Team Fortress 2 Source Code as on 22/4/2020
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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