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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "core_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MAXBLUR 1
DEFINE_FALLBACK_SHADER( Core, Core_DX80 )
BEGIN_VS_SHADER( Core_DX80, "Help for Core_DX80" )
BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) SHADER_PARAM( DUDVMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_dudv", "dudv bump map" ) SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( DUDVFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $dudvmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" ) SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( FALLBACK, SHADER_PARAM_TYPE_STRING, "", "Name of the fallback shader" ) SHADER_PARAM( FORCEREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Forces refraction on boards that have poor performance" ) SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) SHADER_PARAM( CORECOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ); SHADER_PARAM( CORECOLORTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ); SHADER_PARAM( FLOWMAPTEXCOORDOFFSET, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ); END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[ENVMAPCONTRAST]->IsDefined() ) { params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); } if( !params[ENVMAPSATURATION]->IsDefined() ) { params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); } if( !params[ENVMAPFRAME]->IsDefined() ) { params[ENVMAPFRAME]->SetIntValue( 0 ); } if( !params[FRESNELREFLECTION]->IsDefined() ) { params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); } if( !params[MASKED]->IsDefined() ) { params[MASKED]->SetIntValue( 0 ); } if( !params[BLURAMOUNT]->IsDefined() ) { params[BLURAMOUNT]->SetIntValue( 0 ); } if( !params[FADEOUTONSILHOUETTE]->IsDefined() ) { params[FADEOUTONSILHOUETTE]->SetIntValue( 0 ); } if( !params[BASETEXTURE]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } }
SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) return "Core_DX70"; return NULL; }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if (params[DUDVMAP]->IsDefined() ) { LoadTexture( DUDVMAP ); } if (params[NORMALMAP]->IsDefined() ) { LoadBumpMap( NORMALMAP ); } if( params[ENVMAP]->IsDefined() ) { LoadCubeMap( ENVMAP ); } if( params[CORECOLORTEXTURE]->IsDefined() ) { LoadTexture( CORECOLORTEXTURE ); } }
SHADER_DRAW { bool bHasEnvmap = params[ENVMAP]->IsTexture(); int blurAmount = params[BLURAMOUNT]->GetIntValue(); if( blurAmount < 0 ) { blurAmount = 0; } else if( blurAmount > MAXBLUR ) { blurAmount = MAXBLUR; } bool bMasked = params[MASKED]->GetIntValue()!= 0;
SHADOW_STATE { if ( params[NOWRITEZ]->GetIntValue() != 0 ) { pShaderShadow->EnableDepthWrites( false ); }
// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// If envmap is not specified, the alpha channel is the translucency
// (If envmap *is* specified, alpha channel is the reflection amount)
bool bNormalMapAlpha = false; if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) { SetDefaultBlendingShadowState( NORMALMAP, false ); if ( !bMasked && TextureIsTranslucent( NORMALMAP, false ) ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); bNormalMapAlpha = true; } }
// dudv map
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// renderable texture for refraction
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// core color texture
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; userDataSize = 4; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( core_vs11 ); SET_STATIC_VERTEX_SHADER( core_vs11 );
int pshIndex = 0; pShaderShadow->SetPixelShader( "Core_ps11", pshIndex );
if( bMasked ) { EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); } DefaultFog(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState();
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true );
if ( params[DUDVFRAME]->GetIntValue() == 0 ) { BindTexture( SHADER_SAMPLER0, DUDVMAP, BUMPFRAME ); } else { BindTexture( SHADER_SAMPLER0, DUDVMAP, DUDVFRAME ); }
if ( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); }
BindTexture( SHADER_SAMPLER2, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME );
if ( params[NORMALMAP]->IsTexture() ) { BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); }
float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue(); pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, FLOWMAPTEXCOORDOFFSET );
DECLARE_DYNAMIC_VERTEX_SHADER( core_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( core_vs11 ); }
Draw();
if( bHasEnvmap ) { bool bNoWriteZ = (params[NOWRITEZ]->GetIntValue() != 0); const bool bBlendSpecular = true; DrawModelBumpedSpecularLighting( NORMALMAP, BUMPFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, bBlendSpecular, bNoWriteZ ); } } END_SHADER
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