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289 lines
8.6 KiB
289 lines
8.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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// Implementation of the sprite shader
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//=============================================================================//
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#include "shaderlib/cshader.h"
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#include <string.h>
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#include "const.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// WARNING! Change these in engine/SpriteGn.h if you change them here!
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#define SPR_VP_PARALLEL_UPRIGHT 0
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#define SPR_FACING_UPRIGHT 1
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#define SPR_VP_PARALLEL 2
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#define SPR_ORIENTED 3
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#define SPR_VP_PARALLEL_ORIENTED 4
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DEFINE_FALLBACK_SHADER( Sprite, Sprite_DX6 )
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BEGIN_SHADER( Sprite_DX6,
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"Help for Sprite_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SPRITEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "sprite origin" )
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SHADER_PARAM( SPRITEORIENTATION, SHADER_PARAM_TYPE_INTEGER, "0", "sprite orientation" )
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SHADER_PARAM( SPRITERENDERMODE, SHADER_PARAM_TYPE_INTEGER, "0", "sprite rendermode" )
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SHADER_PARAM( IGNOREVERTEXCOLORS, SHADER_PARAM_TYPE_BOOL, "1", "ignore vertex colors" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// FIXME: This can share code with sprite.cpp
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// FIXME: Not sure if this is the best solution, but it's a very]
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// easy one. When graphics aren't enabled, we oftentimes need to get
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// at the parameters of a shader. Therefore, we must set the default
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// values in a separate phase from when we load resources.
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if (!params[ALPHA]->IsDefined())
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params[ ALPHA ]->SetFloatValue( 1.0f );
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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SET_FLAGS( MATERIAL_VAR_VERTEXCOLOR );
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SET_FLAGS( MATERIAL_VAR_VERTEXALPHA );
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// translate from a string orientation to an enumeration
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if (params[SPRITEORIENTATION]->IsDefined())
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{
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const char *orientationString = params[SPRITEORIENTATION]->GetStringValue();
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if( stricmp( orientationString, "parallel_upright" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
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}
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else if( stricmp( orientationString, "facing_upright" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_FACING_UPRIGHT );
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}
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else if( stricmp( orientationString, "vp_parallel" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL );
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}
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else if( stricmp( orientationString, "oriented" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_ORIENTED );
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}
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else if( stricmp( orientationString, "vp_parallel_oriented" ) == 0 )
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{
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_ORIENTED );
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}
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else
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{
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Warning( "error with $spriteOrientation\n" );
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
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}
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}
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else
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{
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// default case
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params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
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}
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableCulling( false );
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}
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switch( params[SPRITERENDERMODE]->GetIntValue() )
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{
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case kRenderNormal:
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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break;
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case kRenderTransColor:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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break;
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case kRenderTransTexture:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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break;
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case kRenderGlow:
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case kRenderWorldGlow:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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break;
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case kRenderTransAlpha:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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break;
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case kRenderTransAlphaAdd:
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_ONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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break;
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case kRenderTransAdd:
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SHADOW_STATE
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{
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if( params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
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{
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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}
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else
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{
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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}
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pShaderShadow->EnableConstantColor( true );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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SetColorState( COLOR, ALPHA );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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break;
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case kRenderTransAddFrameBlend:
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{
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float flFrame = params[FRAME]->GetFloatValue();
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float flFade = params[ALPHA]->GetFloatValue();
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SHADOW_STATE
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{
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if( params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
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{
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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}
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else
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{
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_COLOR );
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}
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pShaderShadow->EnableConstantColor( true );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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float frameBlendAlpha = 1.0f - ( flFrame - ( int )flFrame );
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pShaderAPI->Color3f( flFade * frameBlendAlpha, flFade * frameBlendAlpha, flFade * frameBlendAlpha );
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ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
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BindTexture( SHADER_SAMPLER0, pTexture, ( int )flFrame );
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}
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Draw();
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SHADOW_STATE
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{
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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float frameBlendAlpha = ( flFrame - ( int )flFrame );
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pShaderAPI->Color3f( flFade * frameBlendAlpha, flFade * frameBlendAlpha, flFade * frameBlendAlpha );
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ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
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int numAnimationFrames = pTexture->GetNumAnimationFrames();
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BindTexture( SHADER_SAMPLER0, pTexture, ( ( int )flFrame + 1 ) % numAnimationFrames );
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}
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Draw();
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}
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break;
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default:
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ShaderWarning( "shader Sprite: Unknown sprite render mode\n" );
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break;
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}
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}
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END_SHADER
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