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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "morphaccumulate_vs30.inc"
#include "morphaccumulate_ps30.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( MorphAccumulate, MorphAccumulate_DX9 )
BEGIN_VS_SHADER_FLAGS( MorphAccumulate_DX9, "Help for MorphAccumulate", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( DELTA, SHADER_PARAM_TYPE_TEXTURE, "", "position/normal deltas" ) SHADER_PARAM( SIDESPEED, SHADER_PARAM_TYPE_TEXTURE, "", "side/speed map" ) SHADER_PARAM( DIMENSIONS, SHADER_PARAM_TYPE_VEC3, "", "delta dimensions" ) SHADER_PARAM( DELTASCALE, SHADER_PARAM_TYPE_FLOAT, "", "delta scale" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { LoadTexture( DELTA ); LoadTexture( SIDESPEED ); }
SHADER_DRAW { bool bUseConstantBasedAccum = ( g_pHardwareConfig->NumVertexShaderConstants() >= VERTEX_SHADER_FLEX_WEIGHTS + VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT );
SHADOW_STATE { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->EnableBlendingSeparateAlpha( true ); pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableCulling( false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
DECLARE_STATIC_VERTEX_SHADER( morphaccumulate_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum ); SET_STATIC_VERTEX_SHADER( morphaccumulate_vs30 ); DECLARE_STATIC_PIXEL_SHADER( morphaccumulate_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum ); SET_STATIC_PIXEL_SHADER( morphaccumulate_ps30 ); // NOTE: Color indicates where in the morph accumulator to render into
// Texcoord0 is the texcoord to read from in the source morph texture
// Texcoord1 indicates the strength of the morph target
int pTexCoord[2] = { 4, 1 }; pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, DELTA ); BindTexture( SHADER_SAMPLER1, SIDESPEED );
if ( !bUseConstantBasedAccum ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_MORPH_WEIGHTS );
int nXOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_X_OFFSET ); int nYOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_Y_OFFSET ); int nSubrectWidth = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_WIDTH ); int nSubrectHeight = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_HEIGHT ); float pMorphWeightSubrect[4] = { nXOffset, nYOffset, nSubrectWidth, nSubrectHeight }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, pMorphWeightSubrect );
int nWidth, nHeight; pShaderAPI->GetStandardTextureDimensions( &nWidth, &nHeight, TEXTURE_MORPH_WEIGHTS ); float pMorphWeightDim[4] = { nWidth, nHeight, 0, 0 }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, pMorphWeightDim ); }
SetPixelShaderConstant( 0, DELTASCALE );
DECLARE_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 ); SET_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 ); SET_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 ); } Draw(); } END_SHADER
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