Team Fortress 2 Source Code as on 22/4/2020
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// STATIC: "ZOOM_ANIMATE_SEQ2" "0..1" [vs20]
// STATIC: "DUALSEQUENCE" "0..1" [vs20]
// STATIC: "EXTRACTGREENALPHA" "0..1" [vs20]
// STATIC: "ZOOM_ANIMATE_SEQ2" "0..0" [vs11]
// STATIC: "DUALSEQUENCE" "0..0" [vs11]
// STATIC: "EXTRACTGREENALPHA" "0..0" [vs11]
// STATIC: "USE_INSTANCING" "0..1" [vs20]
// DYNAMIC: "ORIENTATION" "0..2"
#include "common_vs_fxc.h"
const float4x3 cModelView : register(SHADER_SPECIFIC_CONST_0);
const float4x4 cProj : register(SHADER_SPECIFIC_CONST_3);
#if ZOOM_ANIMATE_SEQ2
const float4 ScaleParms : register(SHADER_SPECIFIC_CONST_7);
#define OLDFRM_SCALE_START (ScaleParms.x)
#define OLDFRM_SCALE_END (ScaleParms.y)
#endif
const float4 SizeParms : register(SHADER_SPECIFIC_CONST_8);
const float4 SizeParms2 : register(SHADER_SPECIFIC_CONST_9);
const float4 ViewportTransformScaled : register(SHADER_SPECIFIC_CONST_10);
#define MINIMUM_SIZE_FACTOR (SizeParms.x)
#define MAXIMUM_SIZE_FACTOR (SizeParms.y)
#define START_FADE_SIZE_FACTOR (SizeParms.z)
#define END_FADE_SIZE_FACTOR (SizeParms.w)
// alpha fade w/ distance
#define START_FAR_FADE ( SizeParms2.x )
#define FAR_FADE_FACTOR ( SizeParms2.y ) // alpha = 1-min(1,max(0, (dist-start_fade)*factor))
// Define stuff for instancing on 360
#if ( defined( _X360 ) && defined( SHADER_MODEL_VS_2_0 ) )
#define CONST_PC
#define VERTEX_INDEX_PARAM_360 ,int Index:INDEX
#define DO_INSTANCING 1
#else
#define CONST_PC const
#define VERTEX_INDEX_PARAM_360
#endif
struct VS_INPUT
{
// This is all of the stuff that we ever use.
float4 vTint : COLOR;
float4 vPos : POSITION;
float4 vTexCoord0 : TEXCOORD0;
float4 vTexCoord1 : TEXCOORD1;
float4 vParms : TEXCOORD2; // frame blend, rot, radius, yaw
// FIXME: remove this vertex element for (USE_INSTANCING == 1), need to shuffle the following elements down
float2 vCornerID : TEXCOORD3; // 0,0 1,0 1,1 0,1
float4 vTexCoord2 : TEXCOORD4;
#if DUALSEQUENCE
float4 vSeq2TexCoord0 : TEXCOORD5;
float4 vSeq2TexCoord1 : TEXCOORD6;
float4 vParms1 : TEXCOORD7; // second frame blend, ?,?,?
#endif
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float4 argbcolor : COLOR;
float4 blendfactor0 : TEXCOORD2;
float2 texCoord2 : TEXCOORD3;
#if !defined( SHADER_MODEL_VS_1_1 )
float4 blendfactor1 : TEXCOORD4; // for extracting green/alpha
#endif
#if DUALSEQUENCE
float2 vSeq2TexCoord0 : TEXCOORD5;
float2 vSeq2TexCoord1 : TEXCOORD6;
#endif
#if defined( _X360 )
float4 vScreenPos_ReverseZ : TEXCOORD7;
#else
float4 vScreenPos : TEXCOORD7;
#endif
};
#define BLENDFACTOR v.vParms.x
#define ROTATION v.vParms.y
#define RADIUS v.vParms.z
#define YAW (v.vParms.w)
#if ( ZOOM_ANIMATE_SEQ2 )
float getlerpscaled( float l_in, float s0, float s1, float ts )
{
l_in = 2.0*(l_in-.5);
l_in *= lerp(s0,s1,ts);
return 0.5+0.5*l_in;
}
float getlerpscale_for_old_frame( float l_in, float ts )
{
return getlerpscaled( l_in, OLDFRM_SCALE_START, OLDFRM_SCALE_END, ts);
}
float getlerpscale_for_new_frame( float l_in, float ts )
{
return getlerpscaled( l_in, 1.0, OLDFRM_SCALE_START, ts );
}
#endif // ZOOM_ANIMATE_SEQ2
#ifdef DO_INSTANCING
void InstancedVertexRead( inout VS_INPUT v, int index )
{
// Duplicate each VB vertex 4 times (and generate vCornerID - the only thing that varies per-corner)
float4 vTint;
float4 vPos;
float4 vTexCoord0;
float4 vTexCoord1;
float4 vParms;
float4 vTexCoord2;
float4 vSeq_TexCoord0; // NOTE: April XDK compiler barfs on var names which have a number in the middle! (i.e. vSeq2TexCoord0)
float4 vSeq_TexCoord1;
float4 vParms1;
int spriteIndex = index / 4;
int cornerIndex = index - 4*spriteIndex;
asm
{
vfetch vTint, spriteIndex, color0;
vfetch vPos, spriteIndex, position0;
vfetch vTexCoord0, spriteIndex, texcoord0;
vfetch vTexCoord1, spriteIndex, texcoord1;
vfetch vParms, spriteIndex, texcoord2;
vfetch vTexCoord2, spriteIndex, texcoord4;
#if DUALSEQUENCE
vfetch vSeq_TexCoord0, spriteIndex, texcoord5;
vfetch vSeq_TexCoord1, spriteIndex, texcoord6;
vfetch vParms1, spriteIndex, texcoord7;
#endif
};
v.vTint = vTint;
v.vPos = vPos;
v.vTexCoord0 = vTexCoord0;
v.vTexCoord1 = vTexCoord1;
v.vParms = vParms;
v.vTexCoord2 = vTexCoord2;
#if DUALSEQUENCE
v.vSeq2TexCoord0 = vSeq_TexCoord0;
v.vSeq2TexCoord1 = vSeq_TexCoord1;
v.vParms1 = vParms1;
#endif
// Compute vCornerID - order is: (0,0) (1,0) (1,1) (0,1)
// float2 IDs[4] = { {0,0}, {1,0}, {1,1}, {0,1} };
// v.vCornerID.xy = IDs[ cornerIndex ];
// This compiles to 2 ops on 360 (MADDs with abs/sat register read/write modifiers):
v.vCornerID.xy = float2( 1.5f, 0.0f ) + cornerIndex*float2( -1.0f, 1.0f );
v.vCornerID.xy = saturate( float2(1.5f, -3.0f) + float2( -1.0f, 2.0f )*abs( v.vCornerID.xy ) );
}
#endif
VS_OUTPUT main( CONST_PC VS_INPUT v
VERTEX_INDEX_PARAM_360 )
{
VS_OUTPUT o;
#ifdef DO_INSTANCING
if ( USE_INSTANCING )
{
InstancedVertexRead( v, Index );
}
#endif
#if SHADER_MODEL_VS_1_1
float4 tint = v.vTint;
#else
float4 tint = GammaToLinear( v.vTint );
#endif
float2 sc_yaw;
sincos( YAW, sc_yaw.y, sc_yaw.x );
float2 sc;
sincos( ROTATION, sc.y, sc.x );
float2 ix=2*v.vCornerID.xy-1;
float x1=dot(ix,sc);
float y1=sc.x*ix.y-sc.y*ix.x;
float4 projPos;
float3 worldPos;
worldPos = mul4x3( v.vPos, cModel[0] );
float rad = RADIUS;
float3 v2p = ( worldPos - cEyePos );
float l = length(v2p);
rad=max(rad, MINIMUM_SIZE_FACTOR * l);
// now, perform fade out
#ifndef SHADER_MODEL_VS_1_1
if ( rad > START_FADE_SIZE_FACTOR * l )
{
if ( rad > END_FADE_SIZE_FACTOR *l )
{
tint = 0;
rad = 0; // cull so we emit 0-sized sprite
}
else
{
tint *= 1-(rad-START_FADE_SIZE_FACTOR*l)/(END_FADE_SIZE_FACTOR*l-START_FADE_SIZE_FACTOR*l);
}
}
#endif
#ifndef SHADER_MODEL_VS_1_1
// perform far fade
float tscale = 1-min(1, max(0, (l-START_FAR_FADE)*FAR_FADE_FACTOR) );
tint *= tscale;
if ( tscale <= 0)
rad = 0; // cull so we emit 0-sized sprite
#endif
rad=min(rad, MAXIMUM_SIZE_FACTOR * l);
#if ORIENTATION == 0
// Screen-aligned case
float3 viewPos;
viewPos = mul4x3( v.vPos, cModelView );
float3 disp=float3( -x1,y1,0);
float tmpx=disp.x*sc_yaw.x+disp.z*sc_yaw.y;
disp.z = disp.z*sc_yaw.x-disp.x*sc_yaw.y;
disp.x=tmpx;
viewPos.xyz += disp * rad;
projPos = mul( float4(viewPos, 1.0f), cProj );
#endif
#if ORIENTATION == 1
// Z-aligned case
if (l > rad/2)
{
float3 up = float3(0,0,1);
float3 right = normalize(cross(up, v2p));
float tmpx=right.x*sc_yaw.x+right.y*sc_yaw.y;
right.y = right.y*sc_yaw.x-right.x*sc_yaw.y;
right.x=tmpx;
worldPos += (x1*rad)*right;
worldPos.z += (y1*rad)*up.z;
#ifndef SHADER_MODEL_VS_1_1
if (l < rad*2 )
{
tint *= smoothstep(rad/2,rad,l);
}
#endif
}
projPos = mul( float4(worldPos, 1.0f), cViewProj );
#endif
#if ORIENTATION == 2
// aligned with z plane case - easy
float3 wpos=v.vPos+RADIUS*float3( y1,x1,0);
projPos = mul( float4(wpos, 1.0f), cModelViewProj );
#endif
o.blendfactor0 = float4( v.vParms.x, 0, 0, 0 );
o.projPos = projPos;
o.texCoord0.x = lerp( v.vTexCoord0.z, v.vTexCoord0.x, v.vCornerID.x );
o.texCoord0.y = lerp( v.vTexCoord0.w, v.vTexCoord0.y, v.vCornerID.y );
o.texCoord1.x = lerp( v.vTexCoord1.z, v.vTexCoord1.x, v.vCornerID.x );
o.texCoord1.y = lerp( v.vTexCoord1.w, v.vTexCoord1.y, v.vCornerID.y );
o.texCoord2.x = lerp( v.vTexCoord2.z, v.vTexCoord2.x, v.vCornerID.x );
o.texCoord2.y = lerp( v.vTexCoord2.w, v.vTexCoord2.y, v.vCornerID.y );
#if ( DUALSEQUENCE )
float2 lerpold = v.vCornerID.xy;
float2 lerpnew = v.vCornerID.xy;
#if ( ZOOM_ANIMATE_SEQ2 )
lerpold.x = getlerpscale_for_old_frame( v.vCornerID.x, v.vParms1.x );
lerpold.y = getlerpscale_for_old_frame( v.vCornerID.y, v.vParms1.x );
lerpnew.x = getlerpscale_for_new_frame( v.vCornerID.x, v.vParms1.x );
lerpnew.y = getlerpscale_for_new_frame( v.vCornerID.y, v.vParms1.x );
#endif
o.vSeq2TexCoord0.xy = lerp( v.vSeq2TexCoord0.zw, v.vSeq2TexCoord0.xy, lerpold.xy );
o.vSeq2TexCoord1.xy = lerp( v.vSeq2TexCoord1.zw, v.vSeq2TexCoord1.xy, lerpnew.xy );
o.blendfactor0.z = v.vParms1.x;
#endif
#if !defined( SHADER_MODEL_VS_1_1 )
o.blendfactor1 = float4( 0.0f, 0.0f, 0.0f, 0.0f );
#if ( EXTRACTGREENALPHA )
// Input range Output range
if ( v.vParms.x < 0.25f ) // 0.0 .. 0.25
{
o.blendfactor0.a = v.vParms.x * 2 + 0.5f; // 0.5 .. 1.0
o.blendfactor0.g = 1 - o.blendfactor0.a; // 0.5 .. 0.0
}
else if ( v.vParms.x < 0.75f ) // 0.25 .. 0.75
{
o.blendfactor1.g = v.vParms.x * 2 - 0.5f; // 0.0 .. 1.0
o.blendfactor0.a = 1 - o.blendfactor1.g; // 1.0 .. 0.0
}
else // 0.75 .. 1.0
{
o.blendfactor1.a = v.vParms.x * 2 - 1.5f; // 0.0 .. 0.5
o.blendfactor1.g = 1 - o.blendfactor1.a; // 1.0 .. 0.5
}
#endif
#endif
// Map projected position to the refraction texture
float2 vScreenPos;
vScreenPos.x = projPos.x;
vScreenPos.y = -projPos.y; // invert Y
vScreenPos = (vScreenPos + projPos.w) * 0.5f;
// Need to also account for the viewport transform, which matters when rendering with mat_viewportscale != 1.0
vScreenPos = (vScreenPos * ViewportTransformScaled.xy) + (projPos.w * ViewportTransformScaled.zw);
#if defined( _X360 )
o.vScreenPos_ReverseZ = float4(vScreenPos.x, vScreenPos.y, projPos.w - projPos.z, projPos.w );
#else
o.vScreenPos = float4(vScreenPos.x, vScreenPos.y, projPos.z, projPos.w );
#endif
o.argbcolor = tint;
return o;
}