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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
// Implementation of the sprite shader
//=============================================================================//
#include "BaseVSShader.h"
#include <string.h>
#include "const.h"
#include "sprite_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// WARNING! Change these in engine/SpriteGn.h if you change them here!
#define SPR_VP_PARALLEL_UPRIGHT 0
#define SPR_FACING_UPRIGHT 1
#define SPR_VP_PARALLEL 2
#define SPR_ORIENTED 3
#define SPR_VP_PARALLEL_ORIENTED 4
DEFINE_FALLBACK_SHADER( Sprite, Sprite_DX8 )
BEGIN_VS_SHADER( Sprite_DX8, "Help for Sprite_DX8" ) BEGIN_SHADER_PARAMS SHADER_PARAM( SPRITEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "sprite origin" ) SHADER_PARAM( SPRITEORIENTATION, SHADER_PARAM_TYPE_INTEGER, "0", "sprite orientation" ) SHADER_PARAM( SPRITERENDERMODE, SHADER_PARAM_TYPE_INTEGER, "0", "sprite rendermode" ) SHADER_PARAM( IGNOREVERTEXCOLORS, SHADER_PARAM_TYPE_BOOL, "1", "ignore vertex colors" ) END_SHADER_PARAMS
SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) return "Sprite_DX6"; return 0; }
SHADER_INIT_PARAMS() { // FIXME: This can share code with sprite.cpp
// FIXME: Not sure if this is the best solution, but it's a very]
// easy one. When graphics aren't enabled, we oftentimes need to get
// at the parameters of a shader. Therefore, we must set the default
// values in a separate phase from when we load resources.
if (!params[ALPHA]->IsDefined()) params[ ALPHA ]->SetFloatValue( 1.0f );
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS( MATERIAL_VAR_VERTEXCOLOR ); SET_FLAGS( MATERIAL_VAR_VERTEXALPHA );
// translate from a string orientation to an enumeration
if (params[SPRITEORIENTATION]->IsDefined()) { const char *orientationString = params[SPRITEORIENTATION]->GetStringValue(); if( stricmp( orientationString, "parallel_upright" ) == 0 ) { params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT ); } else if( stricmp( orientationString, "facing_upright" ) == 0 ) { params[SPRITEORIENTATION]->SetIntValue( SPR_FACING_UPRIGHT ); } else if( stricmp( orientationString, "vp_parallel" ) == 0 ) { params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL ); } else if( stricmp( orientationString, "oriented" ) == 0 ) { params[SPRITEORIENTATION]->SetIntValue( SPR_ORIENTED ); } else if( stricmp( orientationString, "vp_parallel_oriented" ) == 0 ) { params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_ORIENTED ); } else { Warning( "error with $spriteOrientation\n" ); params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT ); } } else { // default case
params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT ); } }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
#define SHADER_USE_VERTEX_COLOR 1
#define SHADER_USE_CONSTANT_COLOR 2
void SetSpriteCommonShadowState( unsigned int shaderFlags ) { s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
unsigned int flags = VERTEX_POSITION; if( shaderFlags & SHADER_USE_VERTEX_COLOR ) { flags |= VERTEX_COLOR; } s_pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0 );
sprite_vs11_Static_Index vshIndex; bool vertexColor = ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false; vshIndex.SetVERTEXCOLOR( vertexColor ); s_pShaderShadow->SetVertexShader( "sprite_vs11", vshIndex.GetIndex() );
// "VERTEXCOLOR" "0..1"
// "CONSTANTCOLOR" "0..1"
int pshIndex = 0; if ( shaderFlags & SHADER_USE_VERTEX_COLOR ) pshIndex |= 0x1; if ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) pshIndex |= 0x2; s_pShaderShadow->SetPixelShader( "sprite_ps11", pshIndex ); }
void SetSpriteCommonDynamicState( unsigned int shaderFlags ) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; sprite_vs11_Dynamic_Index vshIndex; vshIndex.SetSKINNING( 0 ); vshIndex.SetDOWATERFOG( fogIndex ); s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
s_pShaderAPI->SetPixelShaderIndex( 0 ); if ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) { SetPixelShaderConstant( 0, COLOR, ALPHA ); }
float color[4] = { 1.0, 1.0, 1.0, 1.0 }; s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
// identity base texture transorm
float ident[2][4] = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f } }; s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &ident[0][0], 2 ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableCulling( false ); }
switch( params[SPRITERENDERMODE]->GetIntValue() ) { case kRenderNormal: SHADOW_STATE { FogToFogColor(); SetSpriteCommonShadowState( 0 ); } DYNAMIC_STATE { SetSpriteCommonDynamicState( 0 ); } Draw(); break; case kRenderTransColor: case kRenderTransTexture: SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); FogToFogColor();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR ); } DYNAMIC_STATE { SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR ); } Draw(); break; case kRenderGlow: case kRenderWorldGlow: SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); FogToBlack();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR ); } DYNAMIC_STATE { SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR ); } Draw(); break; case kRenderTransAlpha: // untested cut and past from kRenderTransAlphaAdd . . same as first pass of that.
SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); FogToFogColor();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR ); } DYNAMIC_STATE { SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR ); } Draw(); break; case kRenderTransAlphaAdd: SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); FogToFogColor();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR ); } DYNAMIC_STATE { SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR ); } Draw();
SHADOW_STATE { SetInitialShadowState(); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_ONE ); FogToBlack();
SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR ); } DYNAMIC_STATE { SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR ); } Draw(); break;
case kRenderTransAdd: { unsigned int flags = SHADER_USE_CONSTANT_COLOR; if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() ) { flags |= SHADER_USE_VERTEX_COLOR; } SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); FogToBlack();
SetSpriteCommonShadowState( flags ); } DYNAMIC_STATE { SetSpriteCommonDynamicState( flags ); } } Draw(); break; case kRenderTransAddFrameBlend: { float flFrame = params[FRAME]->GetFloatValue(); float flFade = params[ALPHA]->GetFloatValue(); unsigned int flags = SHADER_USE_CONSTANT_COLOR; if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() ) { flags |= SHADER_USE_VERTEX_COLOR; } SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); FogToBlack();
SetSpriteCommonShadowState( flags ); } DYNAMIC_STATE { float frameBlendAlpha = 1.0f - ( flFrame - ( int )flFrame ); ITexture *pTexture = params[BASETEXTURE]->GetTextureValue(); BindTexture( SHADER_SAMPLER0, pTexture, ( int )flFrame );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; sprite_vs11_Dynamic_Index vshIndex; vshIndex.SetSKINNING( 0 ); vshIndex.SetDOWATERFOG( fogIndex ); s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
float color[4] = { 1.0, 1.0, 1.0, 1.0 }; s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
s_pShaderAPI->SetPixelShaderIndex( 0 ); color[0] = color[1] = color[2] = flFade * frameBlendAlpha; color[3] = 1.0f; s_pShaderAPI->SetPixelShaderConstant( 0, color );
// identity base texture transorm
float ident[2][4] = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f } }; s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &ident[0][0], 2 ); } Draw(); SHADOW_STATE { FogToBlack();
SetSpriteCommonShadowState( flags ); } DYNAMIC_STATE { float frameBlendAlpha = ( flFrame - ( int )flFrame ); ITexture *pTexture = params[BASETEXTURE]->GetTextureValue(); int numAnimationFrames = pTexture->GetNumAnimationFrames(); BindTexture( SHADER_SAMPLER0, pTexture, ( ( int )flFrame + 1 ) % numAnimationFrames );
MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; sprite_vs11_Dynamic_Index vshIndex; vshIndex.SetSKINNING( 0 ); vshIndex.SetDOWATERFOG( fogIndex ); s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
float color[4] = { 1.0, 1.0, 1.0, 1.0 }; s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
s_pShaderAPI->SetPixelShaderIndex( 0 );
color[0] = color[1] = color[2] = flFade * frameBlendAlpha; color[3] = 1.0f; s_pShaderAPI->SetPixelShaderConstant( 0, color );
// identity base texture transorm
float ident[2][4] = { { 1.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f, 0.0f } }; s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &ident[0][0], 2 ); } Draw(); } break; default: ShaderWarning( "shader Sprite: Unknown sprite render mode\n" ); break; } } END_SHADER
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