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177 lines
5.8 KiB
C++
177 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A wet version of base * lightmap
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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 "particlesphere_vs20.inc"
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#include "particlesphere_ps20.inc"
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#include "particlesphere_ps20b.inc"
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#include "cpp_shader_constant_register_map.h"
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int GetDefaultDepthFeatheringValue( void ); //defined in spritecard.cpp
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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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DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX9 )
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BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX9, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries" )
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SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." )
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SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" )
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SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" )
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SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." )
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SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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if ( !params[DEPTHBLEND]->IsDefined() )
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{
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params[ DEPTHBLEND ]->SetIntValue( GetDefaultDepthFeatheringValue() );
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}
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if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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params[ DEPTHBLEND ]->SetIntValue( 0 );
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}
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if ( !params[DEPTHBLENDSCALE]->IsDefined() )
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{
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params[ DEPTHBLENDSCALE ]->SetFloatValue( 50.0f );
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}
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}
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bool UsePixelShaders( IMaterialVar **params ) const
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{
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return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders();
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}
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SHADER_INIT
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{
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// If this would return false, then we should have fallen back to the DX6 one.
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Assert( UsePixelShaders( params ) );
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params[USINGPIXELSHADER]->SetIntValue( true );
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LoadBumpMap( BUMPMAP );
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}
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SHADER_FALLBACK
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{
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if ( !UsePixelShaders(params) )
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{
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return "UnlitGeneric_DX6";
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}
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "ParticleSphere_DX8";
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}
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return 0;
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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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if ( params[DEPTHBLEND]->GetIntValue() )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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}
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int tCoordDimensions[] = {2};
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pShaderShadow->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 );
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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->EnableDepthWrites( false );
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DECLARE_STATIC_VERTEX_SHADER( particlesphere_vs20 );
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SET_STATIC_VERTEX_SHADER( particlesphere_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, params[DEPTHBLEND]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER( particlesphere_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20 );
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SET_STATIC_PIXEL_SHADER( particlesphere_ps20 );
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}
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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, BUMPMAP );
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if ( params[DEPTHBLEND]->GetIntValue() )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
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}
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() );
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// Separate the light color into something that has a max value of 1 and a scale
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// so the vertex shader can determine if it's going to overflow the color and scale back
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// if it needs to.
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//
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// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
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// it is equal to 1).
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const float *f = params[LIGHT_COLOR]->GetVecValue();
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Vector4D vLightColor( f[0], f[1], f[2], 0.f );
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float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) );
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if ( flScale < 0.01f )
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flScale = 0.01f;
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Vector4D vScaleVec = { flScale, flScale, flScale, 0.f };
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vLightColor /= flScale;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec.Base() );
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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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pShaderAPI->SetDepthFeatheringPixelShaderConstant( 0, params[DEPTHBLENDSCALE]->GetFloatValue() );
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// Compute the vertex shader index.
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DECLARE_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( FOGTYPE, s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( particlesphere_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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