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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "core_vs20.inc"
#include "core_ps20.inc"
#include "core_ps20b.inc"
#define MAXBLUR 1
DEFINE_FALLBACK_SHADER( Core, Core_DX90 )
BEGIN_VS_SHADER( Core_DX90, "Help for Core" )
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( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) SHADER_PARAM( 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( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flowmap" ) SHADER_PARAM( FLOWMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $flowmap" ) SHADER_PARAM( FLOWMAPSCROLLRATE, SHADER_PARAM_TYPE_VEC2, "[0 0", "2D rate to scroll $flowmap" ) 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 ); 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[BASETEXTURE]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } }
SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) return "Core_dx80";
return 0; }
SHADER_INIT { if (params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); } if (params[NORMALMAP]->IsDefined() ) { LoadBumpMap( NORMALMAP ); } if ( params[ENVMAP]->IsDefined() ) { LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB ); } if ( params[FLOWMAP]->IsDefined() ) { LoadTexture( FLOWMAP ); } if ( params[CORECOLORTEXTURE]->IsDefined() ) { LoadTexture( CORECOLORTEXTURE ); } }
inline void DrawPass( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, int nPass, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bHasEnvmap = params[ENVMAP]->IsTexture(); bool bHasFlowmap = params[FLOWMAP]->IsTexture(); bool bHasCoreColorTexture = params[CORECOLORTEXTURE]->IsTexture();
SHADOW_STATE { SetInitialShadowState( );
if( nPass == 0 ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); } else { pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); }
// If envmap is not specified, the alpha channel is the translucency
// (If envmap *is* specified, alpha channel is the reflection amount)
if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) { SetDefaultBlendingShadowState( NORMALMAP, false ); }
// source render target that contains the image that we are warping.
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); }
// normal map
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if( bHasEnvmap ) { // envmap
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); } }
if( bHasFlowmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); }
if( bHasCoreColorTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); }
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBWrite( true ); }
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; int nTexCoordCount = 1; if( bIsModel ) { userDataSize = 4; } else { flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; }
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( core_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( core_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( core_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) ); SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap ); SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 ); SET_STATIC_PIXEL_SHADER( core_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( core_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) ); SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap ); SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 ); SET_STATIC_PIXEL_SHADER( core_ps20 ); }
DefaultFog(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState();
if ( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); }
BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
if( bHasEnvmap ) { BindTexture( SHADER_SAMPLER4, ENVMAP, ENVMAPFRAME ); }
if( bHasFlowmap ) { BindTexture( SHADER_SAMPLER6, FLOWMAP, FLOWMAPFRAME ); }
if( bHasCoreColorTexture ) { BindTexture( SHADER_SAMPLER7, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME ); }
DECLARE_DYNAMIC_VERTEX_SHADER( core_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( core_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( core_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( core_ps20 ); }
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { SetPixelShaderConstant( 0, ENVMAPTINT ); SetPixelShaderConstant( 1, REFRACTTINT ); } else { SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT ); SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT ); } SetPixelShaderConstant( 2, ENVMAPCONTRAST ); SetPixelShaderConstant( 3, ENVMAPSATURATION ); float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
float eyePos[4]; s_pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); s_pShaderAPI->SetPixelShaderConstant( 8, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 11 );
if( bHasFlowmap ) { float curTime = pShaderAPI->CurrentTime(); float timeVec[4] = { curTime, curTime, curTime, curTime }; pShaderAPI->SetPixelShaderConstant( 6, timeVec, 1 );
SetPixelShaderConstant( 7, FLOWMAPSCROLLRATE );
SetPixelShaderConstant( 9, FLOWMAPTEXCOORDOFFSET ); } } Draw(); }
SHADER_DRAW { DrawPass( params, pShaderShadow, pShaderAPI, 0, vertexCompression ); DrawPass( params, pShaderShadow, pShaderAPI, 1, vertexCompression ); } END_SHADER
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