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