mirror of
https://github.com/nillerusr/source-engine.git
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133 lines
3.7 KiB
C++
133 lines
3.7 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "cpp_shader_constant_register_map.h"
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#include "bik_ps20.inc"
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#include "bik_ps20b.inc"
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#include "bik_vs20.inc"
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BEGIN_VS_SHADER( Bik, "Help for Bik" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
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// re-enable this if we want alpha blending
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// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" )
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SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
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SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "bik_dx81";
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}
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return 0;
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}
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SHADER_INIT
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{
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if ( params[YTEXTURE]->IsDefined() )
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{
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LoadTexture( YTEXTURE );
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}
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// if ( params[ATEXTURE]->IsDefined() )
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// {
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// LoadTexture( ATEXTURE );
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// }
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if ( params[CRTEXTURE]->IsDefined() )
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{
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LoadTexture( CRTEXTURE );
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}
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if ( params[CBTEXTURE]->IsDefined() )
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{
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LoadTexture( CBTEXTURE );
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}
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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->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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unsigned int flags = VERTEX_POSITION;
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int numTexCoords = 1;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( bik_vs20 );
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SET_STATIC_VERTEX_SHADER( bik_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( bik_ps20b );
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SET_STATIC_PIXEL_SHADER( bik_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( bik_ps20 );
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SET_STATIC_PIXEL_SHADER( bik_ps20 );
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}
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// The 360 needs an sRGB write, but NOT an sRGB read!
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if ( IsX360() )
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pShaderShadow->EnableSRGBWrite( true );
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else
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pShaderShadow->EnableSRGBWrite( false );
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// EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME );
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// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME );
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// We need the view matrix
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER( bik_vs20 );
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( bik_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( bik_ps20 );
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}
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}
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Draw( );
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}
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END_SHADER
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