Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "BaseVSShader.h"
#include "mathlib/bumpvects.h"
#include "cpp_shader_constant_register_map.h"
#include "lightmappedgeneric_vs20.inc"
#include "lightmappedgeneric_decal_vs20.inc"
#include "lightmappedgeneric_decal_ps20.inc"
#include "lightmappedgeneric_decal_ps20b.inc"
#include "decalbasetimeslightmapalphablendselfillum2_ps20.inc"
#include "decalbasetimeslightmapalphablendselfillum2_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9 )
extern ConVar r_flashlight_version2;
BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9, "" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8";
}
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
LoadTexture( SELFILLUMTEXTURE );
}
void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
{
if( IsSnapshotting() )
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableSRGBWrite( true );
// Base Texture
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
// Lightmaps
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
int pTexCoords[3] = { 2, 2, 1 };
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
}
FogToFogColor();
}
else
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// Load the z^2 components of the lightmap coordinate axes only
// This is (N dot basis)^2
Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
vecZValues *= vecZValues;
Vector4D basis[3];
basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetModulationPixelShaderDynamicState( 3 );
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
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 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
}
}
Draw();
if( IsSnapshotting() )
{
SetInitialShadowState( );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// Base texture
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false );
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, false );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, false );
SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, false );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, false );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false );
#ifdef _X360
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, 0 );
#endif
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
}
FogToFogColor();
}
else
{
BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, false );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, false );
SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
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 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
}
}
Draw();
}
void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bUsingFlashlight )
{
if( bUsingFlashlight )
{
DrawFlashlight_dx90_Vars_t flashlightVars;
flashlightVars.m_bBump = false;
flashlightVars.m_nBumpmapVar = -1;
flashlightVars.m_nBumpmapFrame = -1;
flashlightVars.m_nBumpTransform = -1;
flashlightVars.m_nFlashlightTextureVar = FLASHLIGHTTEXTURE;
flashlightVars.m_nFlashlightTextureFrameVar = FLASHLIGHTTEXTUREFRAME;
flashlightVars.m_bLightmappedGeneric = true;
flashlightVars.m_bWorldVertexTransition = false;
// int nWorldVertexTransitionPassID = 0
flashlightVars.m_nBaseTexture2Var = -1;
flashlightVars.m_nBaseTexture2FrameVar = -1;
flashlightVars.m_bTeeth = false;
flashlightVars.m_nTeethForwardVar = 0;
flashlightVars.m_nTeethIllumFactorVar = 0;
DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, flashlightVars );
}
else
{
DrawDecal( params, pShaderAPI, pShaderShadow );
}
}
SHADER_DRAW
{
bool bUsingFlashlight = UsingFlashlight( params );
if ( bUsingFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
{
DrawPass( params, pShaderAPI, pShaderShadow, false );
if ( pShaderShadow )
{
SetInitialShadowState( );
}
}
DrawPass( params, pShaderAPI, pShaderShadow, bUsingFlashlight );
}
END_SHADER