulate_dx9" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_FALLBACK { if (g_pHardwareConfig->GetDXSupportLevel() < 90) return "DecalModulate_DX6"; return 0; }
SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
#ifndef _X360
if ( g_pHardwareConfig->HasFastVertexTextures() ) { // The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } #endif
}
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableAlphaTest( true ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
// SRGB conversions hose the blend on some hardware, so keep we everything in gamma space
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); pShaderShadow->EnableSRGBWrite( false );
pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey
FogToGrey();
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false ); SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 ); SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); } } #ifndef _X360
else { DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, true ); SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 ); SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); } #endif
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; #ifndef _X360
// The VS30 shader offsets decals along the normal (for morphed geom)
flags |= g_pHardwareConfig->HasFastVertexTextures() ? VERTEX_NORMAL : 0; #endif
int pTexCoordDim[3] = { 2, 0, 3 }; int nTexCoordCount = 1; int userDataSize = 0;
#ifndef _X360
if ( g_pHardwareConfig->HasFastVertexTextures() ) { nTexCoordCount = 3; } #endif
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); } DYNAMIC_STATE { if ( pShaderAPI->InFlashlightMode() && ( !IsX360() && ( r_flashlight_version2.GetInt() == 0 ) ) ) { // Don't draw anything for the flashlight pass
Draw( false ); return; }
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// Set an identity base texture transformation
Vector4D transformation[2]; transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, 0 ); SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); } } #ifndef _X360
else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 );
bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } #endif
} Draw( ); } END_SHADER
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