You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
175 lines
5.7 KiB
175 lines
5.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: A wet version of base * lightmap
|
|
//
|
|
// $Header: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "BaseVSShader.h"
|
|
|
|
#include "particlesphere_vs20.inc"
|
|
#include "particlesphere_ps20.inc"
|
|
#include "particlesphere_ps20b.inc"
|
|
|
|
#include "cpp_shader_constant_register_map.h"
|
|
|
|
int GetDefaultDepthFeatheringValue( void ); //defined in spritecard.cpp
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX9 )
|
|
|
|
BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX9, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE )
|
|
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries" )
|
|
SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." )
|
|
SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" )
|
|
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" )
|
|
SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" )
|
|
SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." )
|
|
SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." )
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT_PARAMS()
|
|
{
|
|
if ( !params[DEPTHBLEND]->IsDefined() )
|
|
{
|
|
params[ DEPTHBLEND ]->SetIntValue( GetDefaultDepthFeatheringValue() );
|
|
}
|
|
if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
params[ DEPTHBLEND ]->SetIntValue( 0 );
|
|
}
|
|
if ( !params[DEPTHBLENDSCALE]->IsDefined() )
|
|
{
|
|
params[ DEPTHBLENDSCALE ]->SetFloatValue( 50.0f );
|
|
}
|
|
}
|
|
|
|
bool UsePixelShaders( IMaterialVar **params ) const
|
|
{
|
|
return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders();
|
|
}
|
|
|
|
SHADER_INIT
|
|
{
|
|
// If this would return false, then we should have fallen back to the DX6 one.
|
|
Assert( UsePixelShaders( params ) );
|
|
|
|
params[USINGPIXELSHADER]->SetIntValue( true );
|
|
LoadBumpMap( BUMPMAP );
|
|
}
|
|
|
|
SHADER_FALLBACK
|
|
{
|
|
if ( !UsePixelShaders(params) )
|
|
{
|
|
return "UnlitGeneric_DX6";
|
|
}
|
|
|
|
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
|
|
{
|
|
return "ParticleSphere_DX8";
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
|
|
if ( params[DEPTHBLEND]->GetIntValue() )
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
}
|
|
|
|
int tCoordDimensions[] = {2};
|
|
pShaderShadow->VertexShaderVertexFormat(
|
|
VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 );
|
|
|
|
pShaderShadow->EnableBlending( true );
|
|
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
|
|
DECLARE_STATIC_VERTEX_SHADER( particlesphere_vs20 );
|
|
SET_STATIC_VERTEX_SHADER( particlesphere_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20b );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, params[DEPTHBLEND]->GetIntValue() );
|
|
SET_STATIC_PIXEL_SHADER( particlesphere_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20 );
|
|
SET_STATIC_PIXEL_SHADER( particlesphere_ps20 );
|
|
}
|
|
|
|
FogToFogColor();
|
|
}
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, BUMPMAP );
|
|
|
|
if ( params[DEPTHBLEND]->GetIntValue() )
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
|
|
}
|
|
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() );
|
|
|
|
// Separate the light color into something that has a max value of 1 and a scale
|
|
// so the vertex shader can determine if it's going to overflow the color and scale back
|
|
// if it needs to.
|
|
//
|
|
// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
|
|
// it is equal to 1).
|
|
const float *f = params[LIGHT_COLOR]->GetVecValue();
|
|
Vector vLightColor( f[0], f[1], f[2] );
|
|
float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) );
|
|
if ( flScale < 0.01f )
|
|
flScale = 0.01f;
|
|
float vScaleVec[3] = { flScale, flScale, flScale };
|
|
vLightColor /= flScale;
|
|
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() );
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec );
|
|
|
|
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 );
|
|
|
|
pShaderAPI->SetDepthFeatheringPixelShaderConstant( 0, params[DEPTHBLENDSCALE]->GetFloatValue() );
|
|
|
|
|
|
// Compute the vertex shader index.
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( FOGTYPE, s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
SET_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
SET_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
SET_DYNAMIC_PIXEL_SHADER( particlesphere_ps20 );
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
END_SHADER
|